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{{Short description|Home video game console}} | |||
{{Infobox CVG system | |||
{{Redirect-multi|2|NES|control deck|the type of card deck used in ''Magic: The Gathering''|Magic: The Gathering deck types#Control{{!}}''Magic: The Gathering'' deck types § Control|other uses of "NES"|NES (disambiguation)}} | |||
|title = Nintendo Entertainment System<br />Nintendo Family Computer | |||
{{Pp-move|small=yes}} | |||
|logo = <div style="white-space: nowrap;">]]</div> | |||
{{Use mdy dates|date=September 2024}} | |||
|image = <div style="white-space: nowrap;">]]</div> | |||
{{Infobox information appliance | |||
|manufacturer= ] | |||
| name = Nintendo Entertainment System / Family Computer | |||
|type= ] | |||
| aka = Family Computer/Famicom (Japan)<br />Hyundai Comboy (South Korea)<br /> Samurai Electronic TV Game System (India)<br /> ] (Post-Soviet countries)<br />Nintendo Entertainment System (PAL A/PAL B/Southeast Asia) <br /> | |||
|generation= ] (8-bit era) | |||
| logo = ]<br /><div style="margin-top:5px">]</div> | |||
|lifespan= '''<small><sup>]</sup></small>''' ], ]<br />'''<small><sup>]</sup></small>''' ], ]<br />'''<small><sup>]</sup></small>''' February 1986<br/>'''<small><sup>]</sup></small>'''1 September 1986<ref name="eur_regions">For distribution purposes, Europe and ] were divided into two regions by Nintendo. The first of these regions consisted of ], the ], ], ], ] and ], and saw the NES released during 1986. The console was released in the second region, consisting of the ], ], and ], as well as ], and ], the following year.</ref><br/>'''<small><sup>]/]</sup></small>''' 1987<ref name="eur_regions" /> | |||
| image = <div style="background-color: white; border: #dadada solid 1px; white-space: nowrap;"> | |||
|CPU = ] 2A03 ] processor (] core) | |||
]<br /> | |||
|media= ] (“Game Pak”)<ref>The Famicom Disk System peripheral utilized floppy diskette-based games. See ] for more information.</ref> | |||
] | |||
|controllers = 2 controller ports<ref>The original Japanese model of the Famicom included no controller ports. See ] for more information.</ref><br />1 expansion slot | |||
</div> | |||
|onlineservice= | |||
| caption = '''Top:''' NES Control Deck (with detachable controllers)<br />'''Bottom:''' Family Computer ("Famicom") main unit (with hardwired controllers) | |||
|unitssold = 60 million | |||
| developer = ] | |||
|topgame= '']''<ref>With 40.24 million copies sold, ''Super Mario Bros.'' is the ] of all time. It should be noted, however, that the “NES Action Set” (also known as the “NES Power Pack”), a retail set consisting of the NES deck, two game controllers, an NES Zapper, and a ''Super Mario Bros.''/'']'' ], accounted for the majority of these sales. ''Super Mario Bros. 3'', with 17.28 million copies sold, is the ] that was never packaged with the NES. .</ref> <small>(] / separately)</small><br/>] | |||
| |
| manufacturer = ] | ||
| |
| type = ] | ||
| generation = ] | |||
| release date = {{Video game release | |||
| JP | {{Start date|1983|07|15}} | |||
| NA | October 18, 1985<ref>{{cite magazine|url=https://www.wired.com/2010/10/1018nintendo-nes-launches/|title=Oct. 18, 1985: Nintendo Entertainment System Launches|date=October 18, 2010|magazine=]|access-date=June 11, 2015|last1=Kohler|first1=Chris|archive-date=November 26, 2020|archive-url=https://web.archive.org/web/20201126134701/https://www.wired.com/2010/10/1018nintendo-nes-launches/|url-status=live}}</ref> | |||
| EU | September 1, 1986{{efn|For distribution purposes, most of Europe and Australasia were divided into two regions by Nintendo. The first of these regions consisted of mainland Europe (excluding Italy) and Scandinavia, which saw the NES released from 1986 to 1988, depending on the country. The console was released in the second region, consisting of the United Kingdom, Ireland, Italy, Australia, and New Zealand, in 1987.}} | |||
| UK/IRE/ITA/AU| 1987{{efn|For distribution purposes, most of Europe and Australasia were divided into two regions by Nintendo. The first of these regions consisted of mainland Europe (excluding Italy) and Scandinavia, which saw the NES released from 1986 to 1988, depending on the country. The console was released in the second region, consisting of the United Kingdom, Ireland, Italy, Australia, and New Zealand, in 1987.}} | |||
| KR | 1989<ref>{{cite AV media |url=https://www.youtube.com/watch?v=MwPXJOs0ixg |title=Hyundai Super Comboy{{dash}}The Story of The Super Nintendo Console in South Korea! |author=Top Hat Gaming Man |via=YouTube |date=April 28, 2019 |time=7:48 |archive-url=https://web.archive.org/web/20230626093344/https://www.youtube.com/watch?v=MwPXJOs0ixg |archive-date=June 26, 2023 |url-status=live}} {{Unreliable source?|sure=y|reason=It's youtube and he has a photo of ] in his background so I don't trust him.|date=July 2024}}</ref> | |||
| BRA/ZA | 1993<ref>{{cite web | url=https://www.linkedin.com/pulse/video-games-around-world-south-africa-joshua-rogers/ | title=Video Games Around the World: South Africa | access-date=September 25, 2022 | archive-date=September 25, 2022 | archive-url=https://web.archive.org/web/20220925153658/https://www.linkedin.com/pulse/video-games-around-world-south-africa-joshua-rogers/ | url-status=live }}</ref> | |||
}} | |||
| price = {{JPY|14,800|1983}}<br />{{US$|179|1985|round=-1}}<ref name="US Price">{{cite news |first=Martin |last=Levin |title=New components add some Zap to video games |work=San Bernardino County Sun |page=A-4 |date=November 20, 1985 }}</ref> | |||
| discontinued = {{vgrelease|NA/EU/]|{{End date|1995|08|14}}<ref name="Museum">{{cite web|url=http://classicgaming.gamespy.com/View.php?view=ConsoleMuseum.Detail&id=26&game=5|title=Nintendo Entertainment System (NES) – 1985–1995|work=Classic Gaming|publisher=GameSpy|access-date=December 20, 2019|url-status=dead|archive-url=https://web.archive.org/web/20121029033423/http://classicgaming.gamespy.com/View.php?view=ConsoleMuseum.Detail&id=26&game=5|archive-date=October 29, 2012}}</ref>|JP|{{End date|September 25, 2003}}}}<ref>{{Cite web |url=http://www.nintendo.co.jp/nom/0401/lx/2_3/index.html |website=任天堂株式会社 |title=編集者の目/企業者からのメッセージ |access-date=2025-01-11 |archive-url=https://web.archive.org/web/20040413061044/http://www.nintendo.co.jp/nom/0401/lx/2_3/index.html |archive-date=2004-04-13}}</ref> | |||
| units sold = 61.91 million<ref name="consolidated sales" /> | |||
| media = ] | |||
| CPU = {{Unbulleted list | |||
| ] @ 1.79 MHz | |||
| ] @ 1.66 MHz{{efn|The 2A03 is in NTSC consoles, and the 2A07 is in PAL consoles. Both CPUs are based on the ]; see ] section.}} | |||
}} | |||
| controllers = 2 controller ports{{efn|The original Famicom has two hardwired game controllers and a single port for additional input devices. See ] section.}} <br />1 expansion slot | |||
| top game = {{Indented plainlist| | |||
*]: '']'' {{Small|(approx. 40 million units)}}<ref>{{Cite web|url=https://www.theguardian.com/technology/gamesblog/2010/sep/13/games-gameculture|title=Super Mario Bros: 25 Mario facts for the 25th anniversary|last=Stuart|first=Keith|date=September 13, 2010|website=The Guardian|language=en|access-date=November 2, 2018|archive-date=August 9, 2017|archive-url=https://web.archive.org/web/20170809081435/https://www.theguardian.com/technology/gamesblog/2010/sep/13/games-gameculture|url-status=live}}</ref> | |||
*Stand-alone: '']'' {{Small|(approx. 10 million units)}}<ref>{{cite web|url=http://tech.uk.msn.com/features/article.aspx?cp-documentid=4825211|archive-url=https://web.archive.org/web/20080309234939/http://tech.uk.msn.com/features/article.aspx?cp-documentid=4825211|archive-date=March 9, 2008|title=The games that sold consoles|first=Patrick|last=Goss|publisher=MSN|access-date=September 24, 2011}}</ref> | |||
}} | }} | ||
| predecessor = ] | |||
{{featured article}} | |||
| successor = ] | |||
{{redirect|NES}} | |||
| related = ], ] | |||
{{redirect|Famicom|"Famikon" in the generic sense as used in the Japanese language|Video game console}} | |||
| sound = APU, 5 channels: 2 pulse wave, triangle wave, white noise, DPCM | |||
| graphics = PPU (Ricoh 2C02) | |||
| display = 256 × 240 ] | |||
| memory = 2 KB work RAM<br />2 KB video RAM<br />256 bytes sprite RAM | |||
}} | |||
The '''Nintendo Entertainment System''' ('''NES''') is an ] ] produced by ]. It was first released in Japan on July 15, 1983, as the {{nihongo foot|'''Family Computer''' ('''Famicom''').|ファミリーコンピュータ (ファミコン)|Famirī Konpyūta|lead=yes|group=note}} It was released in US test markets as the redesigned NES in October 1985, and fully launched in the US the following year. The NES was distributed in Europe, Australia, and parts of Asia throughout the 1980s under various names. As a ], it mainly competed with ]'s ]. | |||
The NES was designed by ]. Nintendo's president, ], called for a simple, cheap console that could run ]s on ]. The ] design was reused from Nintendo's portable ] hardware. The western model was redesigned to resemble a ]. Nintendo released add-ons such as the ] ] for several ] games, and ], a ] accessory. | |||
The '''Nintendo Entertainment System''' (often referred to as the '''NES''' or simply '''Nintendo'''), is an ] ] released by ] in ], ], ], and ] in 1985. In most of ], including ] (where it was first launched in 1983), the ], ], ], and ], it was released as the {{nihongo|'''Family Computer'''|ファミリーコンピュータ|Famirī Konpyūta}} or simply, the {{nihongo|'''Famicom'''|ファミコン|Famikon}} ''{{Audio|Famicom.ogg|listen}}''. In ], the hardware was licensed to ], which marketed it as the '''Comboy''' (컴보이).<ref name="korea">{{cite web | title=Breaking the Ice: South Korea Lifts Ban on Japanese Culture | url=http://web-japan.org/trends98/honbun/ntj981207.html | format=html | accessdate=May 19 | accessyear=2007 | date=December 7 | year=1998 | work=}}</ref> | |||
The NES is regarded as one of the most influential consoles. It helped revitalise the ] following the ],{{efn|The NES was the overall bestselling system worldwide of its time. In Japan and the United States, it controlled 85-90% of the market.<ref name="Game Over">{{cite book |title=Game Over |last=Sheff |first=David |author-link=David Sheff |year=1993 |publisher=Random House |location=New York |isbn=0-679-40469-4 | url=https://books.google.com/books?id=b_N5FzzD3hsC | access-date=July 2, 2019}}</ref>{{rp|349}} In Europe, it was at most in 10-12% of households.<ref name="Game Over" />{{rp|413–414}} Nintendo sold 61.91 million NES units worldwide: 19.35 million in Japan, 34 million in the Americas, and 8.56 million in other regions.<ref name="consolidated sales">{{cite web|url=https://www.nintendo.co.jp/ir/library/historical_data/pdf/consolidated_sales_e1603.pdf |title=Consolidated Sales Transition by Region |access-date=September 12, 2022 |date=March 2016 |publisher=Nintendo |archive-url=https://web.archive.org/web/20160427084600/https://www.nintendo.co.jp/ir/library/historical_data/pdf/consolidated_sales_e1603.pdf |archive-date=April 27, 2016 |url-status=live}}</ref>}} and pioneered a now-standard ] of licensing ] to produce and distribute games.<ref>{{cite book|last=Sanchez-Crespo |first=Daniel |title=Core Techniques and Algorithms in Game Programming|url=https://archive.org/details/coretechniquesal00dalm_163 |url-access=limited |date=September 8, 2003|publisher=New Riders Games|isbn=0-13-102009-9|page=}}</ref> The NES features several groundbreaking games, including '']'' (1985), '']'' (1986), '']'' (1986), and ] (1987) which have become major franchises. | |||
The most successful gaming console of its time in Asia and North America{{Fact|date=September 2007}} (Nintendo claims to have sold over 60 million NES units worldwide<ref name="classicsystems">{{cite web | title=Classic Systems—Nintendo Entertainment System | work=Nintendo | url=http://www.nintendo.com/systemsclassic?type=nes | format=html | accessdate=February 11 | accessyear=2006}}</ref>), it helped revitalize the US video game industry following the ]. It set the standard for subsequent consoles in everything from ] (the breakthrough ], '']'', was the system’s first major success) to controller layout. The NES was the first console for which the manufacturer openly courted ]s. | |||
The NES dominated Japanese and North American markets, but initially underperformed in Europe where it faced strong competition from the Sega Master System and ]. With 61.91 million units sold, it is one of ] of all time. It was succeeded in 1990 by the ]. | |||
The slogan for the NES in North America is "Now You're Playing With Power!" | |||
== History == | == History == | ||
{{ |
{{Main|History of the Nintendo Entertainment System}} | ||
]s encouraged the company to enter the home console market with the Famicom. A ] of Nintendo’s arcade hit ''Donkey Kong'' was a ] for the system.]] | |||
Following a series of ] successes in the early 1980s, Nintendo made plans to produce a cartridge-based console. ] designed the system, which was released in ] on ], ] for ]14,800 alongside three ] of Nintendo’s successful ]s '']'', '']'', and '']''. The '''Nintendo Family Computer''' ('''Famicom''') was slow to gather momentum; during its first year, many criticized the system as unreliable, prone to ] and rampant ]. Following a ] and a reissue with a new ], the Famicom’s popularity soared, becoming the best-selling game console in Japan by the end of 1984. | |||
=== Background === | |||
Encouraged by its successes, Nintendo soon turned its attention to the North American market. Nintendo entered into negotiations with ] to release the Famicom under Atari’s name as the name Nintendo Enhanced Video System; however, this deal eventually fell through.<ref>Atari broke off negotiations with Nintendo in response to ] unveiling of a unlicensed port of ''Donkey Kong'' for its ] computer system. Although the game had been produced without Nintendo’s permission or support, Atari took its release as a sign that Nintendo was dealing with one of its major competitors in the market.</ref><ref>{{cite web | title=The History of the Nintendo Entertainment System or Famicom | work=Nintendo Land | url=http://www.nintendoland.com/home2.htm?nes/history.htm | format=html | accessdate=February 12 | accessyear=2006}}</ref> Subsequent plans to market a Famicom console in North America featuring a keyboard, cassette data recorder, wireless joystick controller, and a special ] cartridge under the name "Nintendo Advanced Video System" likewise never materialized. | |||
]]] | |||
The ] experienced rapid growth and popularity from the late 1970s to the early 1980s, marked by the ] and the ]. Games like '']'' (1978) became a phenomenon across arcades worldwide, while home consoles such as the ] and the ] gained footholds in the American market. Many companies emerged to capitalise on the growing industry, including the playing card manufacturer ].{{sfn|Sachiko|1994|p=16}} | |||
], who had been Nintendo's president since 1949, realised that breakthroughs in the electronics industry meant that entertainment products could be produced at lower prices. Companies such as ] and ] were already selling gaming devices for use with television sets, to moderate success. Yamauchi negotiated a licence with Magnavox to sell its game console, the ]. Since Nintendo's operation was not yet sophisticated enough to design its own hardware, Yamauchi forged an alliance with ] and hired several ] employees to assist in developing the ] in Japan.{{sfn|Sheff|Eddy|1999|p=27}}{{sfn|Sachiko|1994|p=17}} This was followed by a more successful sequel, the ], and the handheld ] series.{{sfn|Sheff|Eddy|1999|p=27-28}}<ref name="history">{{cite web |title=Nintendo History |url=https://www.nintendo.co.uk/Hardware/Nintendo-History/Nintendo-History-625945.html |access-date=January 11, 2023 |publisher=Nintendo of Europe |language=en-GB |archive-date=January 24, 2023 |archive-url=https://web.archive.org/web/20230124175046/https://www.nintendo.co.uk/Hardware/Nintendo-History/Nintendo-History-625945.html |url-status=live }}</ref> The successes of these machines gave Yamauchi the confidence to expand Nintendo's influence in the fledgling video game industry.{{sfn|Sheff|Eddy|1999|p=28}} | |||
Finally, in ], Nintendo unveiled its American version of the Famicom at the ] (CES). Nintendo rolled out its first systems to limited American markets on ], ], following up with a full-fledged North American release of the console in February of the following year.<ref>{{cite book | first = Van | last = Burnham | year = 2001 | title = Supercade: A Visual History of the Videogame Age, 1971–1984 | pages = p. 375 | publisher = MIT Press | location = Cambridge, Massachusetts | id = ISBN 0-262-52420-1 }}</ref> Nintendo simultaneously released eighteen ]s: '']'', '']'', '']'', '']'', '']'', '']'', '']'', '']'', '']'', '']'', '']'', '']'', '']'', '']'', '']'', '']'', '']'', and, '']''. | |||
In 1978, Yamauchi split Nintendo into separate research and development divisions. He appointed ] as head of ], a division that focused solely on hardware.<ref>{{cite web |url=https://www.nintendo.co.uk/Iwata-Asks/Iwata-Asks-Game-Watch/Iwata-Asks-Game-Watch/2-Using-a-Calculator-Chip/2-Using-a-Calculator-Chip-223003.html |title=Iwata Asks – Game & Watch 2: Using a Calculator Chip |date=April 2010 |publisher=Nintendo |access-date=May 25, 2020 |archive-date=October 9, 2020 |archive-url=https://archive.today/20201009211247/https://www.nintendo.co.uk/Iwata-Asks/Iwata-Asks-Game-Watch/Iwata-Asks-Game-Watch/2-Using-a-Calculator-Chip/2-Using-a-Calculator-Chip-223003.html |url-status=live }}</ref><ref name="eurogamer">{{cite web|url=https://www.eurogamer.net/articles/2020-03-15-the-man-who-made-the-nes|title=The man who made the NES|website=]|date=March 15, 2020|last=Robinson|first=Martin|accessdate=May 1, 2021}}</ref><ref name=poly>{{cite web|url=https://www.polygon.com/2013/7/10/4510068/the-famicoms-creator-reflects-on-30-years-of-8-bit-bliss|title=The Famicom's creator reflects on 30 years of 8-bit bliss|date=July 10, 2013|accessdate=May 1, 2021|website=]}}</ref><ref name=kot>{{cite web|title=How Nintendo Made The NES (And Why They Gave It A Gun)|url=http://kotaku.com/an-insiders-memories-of-making-the-nintendo-entertainme-1737014878|website=Kotaku|archive-url=https://web.archive.org/web/20151016230249/http://kotaku.com/an-insiders-memories-of-making-the-nintendo-entertainme-1737014878|date=October 16, 2015|archive-date=October 16, 2015}}</ref><ref name=verge>{{cite web|title=7 things I learned from the designer of the NES|url=https://www.theverge.com/2015/10/18/9554885/nintendo-entertainment-system-famicom-history-masayuki-uemura|website=The Verge|archive-url=https://web.archive.org/web/20151019130146/http://www.theverge.com/2015/10/18/9554885/nintendo-entertainment-system-famicom-history-masayuki-uemura|date=October 18, 2015|archive-date=October 19, 2015}}</ref> Yamauchi, through extensive discussions with Uemura and other engineers, recognised the potential of the developing console beyond gaming. He envisioned a home-computer system disguised as a toy, which could significantly expand Nintendo's reach if it became popular with children. This popularity would drive demand for games, with Nintendo as the sole provider. Indeed, by 1980 several systems had already been released in Japan by both American and Japanese companies. Yamauchi tasked Uemura with developing a system that would be superior to its competitors and difficult to replicate for at least a year. Uemura's main challenge was economic rather than technological; Yamauchi wanted the system to be affordable enough for widespread household adoption, aiming for a price of ¥9,800 (less than $75) compared to existing machines priced at ¥30,000 to ¥50,000 ($200 to $350). The new system had to outperform other systems, both Japanese and American, while being significantly more affordable.{{sfn|Sheff|Eddy|1999|p=28-29}}<ref name=poly/> | |||
In Europe and Australia, the system was released to two separate marketing regions (A and B). Distribution in region B, consisting of most of mainland Europe (excluding Italy), was handled by a number of different companies, with Nintendo responsible for most cartridge releases; most of region B saw a 1986 release. Mattel handled distribution for region A, consisting of the United Kingdom, Ireland, Italy, Australia and New Zealand, starting the following year. Not until 1990 did Nintendo’s newly created European branch take over distribution throughout Europe.<ref name="Europe">{{cite web | title=European information | format=html | work= | url=http://nindb.classicgaming.gamespy.com/nes/nes_eu.shtml | accessdate=May 4 | accessyear=2006}}</ref> Despite the system’s lackluster performance outside of Japan and North America, by 1990 the NES had outsold all previously released consoles.<ref>{{cite web | author=Nielsen, Martin | year=1997 | title=The Nintendo Entertainment System (NES) FAQ v3.0A | format=html | work=ClassicGaming.com’s Museum | url=http://www.classicgaming.com/museum/faqs/nesfaq.shtml | accessdate=January 5 | accessyear=2005}}</ref> | |||
===Inception=== | |||
] in Japan and the ] in North America) that corrected a number of problems with the original hardware.]] | |||
As development progressed on the new video game system, engineers sought Yamauchi's guidance on its features. They questioned whether to include a ], keyboard, data port, as well as the potential for a ], expanded memory, and other computer-like capabilities. Yamauchi ultimately instructed Uemura to prioritise simplicity and affordability, omitting these peripherals entirely. ], which Uemura saw as "less intimidating" to consumers, were chosen as the format.{{sfn|Sheff|Eddy|1999|p=31-32}} The team designed the system with 2,000 bytes of ] (RAM), significantly more than Atari's 256 bytes. Larger cartridges also allowed for far more complex games, with thirty-two times the code capacity of Atari cartridges.{{sfn|Sheff|Eddy|1999|p=32}} | |||
As the 1990s dawned, however, renewed competition from technologically superior systems such as the ] ] (known as the Sega Genesis in North America) marked the end of the NES’s dominance. Eclipsed by Nintendo’s own ] (SNES), the NES’s user base gradually waned. Nintendo continued to support the system in America through the first half of the decade, even releasing a new version of the console, the ], to address many of the design flaws in the original NES hardware.<ref name="topload">{{cite web | author=The Collector | title=The Toploader NES: Why did it fail? | url=http://www.nesplayer.com/Editorials/toploaderfailure.htm | work= | format=html | accessdate=August 23 | accessyear=2006 }}</ref> The final games released for the system were as follows: in Japan, ] in 1994, and, in America, among unlicensed titles, ] was the last, whereas ] was the last licensed game (also the only one with an ESRB rating).<ref name="warioswoods">{{cite web | title="Did you know..." Top 25 Things You May Not Have Known About the NES | url=http://www.nesplayer.com/features/didyouknow/ | work=}}</ref> In the wake of ever decreasing sales and the lack of new software titles, Nintendo of America officially discontinued the NES by 1995. Despite this, Nintendo of Japan kept producing new Nintendo Famicoms for a niche market up until October 2003, when Nintendo of Japan officially discontinued the line. Even as developers ceased production for the NES, a number of high-profile video game franchises and series for the NES were transitioned to newer consoles and remain popular to this day. Nintendo’s own '']'', '']'', and '']'' franchises debuted on the NES, as did ]’s '']'' franchise, ]’s '']'' franchise, and ]’s '']'' and '']'' franchises. | |||
The console's hardware was largely based on ]s, particularly the hardware for ]'s '']'' (1979) and Nintendo's ''Donkey Kong'', with the goal of matching their powerful ] and ] capabilities in a home system.{{sfn|Sachiko|1994|p=16}} A test model was constructed in October 1982 to verify the functionality of the hardware, and work began on programming tools. Because 65xx CPUs had not been manufactured or sold in Japan by that time, no cross-development software was available and it had to be developed from scratch. Early Famicom games were written on a ] computer. LEDs on a grid were used with a digitizer to design graphics as no such software design tools existed at that time.<ref name="DevHistory">{{Cite magazine|last=高野|first=雅晴|date=January 16, 1995|title=ファミコン開発物語|url=https://trendy.nikkeibp.co.jp/article/special/20081002/1019327/|magazine=日経エレクトロニクス|language=ja|publisher=]|oclc=5530170|access-date=June 6, 2019|via=Nikkei Trendy Net|archive-date=June 6, 2019|archive-url=https://web.archive.org/web/20190606140054/https://trendy.nikkeibp.co.jp/article/special/20081002/1019327/|url-status=live}}</ref> | |||
In the years following the official "death" of the NES in the West, a collector’s market based around ], ]s, and ]s led some gamers to rediscover the NES. Coupled with the growth of ], the late 1990s saw something of a second golden age for the NES. The secondhand market began to dry up after 2000, and finding ROMs (digital copies of games for use on emulators) no longer represented the challenge it had in the past. Parallel to the rise of interest in emulation was the emergence of a dedicated NES hardware ]. Such hobbyists perform tasks such as moving the NES to a completely new case, or just dissecting it for parts or fun. The controllers are particular targets for modding, often being adapted to connect with ]s by way of a ] or ] port. Some NES modders have transformed the console into a ] system by adding ] and an ] or ] screen.<ref name="portable">{{cite web | author=TigheKLory | title=NESp | url=http://nestable.classicgaming.gamespy.com/ || format=html | accessdate=December 20 | accessyear=2006 }}</ref> | |||
<ref name="portable2">{{cite web || title=Game Grrl| url=http://www.ladyada.net/make/gamegrrl/make.html | work= | format=html | accessdate=December 20 | accessyear=2006 }}</ref> | |||
The codename for the project was ''GameCom'', but Masayuki Uemura's wife proposed the name ''Famicom'', arguing that "In Japan, 'pasokon' is used to mean a personal computer, but it is neither a home nor personal computer. Perhaps we could say it is a family computer."{{efn|name=Sharp|The "Famicom" name was prevalent among the general public in Japan, but Nintendo solely used the "Family Computer" moniker there because ] held the similarly-pronounced "Famicon" trademark for its Family Convection Oven, a ] released in 1979 that was classified as a "consumer electronic device". As such, Nintendo could not reuse the trademark under Japanese law due to the overlap in classification between the two products. Sharp eventually transferred the trademark to Nintendo on October 17, 1985, but the latter retained the "Family Computer" moniker until the console's discontinuation; the former used the "Famicom" name for all of its licensed console variants.<ref>{{cite web |last1=McClain |first1=K.J. |title=How Sharp Accidentally Copyright Trolled Nintendo Almost 40 Years Ago |url=https://www.nintendolife.com/news/2018/07/how_sharp_accidentally_copyright_trolled_nintendo_almost_40_years_ago |archive-url=https://ghostarchive.org/archive/20210930/https://www.nintendolife.com/news/2018/07/how_sharp_accidentally_copyright_trolled_nintendo_almost_40_years_ago |archive-date=September 30, 2021 |url-status=live |website=Nintendo Life |access-date=June 7, 2021 |date=July 5, 2018}}{{cbignore}}</ref>}} Meanwhile, Hiroshi Yamauchi decided that the console should use a red and white theme after seeing a billboard for DX Antenna (a Japanese antenna manufacturer) which used those colors.<ref name="DevHistory" /> | |||
== Bundle packages == | |||
]'' was one of the titles packaged alongside the NES deck for the North American launch of the console.]] | |||
For its North American release, the NES was released in two different configurations, or "bundles". The console deck itself was identical, but each bundle was packaged with different Game Paks and accessories. The first of these sets, the Control Deck, retailed from ]199.99, and included the console itself, two game controllers, and a ''Super Mario Bros.'' game cartridge. The second bundle, the Deluxe Set, retailed for ]249.99, and consisted of the console, a ], a ] (electronic gun), and two game paks: '']'' and '']''. | |||
===Development=== | |||
For the remainder of the NES’s commercial lifespan in North America, Nintendo frequently repackaged the console in new configurations to capitalize on newer accessories or popular game titles. Subsequent bundle packages included the NES Action Set, released in November 1988 for ]199.99, which replaced both of the earlier two sets, and included the console, the NES Zapper, two game controllers, and a ] version of ''Super Mario Bros.'' and ''Duck Hunt''. The Action Set became the most successful of the packages released by Nintendo. One month later, in December 1988, to coincide with the release of the ] floor mat controller, Nintendo released a new Power Set bundle, consisting of the console, the ], the NES Zapper, two controllers, and a multicart containing '']'', '']'', and '']''.<ref name="liedholm1">{{cite web | author=Liedholm, Marcus and Mattias | title=History of the Nintendo Entertainment System or Famicom | work=Nintendo Land | url=http://www.nintendoland.com/home2.htm?nes/history.htm | format=html | accessdate=February 12 | accessyear=2006}}</ref> In 1990, a Sports Set bundle was released, including the console, a ] infrared wireless ] adaptor, four game controllers, and a multicart featuring '']'' and '']''.<ref>{{cite web | title=Nintendo Entertainment System > United States Software List | work= | url=http://nindb.classicgaming.gamespy.com/nes/nes_us.shtml | format=html | accessdate=August 23 | accessyear=2006}}</ref> | |||
The Famicom was influenced by the ], ]'s competition against the ] in the United States;<ref name="Nikkei7">{{cite magazine |title=【任天堂「ファミコン」はこうして生まれた】 第7回:業務用機の仕様を家庭用に、LSIの開発から着手 |trans-title=How the Famicom Was Born – Part 7: Deciding on the Specs |magazine=Nikkei Electronics |date=December 19, 1994 |publisher=] |lang=ja |url=http://trendy.nikkeibp.co.jp/article/special/20081002/1019378/ |url-status=dead |archive-url=https://web.archive.org/web/20081012060247/http://trendy.nikkeibp.co.jp/article/special/20081002/1019378/ |archive-date=October 12, 2008 |access-date=April 13, 2021}} | |||
It is difficult to count the total number of games released on the NES. One can look at the number of games licensed by Nintendo of America or Japan, or combine them, or even add the numerous unlicensed titles. All told, well over 1,000 games are available on the NES platform. | |||
*{{cite web |date=April 21, 2012 |title=Deciding on the Specs |website=GlitterBerri's Game Translations |url=https://www.glitterberri.com/developer-interviews/how-the-famicom-was-born/deciding-on-the-specs/ |archive-url=https://web.archive.org/web/20120427193537/https://www.glitterberri.com/developer-interviews/how-the-famicom-was-born/deciding-on-the-specs/ |archive-date=April 27, 2012}}</ref> the ColecoVision's top-seller was a port of Nintendo's ''Donkey Kong''.<ref name="Nintendo life">{{cite news |last1=McFerran |first1=Damien |title=Feature: How ColecoVision Became the King of Kong |url=https://www.nintendolife.com/news/2010/09/feature_how_colecovision_became_the_king_of_kong |access-date=April 13, 2021 |work=] |date=September 18, 2010 |archive-date=January 6, 2012 |archive-url=https://web.archive.org/web/20120106181833/http://retro.nintendolife.com/news/2010/09/feature_how_colecovision_became_the_king_of_kong |url-status=live }}</ref> The project's chief manager Takao Sawano brought a ColecoVision home to his family, impressed by its smooth graphics,<ref>{{Cite magazine|last=高野|first=雅晴|date=January 16, 1995|title=ファミコン開発物語|url=https://trendy.nikkeibp.co.jp/article/special/20081002/1019378/|magazine=日経エレクトロニクス|language=ja|publisher=]|oclc=5530170|access-date=June 7, 2019|via=Nikkei Trendy Net|archive-date=June 6, 2019|archive-url=https://web.archive.org/web/20190606151812/https://trendy.nikkeibp.co.jp/article/special/20081002/1019378/|url-status=live}}</ref> which contrasts with the flicker and slowdown commonly seen on Atari 2600 games. Uemura said the ColecoVision set the bar for the Famicom. They wanted to surpass it and match the more powerful ''Donkey Kong'' arcade hardware; they took a ''Donkey Kong'' arcade cabinet to chip manufacturer ] for analysis, which led to Ricoh producing the ] (PPU) chip for the NES.<ref name="Nikkei7" /> | |||
Original plans called for the Famicom's cartridges to be the size of a cassette tape, but ultimately they ended up being twice as big. Careful design attention was paid to the cartridge connectors because loose and faulty connections often plagued arcade machines. As it necessitated 60 connection lines for the memory and expansion, Nintendo decided to produce its own connectors.<ref name="DevHistory" /> | |||
Two more bundle packages were released using the original model NES console. The Challenge Set included the console, two controllers, and a '']'' game pak. The Basic Set, first released in 1987, included only the console and two controllers with no pack-in cartridge. Instead, it contained a book called the '']'', which contained detailed information for every NES game made up to that point. Finally, the redesigned ] was released as part of the final Nintendo-released bundle package, once again under the name Control Deck, including the new style NES 2 console, and one redesigned "dogbone" game controller. Released in October 1993, this final bundle retailed for $49.99, and remained in production until the discontinuation of the NES in 1995.<ref name="topload" /> | |||
The controllers are hard-wired to the console with no connectors for cost reasons. The controller designs were reused from the ] machines, although the Famicom design team originally wanted to use arcade-style joysticks, even dismantling some from American game consoles to see how they worked. There were concerns regarding the durability of the joystick design and that children might step on joysticks on the floor. Katsuya Nakawaka attached a Game & Watch ] to the Famicom prototype and found that it was easy to use and caused no discomfort. Ultimately though, they installed a 15-pin expansion port on the front of the console so that an optional arcade-style joystick could be used.<ref name="DevHistory" /> | |||
== Regional differences == | |||
] was a peripheral available only for the Japanese Famicom that utilized games stored on "Disk Cards", reminiscent of 3.5" ]ettes.]] | |||
Although the Japanese Famicom and the international NES included essentially the same hardware, there were certain key differences between the two systems: | |||
* ''Different case design''. The Famicom featured a top-loading cartridge slot, a 15-] expansion port located on the unit’s front panel for accessories (as the controllers were hard-wired to the back of the console), and a red and white color scheme. The NES featured a front-loading cartridge slot (often jokingly compared to a ]), and a more subdued gray, black and red color scheme. An expansion port was found on the bottom of the unit, and the cartridge connector pinout was changed. | |||
* ''60-pin vs. 72-pin cartridges''. The original Famicom and the re-released ] both utilized a 60-pin cartridge design, which resulted in smaller cartridges than the NES (and the ]), which utilized a 72-pin design. Four pins were used for the ] lockout chip.<ref>{{cite web | author=Hernandez, Christopher | title=Nintendo NES / Famicom | format=html | work=Dark Watcher’s Console History | url=http://darkwatcher.psxfanatics.com/console/nes.htm | accessdate=January 5 | accessyear=2005}}</ref> Ten pins were added that connected a cartridge directly to the expansion port on the bottom of the unit. Finally, two pins that allowed cartridges to provide their own sound expansion chips were removed, a regrettable decision. Many early games (such as '']'') released in North America were simply Famicom cartridges attached to an adapter (such as the ]) to allow them to fit inside the NES hardware. Nintendo did this to reduce costs and inventory by using the same cartridge boards in America and Japan. | |||
* A number of ]s and ] packages were released for the Famicom. Few of these devices were ever released outside of Japan. | |||
** <span id="fds">''] (FDS)''</span>. Although not included with the original system, a popular floppy disk drive peripheral was released for the Famicom in Japan only. Nintendo never released the Famicom Disk System outside of Japan, citing concerns about software bootlegging. Notable games released for the FDS include '']'', '']'', '']'', and the original '']''.<ref>Many titles produced for the Famicom Disk System were subsequently ] to cartridge format for international release. Such games include ''Yume Kōjō: Doki Doki Panic'' (rebranded as '']'') and ]’s '']'' series. The original version of '']'' was released for the FDS in Japan, and didn’t see an international release until '']'' for the Super Nintendo Entertainment System (where it was retitled ''Super Mario Bros.: The Lost Levels'').</ref> | |||
** '']'' was an implementation of BASIC for the Famicom. It allowed the user to program his or her own games. Many programmers got their first experience on programming for the console this way. | |||
** ''Famicom MODEM'' was a ] that allowed connection to a Nintendo server which provided content such as jokes, news (mainly about Nintendo), game tips, and weather reports for Japan; it also allowed a small number of programs to be downloaded. | |||
* ''External ]s''. The Famicom had two cartridge pins that allowed cartridges to provide external sound enhancements. They were originally intended to facilitate the Famicom Disk System’s external sound chip. These pins were removed from the cartridge port of the NES, and relocated to the bottom expansion port. As a result, individual cartridges could not make use of this functionality, and many NES ] suffered from inferior sound compared to their equivalent Famicom versions. '']'' is a notable example of this problem. | |||
] | |||
* <span id="hardwired">''Hardwired controllers''</span>. The Famicom’s original design includes hardwired, non-removable controllers. In addition, the second controller featured an internal ] for use with certain games and lacked SELECT and START buttons. Both the controllers and the microphone were subsequently dropped from the redesigned AV Famicom in favor of the two seven-pin controller ports on the front panel used in the NES from its inception. | |||
* ''Lockout circuitry''. The Famicom contained no lockout hardware, and, as a result, unlicensed cartridges (both legitimate and bootleg) were extremely common throughout Japan and the Far East. The original NES (but not the top-loading NES 2) contained the ] lockout chip, which significantly increased the challenges faced by unlicensed developers. Tinkerers at home in later years discovered that disassembling the NES and cutting the fourth pin of the lockout chip would change the chip’s mode of operation from "lock" to "key", removing all effects and greatly improving the console’s ability to play legal games, as well as bootlegs and converted imports.<ref>{{cite web | author=Horton, Kevin | title=The Infamous Lockout Chip | format=html | work=BlueTech | url=http://www.tripoint.org/kevtris/mappers/lockout/ | accessdate=January 5 | accessyear=2005}}</ref> The European release of the console used a ] system that prevented cartridges released in region A from being played on region B consoles, and vice versa.<ref name="Europe" /> | |||
* ''Audio/video output''. The original Famicom featured an ] plug for audio/video output, while the original NES featured both an RF modulator and ] ] output cables. The AV Famicom featured only RCA composite output, and the top-loading ] featured only RF modulator output. The original North American NES was the first game console to feature direct composite video output so people could hook it up to a stand-alone ]. | |||
* ''Third-party cartridge manufacturing''. In Japan, six companies, namely Nintendo, ], ], ], ], and ], manufactured the cartridges for the Famicom. This allowed these companies to develop their own customized chips designed for specific purposes, such as Konami's VRC 6 and VRC 7 sound chips that increased the quality of sound in their games. | |||
] suggested an eject lever, which was not necessary, but he believed that children could be entertained by pressing it. Uemura adopted his idea. Uemura added a microphone to the second controller with the idea that it could be used to make players’ voices sound through the TV speaker.<ref> {{Webarchive|url=https://web.archive.org/web/20130329154852/http://www.glitterberri.com/developer-interviews/how-the-famicom-was-born/synonymous-with-the-domestic-game-console/ |date=March 29, 2013 }}. Glitterberri.com (April 21, 2012). Retrieved on August 23, 2013.</ref><ref name="DevHistory" /> | |||
== Game controllers == | |||
{{seealso|List of Nintendo Entertainment System accessories}} | |||
] | |||
The ] used for both the NES and the Famicom featured a brick-like design with a simple four button layout: two round buttons labelled "B" and "A", a "START" button, and a "SELECT" button. Additionally, the controllers utilized the cross-shaped ], designed by Nintendo employee ] for Nintendo ] systems, to replace the bulkier ]s on earlier gaming consoles’ controllers. | |||
=== Japanese release === | |||
The original model Famicom featured two game controllers, both of which were hardwired to the back of the console. The second controller lacked the START and SELECT buttons, but featured a small ]. Relatively few games made use of this feature. The earliest produced Famicom units initially had square A and B buttons.<ref name="20years">{{cite web | author=Nutt, Christian; Turner, Benjamin | year=2003 | title=Metal Storm: All About the Hardware. | format=html | work=Nintendo Famicom--20 years of fun | url=http://archive.gamespy.com/articles/july03/famicom/index5.shtml | accessdate=May 21 | accessyear=2006}}</ref> This was changed to the circular designs because of the square buttons being caught in the controller casing when pressed down, and glitches within the hardware causing the system to freeze occasionally while playing a game. | |||
The console was released on July 15, 1983, as the {{nihongo foot|'''Home Cassette Type Video Game: Family Computer''',|家庭用カセット式ビデオゲーム ファミリーコンピュータ|Katei-yō Kasetto-Shiki Bideo Gēmu: Famirī Konpyūta|lead=yes|group=note}} for {{JPY|14,800}} ({{Inflation|JP|14800|1983|fmt=eq|cursign=¥|r=-2}}) with three ] of Nintendo's successful arcade games '']'', '']'', and '']''. The Famicom was slow to gather success; a bad chip set caused the early revisions to ]. Following a ] and a reissue with a new ], the Famicom's popularity soared, becoming the bestselling game console in Japan by the end of 1984 in what came to be called the "Famicom Boom".<ref name="Ultimate History">{{cite book |last=Kent |first=Steven L. |author-link=Steven L. Kent |title=] |year=2001 |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4}}</ref>{{rp|279, 285}}<ref name="New Yorker">{{cite magazine |author=Alt, Matt |date=December 14, 2021 |title=A Tribute to the Nintendo Engineer Masayuki Uemura |magazine=The New Yorker |url=https://www.newyorker.com/culture/postscript/a-tribute-to-the-nintendo-engineer-masayuki-uemura |access-date=April 11, 2024 |archive-date=March 15, 2024 |archive-url=https://web.archive.org/web/20240315012533/https://www.newyorker.com/culture/postscript/a-tribute-to-the-nintendo-engineer-masayuki-uemura |url-status=live }}</ref> | |||
Nintendo launched the system with only first-party games, but after being approached by ] and ] in 1984, agreed to produce third-party games for a 30% fee for console licensing and production costs. This rate continued in the industry for consoles and digital storefront into the 21st century.<ref>{{cite web | url = https://www.bloomberg.com/news/articles/2020-08-19/epic-games-fortnite-battle-with-apple-and-google-can-be-traced-to-nintendo-tax | title = Epic's Battle With Apple and Google Actually Dates Back to Pac-Man | first1 = Takahashi | last1 = Mochizuki | first2 = Vlad | last2 = Savov | date = August 25, 2020 | access-date = August 25, 2020 | work = ] | archive-date = November 6, 2021 | archive-url = https://web.archive.org/web/20211106025128/https://www.bloomberg.com/news/articles/2020-08-19/epic-games-fortnite-battle-with-apple-and-google-can-be-traced-to-nintendo-tax | url-status = live }}{{subscription required|s}}</ref> | |||
] and lacked the microphone featured in Famicom controllers.]] | |||
The NES dropped the hardwired controllers, instead featuring two custom 7-pin ports on the front of the console. Also in contrast to the Famicom, the controllers included with the NES were identical to each other—the second controller lacked the microphone that was present on the Famicom model, and possessed the same START and SELECT buttons as the primary controller. | |||
=== North American release === | |||
] accessory, was limited to only 16 game titles.]] | |||
{{further|History of the Nintendo Entertainment System#North America}} | |||
A number of special controllers designed for use with specific games were released for the system, though very few such devices proved particularly popular. Such devices included, but were not limited to, the ] (a ]), the ], and the ill-fated ] and ]. The original Famicom featured a deepened ] expansion port on the front of the unit, which was used to connect most auxiliary devices. On the NES, these special controllers were generally connected to one of the two control ports on the front of the unit. | |||
Nintendo targeted the North American market, entering distribution negotiations with ] to release a redesigned Famicom with Atari's name as the Nintendo Advanced Video Gaming System. The deal was set to be finalized and signed at the Summer ] in June 1983. However, Atari discovered at that show that its competitor Coleco was illegally demonstrating its ] computer with Nintendo's ''Donkey Kong'' game. This violation of Atari's exclusive license with Nintendo to publish the game for its own computer systems delayed the implementation of Nintendo's game console marketing contract with Atari. Atari's CEO ] was fired the next month, so the deal went nowhere, and Nintendo decided to market its system on its own.<ref name="Ultimate History" />{{rp|283–285}}{{efn|Atari broke off negotiations with Nintendo in response to ]'s unveiling of an unlicensed port of ''Donkey Kong'' for its ] computer system. Although the game had been produced without Nintendo's permission or support, Atari took its release as a sign that Nintendo was dealing with one of its major competitors in the market.<ref name="Ultimate History" />{{rp|283–285}}}} | |||
] | |||
Near the end of the NES's lifespan, upon the release of the AV Famicom and the top-loading NES 2, the design of the game controllers was modified slightly. Though the original button layout was retained, the redesigned device abandoned the "brick" shell in favor of a "dog bone" shape reminiscent of the controllers of the Super Nintendo Entertainment System. In addition, the AV Famicom joined its international counterpart and dropped the hardwired controllers in favor of detachable controller ports. However, the controllers included with the Famicom AV, despite being the "dog bone" type, had cables which were a short three feet long, as opposed to the standard six feet of NES controllers. | |||
Subsequent plans for the Nintendo Advanced Video System likewise never materialized. It was privately demonstrated as a repackaged Famicom console featuring a keyboard, ], wireless ] controller, and a special ] cartridge.<ref name="Ultimate History" />{{rp|287}} By the beginning of 1985, more than 2.5 million Famicom units had been sold in Japan, and Nintendo soon announced plans to release it in North America as the Advanced Video Entertainment System (AVS) that year. The American ] was skeptical that the console could have any success in the region, as the industry was still recovering from the ]. The March 1985 issue of '']'' magazine stated that "the videogame market in America has virtually disappeared" and that "this could be a miscalculation on Nintendo's part".<ref>{{cite magazine|title=Nintendo's Final Solution|magazine=]|date=March 1985|volume=4|issue=36|url=https://archive.org/stream/electronic-games-magazine-1985-03/Electronic_Games_Issue_36_Vol_04_01_1985_Mar#page/n7/mode/2up|access-date=February 5, 2012|page=9}}</ref><ref>{{cite journal |last=Consalvo |first=Mia |year=2006 |title=Console video games and global corporations: Creating a hybrid culture |journal=New Media & Society |volume=8 |issue=1 |pages=117–137 |doi=10.1177/1461444806059921|s2cid=32331292 |issn = 1461-4448}}{{subscription required|s}}</ref> | |||
] in New York City, 1986]] | |||
In recent years the original NES controller has become one of the most recognizable symbols of the system. Nintendo has mimicked the look of the controller in several recent products, from promotional merchandise to limited edition versions of the ] and ] ]s. | |||
<br style="clear: left;" /> | |||
The Famicom hardware first made its North American debut in the ], in the form of the ] in 1984. The system's success in arcades paved the way for the official release of the NES console.<ref name="Horowitz">{{cite book |last1=Horowitz |first1=Ken |chapter=Nintendo "VS." the World |title=Beyond Donkey Kong: A History of Nintendo Arcade Games |date=July 30, 2020 |publisher=] |isbn=978-1-4766-4176-8 |pages=115–28 |chapter-url=https://books.google.com/books?id=UXD0DwAAQBAJ&pg=PA115 |access-date=April 13, 2021 |archive-date=February 7, 2023 |archive-url=https://web.archive.org/web/20230207094548/https://books.google.com/books?id=UXD0DwAAQBAJ&pg=PA115 |url-status=live }}</ref><ref name="mashable">{{cite news |last1=Stark |first1=Chelsea |title=30 years later, Nintendo looks back at when NES came to America |url=https://mashable.com/2015/10/19/nintendo-nes-launch-atari |access-date=April 13, 2021 |work=] |date=October 19, 2015 |archive-date=April 14, 2021 |archive-url=https://web.archive.org/web/20210414073512/https://mashable.com/2015/10/19/nintendo-nes-launch-atari/ |url-status=live }}</ref> With US retailers refusing to stock game consoles, Yamauchi realized there was still a market for video games in the arcades, so he introduced the Famicom to North America through the arcade industry.<ref name="Horowitz" /> The VS. System became a major success in North American arcades,<ref name="Horowitz" /> becoming the highest-grossing arcade machine of 1985 in the United States.<ref>{{cite magazine |title=Springsteen Sweeps JB Awards |magazine=] |date=November 23, 1985 |page=39 |url=https://worldradiohistory.com/Archive-All-Music/Cash-Box/80s/1985/CB-1985-11-23.pdf#page=39| archive-url=https://web.archive.org/web/20200819010149/https://worldradiohistory.com/Archive-All-Music/Cash-Box/80s/1985/CB-1985-11-23.pdf#page=39| archive-date=August 19, 2020| url-status=live}}</ref> By the time the NES launched, nearly 100,000 VS. Systems had been sold to American arcades.<ref>{{cite book |last1=Horowitz |first1=Ken |title=Beyond Donkey Kong: A History of Nintendo Arcade Games |date=July 30, 2020 |publisher=] |isbn=978-1-4766-4176-8 |page=155 |url=https://books.google.com/books?id=UXD0DwAAQBAJ&pg=PA155 |access-date=April 13, 2021 |archive-date=February 7, 2023 |archive-url=https://web.archive.org/web/20230207094548/https://books.google.com/books?id=UXD0DwAAQBAJ&pg=PA155 |url-status=live }}</ref> The success of the VS. System gave Nintendo the confidence to release the Famicom in North America as a video game console, for which there was growing interest due to Nintendo's positive reputation in the arcades. It also gave Nintendo the opportunity to test new games as VS. Paks in the arcades, to determine which games to release for the NES launch.<ref name="Horowitz" /> | |||
== Hardware design flaws == | |||
] was intended to address flaws in the NES design that caused cartridge connectors to be particularly susceptible to interference from dirt and dust.]] | |||
When Nintendo released the NES in the United States, the design styling was deliberately different from that of other game consoles. Nintendo wanted to distinguish its product from those of competitors, and to avoid the generally poor reputation that game consoles had acquired following the ]. One result of this philosophy was a front-loading ] (ZIF) cartridge socket designed to resemble the front-loading mechanism of a ]. The ZIF connector worked quite well when both the connector and the cartridges were clean and the pins on the connector were new. Unfortunately, the ZIF connector was not truly zero insertion force. When a user inserted the cartridge into the NES, the force of pressing the cartridge down and into place bent the contact pins slightly, as well as pressing the cartridge’s ROM board back into the cartridge itself. Repeated insertion and removal of cartridges caused the pins to wear out relatively quickly, and the ZIF design proved far more prone to interference by dirt and dust than an industry-standard card edge connector.<ref name="zif">{{cite web | first=Benj | last=Edwards | title=No More Blinkies: Replacing the NES's 72-Pin Cartridge Connector | url=http://www.vintagecomputing.com/index.php/archives/13 | work= | date=2005-11-07 | accessdate=2007-06-03 | format=HTML }}</ref> Exacerbating the problem was Nintendo’s choice of materials; the slot connector that the cartridge was actually inserted into was highly prone to corrosion.<ref name="corrosion">{{cite web | first=Rob | last=Nelson | title=Nintendo Redivivus: how to resuscitate an old friend | url=http://arstechnica.com/guides/tweaks/nintendo.ars/1 | format=HTML | work= | date=2003-02-12 | accessdate=2007-06-03}}</ref> Add-on peripherals like the popular ] ] tended to further exacerbate this problem by bending the front-loading mechanism during gameplay.<ref name="ggbent">{{cite web | first=Mark | last=Knibbs | title=NES Repairs | url=http://nintendope.iodized.net/thisoldnes/nes.txt | format=Text | date=1997-09-22 | work= }}</ref> Recently, third-party manufacturers have been producing gold clones of the NES connector piece to replace the existing one and prevent corrosion.<ref name="gold">{{cite web | name=Snowcone | title=Repairing Your NES | url=http://www.snackbar-games.com/features/editorial/repairing_your_nes-40.html | format=HTML | date=2003-05-21 | accessdate=2007-06-04 | work= }}</ref> | |||
At the 1985 Consumer Electronics Show (CES), Nintendo unveiled the American version of the Famicom: a stripped-down and cost-reduced redesign of the Advanced Video System (AVS), having abandoned the home computer approach. Nintendo purposefully designed the system to avoid resembling a video game console and avoided terms associated with game consoles. Marketing manager ] chose the term ''Game Pak'' for cartridges, ''Control Deck'' for the console, and ''Entertainment System'' for the whole platform. Renamed the ''Nintendo Entertainment System'' (''NES''), the new and cost-reduced version lacked most of the upscale features added in the AVS but retained many of its audiophile-inspired design elements, such as the grey colour scheme and boxy form factor. Disappointed with the cosmetically raw prototype part they received from Japan, which they nicknamed ''the lunchbox'', Nintendo of America designers Lance Barr and Don James added the two-tone gray, the black stripe, and the red lettering. To obscure the video game connotation, the NES replaced the top-loading cartridge slot of the Famicom and AVS with a front-loading chamber for software cartridges that kept the inserted cartridge out of view, reminiscent of a ]. The Famicom's pair of hard-wired controllers and the AVS's wireless controllers were replaced with two custom 7-pin sockets for detachable wired controllers. | |||
] | |||
Problems with the ] lockout chip frequently resulted in the system’s most infamous problem: the blinking red power light, in which the system appears to turn itself on and off repeatedly. The lockout chip was quite finicky, requiring precise timing in order to permit the system to boot. Dirty, aging, and bent connectors would often disrupt the timing, resulting in the blink effect.<ref name="blinking">{{cite web | title=Blinking Screen | url=http://www.nesplayer.com/technical/blinkingscreen/blink.htm | work= | accessdate=6 June | accessyear=2007 | format=html }}</ref> Alternatively, the console would turn on but only show a gray screen. Users attempted to solve this problem by blowing air onto the cartridge connectors, licking the edge connector, slapping the side of the system after inserting a cartridge, and/or cleaning the connectors with alcohol which, observing the back of the cartridge, was not endorsed by Nintendo. Many of the most frequent attempts to fix this problem ran the risk of damaging the cartridge and/or system. Blowing on the cartridge connectors was, in most cases, no better than removing and reinserting the cartridge, and tended to increase the rate of ] resulting in browning of the ], while slapping the side of the system after inserting the cartridge could potentially damage the console. In 1989, Nintendo released an official ] to help users clean malfunctioning cartridges and consoles. | |||
At June 1985's ] (CES), Nintendo unveiled the American version of its Famicom, with a new case redesigned by Lance Barr and featuring a '']'' cartridge slot.<ref name="barr-interview">{{cite web|url=http://www.nintendojo.com/archives/interviews/view_item.php?1130801472|title=Lance Barr Interview|access-date=June 19, 2016|author=Chad Margetts & M. Noah Ward|publisher=Nintendojo|date=May 31, 2005|archive-date=July 22, 2016|archive-url=https://web.archive.org/web/20160722231242/http://www.nintendojo.com/archives/interviews/view_item.php?1130801472|url-status=dead}}</ref> The change from a top-loader in the Famicom to a front-loader was to make the new console more like a ], which had grown in popularity by 1985, and differentiate the unit from past video game consoles.<ref>{{cite web | url = https://www.theverge.com/2015/10/18/9554885/nintendo-entertainment-system-famicom-history-masayuki-uemura | title = 7 things I learned from the designer of the NES | first = Sean | last = O'Kane | date = October 18, 2015 | access-date = September 21, 2018 | work = ] | archive-date = October 19, 2015 | archive-url = https://web.archive.org/web/20151019130146/http://www.theverge.com/2015/10/18/9554885/nintendo-entertainment-system-famicom-history-masayuki-uemura | url-status = live }}</ref> Additionally, Uemura explained that Nintendo developers had feared that the console's electronics might face ] in dry American states such as ] and ], and a front-loading design would be safer if children handled the console carelessly.<ref> {{Webarchive|url=https://web.archive.org/web/20200229214420/https://vandal.elespanol.com/noticia/1350732228/las-razones-tras-el-diseno-occidental-de-la-nes-explicadas-por-su-responsable/ |date=February 29, 2020 }}. Vandal.net, February 29, 2020</ref> | |||
With the release of the top-loading ] toward the end of the NES's lifespan, Nintendo resolved the problems by switching to a standard card edge connector, and eliminating the lockout chip. All of the Famicom systems used standard card edge connectors, as did Nintendo’s subsequent game consoles, the ] and the ]. | |||
This was deployed as the Nintendo Entertainment System (NES). Nintendo seeded these first systems to limited American test markets starting in New York City on October 18, 1985, and followed up in Los Angeles in February 1986; the American nationwide release came on September 27, 1986.<ref>{{cite news |last1=Pollack |first1=Andrew |title=Video Games, Once Zapped, In Comeback |url=https://www.nytimes.com/1986/09/27/business/video-games-once-zapped-in-comeback.html |access-date=June 6, 2021 |work=The New York Times |date=September 27, 1986 |archive-date=June 6, 2021 |archive-url=https://web.archive.org/web/20210606050154/https://www.nytimes.com/1986/09/27/business/video-games-once-zapped-in-comeback.html |url-status=live }}</ref><ref>{{cite book | first = Van | last = Burnham | year = 2001 | title = Supercade: A Visual History of the Videogame Age, 1971–1984 | page = 375 | publisher = ] | location = Cambridge, Massachusetts | isbn = 0-262-52420-1 }}</ref> Nintendo released 17 launch games: '']'', '']'', '']'', '']'', '']'', '']'', '']'', '']'', '']'', '']'', '']'', '']'', '']'', '']'', '']'', '']'', and '']''.<ref name="Nintendo Launching NES">{{cite news | newspaper=The Milwaukee Journal | date=October 5, 1985 | first=Edward J. | last=Semrad | title=New Nintendo system way ahead of the field | url=https://www.flickr.com/photos/gamehistoryorg/33202683011/in/album-72157679529464930 | access-date=September 12, 2024 }}</ref><ref name="Dayton, David 2010">{{cite web |author=Dayton, David |date=October 18, 2010 |title=Super Mario's Release Date is Missing! |work=The Mushroom Kingdom |url=http://themushroomkingdom.net/smb_release.shtml |access-date=October 8, 2011 |archive-date=July 7, 2013 |archive-url=https://web.archive.org/web/20130707052056/http://themushroomkingdom.net/smb_release.shtml |url-status=live }}</ref>{{efn|'']'' and '']'' are often erroneously listed as launch games. Neither was available until later in 1986.<ref name="Dayton, David 2010" /> Also, some modern sources question if ''Super Mario Bros.'' was available on launch day, though contemporaneous sources such as ''Computer Entertainer'' and ''The Milwaukee Journal'' state that the system launched with 17 titles, and the Journal references ''Super Mario Bros.'' by name.<ref name="Nintendo Launching NES" /><ref name="Dayton, David 2010" />}} Nintendo contracted ] to distribute the console physically. WoW salesman Jim Whims distinctly recalled delivering an ultimatum: "if you want to sell ] and you want to sell ], you're gonna sell Nintendo as well. And if you feel that strongly about it, then you ought to just resign the line now." This marketing tactic led to the NES' financial success in North America in its first year; Nintendo of America would later terminate the contract and hired the company's sales staff (whom Atari offered them in 1983), while taking on physical distribution of the console itself.<ref name="Ultimate History"/><ref>{{cite book |title=Game Over |last=Sheff |first=David |author-link=David Sheff |year=1993 |publisher=Random House |location=New York |isbn=0-679-40469-4 | url=https://books.google.com/books?id=b_N5FzzD3hsC | accessdate=July 2, 2019}}</ref> | |||
In response to these hardware flaws, "Nintendo Authorized Repair Centers" sprang up across the United States. According to Nintendo, the authorization program was designed to ensure that the machines were properly repaired. Nintendo would ship the necessary replacement parts only to shops that had enrolled in the authorization program. In practice, the authorization process consisted of nothing more than paying a fee to Nintendo for the privilege. In a recent trend, sites like ''Nintendo Repair Shop Inc.'' have sprung up to offer Nintendo repair parts, guides and services, that replace those formerly offered by the authorized repair centers.<ref name="repairshop">{{cite web | title=What is The Nintendo Repair Shop Inc? | url=http://www.nintendorepairshop.com/shopcontent.asp?type=Aboutus | work= | format=HTML | accessdate=2007-06-04 }}</ref> | |||
<br style="clear: left;" /> | |||
The system's launch represented not only a new product, but also a reframing of the severely damaged home video game market in North America. The 1983 video game crash had occurred in large part due to a lack of consumer and retailer confidence in video games, which had been partially due to confusion and misrepresentation in video game marketing. Prior to the NES, the packaging of many video games presented bombastic artwork which did not represent a game's actual graphics. Furthermore, a single game such as '']'' appeared across consoles with substantial variations in graphics, sound, and general quality. In contrast, Nintendo's marketing strategy aimed to regain consumer and retailer confidence by delivering a singular platform whose graphics could be represented truthfully and whose qualities were clearly defined.{{Citation needed|date=September 2021}} | |||
== Third-party licensing == | |||
Nintendo’s near ] on the home video game market left it with a degree of influence over the industry exceeding even that of ] during Atari's heyday in the early 1980s. Unlike Atari, which never actively courted third-party developers (and even went to court in an attempt to force ] to cease production of ] games), Nintendo had anticipated and encouraged the involvement of third-party software developers—but strictly on Nintendo’s terms. To this end, a 10NES authentication chip was placed in every console, and another was placed in every officially licensed cartridge. If the console’s chip could not detect a counterpart chip inside the cartridge, the game would not load. | |||
To differentiate Nintendo's new home platform from the perception of a troubled and shallow video game market still reeling from the 1983 crash, the company freshened its product nomenclature and established a strict product approval and licensing policy. The overall platform is referred to as ''Entertainment System'' instead of a ''video game system'', is centered upon a machine called a ''Control Deck'' instead of a ''console'', and features software cartridges called '']s'' instead of ''video games''. This allowed Nintendo to gain more traction in selling the system in toy stores.<ref>{{Cite episode |title=NES |url=http://g4tv.com/gamemakers/episodes/4844/NES.html |series=Icons |series-link=Icons (TV series) |network=] |air-date=December 1, 2005 |season=4 |number=5010 |url-status=live |archive-url=https://web.archive.org/web/20121016233741/http://www.g4tv.com/gamemakers/episodes/4844/NES.html |archive-date=October 16, 2012 }}</ref><ref>{{cite web |url=http://archive.gamespy.com/articles/july03/25smartest/index22.shtml |title=25 Smartest Moments in Gaming |publisher=] |page=22 |date=July 21–25, 2003 |url-status=live |archive-url=https://web.archive.org/web/20120902124439/http://archive.gamespy.com/articles/july03/25smartest/index22.shtml |archive-date=September 2, 2012 }}</ref> To deter production of games which had not been licensed by Nintendo, and to prevent copying, the ] ] system acts as a lock-and-key coupling of each Game Pak and Control Deck. The packaging of the launch lineup of NES games bear pictures of close representations of actual onscreen graphics. To reduce consumer confusion, symbols on the games' packaging clearly indicate the genre of the game. A seal of quality is on all licensed game and accessory packaging. The initial seal states, "This seal is your assurance that Nintendo has approved and guaranteed the quality of this product". This text was later changed to "]".<ref name="Ars Technica – Retrospective">{{cite web|url=https://arstechnica.com/gaming/2013/07/time-to-feel-old-inside-the-nes-on-its-30th-birthday/ |title=The NES turns 30: How it began, worked, and saved an industry |first=Andrew |last=Cunningham |website=] |date=July 15, 2013 |access-date=October 17, 2015 |archive-url=https://web.archive.org/web/20130716121637/https://arstechnica.com/gaming/2013/07/time-to-feel-old-inside-the-nes-on-its-30th-birthday/ |archive-date=July 16, 2013 |url-status=live}}</ref> | |||
] was placed on every officially licensed NES cartridge released in North America. The European Nintendo Seal is a picture of an actual seal.]] | |||
Nintendo combined this with a marketing campaign introducing the ]. Commercials featured a purple-robed wizard instructing consumers that the Nintendo Seal of Quality was the only assurance that a game was any good—and, by implication, that any game without the Seal of Quality was bad. In reality, the seal meant that the developer had paid the license fee. | |||
Unlike with the Famicom, Nintendo of America marketed the console primarily to children, instituting a strict policy of censoring profanity, sexual, religious, or political content. The most famous example is ]'s attempts to port the comedy-horror game '']'' to the NES, which Nintendo insisted be considerably watered down. | |||
The business side of this was that game developers were now forced to pay a license fee to Nintendo, to submit to Nintendo’s ] process, to buy ] from Nintendo, and to utilize Nintendo as the manufacturer for all cartridges and packaging. Nintendo tested and manufactured all games at its own facilities (either for part of the fee or for an additional cost), reserved the right to dictate pricing, censored material it believed to be unacceptable, decided how many cartridges of each game it would manufacture, and placed limits on how many titles it would permit a publisher to produce over a given time span (five per year). This last restriction led several publishers to establish or utilize ] to circumvent Nintendo’s policies (examples including ]’s subsidiary ], and ]’s subsidiary ]). | |||
The optional Robotic Operating Buddy, or ], was part of a marketing plan to portray the NES's technology as being novel and sophisticated when compared to previous game consoles, and to portray its position as being within reach of the better established toy market. Though at first, the American public exhibited limited excitement for the console itself, peripherals such as the ] and R.O.B. attracted extensive attention.<ref name="Boyer">Boyer, Steven. "A Virtual Failure: Evaluating the Success of Nintendos Virtual Boy." Velvet Light Trap.64 (2009): 23–33. ProQuest Research Library. Web. May 24, 2012.</ref> | |||
These practices were intended not only to keep developers on a short leash, but also to manipulate the market itself: in 1988, Nintendo started orchestrating intentional game shortages in order to increase consumer demand. Referred as "inventory management" by Nintendo of America public relations executive Peter Main, Nintendo would refuse to fill all retailer orders. Retailers, many of whom derived a large percentage of their profit from sales of Nintendo-based hardware and software (at one point, ] reported 17% of its sales and 22% of its profits were from Nintendo merchandise), could do little to stop these practices. In 1988, over 33 million NES cartridges were sold in the United States, but estimates suggest that the realistic demand was closer to 45 million. Because Nintendo controlled the production of all cartridges, it was able to enforce these rules on its third-party developers. These extremely restricted production runs would end up damaging several smaller software developers: even if demand for their games was high, they could only produce as much profit as Nintendo allowed.<ref>{{cite web | author=GaZZwa | title=History of Videogames (part 2) | format=html | work=Gaming World | url=http://www.gamingw.net/articles/74 | accessdate=January 7 | accessyear=2005}}</ref> | |||
=== |
=== Other markets === | ||
In Europe and Oceania, the NES was released in two separate marketing regions. The first consisted of mainland Europe (excluding Italy) where distribution was handled by several different companies, with Nintendo responsible for manufacturing. The NES saw an early launch in Europe in 1986 although most of the European countries received the console in 1987.<ref>{{cite web | url = https://www.eurogamer.net/articles/2017-02-24-a-complete-history-of-nintendo-console-launches | title = A complete history of Nintendo console launches | first = Oli | last = Welch | date = February 24, 2017 | access-date = June 5, 2021 | work = ] | archive-date = November 13, 2019 | archive-url = https://web.archive.org/web/20191113193025/https://www.eurogamer.net/articles/2017-02-24-a-complete-history-of-nintendo-console-launches | url-status = live }}</ref> The release in Scandinavia was on September 1, 1986, where it was released by ].<ref>{{cite web | url = https://www.ign.com/articles/2019/12/09/the-lie-that-helped-build-nintendo | title = The Lie That Helped Build Nintendo | first = Joe | last = Skrebels | date = December 9, 2019 | access-date = December 13, 2021 | work = ] | archive-date = December 21, 2019 | archive-url = https://web.archive.org/web/20191221231714/https://www.ign.com/articles/2019/12/09/the-lie-that-helped-build-nintendo | url-status = live }}</ref><ref>{{cite web | url = https://www.idg.se/2.1085/1.77792/historien-om-bergsala--20-ar-med-nintendo | title = Historien om Bergsala – 20 år med Nintendo | first = Tobias | last = Bjarneby | date = September 29, 2006 | access-date = December 13, 2021 | work = idg.se | language = Swedish | archive-date = December 13, 2021 | archive-url = https://web.archive.org/web/20211213232306/https://www.idg.se/2.1085/1.77792/historien-om-bergsala--20-ar-med-nintendo | url-status = live }}</ref> In the Netherlands, it was released in the last quarter of 1987 and was distributed by ] BV.<ref>{{cite web|url=https://krantenbankzeeland.nl/issue/stm/1988-11-11/edition/null/page/18|title=Computerspel komt terug|date=November 11, 1988|website=Krantenbankzeeland.nl|access-date=October 26, 2017|archive-date=October 26, 2017|archive-url=https://web.archive.org/web/20171026214542/https://krantenbankzeeland.nl/issue/stm/1988-11-11/edition/null/page/18|url-status=live}}</ref> In France, it was released in October 1987,<ref name="hist 3 133">{{cite book | title = L'Histoire de Nintendo Volume 3 | issue = 3 | publisher = Pix'N Love | year = 2011 | page = 133 | language = fr }}</ref> and in Spain most likely in 1988 through distributor Spaco.<ref>{{cite web | url = https://www.eldiario.es/cultura/videojuegos/abandonamos-recreativas-enchufamos-television_1_1718304.html | title = Videojuegos a 10.000 pesetas y NASA en lugar de NES: así fue la llegada de las consolas a España | first = José Antonio | last = Luna | date = February 3, 2019 | access-date = December 13, 2021 | work = eldiario.es | language = es | archive-date = December 13, 2021 | archive-url = https://web.archive.org/web/20211213232305/https://www.eldiario.es/cultura/videojuegos/abandonamos-recreativas-enchufamos-television_1_1718304.html | url-status = live }}</ref><ref name="NES retrospective – HobbyConsolas">{{Cite magazine|title=NES, la caja magica de 8-bits|date=July 14, 2017|magazine=] Extra|url=https://www.pressreader.com/spain/hobby-consolas-extra/20170714/page/5/textview|language=es|pages=10–15|access-date=September 20, 2021|publisher=]|trans-title=NES, the 8-bit magic box|via=]|archive-date=February 7, 2023|archive-url=https://web.archive.org/web/20230207094553/https://www.pressreader.com/spain/hobby-consolas-extra/20170714/page/5/textview|url-status=live}}</ref> Also in 1987, ] handled distribution for the second region, consisting of the United Kingdom, Ireland, Italy, Australia and New Zealand.{{sfn|Sheff|Eddy|1999|p=413}} In other European countries, distribution was taken over by smaller companies like Bienengräber in Germany, ASD in France, Concentra in Portugal,<ref>{{cite web | url=https://genesistemple.com/playing-it-the-european-way-a-discussion-on-the-european-gaming-market-in-the-80s | title=A Discussion on the European Gaming Market in the 80s the Genesis Temple | date=April 30, 2022 }}</ref> Itochu in Greece and Cyprus,<ref>{{cite journal | title= NINTENDO O KOSMOS TOU 2.000 | journal = Pixel | issue= 80 |pages= 34–39}}</ref> Stadlbauer in Austria, Switzerland and the former ].<ref>{{cite web | url=https://www.derstandard.at/story/2688596/nintendo-erfolg-beschert-spielwarenspezialist-stadlbauer-umsatzplus | title=Nintendo-Erfolg beschert Spielwarenspezialist Stadlbauer Umsatzplus }}</ref><ref>{{cite web | url=https://www.sn.at/salzburg/wirtschaft/nintendo-und-stadlbauer-beenden-partnerschaft-3890593 | title=Nintendo und Stadlbauer beenden Partnerschaft | date=February 10, 2014 }}</ref> In Poland, the NES had its release on October 6, 1994 along with the SNES and the Game Boy.<ref>{{Cite book |url=https://archive.org/details/bajtek199411/page/n8/mode/1up |title=Bajtek 1994 11 |date=November 1994}}</ref><ref>{{Cite book |url=https://archive.org/details/secretservicemagazine-1994-11/page/47/mode/1up |title=Secret Service Magazine (November 1994) |date=November 1994 |language=polish}}</ref> In November 1994, Nintendo signed an agreement with Steepler to permit the continued sale of the ], an unauthorized hardware clone of the Famicom, in ] in exchange for also distributing the ].<ref>{{cite news |last1=Пичугин |first1=Игорь |title=Соглашение Steepler и Nintendo |url=https://www.kommersant.ru/doc/94004 |access-date=June 4, 2024 |work=Коммерсантъ |trans-work=Kommersant |date=November 1, 1994 |archive-url=https://web.archive.org/web/20190427025842/https://www.kommersant.ru/doc/94004 |archive-date=April 27, 2019|language=Russian}}</ref><ref>{{cite web | url=https://dtf.ru/games/970617-legenda-o-slone-kak-it-kompaniya-steepler-sozdala-dendy-i-osnovala-rossijskij-konsolnyj-rynok | title=Легенда о слоне: как IT-компания Steepler создала Dendy и основала российский консольный рынок — Игры на DTF | date=December 14, 2021 }}</ref> Nintendo anticipated the NES would have a 25 per cent share in these countries, and saw particular potential in the United Kingdom. It sold modestly in Europe, however.{{sfn|Sheff|Eddy|1999|p=413-414}} | |||
]'', were often released in cartridges which looked very different from typical NES game packs.]] | |||
In Brazil, the console was released late in 1993 by ], even after the SNES. But the Brazilian market had been dominated by unlicensed NES clones – both locally made, and smuggled from Taiwan.<ref name="techtudo">{{cite web |url=http://www.techtudo.com.br/noticias/noticia/2013/07/master-system-x-nes-veja-comparacao-entre-os-consoles-8-bits.html |language=pt |title=Master System x NES |publisher=TechTudo |date=July 13, 2013 |last=Barboni |first=Flavio |access-date=July 8, 2018 |archive-date=July 9, 2018 |archive-url=https://web.archive.org/web/20180709010625/http://www.techtudo.com.br/noticias/noticia/2013/07/master-system-x-nes-veja-comparacao-entre-os-consoles-8-bits.html |url-status=live }}</ref> One of the most successful local clones was the Phantom System, manufactured by ], which licensed Nintendo products in the country for the following decade.<ref name="nintendopedia">{{cite web |url=https://www.nintendopediabrasilis.com.br/playtronic |language=pt |title=Playtronic, a história |trans-title=Playtronic, the history |publisher=Nintendopedia Brasilis |date=2018 |access-date=July 8, 2018 |archive-date=June 12, 2018 |archive-url=https://web.archive.org/web/20180612140234/https://www.nintendopediabrasilis.com.br/playtronic |url-status=live }}</ref> The sales of officially licensed products were low, due to the cloning, the quite late official launch, and the high prices of Nintendo's licensed products.<ref name="nearchive">{{cite web |url=http://www.nesarchive.net/v1/brasil.htm |language=pt |title=O NES no Brasil |trans-title=The NES in Brazil |publisher=The Nes Archive |date=2000 |author=Noviello, Renato |access-date=July 8, 2018 |archive-url=https://web.archive.org/web/20180922154639/http://www.nesarchive.net/v1/brasil.htm |archive-date=September 22, 2018 |url-status=dead }}</ref> | |||
Several companies, refusing to pay the licensing fee or having been rejected by Nintendo, found ways to circumvent the console's authentication system. Most of these companies created circuits that used a voltage spike to disable the 10NES chip in the NES. A few unlicensed games released in Europe and Australia came in the form of a ] that would be connected to a licensed game, in order to use the licensed game’s 10NES chip for authentication. | |||
Outside of Japan, regions in greater Asia received an ''Asian version'' of the front-loader NES though imported Famicom systems were prevalent.<ref name="siliconera">{{cite web |title=Korea's NES, N64 and Super Comboy |url=https://www.siliconera.com/korea%E2%80%99s-nes-n64-and-super-comboy/ | archive-url=https://web.archive.org/web/20210921020851/https://www.siliconera.com/korea%E2%80%99s-nes-n64-and-super-comboy/ | archive-date=September 21, 2021 | website=] |publisher=] |access-date=September 20, 2021 |date=February 9, 2008}}</ref> Due to ]s, NES consoles in India and South Korea were rebranded and distributed by local licensees.<ref name="alwani">{{cite web |url=https://www.gadgets360.com/games/features/tracing-the-origins-of-gaming-in-india-8-bit-cricket-sega-and-cloning-640129 |title=Tracing the Origins of Gaming in India: 8-Bit Cricket, Sega, and Cloning |last=Alwani |first=Rishi |date=March 20, 2015 |website=Gadgets360.com |publisher=NDTV |access-date=November 12, 2022 |archive-date=November 12, 2022 |archive-url=https://web.archive.org/web/20221112084519/https://www.gadgets360.com/games/features/tracing-the-origins-of-gaming-in-india-8-bit-cricket-sega-and-cloning-640129 |url-status=live }}</ref> The Indian version is called the ''Samurai Electronic TV Game System''<ref>'']''. Vol. 13, part 4. Thomson Living Media India Limited (1988). ''Advertisement on page 129.''</ref> and the Korean version is called the ''Hyundai Comboy''.{{efn|{{Korean|hangul=현대 컴보이|rr=Hyeondae Keomboi}}}}<ref name="siliconera" /> The console sold very poorly in India due to affordability and a lack of consumer awareness.<ref name="alwani" /> | |||
] created a line of NES products under the name ], and took a different approach. Afraid of damaging NES units and being liable for it by using the voltage spike technique, the company obtained a description of the lockout chip from the ] by falsely claiming that it was required to defend against present infringement claims in a legal case. Tengen then used these documents to design its ''Rabbit'' chip, which duplicated the function of the ]. Nintendo sued Tengen for these actions, and Tengen lost because of the fraudulent use of the published patent. Tengen’s ] claims against Nintendo were never finally decided.<ref>{{cite web | author=U.S. Court of Appeals, Federal Circuit | year=1992 | title=Atari Games Corp. v. Nintendo of America Inc. | format=html | work=Digital Law Online | url=http://digital-law-online.info/cases/24PQ2D1015.htm | accessdate=March 30 | accessyear=2005}}</ref> | |||
=== Bundles and redesigns {{Anchor|Later redesigns and bundles|North American bundle packages}} === | |||
Although successful in its suit against Tengen, Nintendo’s overall track record at suing unlicensed developers was mixed: the case of ] was found in favor of ] and its ] device, for instance. Most unlicensed developers were eventually forced out of business or out of production by legal fees and court costs for extended lawsuits brought by Nintendo against the companies. One notable exception was ], who produced ] under the subsidiary name ]. This operation was never sued by Nintendo. | |||
] | |||
For its complete North American release, the Nintendo Entertainment System was progressively released over the ensuing years in several different bundles, beginning with the Deluxe Set, the Basic Set, the Action Set, and the Power Set. The Deluxe Set was launched in the 1985 test markets, retailing at {{US$|179.99|1983|round=-1}},<ref name="US Price" /> including R.O.B., a ] called the ], two controllers, and the two Game Paks ''Gyromite'' and ''Duck Hunt''. The Control Deck bundle was first released in 1987 at {{US$|89.99|long=no}} with no game, and {{US$|99.99|long=no}} bundled with the ''Super Mario Bros.'' cartridge. The Action Set, released April 14, 1988, for {{US$|109.99|long=no}}, has the Control Deck, two controllers, an NES Zapper, and a dual Game Pak containing both '']'' and '']''.{{citation needed|date=July 2024}} | |||
The Power Set of 1989 includes the console, two game controllers, an NES Zapper, a Power Pad, and a triple Game Pak containing ''Super Mario Bros'', ''Duck Hunt'', and '']''. In 1990, a Sports Set bundle was released, including the console, an ] infrared wireless ] adapter, four game controllers, and a dual Game Pak containing '']'' and '']''.<ref name="Picking">{{cite news|title=Picking Out a Home Video Game System|first=Andree|last=Brooks|url=https://www.nytimes.com/1991/05/04/news/picking-out-a-home-video-game-system.html|newspaper=The New York Times|date=May 4, 1991|access-date=June 29, 2010|archive-date=May 2, 2013|archive-url=https://web.archive.org/web/20130502160354/http://www.nytimes.com/1991/05/04/news/picking-out-a-home-video-game-system.html|url-status=live}}</ref> Two more bundle packages were later released with the original model NES console. In 1992, the Challenge Set was released for {{US$|89.99|long=no}} with the console, two controllers, and a '']'' Game Pak. The Basic Set retailed at {{US$|89.99}}; it included only the console and two controllers, and no pack-in game.<ref name="Picking" /> Instead, it contained a book called the '']'', which contained detailed information for every NES game made up to that point. | |||
Following the introduction of the ], Nintendo began to face real competition in the industry, and in the early 1990s was forced to reevaluate its stance towards its developers, many of whom had begun to defect to other systems. When the console was reissued as the ], the ] chip was omitted from the console, marking the end of Nintendo’s most notorious hold over its third-party developers. | |||
Finally, the console was redesigned for the Australian, North American, and Japanese markets, including the ], or NES-101, and one redesigned "dogbone" game controller. In Australia, this console revision was released with a cartridge compiling ''Super Mario Bros'', ''Tetris'', and ''Nintendo World Cup''. Released in October 1993 in North America and 1994 in Australia, this final bundle retailed for {{US$|49.99|long=no}} and {{AU$|69.99}} ({{AU$|79.99}} with the pack-in game) respectively, and was discontinued with the NES in 1995.<ref name="Museum" /> | |||
Companies that produced unlicensed games or accessories for the Western market include ], American Game Cartridges, ], ], ], ], Galoob, ], ], S.E.I., Tengen, and Wisdom Tree. | |||
=== |
=== Discontinuation === | ||
On August 14, 1995, Nintendo discontinued the Nintendo Entertainment System in both North America and Europe.<ref name="Ars Technica – Retrospective" /> In North America, replacements for the original front-loading NES were available for {{US$|long=no|25}} in exchange for a broken system until at least December 1996, under Nintendo's Power Swap program. The ] and Super NES were covered for {{US$|long=no|25}} and {{US$|long=no|35}} respectively.<ref>{{cite magazine | date=December 1996 | title=Nintendo Power | magazine=] | volume=91 | page=107}}{{Full citation needed|date=November 2021}}</ref> | |||
{{main|Nintendo Entertainment System hardware clone}} | |||
].]]A thriving market of unlicensed NES hardware ] emerged during the heyday of the console’s popularity. Initially, such clones were popular in markets where Nintendo never issued a legitimate version of the system. In particular, the ] ({{lang-ru|Денди}}), an unlicensed hardware clone produced in ] and other nations of the former ], emerged as the most popular video game console of its time in that setting, and it enjoyed a degree of fame roughly equivalent to that experienced by the NES/Famicom in North America and Japan. The ] (]: 小天才) was marketed in Southeast Asia as an alternative to the Famicom, and Samurai was the popular ] alternative to the NES. | |||
On May 30, 2003, Nintendo announced the discontinuation of the Famicom in September alongside the Super Famicom and the disk rewriting services for the ].<ref>{{cite news |last=Niizumi |first=Hirohiko |date=May 30, 2003 |url=https://www.gamespot.com/articles/nintendo-to-end-famicom-and-super-famicom-production/1100-6029220/ |title=Nintendo to end Famicom and Super Famicom production |work=] |archive-url=https://web.archive.org/web/20140329053251/http://www.gamespot.com/articles/nintendo-to-end-famicom-and-super-famicom-production/1100-6029220/ |archive-date=March 29, 2014 |url-status=live |access-date=August 23, 2013}}</ref> The last Famicom, serial number HN11033309, was manufactured on September 25;<ref name="famicom">{{cite web |last1=川島 |first1=圭太 |title=写真で綴るレベルX~完全保存版! |url=https://allabout.co.jp/gm/gc/215584/ |website=All About<!-- Per it's documentation {{ill}} shouldn't be used in CS1 templates --> |access-date=September 14, 2022 |archive-url=https://web.archive.org/web/20110223112200/http://allabout.co.jp/gm/gc/215584/ |archive-date=February 23, 2011 |language=ja |date=February 18, 2004 |url-status=live}}</ref><ref>{{Cite magazine |title=編集長の目/企画者からのメッセージ |date=January 2004 |magazine=Nintendo Online Magazine |url=https://www.nintendo.co.jp/nom/0401/lx/2_3/index.html |access-date=September 14, 2022 |publisher=Nintendo |issue=66 |archive-url=https://web.archive.org/web/20040106054220/http://www.nintendo.co.jp/nom/0401/lx/2_3/index.html |archive-date=January 6, 2004 |language=ja |url-status=live}}</ref> it was kept by Nintendo and subsequently loaned to the organizers of Level X, a video game exhibition held from December 4, 2003, to February 8, 2004, at the ], for a Famicom retrospective in commemoration of the console's 20th anniversary.<ref>{{cite news |last1=Tochen |first1=Dan |title=Spot On: Famicom makes history in Japan |url=https://www.gamespot.com/articles/spot-on-famicom-makes-history-in-japan/1100-6084885/ |access-date=September 14, 2022 |work=GameSpot |publisher=CNET Networks |date=December 2, 2003 |orig-date=Date mislabeled as February 26, 2004 |archive-url=https://web.archive.org/web/20031209124209/http://www.gamespot.com/all/news/news_6084885.html |archive-date=December 9, 2003 |url-status=live}}</ref><ref>{{cite news |title=テレビゲームの展覧会「レベルX」本日から開催! |url=https://nlab.itmedia.co.jp/games/gsnews/0312/04/news05.html |access-date=September 14, 2022 |work=Softbank Games |publisher=] |date=December 4, 2003 |archive-url=https://web.archive.org/web/20220914011922/https://nlab.itmedia.co.jp/games/gsnews/0312/04/news05.html |archive-date=September 14, 2022 |url-status=live |language=ja}}</ref> Nintendo offered repair service for the Famicom in Japan until 2007, when it was discontinued due to a shortage of available parts.<ref name="Ars Technica – Retrospective" /> | |||
The unlicensed clone market has persisted, and even flourished, following Nintendo’s discontinuation of the NES. As the NES fades into memory, many such systems have adopted case designs which mimic more recent game consoles. NES clones resembling the Sega Genesis, the Super Nintendo Entertainment System, and even more recent systems like the ], the ] and the ]{{Fact|date=July 2007}} have been produced. Some of the more exotic of these systems have gone beyond the functionality of the original hardware, and have included variations such as a portable system with a color LCD (e.g. ]). Others have been produced with certain specialized markets in mind, including various "educational computer packages" which include copies of some of the NES’s educational titles and come complete with a clone of the Famicom BASIC keyboard, transforming the system into a rather primitive ].<ref>{{cite web | author=Davidson, Michael | title=Famicom Clones / Pirate Multicarts and Other Weirdness | format=html | work=Obscure Pixels | url=http://homepages.ihug.co.nz/~pinwhiz/famicom.htm | accessdate=January 5 | accessyear=2005}}</ref> These unauthorized clones have been helped by the invention of the so called ] or NoaC. | |||
== Hardware == | |||
As was the case with unlicensed software titles, Nintendo has typically gone to the courts to prohibit the manufacture and sale of unlicensed cloned hardware. Many of the clone vendors have included built-in copies of licensed Nintendo software, which constitutes copyright infringement in most countries. As recently as 2004, Nintendo of America has filed suits against manufacturers of the ], an NES clone system that had been sold in ], ], and ]. | |||
=== Configurations === | |||
Although most hardware clones were not produced under license by Nintendo, certain companies were granted licenses to produce NES-compatible devices. The ] produced at least two such clones: the ] and the ] television. The Twin Famicom was compatible with both Famicom cartridges and ] disks. It was available in two colors (red and black) and used hardwired controllers (as did the original Famicom), but it featured a different case design. The SHARP 19SC111 television was a television which included a built-in Famicom.<ref>{{cite web | author=ASSEMbler | title= Sharp Nintendo Television | format=html | work= | url=http://assembler.roarvgm.com/Sharp_Nintendo_Television/sharp_nintendo_television.html | accessdate=January 17 | accessyear=2007}}</ref> A similar licensing deal was reached with ], who manufactured the system under the name Comboy in the ] market. This deal with Hyundai was made necessary because of the South Korean government's wide ban on all Japanese "cultural products," which remained in effect until 1998 and ensured that the only way Japanese products could legally enter the South Korean market was through licensing to a third-party (non-Japanese) distributor (see also ]).<ref name="korea" /> | |||
{{Main|Nintendo Entertainment System models}} | |||
{{Multiple image | |||
== Technical specifications == | |||
| perrow = 2 | |||
=== Chassis/casing === | |||
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] | |||
| image1 = NES-101-Console-Set.jpg | |||
The original Japanese Famicom was predominantly white plastic, with dark red trim. It featured a top-loading cartridge slot, and grooves on both sides of the deck in which the hardwired game controllers could be placed when not in use. | |||
| image2 = Sharp C1 NES TV 14C-C1F.jpg | |||
| image3 = Sharp-Twin-Famicom-Console.jpg | |||
| image4 = SHARP AN510.jpg | |||
| footer = | |||
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| alt1 = | |||
| caption1 = New-Style NES | |||
| caption2 = Sharp C1 Famicom TV (14-inch) | |||
| caption3 = Twin Famicom | |||
| caption4 = Famicom Titler | |||
}} | |||
Although all versions of the Famicom and NES include essentially similar hardware, they vary in physical characteristics. The original Famicom's design is predominantly white plastic, with dark red trim; it featured a top-loading cartridge slot, grooves on both sides of the deck in which the hardwired game controllers could be placed when not in use, and a 15-] expansion port located on the unit's front panel for accessories.<ref name="InsideFamicom">{{cite magazine| url = http://www.pcworld.com/article/148391-7/inside_nintendos_classic_game_console.html| archive-url = https://web.archive.org/web/20100702061320/http://www.pcworld.com/article/148391-7/inside_nintendos_classic_game_console.html| archive-date = July 2, 2010| title = Inside Nintendo's Classic Game Console| first = Benj| last = Edwards| date = August 7, 2008| magazine = ]| publisher = ]| access-date = June 23, 2010}}</ref> In contrast, the design of the original NES features a more subdued gray, black, and red color scheme; it includes a front-loading cartridge slot covered by a small, hinged door that can be opened to insert or remove a cartridge and closed at other times, and an expansion port on the bottom of the unit. The cartridge connector ] was changed between the Famicom and NES.<ref>{{Cite magazine|title=Inside the Nintendo Entertainment System|date=October 14, 2010|magazine=PC World|url=https://www.pcworld.com/article/207891/inside_the_nes.html|last=Edwards|first=Benj|access-date=June 7, 2021|publisher=IDG|archive-url=https://web.archive.org/web/20181004212131/https://www.pcworld.com/article/207891/inside_the_nes.html|archive-date=October 4, 2018}}</ref> | |||
In late 1993, Nintendo introduced a redesigned version of the Famicom and NES (officially named the New Famicom in Japan<ref>{{cite web|url=https://www.nintendo.co.jp/support/repair/syuryou.html|title=修理の受付が終了した商品 サポート情報|trans-title=List of Products That Are No Longer Accepted for Repairs|language=ja|website=Nintendo Support|publisher=Nintendo Co., Ltd.|access-date=September 20, 2022|archive-date=October 23, 2017|archive-url=https://web.archive.org/web/20171023002119/https://www.nintendo.co.jp/support/repair/syuryou.html|url-status=live}}</ref> and the New-Style NES in the US<ref>{{cite web |title=NES Game Pak Troubleshooting |url=https://www.nintendo.com/consumer/systems/nes/trouble_game.jsp |url-status=live |archive-url=https://web.archive.org/web/20210914050521/https://www.nintendo.com/consumer/systems/nes/trouble_game.jsp |archive-date=September 14, 2021 |access-date=September 20, 2022 |website=Nintendo Customer Service |publisher=Nintendo of America, Inc.}}</ref>) to complement the Super Famicom and SNES, to prolong interest in the console, and to reduce costs.<ref>{{Cite magazine |title=International News |date=December 1993 |magazine=] |page=96 |publisher=Sendai Publishing |issue=12 No. 53 |volume=6}}</ref><ref name=np053>{{cite magazine |author=<!--Staff writer(s); no by-line.--> |title=The New NES |url=https://archive.org/stream/Nintendo_Power_Issue001-Issue127/Nintendo%20Power%20Issue%20053%20October%201993#page/n87/mode/2up |magazine=] |location=] |publisher=Nintendo of America |issue=53 |date=October 1993 |access-date=December 12, 2018}}</ref> The redesigned NES has a top-loading cartridge slot to avoid reliability issues with the original console; the redesign also omitted AV output.<ref name=np053 /> Conversely, the redesigned Famicom has such output and introduced detachable game controllers, though the microphone functionality was omitted as a result. The redesigned Famicom and NES models are cosmetically similar aside from the presence of a cartridge "bump" on the NES model, which the Famicom model lacks to accommodate its shorter cartridges and as the RAM Adapter for the Famicom Disk System.<ref name="NL – AV Famicom" /> | |||
The original version of the North American NES utilized a radically different design. The NES's color scheme was two different shades of gray, with black trim. The top-loading cartridge slot was replaced with a front-loading mechanism. The slot is covered by a small, hinged door that can be opened to insert or remove a cartridge, and closed at other times. The dimensions of this model are 10" width by 8" length by 3.5" height. When opened, the cartridge slot door adds an additional 1" height to the unit. | |||
] produced three licensed variants of the Famicom in Japan, all of which prominently display the shortened moniker rather than the official name, Family Computer.{{efn|name=Sharp}} One variant was a television set with an integrated Famicom; originally released in 1983 as the ] in {{convert|14|in|cm|adj=on}} and {{convert|19|in|cm|adj=on}} models,<ref>{{Cite tweet|number=393583362121551873|user=SHARP_JP|title=ファミコン内蔵テレビ 19C-C1Fは1983年10月25日に発売(14型は一足はやく10/4発売)当初は「8ビットマイコン内蔵 マイコンピュータテレビ」という名でデビュー。今年でちょうど、30周年です。|author=Sharp Corporation|date=October 25, 2013|access-date=September 20, 2022|author-link=Sharp Corporation|language=ja|archive-url=https://web.archive.org/web/20220918180839/https://twitter.com/SHARP_JP/status/393583362121551873|archive-date=September 18, 2022|url-status=live}}</ref> it was later released in the United States in 1989 as a 19-inch model named the Video Game Television.<ref>{{cite web|url=http://kotaku.com/5787855/this-nintendo-was-inside-a-television-set|title=This Nintendo Was Inside A Television Set|last=Plunkett|first=Luke|date=April 1, 2011|work=]|access-date=September 20, 2022|archive-date=November 2, 2016|archive-url=https://web.archive.org/web/20161102164023/http://kotaku.com/5787855/this-nintendo-was-inside-a-television-set|url-status=live}}</ref><ref>{{cite news |last1=Gutman |first1=Dan |title=Show gives gadget-lover glimpse of future |url=https://www.newspapers.com/clip/98051204/gadgets-of-the-future-come-to-life-at/ |work=] |date=June 17, 1985 |page=16B |language=en |via=] |archive-date=March 21, 2022 |archive-url=https://web.archive.org/web/20220321024608/https://www.newspapers.com/clip/98051204/gadgets-of-the-future-come-to-life-at/ |url-status=live }}</ref> Another variant is the ] console released in 1986 to combine a Famicom with a ].<ref>{{cite magazine |author=ウワーマン |title=ツインファミコンが発売35周年。シャープから発売されたファミコンとディスクシステムが一体化したゲームキッズ羨望の豪華マシン【今日は何の日?】 |url=https://www.famitsu.com/news/202107/01225487.html |magazine=] |access-date=September 20, 2022 |language=ja |date=July 1, 2021 |archive-date=August 30, 2021 |archive-url=https://web.archive.org/web/20210830040612/https://www.famitsu.com/news/202107/01225487.html |url-status=live }}</ref> Sharp then produced the ] in 1989. Intended for video capture and production, it features internal RGB video generation and video output via ], plus inputs for adding ] and ]s.<ref>{{Cite magazine|title=Famicom Titler|date=September 5, 2019|magazine=]|url=https://www.pressreader.com/uk/retro-gamer/20190905/page/70/textview|page=70|publisher=]|issue=198|issn=1742-3155|via=]|archive-date=August 9, 2022|archive-url=https://web.archive.org/web/20220809061825/https://www.pressreader.com/uk/retro-gamer/20190905/page/70/textview|url-status=live}}</ref> | |||
The remodelled NES 2 uses the same basic color scheme, although the power switch is colored a bright red. Like the original Famicom, it utilizes a top-loading cartridge slot. The NES 2 is considerably more compact than the original model, measuring 6" by 7" by 1.5". | |||
==== Hardware clones ==== | |||
All officially licensed North American and European cartridges are 5.5" long by 4.1" wide. Japanese cartridges are shaped slightly differently, measuring only 3" in length, but 5.3" in width. | |||
{{Main|Famiclone}} | |||
] | |||
A thriving market of unlicensed NES hardware ] emerged during the climax of the console's popularity. Initially, such clones were popular in markets where Nintendo issued a legitimate version of the console long time after unlicensed hardware. In particular, the ] ({{langx|ru|link=no|Де́нди}}), an unlicensed hardware clone produced in Taiwan and sold in the former ], emerged as the most popular video game console of its time in that setting and it enjoyed a degree of fame roughly equivalent to that experienced by the NES/Famicom in North America and Japan. A range of Famicom clones was marketed in Argentina during the late 1980s and early 1990s with the name Family Game, resembling the original hardware design. Thailand got Family FR brand famiclones, the ] (]: 小天才) was marketed in Southeast Asia as an alternative to the Famicom; and in Central Europe, especially Poland, the ] was available.<ref> {{Webarchive|url=https://web.archive.org/web/20130111110506/http://www.pegasus-gry.com/pegasus-iq-502.php |date=January 11, 2013 }} Polish review of the most popular NES / Famicom clone – Pegasus IQ-502</ref> Since 1989, there were many Brazilian clones of the NES,<ref name="nearchive" /> and the very popular Phantom System (with hardware superior to the original console) caught the attention of Nintendo itself.<ref name="nintendopedia" /> | |||
] hardware clone of the NES that outputs 720p via ].]] | |||
=== Central processing unit === | |||
The unlicensed clone market has flourished following Nintendo's discontinuation of the NES. Some of the more exotic of these resulting systems surpass the functionality of the original hardware, such as a portable system with a color LCD (]). Others have been produced for certain specialized markets, such as a rather primitive personal computer with a keyboard and basic word processing software.<ref>{{cite web |url=https://abcnews.go.com/Technology/AheadoftheCurve/story?id=5529989&page=1 |title=Researchers Propose $12 Computer for Developing Countries |first=Ashley |last=Phillips |date=August 7, 2008 |work=ABC News |access-date=July 19, 2010 |archive-date=June 24, 2010 |archive-url=https://web.archive.org/web/20100624063844/http://abcnews.go.com/Technology/AheadoftheCurve/Story?id=5529989&page=1 |url-status=live }}</ref> These unauthorized clones have been helped by the invention of the so-called ].<ref>{{cite web | first=Benj | last=Edwards | title=VC&G Interview: Brian Parker on RetroZone and the PowerPak NES Flash Cart | url=http://www.vintagecomputing.com/index.php/archives/351 | work=Vintage Computing and Gaming | date=August 7, 2007 | access-date=July 21, 2010 | archive-date=July 6, 2010 | archive-url=https://web.archive.org/web/20100706220731/http://www.vintagecomputing.com/index.php/archives/351 | url-status=live }}</ref> | |||
] | |||
For its ] (CPU), the NES uses an ] ] produced by ] based on a ] ] core. It incorporates custom sound hardware and a restricted ] on-die. ] (North America and Japan) versions of the console use the ] (or RP2A03), which runs at 1.79 ].<ref name="specs">{{cite web | title=NES Specifications | url=http://nocash.emubase.de/everynes.htm | format=html | accessdate=6 June | accessyear=2007 }}</ref> ] (Europe and Australia) versions of console utilize the Ricoh 2A07 (or RP2A07), which is identical to the 2A03 save for the fact that it runs at a slower 1.66 MHz ].<ref name="specs2">{{cite web | title=NES specificaties | url=http://www.rgame.nl/nesspecs_eng.html | work= | format=html | accessdate=6 June | accessyear=2007 }}</ref> | |||
As was the case with unlicensed games, Nintendo has typically gone to the courts to prohibit the manufacture and sale of unlicensed cloned hardware. Many of the clone vendors have included built-in copies of licensed Nintendo software, which constitutes copyright infringement in most countries. | |||
=== Memory === | |||
The NES contains 2 ] of onboard ] (RAM). A game cartridge may contain expanded RAM to increase this amount. The system supports up to 49,128 bytes (just shy of 48 KiB) for ] (ROM), expanded RAM, and cartridge ]. The process of ] can increase this amount by orders of magnitude.<ref name="specs" /> | |||
=== |
=== Design flaws === | ||
] | |||
The NES utilizes a custom-made ] (PPU) developed by Ricoh. The version of the processor used in NTSC models of the console, named the RP2C02, operates at 5.37 MHz, while the version used in PAL models, named the RP2C07, operates at 5.32 MHz.<ref name="specs2" /> Both the RP2C02 and RP2C07 output ].<ref name="specs" /> Special versions of the NES's hardware designed for use in ]s use other variations of the PPU. The ] uses the RP2C03, which runs at 5.37 MHz and outputs ] at NTSC frequencies. Two different variations were used for ] hardware: the RP2C04 and the RP2C05. Both of these operate at 5.37 MHz and output RGB video at NTSC frequencies. Additionally, both utilize irregular palettes to prevent easy ROM swapping of games.<ref name="vsseries">{{cite web | title=Unisystem VS schematic | url=http://www.raphnet.net/electronique/nes_vs/VSSCHEM.pdf | format=pdf | accessdate=6 June | accessyear=2007}}</ref> All variations of this PPU feature 256 bytes of on-die sprite position / attributable RAM ("OAM") and 28 bytes of on-die palette RAM to allow selection of background and ] colors. This memory is stored on separate buses internal to the PPU. The console's 2 KiB of onboard RAM may be used for tile maps and attributes on the NES board, and 8 KiB of tile pattern ROM or RAM may be included on a cartridge. Using bank switching, virtually any amount of additional cartridge memory can be used, limited only by manufacturing costs.<ref name="specs" /> | |||
Nintendo's design styling for US release was made deliberately different from that of other game consoles. Nintendo wanted to distinguish its product from those of competitors and to avoid the generally poor reputation that game consoles had acquired following the ]. One result of this philosophy is to disguise the cartridge slot design as a front-loading ] (ZIF) cartridge socket, designed to resemble the front-loading mechanism of a ]. The socket works well when both the connector and the cartridges are clean and the pins on the connector are new. However, the socket is not truly zero-insertion force. When a user inserts the cartridge into the NES, the force of pressing the cartridge into place bends the contact pins slightly and presses the cartridge's ROM board back into the cartridge. Frequent insertion and removal of cartridges wears out the pins, and the ZIF design proved more prone to interference by dirt and dust than an industry-standard card edge connector.<ref name="zif">{{cite web | first=Benj | last=Edwards | title=No More Blinkies: Replacing the NES's 72-Pin Cartridge Connector | url=http://www.vintagecomputing.com/index.php/archives/13 | work=Vintage Computing and Gaming | date=November 7, 2005 | access-date=June 3, 2007 | archive-date=September 2, 2011 | archive-url=https://web.archive.org/web/20110902145445/http://www.vintagecomputing.com/index.php/archives/13 | url-status=live }}</ref> | |||
The system has an available ] of 48 colors and 5 grays. Red, green, and blue can be individually darkened at specific screen regions using carefully timed code. Up to 25 colors may be used on one ]: a background color, four sets of three tile colors, and four sets of three sprite colors. This total does not include color de-emphasis.<ref name="specs" /> | |||
The design problems were exacerbated by Nintendo's choice of materials. The console slot nickel connector springs wear due to design and the game cartridge's brass plated nickel connectors are also prone to ]ing and oxidation. Nintendo sought to fix these problems by redesigning the next generation ] (SNES) as a top loader similar to the Famicom.<ref name="corrosion">{{cite web | first=Rob | last=Nelson | title=Nintendo Redivivus: how to resuscitate an old friend | url=https://arstechnica.com/features/2003/02/nintendo/ | work=Ars Technica | date=February 12, 2003 | access-date=June 3, 2007 | archive-date=October 15, 2012 | archive-url=https://web.archive.org/web/20121015224118/http://arstechnica.com/features/2003/02/nintendo/ | url-status=live }}</ref> Many players try to alleviate issues in the game caused by this corrosion by blowing into the cartridges, then reinserting them, which actually speeds up the tarnishing due to moisture. One way to slow down the tarnishing process and extend the life of the cartridges is to use ] and cotton swabs.<ref name="mental">{{cite web | url=http://mentalfloss.com/article/12589/did-blowing-nintendo-cartridges-really-help | title=Did Blowing into Nintendo Cartridges Really Help? | publisher=Mental Floss, Inc. | access-date=August 6, 2014 | last1=Higgins | first1=Chris | date=September 24, 2012 | archive-date=August 4, 2014 | archive-url=https://web.archive.org/web/20140804062036/http://mentalfloss.com/article/12589/did-blowing-nintendo-cartridges-really-help | url-status=live }}</ref><ref name="nerdist">{{cite web | url=http://www.nerdist.com/2014/07/we-blow-into-video-game-cartridges-because-of-weird-psychology/ | title=We Blow Into Video Game Cartridges Because of Weird Psychology | date=July 1, 2014 | access-date=August 6, 2014 | author=Hill, Kyle | archive-date=December 31, 2014 | archive-url=https://web.archive.org/web/20141231162043/http://www.nerdist.com/2014/07/we-blow-into-video-game-cartridges-because-of-weird-psychology/ | url-status=live }}</ref> | |||
A total of 64 sprites may be displayed onscreen at a given time without reloading sprites mid-screen. Sprites may be either 8 ] by 8 pixels, or 8 pixels by 16 pixels, although the choice must be made globally and it affects all sprites. Up to eight sprites may be present on one scanline, using a flag to indicate when additional sprites are to be dropped. This flag allows the software to rotate sprite priorities, increasing maximum amount of sprites, but typically causing ].<ref name="specs" /> | |||
Users have attempted to solve these problems by blowing air onto the cartridge connectors, inserting the cartridge just far enough to get the ZIF to lower, licking the edge connector, slapping the side of the system after inserting a cartridge, shifting the cartridge from side to side after insertion, pushing the ZIF up and down repeatedly, holding the ZIF down lower than it should have been, and cleaning the connectors with alcohol. Many frequently used methods to fix this problem actually risk damaging gaming cartridges or the system.<ref>{{cite web |title=Did Blowing into Nintendo Cartridges Really Help? |url=http://mentalfloss.com/article/12589/did-blowing-nintendo-cartridges-really-help |website=MentalFloss |access-date=July 12, 2018 |language=en |date=September 24, 2012 |archive-date=July 12, 2018 |archive-url=https://web.archive.org/web/20180712220148/http://mentalfloss.com/article/12589/did-blowing-nintendo-cartridges-really-help |url-status=live }}</ref> In 1989, Nintendo released an official NES Cleaning Kit to help users clean malfunctioning cartridges and consoles. | |||
The PPU allows only one ], though horizontal scrolling can be changed on a per-scanline basis. More advanced programming methods enable the same to be done for vertical scrolling.<ref name="specs" /> | |||
In response to these hardware flaws, "Nintendo Authorized Repair Centers" sprang up across the U.S. According to Nintendo, the authorization program was designed to ensure that the machines were properly repaired. Nintendo would ship the necessary replacement parts only to shops that had enrolled in the authorization program. | |||
The standard ] of the NES is 256 horizontal pixels by 240 vertical pixels. Typically, games designed for NTSC-based systems had an effective resolution of only 256 by 224 pixels, as the top and bottom 8 scanlines ] on most television sets. For additional video memory bandwidth, it was possible to turn off the screen before the ] reached the very bottom.<ref name="specs" /> | |||
With the release of the top-loading ] (New-Style NES) in 1993 toward the end of the NES's lifespan, Nintendo resolved the problems by switching to a standard ] and eliminating the lockout chip. All of the Famicom systems use standard card edge connectors, as do Nintendo's two subsequent game consoles, the ] and the ]. | |||
Video output connections varied from one model of the console to the next. The original Japanese Famicom featured only ] output. When the console was released in North America and Europe, support for composite video through ]s was added in addition to the RF modulator. The AV Famicom dropped the RF modulator entirely and adopted composite video output via a proprietary 12-pin "multi-out" connector first introduced for the Super Famicom / Super Nintendo Entertainment System. Conversely, the North American rereleased NES 2 most closely resembled the original model Famicom, in that it featured RF modulator output only.<ref name="20years" /> Finally, the PlayChoice-10 utilized an inverted RGB video output. | |||
=== |
=== Lockout === | ||
] | |||
The NES board supported a total of five sound channels. These included two ] channels of variable ] (12.5%, 25%, 50%, and 75%), with a volume control of sixteen levels, and hardware ] supporting frequencies ranging from 54 ] to 28 ]. Additional channels included one fixed-volume ] channel supporting frequencies from 27 Hz to 56 kHz, one sixteen-volume level ] channel supporting two modes (by adjusting inputs on a ]) at sixteen preprogrammed frequencies, and one delta ] channel with six bits of range, using 1-bit delta encoding at sixteen preprogrammed sample rates from 4.2 kHz to 33.5 kHz, often resulting in poor sound quality{{Fact|date=July 2007}}. This final channel was also capable of playing standard ] (PCM) sound by writing individual 7-bit values at timed intervals.<ref name="specs" /> | |||
The Famicom as released in Japan contains no lockout hardware, which led to unlicensed cartridges (both legitimate and bootleg) becoming extremely common throughout Japan and East Asia.<ref name="lockout">{{cite news|title=The Games Played For Nintendo's Sales|url=https://www.nytimes.com/1989/12/21/business/the-games-played-for-nintendo-s-sales.html?pagewanted=all|access-date=June 28, 2010|date=December 21, 1989|work=]|first=Anthony|last=Ramirez|archive-date=August 20, 2016|archive-url=https://web.archive.org/web/20160820014342/http://www.nytimes.com/1989/12/21/business/the-games-played-for-nintendo-s-sales.html?pagewanted=all|url-status=live}}</ref> Nintendo tried to promote its "Seal of Quality" in these regions to identify licensed games to combat bootlegs, but bootleg Famicom games continued to be produced even after Nintendo moved production onto the Super Famicom, effectively extending the lifetime of the Famicom.<ref name="odeonnel nes10" /> | |||
The original NES released for Western countries in 1985 contains the ] lockout chip, which prevents it from running cartridges unapproved by Nintendo. The inclusion of the 10NES was a direct influence from the ] in North America, partially caused by a market flooded with uncontrolled publishing of games of poor quality for the home consoles. Nintendo did not want to see that happen with the NES and used the lockout chip to restrict games to only those they licensed and approved for the system. This means of protection worked in combination with the Nintendo "Seal of Quality", which a developer had to acquire before they would be able to have access to the required 10NES information prior to publication of their game.<ref name="odeonnel nes10">{{cite journal | title = The Nintendo Entertainment System and the 10NES Chip: Carving the Video Game Industry in Silicon | first = Casey | last = O'Donnell | date = 2011 | journal = ] | volume = 6 | issue = 1 | pages = 83–100 | doi = 10.1177/1555412010377319 | s2cid = 53358125 }}</ref> | |||
Initially, the 10NES chip proved a significant barrier to unlicensed developers seeking to develop and sell games for the console. However, hobbyists in later years discovered that disassembling the NES and cutting the fourth pin of the lockout chip would change the chip's mode of operation from "lock" to "key", removing all effects and greatly improving the console's ability to play legal games, bootlegs, and converted imports. | |||
Original NES consoles sold in different regions have different lockout chips, thereby enforcing ] (regardless of TV signal compatibility).<ref>{{harvnb|Altice|2015|p=94}}</ref> Such regions include North America; most of continental Europe (PAL-B);<ref name="NintendojoFR – Video output" /> Asia; and the British Isles, Italy, and Australasia (PAL-A).<ref>{{cite book |last1=Scullion |first1=Chris |title=The NES Encyclopedia: Every Game Released for the Nintendo Entertainment System |year=2019 |publisher=] |location=Yorkshire |isbn=978-1-5267-3780-9 |page=12 |chapter-url=https://books.google.com/books?id=IE8IEAAAQBAJ&pg=PA12 |chapter=Licensed Games |via=] |access-date=August 30, 2022 |archive-date=February 7, 2023 |archive-url=https://web.archive.org/web/20230207094553/https://books.google.com/books?id=IE8IEAAAQBAJ&pg=PA12 |url-status=live }}</ref><ref>{{cite news |last1=Hatfield |first1=Daemon |title=New NES Cartridge Released, Sells Out Immediately |url=https://www.ign.com/articles/2010/02/23/new-nes-cartridge-released-sells-out-immediately |access-date=August 29, 2022 |work=IGN |date=February 23, 2010 |archive-url=https://web.archive.org/web/20100226171522/http://retro.ign.com/articles/107/1071447p1.html |archive-date=February 26, 2010 |url-status=live|language=en}}</ref> | |||
Problems with the 10NES lockout chip frequently result in one of the console's most common issues: the blinking red power light, in which the system appears to turn itself on and off repeatedly because the 10NES would reset the console once per second. The lockout chip required constant communication with the chip in the game to work.<ref name="Game Over" />{{rp|247}} Dirty, aging, and bent connectors often disrupt the communication, resulting in the blink effect.<ref name="zif" /> In other cases, the console turns on but only displays a solid white, gray, or green screen. | |||
=== Technical specifications === | |||
])]] | |||
The console's main ] (CPU) was produced by ], which manufactured different versions between NTSC and PAL regions; NTSC consoles have a ] clocked at 1.79 {{abbrlink|MHz|megahertz}}, and PAL consoles have a ] clocked at 1.66 MHz.<ref>{{harvnb|Altice|2015|p=49}}</ref> Both CPUs are unlicensed variants of the ], an 8-bit ] prevalent in contemporary ]s and consoles; Nintendo ostensibly disabled the 6502's ] mode on them to avoid ] against or licensing fees towards ], which was owned by then-rival ].<ref name="Altice – 27">{{harvnb|Altice|2015 |loc=Scraped to the Die|pp=27–30}}</ref> The CPU has access to 2 {{abbrlink|KB|kilobyte}} of onboard work {{abbrlink|RAM|random-access memory}}.<ref>{{Cite news|url=https://www.japantimes.co.jp/news/2013/07/15/reference/nintendo-brought-arcade-games-into-homes-30-years-ago/|title=Nintendo brought arcade games into homes 30 years ago|last=Hongo|first=Jun|date=July 15, 2013|work=The Japan Times Online|access-date=August 1, 2018|language=en-US|issn=0447-5763|archive-date=August 1, 2018|archive-url=https://web.archive.org/web/20180801190122/https://www.japantimes.co.jp/news/2013/07/15/reference/nintendo-brought-arcade-games-into-homes-30-years-ago/|url-status=live}}</ref><ref name="Ars Technica – Retrospective" /> | |||
The console's graphics are handled by a Ricoh 2C02,<ref name="Altice – 27" /> a processor known as the Picture Processing Unit (PPU) that is clocked at 5.37 MHz.<ref name="Ars Technica – Retrospective" /><ref>{{Cite patent|title=Memory cartridge having a multi-memory controller with memory bank switching capabilities and data processing apparatus|country=US|number=4949298|gdate=August 14, 1990|invent1=Nakanishi|inventor1-first=Yoshiaki|invent2=Nakagawa|inventor2-first=Katsuya}}</ref> A derivative of the Texas Instruments ]—a ] used in the ]<ref name="Altice – 27" />—the PPU features 2 ] of ], 256 ]s of on-die "object attribute memory" (OAM) to store ] display information on up to 64 sprites, and 28 bytes of RAM to store information on the ]-based<ref>{{harvnb|Altice|2015|p=35}}</ref> ]; the console can display up to 25 colors simultaneously out of 54 usable colors.<ref name="Ars Technica – Retrospective" /> | |||
The console's standard ] is 256 × 240 ]s,<ref name="Ars Technica – Retrospective" /> though video output options vary between models. The original Famicom features only ] output, and the NES additionally supports ] via ]s.<ref name="20years" />{{efn|French NES consoles include an {{abbr|AV|audiovisual}} port that outputs ] via a ] connector; however, it is not true RGB video output as the PPU natively outputs composite video in consumer home console models.<ref name="NintendojoFR – Video output">{{cite web |author=Mortal |title=Standard d'images, télévision et jeux vidéo (partie 3) |url=https://www.nintendojo.fr/articles/editos/standard-dimages-television-et-jeux-video-partie-3 |website=NintendojoFR |language=fr |access-date=August 20, 2022 |archive-url=https://web.archive.org/web/20140515014749/https://www.nintendojo.fr/articles/editos/standard-dimages-television-et-jeux-video-partie-3 |archive-date=May 15, 2014 |date=April 23, 2014 |url-status=live}}</ref><ref>{{cite web |author=Sketcz |title=French NES – with RGB output |url=http://blog.hardcoregaming101.net/2009/12/french-nes-with-rgb-output.html |website=Hardcore Gaming 101 |access-date=August 20, 2022 |archive-url=https://web.archive.org/web/20091214024512/http://blog.hardcoregaming101.net/2009/12/french-nes-with-rgb-output.html |archive-date=December 14, 2009 |date=December 11, 2009 |url-status=live}}</ref>}} The redesigned Famicom omits the RF modulator entirely, only outputting composite video via a proprietary "multi-out" connector first introduced on the Super Famicom/SNES; conversely, the redesigned NES features RF modulator output only, though a version of the model including the "multi-out" connector was produced in rare quantities.<ref name="NL – AV Famicom">{{cite web |last1=McFerran |first1=Damien |title=Hardware Classics: Nintendo AV Famicom |url=https://www.nintendolife.com/news/2013/02/hardware_classics_nintendo_av_famicom |website=Nintendo Life |access-date=August 20, 2021 |date=February 18, 2013 |archive-date=July 12, 2021 |archive-url=https://web.archive.org/web/20210712155328/https://www.nintendolife.com/news/2013/02/hardware_classics_nintendo_av_famicom |url-status=live }}</ref><ref name="NL – Nintendo refreshes">{{cite web |last1=Lane |first1=Gavin |title=Nintendo Hardware Refreshes Through The Ages |url=https://www.nintendolife.com/news/2021/07/feature_nintendo_hardware_refreshes_through_the_ages |website=Nintendo Life |access-date=August 20, 2022 |date=July 12, 2021 |archive-date=May 31, 2022 |archive-url=https://web.archive.org/web/20220531131043/https://www.nintendolife.com/news/2021/07/feature_nintendo_hardware_refreshes_through_the_ages |url-status=live }}</ref> | |||
The console produces sound via an ] (APU) integrated into the processor.<ref name="Altice – 250">{{harvnb|Altice|2015|loc=Crystal Heartbeat|pp=250–253}}</ref> It supports a total of five sound channels: two ] channels, one ] channel, one ] channel, and one {{abbrlink|DPCM|differential pulse-code modulation}} channel for ] playback.<ref>{{cite web |last1=Urrea |first1=Sebastian |title=NES Sounds as Instruments |url=http://www.originalsoundversion.com/nes-sounds-as-instruments-article/ |website=Original Sound Version |access-date=August 20, 2022 |archive-url=https://web.archive.org/web/20150801020414/http://www.originalsoundversion.com/nes-sounds-as-instruments-article/ |archive-date=August 1, 2015 |date=July 29, 2015 |url-status=live}}</ref> Audio playback speed is dependent on the CPU clock rate, which is set by a ].<ref name="Altice – 250" /> | |||
=== Accessories === | |||
{{See also|List of Nintendo Entertainment System accessories}} | |||
==== {{anchor|Game_controllers}}Controllers ==== | |||
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The ] for both the NES and the Famicom has an oblong brick-like design with a simple four button layout: two round buttons labeled "A" and "B", a "START" button, and a "SELECT" button.<ref name="NESBooklet">{{cite book | title =Nintendo Entertainment System Instruction Booklet | publisher =Nintendo of America | year =1989 | page =5 }}</ref> Additionally, the controllers use the cross-shaped ], designed by Nintendo employee ] for Nintendo ] systems, to replace the bulkier ]s on controllers of earlier gaming consoles.<ref name="Ultimate History" />{{rp|279}} | |||
The original model Famicom features two game controllers, both of which are hardwired to the back of the console.{{efn|The original Famicom's controller cables extend into the console itself, connecting to the front of the motherboard. Nintendo considered the idea of detachable controllers, but ultimately scrapped it to reduce production costs.<ref name="Altice – 356">{{harvnb|Altice|2015|p=356}}</ref>}} The second controller lacks the START and SELECT button, featuring a small ] instead; however, few games use this feature.<ref name="Kotaku – microphone">{{cite web |last1=Bertoli |first1=Ben |title=The Famicom's Built-In Microphone Was Wonderfully Weird |url=https://kotaku.com/the-famicom-s-built-in-microphone-was-wonderfully-weird-1840887609 |website=Kotaku |access-date=August 26, 2022 |archive-url=https://web.archive.org/web/20200211164503/https://kotaku.com/the-famicom-s-built-in-microphone-was-wonderfully-weird-1840887609 |archive-date=February 11, 2020 |language=en-us |date=February 9, 2020 |url-status=live}}</ref> The earliest produced Famicom units have square A and B buttons;<ref name="20years">{{cite web |last1=Nutt |first1=Christian |last2=Turner |first2=Benjamin |year=2003 |title=Metal Storm: All About the Hardware |work=GameSpy |series=Nintendo Famicom—20 years of fun |url=http://archive.gamespy.com/articles/july03/famicom/index5.shtml |archive-url=https://web.archive.org/web/20051223161204/http://archive.gamespy.com/articles/july03/famicom/index5.shtml |page=5 |archive-date=December 23, 2005 |access-date=May 21, 2006}}</ref> issues with them getting stuck when pressed down led Nintendo to change their shape to a circular design in subsequent units following the console's recall.<ref name="IwataAsks – Early Days">{{Cite interview|last=Uemura|first=Masayuki|interviewer=Satoru Iwata|title=The Troubled Early Days of Famicom|url=https://iwataasks.nintendo.com/interviews/wii/mario25th/1/2/|subject-link=Masayuki Uemura|interviewer-link=Satoru Iwata|last2=Imanishi|first2=Hiroshi|access-date=August 26, 2022|work=]|series=Super Mario 25th Anniversary|volume=2|issue=3|publisher=]|archive-date=August 26, 2022|archive-url=https://web.archive.org/web/20220826075202/https://iwataasks.nintendo.com/interviews/wii/mario25th/1/2/|url-status=live}}</ref><ref name="Kohler – Retro Gaming Hacks">{{cite book |last1=Kohler |first1=Chris |section=Buy a Famicom from Japan |title=Retro Gaming Hacks: Tips & Tools for Playing the Classics |date=October 2005 |publisher=] |location=Cambridge, Massachusetts |isbn=978-0-596-00917-5 |section-url=https://www.oreilly.com/library/view/retro-gaming-hacks/0596009178/ch01s09.html |access-date=August 26, 2022 |archive-date=May 31, 2022 |archive-url=https://web.archive.org/web/20220531061319/https://www.oreilly.com/library/view/retro-gaming-hacks/0596009178/ch01s09.html |url-status=live}}</ref> | |||
Instead of the Famicom's hardwired controllers, the NES has two proprietary seven-pin ports on the front of the console to support detachable controllers and third-party peripherals.<ref>{{cite news |last1=Gallagher |first1=Danny |title=Old-school gaming meets new-school tech with wireless NES adapter |url=https://www.cnet.com/tech/gaming/old-school-gaming-meets-new-school-tech-with-analogues-wireless-nes-adapter/ |access-date=August 28, 2022 |work=] |date=April 26, 2016 |archive-url=https://web.archive.org/web/20160426212317/http://www.cnet.com/news/old-school-gaming-meets-new-school-tech-with-analogues-wireless-nes-adapter/ |archive-date=April 26, 2016 |url-status=live |language=en}}</ref><ref>{{Cite magazine |last=Eglowstein |first=Howard |title=Reach Out and Touch Your Data |date=July 1990 |magazine=] |url=https://www.microsoft.com/buxtoncollection/a/pdf/BYTE%20Glove%20Comparision.pdf |page=283 |publisher=] |issue=7 |volume=15 |issn=0360-5280 |archive-url=https://web.archive.org/web/20170420143519/https://www.microsoft.com/buxtoncollection/a/pdf/BYTE%20Glove%20Comparision.pdf |archive-date=April 20, 2017 |url-status=live |via=]}}</ref> The controllers bundled with the NES are identical and include the START and SELECT buttons, lacking the microphone on the original Famicom's second controller.<ref name="InsideFamicom" /><ref>{{cite web |last1=Scotti |first1=Nicholas |title=Every Nintendo Controller Generation, Ranked |url=https://screenrant.com/nintendo-best-controller-generations-n64-gamecube-snes-switch/ |website=] |access-date=August 29, 2022 |archive-url=https://web.archive.org/web/20220617082421/https://screenrant.com/nintendo-best-controller-generations-n64-gamecube-snes-switch/ |archive-date=June 17, 2022 |date=June 16, 2022 |url-status=live}}</ref> The cables for NES controllers are also generally three times longer than their Famicom counterparts.<ref name="Altice – 356" /><ref>{{cite web |last1=Edwards |first1=Benj |title=Why American NES Controllers Can Kill You & Other Famicom Thoughts |url=https://www.vintagecomputing.com/index.php/archives/76/why-american-controllers-can-kill-you-other-famicom-thoughts |website=Vintage Computing and Gaming |access-date=August 29, 2022 |archive-url=https://web.archive.org/web/20130819043512/http://www.vintagecomputing.com/index.php/archives/76/why-american-controllers-can-kill-you-other-famicom-thoughts |archive-date=August 19, 2013 |date=February 26, 2006 |url-status=live}}</ref><ref>{{cite news |last1=Frank |first1=Allegra |last2=Sarkar |first2=Samit |title=The mini NES Classic Edition controller's cable is much, much shorter than the original's |url=https://www.polygon.com/2016/11/4/13512918/mini-nes-classic-edition-comparison-controller-cable-length |access-date=August 29, 2022 |work=] |date=November 4, 2016 |archive-url=https://web.archive.org/web/20161105123322/https://www.polygon.com/2016/11/4/13512918/mini-nes-classic-edition-comparison-controller-cable-length |archive-date=November 5, 2016 |url-status=live}}</ref> | |||
Several special controllers are intended for use with specific games, though are not commonly used. Such peripherals include the ] (a ]), ] (a ]),<ref name="Ultimate History" />{{rp|297}} and the ] (a ]).<ref name="Game Over" />{{rp|226}}<ref>{{cite web |last1=Nutt |first1=Christian |last2=Turner |first2=Benjamin |year=2003 |title=Enter the NES |work=GameSpy |series=Nintendo Famicom—20 years of fun | url=http://archive.gamespy.com/articles/july03/famicom/index8.shtml | archive-url=https://web.archive.org/web/20090520014633/http://archive.gamespy.com/articles/july03/famicom/index8.shtml |page=8 |archive-date=May 20, 2009 |access-date=July 23, 2010}}</ref> The original Famicom has a deepened ] expansion port on the front of the unit to accommodate them.<ref name="InsideFamicom" /> | |||
Two official advanced controllers were produced for the NES: the ], an ] produced by ] and licensed by Nintendo of America;<ref>{{Cite magazine |title=Take Control |date=June 1993 |url=https://archive.org/details/NintendoPower1988-2004/Nintendo%20Power%20Issue%20049%20%28June%201993%29/page/n61/mode/2up |magazine=Nintendo Power |page=60 |publisher=Nintendo of America |issue=49 |via=the Internet Archive}}</ref> and the ], a controller with grip handles and a "]" sliding-disc D-pad in place of the traditional one.<ref name="Ars Technica – NES Advantage">{{cite web |last1=Kuchera |first1=Ben |title=Masterpiece: The NES Advantage—God's own controller |url=https://arstechnica.com/gaming/2011/01/masterpiece-the-nes-advantagegods-own-controller/ |website=Ars Technica |access-date=August 25, 2022 |language=en-us |date=January 17, 2011 |archive-url=https://web.archive.org/web/20120721004620/http://arstechnica.com:80/gaming/2011/01/masterpiece-the-nes-advantagegods-own-controller/ |archive-date=July 21, 2012 |url-status=live}}</ref><ref name="NL – 30 unique peripherals">{{cite web |last1=Lane |first1=Gavin |title=30 Weird And Wonderful Peripherals From Nintendo's History |url=https://www.nintendolife.com/news/2019/12/feature_30_weird_and_wonderful_peripherals_from_nintendos_history |website=Nintendo Life |access-date=August 25, 2022 |archive-url=https://web.archive.org/web/20200126193323/https://www.nintendolife.com/news/2019/12/feature_30_weird_and_wonderful_peripherals_from_nintendos_history |archive-date=January 26, 2020 |date=December 26, 2019 |url-status=live}}</ref> Both controllers have a "Turbo" feature, which simulates multiple rapid button presses, for the A and B buttons; the NES Max has manually pressed Turbo buttons, and the NES Advantage offers ] for Turbo functionality along with knobs that adjust the firing rate of each button.<ref>{{cite book |title=NES Max Instruction Manual |year=1988 |publisher=Nintendo of America}}</ref><ref name="NES Advantage booklet">{{cite book |title=NES Advantage Instruction Manual |year=1987 |publisher=Nintendo of America}}</ref> The latter also includes a "Slow" button that rapidly pauses games, though this function is not intended for games that invoke a pause menu or screen.<ref name="Ars Technica – NES Advantage" /><ref name="NES Advantage booklet" /> | |||
The standard game controller was redesigned upon the introduction of the redesigned console. Though the original button layout was retained, the shape of the redesigned controller—nicknamed the "]" controller—resembles that of the Super Famicom and SNES. It retained NES-style detachable controller ports.<ref name="AVFamicom">{{cite web |first =Benj |last=Edwards |url=http://www.vintagecomputing.com/index.php/archives/73 |title=Gotta Love That Fresh "AV Famicom Smell" |work=Vintage Computing and Gaming |date=February 23, 2006 |access-date=July 1, 2010 |archive-url=https://web.archive.org/web/20060321033331/http://www.vintagecomputing.com/index.php/archives/73 |archive-date=March 21, 2006 |url-status=live}}</ref> | |||
The original NES controller has become one of the most recognizable symbols of the console. Nintendo has mimicked the look of the controller in several other products, from promotional merchandise to limited edition versions of the ].<ref name="GBA">{{cite news |title=Revenge of Pac-Man: Vintage Games Are Back |url= https://www.nytimes.com/2004/06/03/technology/revenge-of-pac-man-vintage-games-are-back.html |access-date=July 24, 2016 |date=June 3, 2004 |work=] |first=Stephen |last=Totilo |page=G5 |archive-url=https://web.archive.org/web/20110214192920/https://www.nytimes.com/2004/06/03/technology/revenge-of-pac-man-vintage-games-are-back.html |archive-date=February 14, 2011 |url-status=live}}</ref> | |||
==== Japanese accessories ==== | |||
] support with the '']'' keyboard.]] | |||
Few of the numerous ] devices and software packages for the Famicom were released outside Japan. | |||
The ], an ] peripheral released in 1987, enabled the ability to play ]s. It was a commercial failure and never released outside Japan; users described the headset as bulky and uncomfortable. Seven games are compatible with the glasses, with three of them developed by ]; two titles received worldwide releases as '']'' and '']''.<ref>{{Cite web|last=Markley|first=John|url=https://www.escapistmagazine.com/five-forgotten-famicom-peripherals-that-never-escaped-japan/|title=Five Famicom Peripherals That Never Escaped Japan|website=The Escapist|language=en|date=July 15, 2015|access-date=February 25, 2020|archive-date=May 10, 2020|archive-url=https://web.archive.org/web/20200510025434/https://v1.escapistmagazine.com/articles/view/scienceandtech/14235-Five-Famicom-Peripherals-That-Never-Escaped-Japan|url-status=live}}</ref> | |||
'']'' is an implementation of BASIC for the Famicom, packaged with a keyboard. Similar in concept to the Atari 2600 ''BASIC'' cartridge, it allows the user to write programs, especially games, which can be saved on an included cassette recorder.<ref>{{cite magazine |url=https://www.wired.com/2007/03/vgl-koji-kondo-/ |title=VGL: Koji Kondo Interview |first=Chris |last=Kohler |date=March 11, 2007 |magazine=Wired |access-date=July 19, 2010 |archive-url=https://web.archive.org/web/20090512210612/https://www.wired.com/gamelife/2007/03/vgl_koji_kondo_/ |archive-date=May 12, 2009 |url-status=live}}</ref> Nintendo of America rejected releasing ''Famicom BASIC'' in the US in favor of its primary marketing demographic of children.<ref name="Game Over" />{{rp|162}} | |||
The ] connected a Famicom to a now defunct proprietary network in Japan which provided content such as financial services. A dial-up modem was never released for the NES after a partnership with ].<ref name="Modem">{{cite news |title=Stock Link by Nintendo |url=https://www.nytimes.com/1989/10/03/business/stock-link-by-nintendo.html |newspaper=The New York Times |date=October 3, 1989 |page=D5 |access-date=June 30, 2010 |archive-url=https://web.archive.org/web/20130502152847/https://www.nytimes.com/1989/10/03/business/stock-link-by-nintendo.html |archive-date=May 2, 2013 |url-status=live}}</ref> | |||
===== Famicom Disk System ===== | |||
{{Main|Famicom Disk System|List of Famicom Disk System games}} | |||
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|footer=The ] peripheral for the Famicom uses games on Disk Cards with a 3" ] drive. | |||
}} | |||
By 1986, the cost and size limitations of ]s used in the Famicom's ]s were apparent, with no new advancements present to address them.<ref name="InsideFamicom" /><ref name="Eurogamer – FDS">{{cite web |last1=Linneman |first1=John |title=Revisiting the Famicom Disk System: mass storage on console in 1986 |url=https://www.eurogamer.net/digitalfoundry-2019-retro-revisiting-famicom-disk-system |website=Eurogamer |access-date=September 4, 2022 |archive-url=https://web.archive.org/web/20190727233841/https://www.eurogamer.net/articles/digitalfoundry-2019-retro-revisiting-famicom-disk-system |archive-date=July 27, 2019 |language=en-gb |date=July 27, 2019 |url-status=live}}</ref> With this in mind, Nintendo looked at the personal computer (PC) market, where the ] was gaining wide adoption as a ] medium.<ref name="NL – FDS">{{cite magazine |title=Retroinspection: Famicom Disk System |url=http://www.nintendolife.com/news/2010/11/feature_slipped_disk_the_history_of_the_famicom_disk_system |magazine=] |publisher=] |issn=1742-3155 |issue=75 |page=62 |access-date=July 12, 2018 |date=April 2010 |archive-url=https://web.archive.org/web/20101123174551/http://retro.nintendolife.com/news/2010/11/feature_slipped_disk_the_history_of_the_famicom_disk_system |archive-date=November 23, 2010 |url-status=live |via=]}}</ref> Partnering with ] to develop a floppy disk add-on for the Famicom based on the latter's ] format,<ref name="Altice – 164">{{harvnb|Altice|2015|loc="PLEASE SET DISK CARD"|pp=164–167}}</ref> Nintendo officially released it as the Family Computer Disk System in Japan on February 21, 1986, at a retail price of ¥15,000.<ref name="NOM – FDS">{{Cite magazine |title=ディスクシステムとは? |date=August 2004 |magazine=Nintendo Online Magazine |url=https://www.nintendo.co.jp/nom/0408/what/ |access-date=September 6, 2022 |publisher=Nintendo |issue=73 |archive-url=https://web.archive.org/web/20040829091232/http://www.nintendo.co.jp/nom/0408/what/ |archive-date=August 29, 2004 |language=ja |url-status=live}}</ref><ref name="Famitsu – FDS">{{cite magazine |author1=ウワーマン |title=ファミコン ディスクシステムが発売された日。500円の書き換えサービスが安価で便利だった【今日は何の日?】 |url=https://www.famitsu.com/news/202202/21251638.html |magazine=Famitsu |access-date=September 6, 2022 |archive-url=https://web.archive.org/web/20220220220258/https://www.famitsu.com/news/202202/21251638.html |archive-date=February 20, 2022 |language=ja |date=February 21, 2022 |url-status=live}}</ref> | |||
The advantages of the format (called "Disk Card") were apparent on launch. It has more than triple the data storage capacity of the then-largest cartridge (used for '']'') and introduced ] capability and lower production costs compared to cartridges, which resulted in lower retail prices for consumers.<ref name="NL – FDS" /><ref name="USgamer – FDS">{{cite web |last1=Parish |first1=Jeremy |title=On Discovering the Famicom Disk System: Nintendo's Alternate Reality Version of the NES |url=https://www.usgamer.net/articles/on-discovering-the-famicom-disk-system-nintendos-alternate-reality-version-of-the-nes |website=USgamer |access-date=September 5, 2022 |archive-url=https://web.archive.org/web/20160221100153/https://www.usgamer.net/articles/on-discovering-the-famicom-disk-system-nintendos-alternate-reality-version-of-the-nes |archive-date=February 21, 2016 |language=en |date=February 19, 2016 |url-status=live}}</ref> The add-on also has a new ] sound channel and more data storage for the Famicom's ] channel.<ref name="USgamer – FDS" /> Taking advantage of the disk's re-writability, Nintendo set up Disk Writer ]s at retail stores throughout Japan; at each kiosk, consumers could buy new games to rewrite onto their old disks or onto new disks.<ref name="Game Over" />{{rp|75}}<ref name="NWR – FDS">{{cite web |last1=Bivens |first1=Danny |title=Famicom Disk System |url=http://www.nintendoworldreport.com/feature/27665/nintendos-expansion-ports-famicom-disk-system |website=Nintendo World Report |series=Nintendo's Expansion Ports |access-date=September 6, 2022 |archive-url=https://web.archive.org/web/20140619114625/http://www.nintendoworldreport.com/feature/27665/nintendos-expansion-ports-famicom-disk-system |archive-date=June 19, 2014 |date=October 26, 2011 |url-status=live}}</ref> Disk Fax kiosks allowed players to submit their ]s on special blue disks for contests and rankings, predating the ] by several years.<ref name="NL – FDS" /><ref name="NOM – FDS" /> | |||
Although Nintendo committed to exclusively releasing games on the Disk System after its release, numerous external issues plagued its long-term viability. Just four months after launch, ] released a Famicom port of '']'' (known as ''Ghosts 'n Goblins'' in the U.S.) on a cartridge with more data storage capacity than what was possible on Disk Cards, nullifying one of the Disk System's major advantages by using ] chips to perform ].<ref name="NWR – FDS" /><ref>{{harvnb|Altice|2015|loc=New Maps|pp=209–212}}</ref> Nintendo also demanded half of the copyright ownership for each game it selected for release on the Disk System, resulting in developers electing to remain on cartridge instead as the latter gained functionality previously considered unique to the former. Developers disliked the lower profit margin of the Disk Writer kiosks, and retailers complained of their use of valuable space as demand for the format waned.<ref name="Game Over" />{{rp|78}}<ref name="NL – FDS" /> | |||
Usage of a floppy disk-based medium brought about further complications; Disk Cards were more fragile than cartridges and were prone to data corruption from magnetic exposure.<ref name="USgamer – FDS" /> Their unreliability was exacerbated by their lack of a shutter, which Nintendo substituted with a wax sleeve and clear ] to reduce costs; blue disks<ref name="NOM – FDS" /> and later Disk Cards included shutters.<ref name="NL – FDS" /><ref name="NWR – FDS" /> The rubber belt-based disk drives were also unreliable, with cryptic error codes complicating troubleshooting;<ref name="NL – FDS" /> even when fully functional, players accustomed to cartridges were annoyed with the introduction of loading times and disk flipping.<ref name="Altice – 164" /><ref name="Famitsu – FDS" /> Furthermore, the rewritable nature of the format resulted in rampant ], with Nintendo's attempts at anti-piracy measures quickly defeated.<ref name="NL – FDS" /> | |||
Though selling close to two million units for all of 1986, Nintendo only managed to increase the total to 4.4 million units by 1990, falling well short of internal projections.<ref name="Game Over" />{{rp|76}} By then, the Disk System was rendered obsolete due to advancements in ROM cartridge production: ] chips{{efn|Nintendo officially referred to such chips as "memory management controllers" (MMC); they were originally described as "multi-memory controllers" in their patents.<ref>{{harvnb|Altice|2015|p=347}}</ref>}} for expanded data storage capacity, battery-backed {{abbrlink|SRAM|static random-access memory}} for game saving, and declining overall production costs.<ref name="NL – FDS" /><ref name="NWR – FDS" /> Nintendo alluded to a Western release for the Disk System, going so far as to successfully file a U.S. patent for it and having the Famicom's cartridge pins used by its RAM Adapter for enhanced audio rerouted to the NES's little-used bottom expansion port. However, such a release never materialized due to its reception in Japan.<ref name="NWR – FDS" /><ref>{{harvnb|Altice|2015|p=194}}</ref> Most of its games were re-released with workarounds on cartridge for both the Famicom and NES, without the enhanced audio.<ref name="USgamer – FDS" /><ref name="NWR – FDS" /> Although the last game for the Disk System was released in December 1992, Nintendo continued repair and rewrite services for it until September 2003.<ref name="NOM – FDS" /><ref name="NWR – FDS" /> | |||
=== NES Test Station === | |||
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|caption2=NES test station AC adapter Pass or Fail test demonstration | |||
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The NES Test Station diagnostics machine was introduced in 1988. It is an NES-based unit designed for testing NES hardware, components, and games. It was only provided for use in World of Nintendo boutiques as part of the Nintendo World Class Service program. Visitors were to bring items to test with the station, and could be assisted by a store technician or employee. | |||
The NES Test Station's front has a Game Pak slot and connectors for testing various components (AC adapter, RF switch, Audio/Video cable, NES Control Deck, accessories and games), with a centrally-located selector knob to choose which component to test. The unit itself weighs approximately 11.7 pounds without a TV. It connects to a television via a combined A/V and RF Switch cable. By actuating the green button, a user can toggle between an A/V Cable or RF Switch connection. The television it is connected to (typically 11" to 14") is meant to be placed atop it.<ref name="nintendoplayer">{{cite web |url=http://www.nintendoplayer.com/nintendo-world-class-service/ |archive-url=https://archive.today/20130907024748/http://www.nintendoplayer.com/nintendo-world-class-service/ |url-status=dead |archive-date=September 7, 2013 |title=Nintendo World Class Service {{!}} Nintendo Player |author=Mike |website=NintendoPlayer |access-date=September 5, 2013 }}</ref> | |||
In 1991, Nintendo provided an add-on called the "Super NES Counter Tester" that tests Super NES components and games. The Super NES Counter Tester is a standard Control Deck on a metal fixture with the connection from the back of the unit re-routed to the front. These connections may be made directly to the test station or to the TV, depending on what is to be tested.{{Citation needed|date=June 2023}} | |||
== Games == | |||
{{See also|List of Nintendo Entertainment System games|List of Famicom Disk System games|List of cancelled NES games}} | |||
=== Game Pak === | |||
{{Main|Nintendo Entertainment System Game Pak}} | |||
]s") are significantly larger than Japanese Famicom cartridges.]] | |||
The NES uses a 72-pin design, as compared with 60 pins on the ]. To reduce costs and inventory, some early games released in North America are simply Famicom cartridges attached to an adapter to fit inside the NES hardware.<ref name="Adapters">{{cite web |first=Benj |last=Edwards |url=http://www.vintagecomputing.com/index.php/archives/23 |title=How to Tell if a Copy of Gyromite has a Famicom Adapter in it |work=Vintage Computing and Gaming |date=November 14, 2005 |access-date=October 20, 2008 |archive-date=December 11, 2008 |archive-url=https://web.archive.org/web/20081211173458/http://www.vintagecomputing.com/index.php/archives/23 |url-status=live }}</ref> Early NES cartridges are held together with five small ]. Games released after 1987 were redesigned slightly to incorporate two plastic clips molded into the plastic itself, removing the need for the top two screws.<ref>{{cite web |url=http://reviews.ebay.com/What-apos-s-a-Five-Screw-Nintendo-NES-game-5-screw-huh_W0QQugidZ10000000007353586 |title=eBay Guides – What's a Five Screw Nintendo NES game 5 screw huh |publisher=Reviews.ebay.com |access-date=October 20, 2008 |archive-date=December 26, 2011 |archive-url=https://web.archive.org/web/20111226231913/http://reviews.ebay.com/What-apos-s-a-Five-Screw-Nintendo-NES-game-5-screw-huh_W0QQugidZ10000000007353586 |url-status=dead }}</ref> | |||
The back of the cartridge bears a label with handling instructions. Production and software revision codes were imprinted as stamps on the back label to correspond with the software version and producer. All licensed NTSC and PAL cartridges are a standard shade of gray plastic, with the exception of '']'' and '']'', which were manufactured in gold-plastic carts. Unlicensed carts were produced in black, robin egg blue, and gold, and are all slightly different shapes than standard NES cartridges. Nintendo also produced yellow-plastic carts for internal use at Nintendo Service Centers, although these "test carts" were never made available for purchase. All licensed US cartridges were made by Nintendo, Konami, and Acclaim. For promotion of '']'', Capcom sent 150 limited-edition gold NES cartridges with the original game, featuring the ''Remastered'' art as the sticker, to different gaming news agencies. The instruction label on the back includes the opening lyric from the ]'s theme song, "Life is like a hurricane".<ref>{{cite magazine|url=http://www.gameinformer.com/b/news/archive/2013/08/07/capcom-39-s-golden-ducktales-promotional-cartridge-is-actually-ducktales.aspx|title=Capcom's Golden DuckTales Promotional Cartridge Is Actually DuckTales|last=Hilliard|first=Kyle|magazine=Game Informer|publisher=GameStop|date=August 7, 2013|access-date=August 7, 2013|archive-date=August 8, 2013|archive-url=https://web.archive.org/web/20130808234730/http://www.gameinformer.com/b/news/archive/2013/08/07/capcom-39-s-golden-ducktales-promotional-cartridge-is-actually-ducktales.aspx|url-status=dead}}</ref> | |||
Famicom cartridges are shaped slightly differently. Unlike NES games, official Famicom cartridges were produced in many colors of plastic. Adapters, similar in design to the popular accessory ], are available that allow Famicom games to be played on an NES. In Japan, several companies manufactured the cartridges for the Famicom.<ref name="Game Over" />{{rp|61}} This allowed these companies to develop customized chips designed for specific purposes, such as superior sound and graphics. | |||
=== Third-party licensing === | |||
] | |||
Nintendo's near monopoly on the home video game market left it with a dominant influence over the industry. Unlike Atari, which never actively pursued third-party developers (and even went to court in an attempt to force ] to cease production of ] games), Nintendo had anticipated and encouraged the involvement of third-party software developers, though strictly on Nintendo's terms.<ref name="archive1">. Web.archive.org (March 20, 2008). Retrieved on August 23, 2013.</ref> Some of the Nintendo platform-control measures were adopted in a less stringent way by later console manufacturers such as Sega, Sony, and Microsoft. | |||
To this end, a ] authentication chip is in every console and in every licensed cartridge. If the console's chip can not detect a counterpart chip inside the cartridge, the game does not load.<ref name="Game Over" />{{rp|247}} Nintendo portrayed these measures as intended to protect the public against poor-quality games,{{r|keizer198809}} and placed a ] on all licensed games released for the system. | |||
Nintendo found success with Japanese arcade manufacturers such as ], ], ], and ], which signed on as third-party developers. However, they found resistance with US game developers including ], ], ], and ] refusing Nintendo's one-sided terms. ], a fledgling game publisher founded by former Activision employees, was the first major third-party licensee in the United States to sign on with Nintendo in late 1987. Atari Games (through ]) and ] signed on soon after. | |||
Nintendo was not as restrictive as Sega, which did not permit third-party publishing until ] in late summer 1988.<ref name="cgw198811">{{cite magazine | title=Video Gaming World | magazine=Computer Gaming World | date=November 1988 |last1=Kunkel |first1= Bill |last2=Worley |first2= Joyce |last3=Katz |first3= Arnie | page=54}}</ref> Nintendo's intention was to reserve a large part of NES game revenue for itself. Nintendo required that it be the sole manufacturer of all cartridges, and that the publisher had to pay in full before the cartridges for that game be produced. Cartridges could not be returned to Nintendo, so publishers assumed all the risk. As a result, some publishers lost more money due to distress sales of remaining inventory at the end of the NES era than they ever earned in profits from sales of the games. Because Nintendo controlled the production of all cartridges, it was able to enforce strict rules on its third-party developers, who were required to sign a contract that would obligate them to develop exclusively for the system, order at least 10,000 cartridges, and only make five games per year.<ref name="Game Over" />{{rp|214–215}} The global ] reportedly caused Nintendo to only permit an average of 25% of publishers' requests for cartridges, with some receiving much higher amounts and others almost none.<ref name="keizer198809">{{cite news | url=https://archive.org/stream/1988-09-compute-magazine/Compute_Issue_100_1988_Sep#page/n7/mode/2up | title=Games Hot, but Cartridges Cool | work=Compute! | date=September 1988 | access-date=November 10, 2013 | author=Keizer, Gregg | page=8}}</ref> ] noted that Nintendo's "iron-clad terms" made the company many enemies during the 1980s. Some developers tried to circumvent the five game limit by creating additional company brands like ]'s ] label; others tried circumventing the 10NES chip.<ref name="archive1" /> | |||
{{further | #Unlicensed games}} | |||
Nintendo was accused of ] because of the strict licensing requirements.<ref name="U.S. Court of Appeals, Federal Circuit 1992">{{cite web |author1=U.S. Court of Appeals |author2=Federal Circuit |year=1992 |title=Atari Games Corp. v. Nintendo of America Inc. |work=Digital Law Online |url=http://digital-law-online.info/cases/24PQ2D1015.htm |access-date=March 30, 2005 |archive-date=August 8, 2011 |archive-url=https://web.archive.org/web/20110808062812/http://digital-law-online.info/cases/24PQ2D1015.htm |url-status=live }}</ref> The ] and several states began probing Nintendo's business practices, leading to the involvement of Congress and the ] (FTC). The FTC conducted an extensive investigation which included interviewing hundreds of retailers. During the FTC probe, Nintendo changed the terms of its publisher licensing agreements to eliminate the two-year rule and other restrictive terms. Nintendo and the FTC settled the case in April 1991, with Nintendo required to send vouchers giving a $5 discount off to a new game, to every person that had purchased an NES game between June 1988 and December 1990. GameSpy remarked that Nintendo's punishment was particularly weak given the case's findings, although it has been speculated that the FTC did not want to damage the video game industry in the United States.<ref name="archive1" /> | |||
With the NES near the end of its life, many third-party publishers such as ] supported upstart competing consoles with less strict licensing terms such as the ] and then the ], which eroded and then took over Nintendo's dominance in the home console market, respectively. Consoles from Nintendo's rivals in the post-SNES era had always enjoyed much stronger third-party support than Nintendo, which relied more heavily on first-party games. | |||
==== Unlicensed games ==== | |||
Companies that refused to pay the licensing fee or were rejected by Nintendo found ways to circumvent the console's authentication system. Most of these companies created circuits that use a voltage spike to temporarily disable the 10NES chip.<ref name="Game Over" />{{rp|286}} A few unlicensed games released in Europe and Australia are in the form of a ] to connect to a licensed game, to use the licensed game's 10NES chip for authentication. To combat unlicensed games, Nintendo of America threatened retailers who sold them with losing their supply of licensed games, and multiple revisions were made to the NES PCBs to prevent unlicensed games from working. | |||
] took a different approach with its line of NES products, ]. The company attempted to ] the lockout chip to develop its own "Rabbit" chip. Tengen also obtained a description of the lockout chip from the ] by falsely claiming that it was required to defend against present infringement claims. Nintendo successfully sued Tengen for ] infringement. Tengen's ] claims against Nintendo were never decided.<ref name="U.S. Court of Appeals, Federal Circuit 1992" /> | |||
] made ] under the subsidiary name ]. Historian Steven Kent wrote, "Wisdom Tree presented Nintendo with a prickly situation. The general public did not seem to pay close attention to the court battle with Atari Games, and industry analysts were impressed with Nintendo's legal acumen; but going after a tiny company that published innocuous religious games was another story."<ref name="Ultimate History" />{{rp|400}} | |||
=== Game rentals === | |||
As the Nintendo Entertainment System grew in popularity and entered millions of American homes, some small ]s began buying their own copies of NES games, and renting them out to customers for around the same price as a ] rental for a few days. Nintendo received no profit from the practice beyond the initial cost of their game, and unlike movie rentals, a newly released game could hit store shelves and be available for rent on the same day. Nintendo took steps to stop game rentals, but did not take any formal legal action until ] began to make game rentals a large-scale service. Nintendo claimed that allowing customers to rent games would significantly hurt sales and drive up the cost of games.<ref name="morningCall1"> {{Webarchive|url=https://web.archive.org/web/20131017021919/http://articles.mcall.com/1989-09-09/news/2700327_1_nintendo-video-game-rent |date=October 17, 2013 }}. Retrieved on August 26, 2013.</ref> Nintendo lost the lawsuit,<ref name="copySuit"> {{webarchive|url=https://web.archive.org/web/20131017023035/http://www.1up.com/features/trials-and-tribulations?pager.offset=1 |date=October 17, 2013 }}. Retrieved on August 26, 2013.</ref> but did win on a claim of copyright infringement.<ref name="sunSentinel1"> {{Webarchive|url=https://web.archive.org/web/20130509163855/http://articles.sun-sentinel.com/1989-08-13/business/8902250572_1_nintendo-blockbuster-video-games |date=May 9, 2013 }}. Retrieved on August 26, 2013.</ref> Blockbuster was banned from including photocopies of original, copyrighted instruction booklets with its rented games. In compliance with the ruling, Blockbuster produced original short instructions—usually in the form of a small booklet, card, or label stuck on the back of the rental box—that explained the game's basic premise and controls. Video rental shops continued the practice of renting video games. | |||
== Reception == | |||
By 1988, industry observers stated that the NES's popularity had grown so quickly that the market for Nintendo cartridges was larger than that for all home computer software.<ref name="cgw198806">{{cite magazine | title=The Nintendo Threat? | magazine=Computer Gaming World | date=June 1988 | page=50}}</ref><ref name="Ultimate History" />{{rp|347}} ''Compute!'' reported in 1989 that Nintendo had sold seven million NES systems in 1988 alone, almost as many as the number of ]s sold in its first five years.<ref name="ferrell198907">{{cite news | url=https://archive.org/stream/1989-07-compute-magazine/Compute_Issue_110_1989_Jul#page/n29/mode/2up | title=Just Kids' Play or Computer in Disguise? | work=Compute! | date=July 1989 | access-date=November 11, 2013 | author=Ferrell, Keith | page=28}}</ref> "Computer game makers scared stiff", the magazine said, stating that Nintendo's popularity caused most competitors to have poor sales during the previous Christmas and resulted in serious financial problems for some.<ref name="keizer198907">{{cite news | url=https://archive.org/stream/1989-07-compute-magazine/Compute_Issue_110_1989_Jul#page/n5/mode/2up | title=Editorial License | work=Compute! | date=July 1989 | access-date=November 11, 2013 | author=Keizer, Gregg | page=4}}</ref> | |||
[[File:NES Famicom PAL NTSC European American Japanese.jpg|thumb|Comparison of NES from different regions. | |||
From top: Japanese Famicom, European NES and American NES | |||
]] | |||
In June 1989, Nintendo of America's vice president of marketing Peter Main, said that the Famicom was present in 37% of Japan's households.<ref name="How Nintendo Can Help A.T.&T">{{cite news | newspaper=International New York Times | issn=0362-4331 | title=Talking Deals; How Nintendo Can Help A.T.&T. | first=Michael | last=Freitag | date=June 8, 1989 | url=https://www.nytimes.com/1989/06/08/business/talking-deals-how-nintendo-can-help-at-t.html | access-date=February 7, 2015 | archive-date=February 8, 2015 | archive-url=https://web.archive.org/web/20150208043438/http://www.nytimes.com/1989/06/08/business/talking-deals-how-nintendo-can-help-at-t.html | url-status=live }}</ref> By 1990, 30% of American households owned the NES, compared to 23% for all personal computers.<ref name="cgw199012">{{cite magazine | url=http://www.cgwmuseum.org/galleries/index.php?year=1990&pub=2&id=77 | title=Fusion, Transfusion or Confusion / Future Directions In Computer Entertainment | magazine=Computer Gaming World | date=December 1990 | page=26 | access-date=November 17, 2013 | archive-date=January 10, 2020 | archive-url=https://web.archive.org/web/20200110025625/http://www.cgwmuseum.org/galleries/index.php?year=1990&pub=2&id=77 | url-status=live }}</ref> By 1990, the NES had outsold all previously released consoles worldwide.<ref name="classic">{{cite web |author=Nielsen, Martin |year=1997 |title=The Nintendo Entertainment System (NES) FAQ v3.0A |work=ClassicGaming.com's Museum |url=http://classicgaming.gamespy.com/View.php?view=ConsoleMuseum.Detail&id=27 |access-date=July 16, 2007 |url-status=dead |archive-url=https://web.archive.org/web/20081006165957/http://classicgaming.gamespy.com/View.php?view=ConsoleMuseum.Detail&id=27 |archive-date=October 6, 2008 }}</ref>{{Better source needed|date=January 2014}} The slogan for this brand was "It can't be beaten".<ref name="Game Over" />{{rp|345}} The Nintendo Entertainment System was not available in the ]. | |||
In the early 1990s, gamers predicted that competition from technologically superior systems such as the ] ] would mean the immediate end of the NES's dominance. Instead, during the first year of Nintendo's successor console the ] (named Super Nintendo Entertainment System outside Japan), the Famicom remained the second highest-selling video game console in Japan, outselling the newer and more powerful ] and Sega Mega Drive by a wide margin.<ref name="EGM53">{{cite magazine|title=International Outlook|magazine=]|issue=53|publisher=EGM Media, LLC|date=December 1993|pages=96–98}}</ref> The console remained popular in Japan and North America until late 1993, when the demand for new NES software abruptly plummeted.<ref name="EGM53" /> The final licensed Famicom game released in Japan is ''] (Adventure Island IV)'', in North America is '']'', and in Europe is '']'' in 1995.<ref name="LastGames">{{cite web |url=http://archive.gamespy.com/articles/july03/famicom/index27.shtml |archive-url=https://web.archive.org/web/20090520014623/http://archive.gamespy.com/articles/july03/famicom/index27.shtml |archive-date=May 20, 2009 |title=8-Bit Memories, 1988–1994 |first=Benjamin |last= Turner |author2=Christian Nutt |date=July 18, 2003 |work=GameSpy.com |page=27 |access-date=June 30, 2010}}</ref> In the wake of ever decreasing sales and the lack of new games, Nintendo of America officially discontinued the NES by 1995.<ref name="Museum" /><ref>{{cite magazine|title=CES ProNews Flashes!|magazine=]|issue=68 |publisher=]|date=March 1995|page=156|quote= Main also officially announced that the die-hard NES platform has 'retired.'}}</ref> Nintendo produced new Famicom units in Japan until September 25, 2003,<ref>{{cite web |url=http://www.gamespot.com/news/nintendo-to-end-famicom-and-super-famicom-production-6029220 |title=Nintendo to end Famicom and Super Famicom production |first=Hirohiko |last=Niizumi |website=] |date=May 30, 2003 |access-date=January 4, 2009 |archive-date=June 19, 2012 |archive-url=https://web.archive.org/web/20120619095027/http://www.gamespot.com/news/nintendo-to-end-famicom-and-super-famicom-production-6029220 |url-status=live }}</ref> and continued to repair Famicom consoles until October 31, 2007, attributing the discontinuation of support to insufficient supplies of parts.<ref>{{cite news|title=Nintendo's classic Famicom faces end of road |url=http://afp.google.com/article/ALeqM5jAJfrC1k8lDKLOCGJu4VonjOYxBg |publisher=] |date=October 31, 2007 |access-date=November 9, 2007 |url-status=dead |archive-url=https://web.archive.org/web/20071105193128/http://afp.google.com/article/ALeqM5jAJfrC1k8lDKLOCGJu4VonjOYxBg |archive-date=November 5, 2007 }}</ref><ref>{{cite web|url=http://www.itmedia.co.jp/news/articles/0710/16/news102.html|script-title=ja:初代「ファミコン」など公式修理サポート終了|access-date=January 20, 2008|date=October 16, 2007|work=ITmedia News|publisher=ITmedia|language=ja|archive-date=October 23, 2007|archive-url=https://web.archive.org/web/20071023183833/http://www.itmedia.co.jp/news/articles/0710/16/news102.html|url-status=live}}</ref> | |||
The NES was initially not as successful in Europe during the late 1980s, when it was outsold by the ] in the United Kingdom.<ref>{{cite magazine |title=The rise and rise of Nintendo |magazine=] |date=August 3, 1989 |issue=39 (August 5, 1989) |page=2 |url=https://archive.org/details/NewComputerExpress039/page/n1/mode/1up}}</ref> By 1990, the Master System was the highest-selling console in Europe, though the NES was beginning to have a fast-growing user base in the United Kingdom.<ref>{{cite magazine |title=The Complete Machine Guide |magazine=] |date=November 1990 |volume=4 |pages=7–23 |url=https://archive.org/details/Complete_Guide_to_Consoles_Volume_IV_1990_EMAP_Publishing_GB/page/n7/mode/2up}}</ref> During the early 1990s, NES sales caught up with and narrowly overtook the Master System overall in Western Europe, though the Master System maintained its lead in several markets such as the United Kingdom, Belgium and Spain.<ref>{{cite magazine | magazine=] | title=Finance & Business | date=March 1995 | url=https://www.scribd.com/doc/208776076/Screen-Digest?secret_password=2ntzw5zfrtsy8kxequmg | pages=56–62 | access-date=May 23, 2021 | archive-date=November 24, 2021 | archive-url=https://archive.today/20211124142424/https://www.scribd.com/doc/208776076/Screen-Digest?secret_password=2ntzw5zfrtsy8kxequmg | url-status=live }}</ref> | |||
== Legacy == | |||
] in 2012.]] | |||
The NES was released two years after the ], when many retailers and adult consumers regarded electronic games as a passing fad,<ref name="Ultimate History" />{{rp|280}} so many believed at first that the NES would soon fade.{{r|keizer198907}} Before the NES and Famicom, Nintendo was known as a moderately successful Japanese toy and playing card manufacturer, but the consoles' popularity helped the company grow into an internationally recognized name almost synonymous with video games as Atari had been,<ref>{{cite news |title=Nintendo Scores Big |url=https://www.nytimes.com/1988/12/04/business/nintendo-scores-big.html |access-date=July 1, 2010 |date=December 4, 1988 |work=] |first=Douglas C. |last=McGill |archive-date=July 15, 2021 |archive-url=https://web.archive.org/web/20210715052111/https://www.nytimes.com/1988/12/04/business/nintendo-scores-big.html |url-status=live }}</ref> and set the stage for Japanese dominance of the video game industry.<ref>{{Cite episode |title=Smart Bomb: Inside the Video Game Industry |url=https://www.npr.org/templates/story/story.php?storyId=5011925 |series=Talk of the Nation |series-link=Talk of the Nation |network=National Public Radio |date=November 14, 2005 |access-date=April 4, 2018 |archive-date=November 8, 2018 |archive-url=https://web.archive.org/web/20181108025659/https://www.npr.org/templates/story/story.php?storyId=5011925 |url-status=live }}</ref> With the NES, Nintendo also changed the relationship between ]s and third-party software developers by restricting developers from publishing and distributing software without licensed approval. This led to higher-quality games, which helped change the attitude of a public that had grown weary from poorly produced games for earlier systems.<ref name="Ultimate History" />{{rp|306–307}} | |||
The NES hardware design is also very influential. Nintendo chose the name "Nintendo Entertainment System" for the US market and redesigned the system so it would not give the appearance of a child's toy. The front-loading cartridge input allowed it to be used more easily in a TV stand with other entertainment devices, such as a ].<ref name="NewControl">{{cite press release|title=Nintendo Wins Emmy Award|publisher=Nintendo|date=July 16, 2007|url=http://register.nintendo.com/newsarticle?page=newsArchive&articleid=Q_m8EAksWkrkwRE1kPUQ4Jeago7fOXTL&page=archive|access-date=October 24, 2007|archive-date=February 7, 2023|archive-url=https://web.archive.org/web/20230207094556/https://my.nintendo.com/|url-status=live}}</ref><ref>National Academy of Television Arts And Sciences. {{cite web |url=http://www.emmyonline.org/tech/applications/engineering_award_winners_rev6.pdf |title=Outstanding Achievement in Technical/Engineering Development Awards |archive-url= https://web.archive.org/web/20080228191914/http://www.emmyonline.org/tech/applications/engineering_award_winners_rev6.pdf |archive-date=February 28, 2008}}</ref><ref>{{cite web|url=http://news.sky.com/story/565392/nintendo-wins-emmy-for-ds-and-wii-engineering| archive-url=https://web.archive.org/web/20121011171547/http://news.sky.com/story/565392/nintendo-wins-emmy-for-ds-and-wii-engineering| archive-date=October 11, 2012 |title=Nintendo Wins Emmy For DS And Wii Engineering |publisher=News.sky.com |access-date=October 2, 2012}}</ref> | |||
The system's hardware limitations led to design principles that still influence the development of modern video games. Many prominent game franchises originated on the NES, including Nintendo's own '']'',<ref name="Power-Up">{{cite book |last=Kohler |first=Chris |title=Power-Up: How Japanese Video Games Gave the World an Extra Life |year=2004 |publisher=Brady Games |location=Indianapolis, Indiana |isbn=0-7440-0424-1}}</ref>|{{rp|57}} '']''<ref name="Ultimate History" />{{rp|353}} and '']'',<ref name="Ultimate History" />{{rp|357}} ]'s '']''<ref>{{cite web |url=http://archive.gamespy.com/articles/july03/famicom/index20.shtml |archive-url=https://web.archive.org/web/20090520014618/http://archive.gamespy.com/articles/july03/famicom/index20.shtml |archive-date=May 20, 2009 |title=8-Bit Memories, 1988–1994 |first=Benjamin |last= Turner |author2=Christian Nutt |date=July 18, 2003 |work=GameSpy.com |page=20 |access-date=June 30, 2010}}</ref> franchise, ]'s '']''<ref name="Ultimate History" />{{rp|358}} franchise, ]'s '']'',<ref name="Power-Up" />|{{rp|95}} and ]'s '']''<ref name="Power-Up" />|{{rp|222}} franchises. | |||
NES imagery, especially its controller, has become a popular motif for a variety of products,<ref>{{cite web |first=Benj |last=Edwards |url=http://www.vintagecomputing.com/index.php/archives/355 |title=VC&G Review: Nintendo Power Mints |work=Vintage Computing and Gaming |date=August 19, 2007 |access-date=July 1, 2010 |archive-date=September 27, 2011 |archive-url=https://web.archive.org/web/20110927161143/http://www.vintagecomputing.com/index.php/archives/355 |url-status=live }}</ref><ref>{{cite web|url=https://www.engadget.com/2016/06/01/vans-nintendo-collection/|title=Special edition Nintendo Vans prove your inner nerd never died|date=June 2016 |access-date=July 24, 2016|archive-date=July 3, 2016|archive-url=https://web.archive.org/web/20160703151700/https://www.engadget.com/2016/06/01/vans-nintendo-collection/|url-status=live}}</ref> including Nintendo's Game Boy Advance.<ref name="GBA" /> | |||
At the ] in 2023, the ''Famicom'' was bestowed "The ] Award" in honour of the console's influence and laying down the foundations for the games industry.<ref>{{Cite web|url=https://www.nintendolife.com/news/2023/09/the-famicom-just-won-an-award-at-the-tokyo-game-awards-2023|title=The Famicom Just Won An Award At The Tokyo Game Awards 2023|last=Hagues|first=Alana|date=September 21, 2023|website=]|accessdate=September 21, 2023|archive-date=September 21, 2023|archive-url=https://web.archive.org/web/20230921185021/https://www.nintendolife.com/news/2023/09/the-famicom-just-won-an-award-at-the-tokyo-game-awards-2023|url-status=live}}</ref><ref>{{Cite web|url=https://www.videogameschronicle.com/news/monster-hunter-rise-sunbreak-named-2023s-best-game-at-japan-game-awards/|title=Monster Hunter Rise: Sunbreak named 2023's best game at Japan Game Awards|last=Robinson|first=Andy|date=September 21, 2023|website=]|accessdate=September 21, 2023|archive-date=September 21, 2023|archive-url=https://web.archive.org/web/20230921185010/https://www.videogameschronicle.com/news/monster-hunter-rise-sunbreak-named-2023s-best-game-at-japan-game-awards/|url-status=live}}</ref> | |||
The NES library includes some influential games. '']'' is the forerunner of ], while '']'' had mostly influenced ]s and helped popularizing the ] in video games. Other two influential games are '']'' and '']'', which had established the ] genre.{{Citation needed|date=May 2024}} | |||
In 2011, '']'' named the NES the greatest video game console of all time.<ref>{{Cite web |date=2011 |title=Nintendo Entertainment System (NES) is number 1 – IGN |url=https://www.ign.com/top-25-consoles/1.html |access-date=July 10, 2022 |website=] |archive-date=July 10, 2022 |archive-url=https://web.archive.org/web/20220710162108/https://www.ign.com/top-25-consoles/1.html |url-status=live }}</ref> | |||
=== Emulation === | |||
{{further|List of video game console emulators#Nintendo}} | |||
The NES can be ] on many other systems. The first emulator was the Japanese-only Pasofami. It was soon followed by iNES, which is available in English and is cross-platform, in 1996. It was described as being the first NES emulation software that could be used by a non-expert.<ref name=iNES>Fayzullin, Marat {{Webarchive|url=https://web.archive.org/web/20141211131614/http://fms.komkon.org/iNES/ |date=December 11, 2014 }}. Retrieved on January 10, 2015.</ref> The first version of ], an unofficial ]-based emulator, was released on April 3, 1997. Nintendo offers licensed emulation of some NES games via its ] service for the ], ], and ], and via its ] ] service.{{Citation needed|date=January 2022}} | |||
=== Re-release === | |||
{{Main|NES Classic Edition}} | |||
On July 14, 2016, Nintendo announced the November 2016 launch of a miniature replica of the NES, named the Nintendo Entertainment System: NES Classic Edition in the United States and Nintendo Classic Mini: Nintendo Entertainment System in Europe and Australia.<ref>{{Cite news|url=http://www.smh.com.au/technology/games/nintendo-announces-mini-nes-console-with-30-games-included-20160714-gq67aa.html|title=Nintendo announces mini NES console with 30 games included|last=Biggs|first=Tim|date=July 15, 2016|work=]|access-date=July 15, 2016|archive-date=July 17, 2016|archive-url=https://web.archive.org/web/20160717091622/http://www.smh.com.au/technology/games/nintendo-announces-mini-nes-console-with-30-games-included-20160714-gq67aa.html|url-status=live}}</ref> The emulation-based console includes 30 permanently bundled games from the vintage NES library, including the '']'' series and '']'' series. The system has ] display output and a new replica controller, which can also connect to the ] for use with ] games.<ref>{{cite news|last1=Kamen|first1=Matt|title=Nintendo unveils the Classic Mini loaded with 30 NES games|url=https://www.wired.co.uk/article/nintendos-classic-mini-brings-back-nes-masterpieces|access-date=July 14, 2016|date=July 14, 2016|archive-date=June 23, 2018|archive-url=https://web.archive.org/web/20180623004754/https://www.wired.co.uk/article/nintendos-classic-mini-brings-back-nes-masterpieces|url-status=live}}</ref><ref>{{cite news|last1=Paul|first1=Ian|title=Nintendo's releasing a miniature NES console packed with 30 classic games|url=http://www.pcworld.com/article/3095790/hardware/nintendos-releasing-a-miniature-nes-console-packed-with-30-classic-games.html|access-date=July 14, 2016|date=July 14, 2016|archive-date=July 15, 2016|archive-url=https://web.archive.org/web/20160715075807/http://www.pcworld.com/article/3095790/hardware/nintendos-releasing-a-miniature-nes-console-packed-with-30-classic-games.html|url-status=live}}</ref> It was discontinued in North America on April 13, 2017, and worldwide on April 15, 2017. However, Nintendo announced in September 2017 that the NES Classic Mini would return to production on June 29, 2018, only to be discontinued again permanently by December of that year.<ref>{{cite web|url=https://kotaku.com/nintendo-bringing-back-the-nes-classic-in-2018-1803771394|title=Nintendo Bringing Back The NES Classic In 2018|first=Brian|last=Ashcraft|website=Kotaku.com|date=September 12, 2017|access-date=August 8, 2018|archive-date=August 8, 2018|archive-url=https://web.archive.org/web/20180808135910/https://kotaku.com/nintendo-bringing-back-the-nes-classic-in-2018-1803771394|url-status=live}}</ref><ref name="Shanley">{{cite web | url = https://www.hollywoodreporter.com/heat-vision/nintendo-president-smash-bros-classic-console-future-switch-1167948 | title = Nintendo of America President on Switch's Big Risk, 'Smash Bros.' Success and Classic Consoles' Future | first = Patrick | last = Shanley | date = December 11, 2018 | access-date = December 13, 2018 | work = ] | archive-date = December 12, 2018 | archive-url = https://web.archive.org/web/20181212064355/https://www.hollywoodreporter.com/heat-vision/nintendo-president-smash-bros-classic-console-future-switch-1167948 | url-status = live }}</ref> | |||
== See also == | == See also == | ||
* ] | |||
{{Dedicated video game consoles}} | |||
*] | * ] | ||
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== Notes == | ||
{{Notelist}} | |||
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=== Transliterations === | |||
==External links== | |||
{{Reflist|group="note"}} | |||
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*{{dmoz|Games/Video_Games/Console_Platforms/Nintendo/NES/|Nintendo Entertainment System}} | |||
* at Powet.TV | |||
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==References== | |||
{{Nintendo hardware|NES}} | |||
===Citations=== | |||
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*{{cite magazine|last1=Sachiko|first1=Sugai |title=【任天堂「ファミコン」はこうして生まれた】 第6回:業務用ゲーム機の挫折をバネにファミコンの実現に挑む |trans-title=How the Famicom Was Born – Making the Famicom a Reality |magazine=Nikkei Electronics |date=September 12, 1994 |publisher=] |lang=ja}} | |||
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*{{cite book |last1=Sheff |first1=David |last2=Eddy |first2=Andy |title=Game Over, Press Start to Continue: How Nintendo Conquered the World |date=April 1, 1999 |publisher=Cyber Active |isbn=0966961706 |url=https://archive.org/details/0966961706}} | |||
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== Bibliography == | |||
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* {{cite book |last1=Altice |first1=Nathan |title=I Am Error: The Nintendo Family Computer/Entertainment System Platform |year=2015 |publisher=] |isbn=978-0-262-02877-6 |url=https://books.google.com/books?id=GBXqCAAAQBAJ |access-date=September 2, 2021 |via=] |archive-date=January 11, 2020 |archive-url=https://web.archive.org/web/20200111212138/https://books.google.com/books?id=GBXqCAAAQBAJ |url-status=live }} | |||
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* {{cite AV media | type=video | url=https://www.youtube.com/watch?v=kizTv0SmD20 | date=March 18, 2015 | title=Famicom – Nintendo's Family Computer | publisher=FamicomDojo.TV | access-date=November 19, 2021}} | |||
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* {{cite web|url=https://www.nintendo.com/systemsclassic?type=nes|title=Nintendo Entertainment System|archive-url= https://web.archive.org/web/20071020045136/http://www.nintendo.com/systemsclassic?type=nes | archive-date=October 20, 2007 | publisher=]}} | |||
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* {{cite web | url=http://www.nintendo.com/doc/nes_games.pdf | archive-url=https://web.archive.org/web/20070317023021/http://www.nintendo.com/doc/nes_games.pdf | archive-date=March 17, 2007 | date=March 17, 2007 | title=NES game list}} | |||
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* {{Webarchive|url=https://web.archive.org/web/20200812232126/https://www.nintendo.com/nes-classic/ |date=August 12, 2020 }} | |||
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Latest revision as of 03:12, 16 January 2025
Home video game console "NES" and "control deck" redirect here. For the type of card deck used in Magic: The Gathering, see Magic: The Gathering deck types § Control. For other uses of "NES", see NES (disambiguation).
Top: NES Control Deck (with detachable controllers) Bottom: Family Computer ("Famicom") main unit (with hardwired controllers) | |
Also known as | Family Computer/Famicom (Japan) Hyundai Comboy (South Korea) Samurai Electronic TV Game System (India) Dendy (Post-Soviet countries) Nintendo Entertainment System (PAL A/PAL B/Southeast Asia) |
---|---|
Developer | Nintendo R&D2 |
Manufacturer | Nintendo |
Type | Home video game console |
Generation | Third |
Release date | |
Introductory price | ¥14,800 (equivalent to ¥18,365 in 2019) US$179 (equivalent to $510 in 2023) |
Discontinued | |
Units sold | 61.91 million |
Media | Nintendo Entertainment System Game Pak |
CPU |
|
Memory | 2 KB work RAM 2 KB video RAM 256 bytes sprite RAM |
Display | 256 × 240 px |
Graphics | PPU (Ricoh 2C02) |
Sound | APU, 5 channels: 2 pulse wave, triangle wave, white noise, DPCM |
Controller input | 2 controller ports 1 expansion slot |
Best-selling game |
|
Predecessor | Color TV-Game |
Successor | Super NES |
Related | Famicom Disk System, Famicom 3D System |
The Nintendo Entertainment System (NES) is an 8-bit home video game console produced by Nintendo. It was first released in Japan on July 15, 1983, as the Family Computer (Famicom). It was released in US test markets as the redesigned NES in October 1985, and fully launched in the US the following year. The NES was distributed in Europe, Australia, and parts of Asia throughout the 1980s under various names. As a third-generation console, it mainly competed with Sega's Master System.
The NES was designed by Masayuki Uemura. Nintendo's president, Hiroshi Yamauchi, called for a simple, cheap console that could run arcade games on cartridges. The controller design was reused from Nintendo's portable Game & Watch hardware. The western model was redesigned to resemble a video cassette recorder. Nintendo released add-ons such as the NES Zapper light gun for several shooting games, and R.O.B, a toy robot accessory.
The NES is regarded as one of the most influential consoles. It helped revitalise the American gaming industry following the video game crash of 1983, and pioneered a now-standard business model of licensing third-party developers to produce and distribute games. The NES features several groundbreaking games, including Super Mario Bros. (1985), The Legend of Zelda (1986), Metroid (1986), and Mega Man (1987) which have become major franchises.
The NES dominated Japanese and North American markets, but initially underperformed in Europe where it faced strong competition from the Sega Master System and microcomputers. With 61.91 million units sold, it is one of the best-selling consoles of all time. It was succeeded in 1990 by the Super Nintendo Entertainment System.
History
Main article: History of the Nintendo Entertainment SystemBackground
The video game industry experienced rapid growth and popularity from the late 1970s to the early 1980s, marked by the golden age of arcade games and the second generation of consoles. Games like Space Invaders (1978) became a phenomenon across arcades worldwide, while home consoles such as the Atari 2600 and the Intellivision gained footholds in the American market. Many companies emerged to capitalise on the growing industry, including the playing card manufacturer Nintendo.
Hiroshi Yamauchi, who had been Nintendo's president since 1949, realised that breakthroughs in the electronics industry meant that entertainment products could be produced at lower prices. Companies such as Atari and Magnavox were already selling gaming devices for use with television sets, to moderate success. Yamauchi negotiated a licence with Magnavox to sell its game console, the Magnavox Odyssey. Since Nintendo's operation was not yet sophisticated enough to design its own hardware, Yamauchi forged an alliance with Mitsubishi Electric and hired several Sharp Electronics employees to assist in developing the Color TV-Game 6 in Japan. This was followed by a more successful sequel, the Color TV-Game 15, and the handheld Game & Watch series. The successes of these machines gave Yamauchi the confidence to expand Nintendo's influence in the fledgling video game industry.
In 1978, Yamauchi split Nintendo into separate research and development divisions. He appointed Masayuki Uemura as head of Nintendo Research & Development 2, a division that focused solely on hardware. Yamauchi, through extensive discussions with Uemura and other engineers, recognised the potential of the developing console beyond gaming. He envisioned a home-computer system disguised as a toy, which could significantly expand Nintendo's reach if it became popular with children. This popularity would drive demand for games, with Nintendo as the sole provider. Indeed, by 1980 several systems had already been released in Japan by both American and Japanese companies. Yamauchi tasked Uemura with developing a system that would be superior to its competitors and difficult to replicate for at least a year. Uemura's main challenge was economic rather than technological; Yamauchi wanted the system to be affordable enough for widespread household adoption, aiming for a price of ¥9,800 (less than $75) compared to existing machines priced at ¥30,000 to ¥50,000 ($200 to $350). The new system had to outperform other systems, both Japanese and American, while being significantly more affordable.
Inception
As development progressed on the new video game system, engineers sought Yamauchi's guidance on its features. They questioned whether to include a disk drive, keyboard, data port, as well as the potential for a modem, expanded memory, and other computer-like capabilities. Yamauchi ultimately instructed Uemura to prioritise simplicity and affordability, omitting these peripherals entirely. Game cartridges, which Uemura saw as "less intimidating" to consumers, were chosen as the format. The team designed the system with 2,000 bytes of random-access memory (RAM), significantly more than Atari's 256 bytes. Larger cartridges also allowed for far more complex games, with thirty-two times the code capacity of Atari cartridges.
The console's hardware was largely based on arcade video games, particularly the hardware for Namco's Galaxian (1979) and Nintendo's Donkey Kong, with the goal of matching their powerful sprite and scrolling capabilities in a home system. A test model was constructed in October 1982 to verify the functionality of the hardware, and work began on programming tools. Because 65xx CPUs had not been manufactured or sold in Japan by that time, no cross-development software was available and it had to be developed from scratch. Early Famicom games were written on a NEC PC-8001 computer. LEDs on a grid were used with a digitizer to design graphics as no such software design tools existed at that time.
The codename for the project was GameCom, but Masayuki Uemura's wife proposed the name Famicom, arguing that "In Japan, 'pasokon' is used to mean a personal computer, but it is neither a home nor personal computer. Perhaps we could say it is a family computer." Meanwhile, Hiroshi Yamauchi decided that the console should use a red and white theme after seeing a billboard for DX Antenna (a Japanese antenna manufacturer) which used those colors.
Development
The Famicom was influenced by the ColecoVision, Coleco's competition against the Atari 2600 in the United States; the ColecoVision's top-seller was a port of Nintendo's Donkey Kong. The project's chief manager Takao Sawano brought a ColecoVision home to his family, impressed by its smooth graphics, which contrasts with the flicker and slowdown commonly seen on Atari 2600 games. Uemura said the ColecoVision set the bar for the Famicom. They wanted to surpass it and match the more powerful Donkey Kong arcade hardware; they took a Donkey Kong arcade cabinet to chip manufacturer Ricoh for analysis, which led to Ricoh producing the Picture Processing Unit (PPU) chip for the NES.
Original plans called for the Famicom's cartridges to be the size of a cassette tape, but ultimately they ended up being twice as big. Careful design attention was paid to the cartridge connectors because loose and faulty connections often plagued arcade machines. As it necessitated 60 connection lines for the memory and expansion, Nintendo decided to produce its own connectors.
The controllers are hard-wired to the console with no connectors for cost reasons. The controller designs were reused from the Game & Watch machines, although the Famicom design team originally wanted to use arcade-style joysticks, even dismantling some from American game consoles to see how they worked. There were concerns regarding the durability of the joystick design and that children might step on joysticks on the floor. Katsuya Nakawaka attached a Game & Watch D-pad to the Famicom prototype and found that it was easy to use and caused no discomfort. Ultimately though, they installed a 15-pin expansion port on the front of the console so that an optional arcade-style joystick could be used.
Gunpei Yokoi suggested an eject lever, which was not necessary, but he believed that children could be entertained by pressing it. Uemura adopted his idea. Uemura added a microphone to the second controller with the idea that it could be used to make players’ voices sound through the TV speaker.
Japanese release
The console was released on July 15, 1983, as the Home Cassette Type Video Game: Family Computer, for ¥14,800 (equivalent to ¥18,400 in 2019) with three ports of Nintendo's successful arcade games Donkey Kong, Donkey Kong Jr., and Popeye. The Famicom was slow to gather success; a bad chip set caused the early revisions to crash. Following a product recall and a reissue with a new motherboard, the Famicom's popularity soared, becoming the bestselling game console in Japan by the end of 1984 in what came to be called the "Famicom Boom".
Nintendo launched the system with only first-party games, but after being approached by Namco and Hudson Soft in 1984, agreed to produce third-party games for a 30% fee for console licensing and production costs. This rate continued in the industry for consoles and digital storefront into the 21st century.
North American release
Further information: History of the Nintendo Entertainment System § North AmericaNintendo targeted the North American market, entering distribution negotiations with Atari, Inc. to release a redesigned Famicom with Atari's name as the Nintendo Advanced Video Gaming System. The deal was set to be finalized and signed at the Summer Consumer Electronics Show in June 1983. However, Atari discovered at that show that its competitor Coleco was illegally demonstrating its Coleco Adam computer with Nintendo's Donkey Kong game. This violation of Atari's exclusive license with Nintendo to publish the game for its own computer systems delayed the implementation of Nintendo's game console marketing contract with Atari. Atari's CEO Ray Kassar was fired the next month, so the deal went nowhere, and Nintendo decided to market its system on its own.
Subsequent plans for the Nintendo Advanced Video System likewise never materialized. It was privately demonstrated as a repackaged Famicom console featuring a keyboard, cassette data recorder, wireless joystick controller, and a special BASIC cartridge. By the beginning of 1985, more than 2.5 million Famicom units had been sold in Japan, and Nintendo soon announced plans to release it in North America as the Advanced Video Entertainment System (AVS) that year. The American video game press was skeptical that the console could have any success in the region, as the industry was still recovering from the video game crash of 1983. The March 1985 issue of Electronic Games magazine stated that "the videogame market in America has virtually disappeared" and that "this could be a miscalculation on Nintendo's part".
The Famicom hardware first made its North American debut in the arcades, in the form of the Nintendo VS. System in 1984. The system's success in arcades paved the way for the official release of the NES console. With US retailers refusing to stock game consoles, Yamauchi realized there was still a market for video games in the arcades, so he introduced the Famicom to North America through the arcade industry. The VS. System became a major success in North American arcades, becoming the highest-grossing arcade machine of 1985 in the United States. By the time the NES launched, nearly 100,000 VS. Systems had been sold to American arcades. The success of the VS. System gave Nintendo the confidence to release the Famicom in North America as a video game console, for which there was growing interest due to Nintendo's positive reputation in the arcades. It also gave Nintendo the opportunity to test new games as VS. Paks in the arcades, to determine which games to release for the NES launch.
At the 1985 Consumer Electronics Show (CES), Nintendo unveiled the American version of the Famicom: a stripped-down and cost-reduced redesign of the Advanced Video System (AVS), having abandoned the home computer approach. Nintendo purposefully designed the system to avoid resembling a video game console and avoided terms associated with game consoles. Marketing manager Gail Tilden chose the term Game Pak for cartridges, Control Deck for the console, and Entertainment System for the whole platform. Renamed the Nintendo Entertainment System (NES), the new and cost-reduced version lacked most of the upscale features added in the AVS but retained many of its audiophile-inspired design elements, such as the grey colour scheme and boxy form factor. Disappointed with the cosmetically raw prototype part they received from Japan, which they nicknamed the lunchbox, Nintendo of America designers Lance Barr and Don James added the two-tone gray, the black stripe, and the red lettering. To obscure the video game connotation, the NES replaced the top-loading cartridge slot of the Famicom and AVS with a front-loading chamber for software cartridges that kept the inserted cartridge out of view, reminiscent of a video cassette recorder. The Famicom's pair of hard-wired controllers and the AVS's wireless controllers were replaced with two custom 7-pin sockets for detachable wired controllers.
At June 1985's Consumer Electronics Show (CES), Nintendo unveiled the American version of its Famicom, with a new case redesigned by Lance Barr and featuring a zero insertion force cartridge slot. The change from a top-loader in the Famicom to a front-loader was to make the new console more like a video cassette recorder, which had grown in popularity by 1985, and differentiate the unit from past video game consoles. Additionally, Uemura explained that Nintendo developers had feared that the console's electronics might face electrostatic hazards in dry American states such as Arizona and Texas, and a front-loading design would be safer if children handled the console carelessly.
This was deployed as the Nintendo Entertainment System (NES). Nintendo seeded these first systems to limited American test markets starting in New York City on October 18, 1985, and followed up in Los Angeles in February 1986; the American nationwide release came on September 27, 1986. Nintendo released 17 launch games: 10-Yard Fight, Baseball, Clu Clu Land, Duck Hunt, Excitebike, Golf, Gyromite, Hogan's Alley, Ice Climber, Kung Fu, Pinball, Soccer, Stack-Up, Super Mario Bros., Tennis, Wild Gunman, and Wrecking Crew. Nintendo contracted Worlds of Wonder to distribute the console physically. WoW salesman Jim Whims distinctly recalled delivering an ultimatum: "if you want to sell Teddy Ruxpin and you want to sell Lazer Tag, you're gonna sell Nintendo as well. And if you feel that strongly about it, then you ought to just resign the line now." This marketing tactic led to the NES' financial success in North America in its first year; Nintendo of America would later terminate the contract and hired the company's sales staff (whom Atari offered them in 1983), while taking on physical distribution of the console itself.
The system's launch represented not only a new product, but also a reframing of the severely damaged home video game market in North America. The 1983 video game crash had occurred in large part due to a lack of consumer and retailer confidence in video games, which had been partially due to confusion and misrepresentation in video game marketing. Prior to the NES, the packaging of many video games presented bombastic artwork which did not represent a game's actual graphics. Furthermore, a single game such as Pac-Man appeared across consoles with substantial variations in graphics, sound, and general quality. In contrast, Nintendo's marketing strategy aimed to regain consumer and retailer confidence by delivering a singular platform whose graphics could be represented truthfully and whose qualities were clearly defined.
To differentiate Nintendo's new home platform from the perception of a troubled and shallow video game market still reeling from the 1983 crash, the company freshened its product nomenclature and established a strict product approval and licensing policy. The overall platform is referred to as Entertainment System instead of a video game system, is centered upon a machine called a Control Deck instead of a console, and features software cartridges called Game Paks instead of video games. This allowed Nintendo to gain more traction in selling the system in toy stores. To deter production of games which had not been licensed by Nintendo, and to prevent copying, the 10NES lockout chip system acts as a lock-and-key coupling of each Game Pak and Control Deck. The packaging of the launch lineup of NES games bear pictures of close representations of actual onscreen graphics. To reduce consumer confusion, symbols on the games' packaging clearly indicate the genre of the game. A seal of quality is on all licensed game and accessory packaging. The initial seal states, "This seal is your assurance that Nintendo has approved and guaranteed the quality of this product". This text was later changed to "Official Nintendo Seal of Quality".
Unlike with the Famicom, Nintendo of America marketed the console primarily to children, instituting a strict policy of censoring profanity, sexual, religious, or political content. The most famous example is Lucasfilm Games's attempts to port the comedy-horror game Maniac Mansion to the NES, which Nintendo insisted be considerably watered down.
The optional Robotic Operating Buddy, or R.O.B., was part of a marketing plan to portray the NES's technology as being novel and sophisticated when compared to previous game consoles, and to portray its position as being within reach of the better established toy market. Though at first, the American public exhibited limited excitement for the console itself, peripherals such as the light gun and R.O.B. attracted extensive attention.
Other markets
In Europe and Oceania, the NES was released in two separate marketing regions. The first consisted of mainland Europe (excluding Italy) where distribution was handled by several different companies, with Nintendo responsible for manufacturing. The NES saw an early launch in Europe in 1986 although most of the European countries received the console in 1987. The release in Scandinavia was on September 1, 1986, where it was released by Bergsala. In the Netherlands, it was released in the last quarter of 1987 and was distributed by Bandai BV. In France, it was released in October 1987, and in Spain most likely in 1988 through distributor Spaco. Also in 1987, Mattel handled distribution for the second region, consisting of the United Kingdom, Ireland, Italy, Australia and New Zealand. In other European countries, distribution was taken over by smaller companies like Bienengräber in Germany, ASD in France, Concentra in Portugal, Itochu in Greece and Cyprus, Stadlbauer in Austria, Switzerland and the former Eastern Bloc. In Poland, the NES had its release on October 6, 1994 along with the SNES and the Game Boy. In November 1994, Nintendo signed an agreement with Steepler to permit the continued sale of the Dendy, an unauthorized hardware clone of the Famicom, in Russia in exchange for also distributing the Super Nintendo Entertainment System. Nintendo anticipated the NES would have a 25 per cent share in these countries, and saw particular potential in the United Kingdom. It sold modestly in Europe, however.
In Brazil, the console was released late in 1993 by Playtronic, even after the SNES. But the Brazilian market had been dominated by unlicensed NES clones – both locally made, and smuggled from Taiwan. One of the most successful local clones was the Phantom System, manufactured by Gradiente, which licensed Nintendo products in the country for the following decade. The sales of officially licensed products were low, due to the cloning, the quite late official launch, and the high prices of Nintendo's licensed products.
Outside of Japan, regions in greater Asia received an Asian version of the front-loader NES though imported Famicom systems were prevalent. Due to import restrictions, NES consoles in India and South Korea were rebranded and distributed by local licensees. The Indian version is called the Samurai Electronic TV Game System and the Korean version is called the Hyundai Comboy. The console sold very poorly in India due to affordability and a lack of consumer awareness.
Bundles and redesigns
For its complete North American release, the Nintendo Entertainment System was progressively released over the ensuing years in several different bundles, beginning with the Deluxe Set, the Basic Set, the Action Set, and the Power Set. The Deluxe Set was launched in the 1985 test markets, retailing at US$179.99 (equivalent to $550 in 2023), including R.O.B., a light gun called the NES Zapper, two controllers, and the two Game Paks Gyromite and Duck Hunt. The Control Deck bundle was first released in 1987 at $89.99 with no game, and $99.99 bundled with the Super Mario Bros. cartridge. The Action Set, released April 14, 1988, for $109.99, has the Control Deck, two controllers, an NES Zapper, and a dual Game Pak containing both Super Mario Bros. and Duck Hunt.
The Power Set of 1989 includes the console, two game controllers, an NES Zapper, a Power Pad, and a triple Game Pak containing Super Mario Bros, Duck Hunt, and World Class Track Meet. In 1990, a Sports Set bundle was released, including the console, an NES Satellite infrared wireless multitap adapter, four game controllers, and a dual Game Pak containing Super Spike V'Ball and Nintendo World Cup. Two more bundle packages were later released with the original model NES console. In 1992, the Challenge Set was released for $89.99 with the console, two controllers, and a Super Mario Bros. 3 Game Pak. The Basic Set retailed at US$89.99; it included only the console and two controllers, and no pack-in game. Instead, it contained a book called the Official Nintendo Player's Guide, which contained detailed information for every NES game made up to that point.
Finally, the console was redesigned for the Australian, North American, and Japanese markets, including the New-Style NES, or NES-101, and one redesigned "dogbone" game controller. In Australia, this console revision was released with a cartridge compiling Super Mario Bros, Tetris, and Nintendo World Cup. Released in October 1993 in North America and 1994 in Australia, this final bundle retailed for $49.99 and A$69.99 (A$79.99 with the pack-in game) respectively, and was discontinued with the NES in 1995.
Discontinuation
On August 14, 1995, Nintendo discontinued the Nintendo Entertainment System in both North America and Europe. In North America, replacements for the original front-loading NES were available for $25 in exchange for a broken system until at least December 1996, under Nintendo's Power Swap program. The Game Boy and Super NES were covered for $25 and $35 respectively.
On May 30, 2003, Nintendo announced the discontinuation of the Famicom in September alongside the Super Famicom and the disk rewriting services for the Famicom Disk System. The last Famicom, serial number HN11033309, was manufactured on September 25; it was kept by Nintendo and subsequently loaned to the organizers of Level X, a video game exhibition held from December 4, 2003, to February 8, 2004, at the Tokyo Metropolitan Museum of Photography, for a Famicom retrospective in commemoration of the console's 20th anniversary. Nintendo offered repair service for the Famicom in Japan until 2007, when it was discontinued due to a shortage of available parts.
Hardware
Configurations
Main article: Nintendo Entertainment System models New-Style NESSharp C1 Famicom TV (14-inch)Twin FamicomFamicom TitlerAlthough all versions of the Famicom and NES include essentially similar hardware, they vary in physical characteristics. The original Famicom's design is predominantly white plastic, with dark red trim; it featured a top-loading cartridge slot, grooves on both sides of the deck in which the hardwired game controllers could be placed when not in use, and a 15-pin expansion port located on the unit's front panel for accessories. In contrast, the design of the original NES features a more subdued gray, black, and red color scheme; it includes a front-loading cartridge slot covered by a small, hinged door that can be opened to insert or remove a cartridge and closed at other times, and an expansion port on the bottom of the unit. The cartridge connector pinout was changed between the Famicom and NES.
In late 1993, Nintendo introduced a redesigned version of the Famicom and NES (officially named the New Famicom in Japan and the New-Style NES in the US) to complement the Super Famicom and SNES, to prolong interest in the console, and to reduce costs. The redesigned NES has a top-loading cartridge slot to avoid reliability issues with the original console; the redesign also omitted AV output. Conversely, the redesigned Famicom has such output and introduced detachable game controllers, though the microphone functionality was omitted as a result. The redesigned Famicom and NES models are cosmetically similar aside from the presence of a cartridge "bump" on the NES model, which the Famicom model lacks to accommodate its shorter cartridges and as the RAM Adapter for the Famicom Disk System.
Sharp Corporation produced three licensed variants of the Famicom in Japan, all of which prominently display the shortened moniker rather than the official name, Family Computer. One variant was a television set with an integrated Famicom; originally released in 1983 as the My Computer TV in 14-inch (36 cm) and 19-inch (48 cm) models, it was later released in the United States in 1989 as a 19-inch model named the Video Game Television. Another variant is the Twin Famicom console released in 1986 to combine a Famicom with a Famicom Disk System. Sharp then produced the Famicom Titler in 1989. Intended for video capture and production, it features internal RGB video generation and video output via S-Video, plus inputs for adding subtitles and voice-overs.
Hardware clones
Main article: FamicloneA thriving market of unlicensed NES hardware clones emerged during the climax of the console's popularity. Initially, such clones were popular in markets where Nintendo issued a legitimate version of the console long time after unlicensed hardware. In particular, the Dendy (Russian: Де́нди), an unlicensed hardware clone produced in Taiwan and sold in the former Soviet Union, emerged as the most popular video game console of its time in that setting and it enjoyed a degree of fame roughly equivalent to that experienced by the NES/Famicom in North America and Japan. A range of Famicom clones was marketed in Argentina during the late 1980s and early 1990s with the name Family Game, resembling the original hardware design. Thailand got Family FR brand famiclones, the Micro Genius (Simplified Chinese: 小天才) was marketed in Southeast Asia as an alternative to the Famicom; and in Central Europe, especially Poland, the Pegasus was available. Since 1989, there were many Brazilian clones of the NES, and the very popular Phantom System (with hardware superior to the original console) caught the attention of Nintendo itself.
The unlicensed clone market has flourished following Nintendo's discontinuation of the NES. Some of the more exotic of these resulting systems surpass the functionality of the original hardware, such as a portable system with a color LCD (PocketFami). Others have been produced for certain specialized markets, such as a rather primitive personal computer with a keyboard and basic word processing software. These unauthorized clones have been helped by the invention of the so-called NES-on-a-chip.
As was the case with unlicensed games, Nintendo has typically gone to the courts to prohibit the manufacture and sale of unlicensed cloned hardware. Many of the clone vendors have included built-in copies of licensed Nintendo software, which constitutes copyright infringement in most countries.
Design flaws
Nintendo's design styling for US release was made deliberately different from that of other game consoles. Nintendo wanted to distinguish its product from those of competitors and to avoid the generally poor reputation that game consoles had acquired following the video game crash of 1983. One result of this philosophy is to disguise the cartridge slot design as a front-loading zero-insertion force (ZIF) cartridge socket, designed to resemble the front-loading mechanism of a VCR. The socket works well when both the connector and the cartridges are clean and the pins on the connector are new. However, the socket is not truly zero-insertion force. When a user inserts the cartridge into the NES, the force of pressing the cartridge into place bends the contact pins slightly and presses the cartridge's ROM board back into the cartridge. Frequent insertion and removal of cartridges wears out the pins, and the ZIF design proved more prone to interference by dirt and dust than an industry-standard card edge connector.
The design problems were exacerbated by Nintendo's choice of materials. The console slot nickel connector springs wear due to design and the game cartridge's brass plated nickel connectors are also prone to tarnishing and oxidation. Nintendo sought to fix these problems by redesigning the next generation Super Nintendo Entertainment System (SNES) as a top loader similar to the Famicom. Many players try to alleviate issues in the game caused by this corrosion by blowing into the cartridges, then reinserting them, which actually speeds up the tarnishing due to moisture. One way to slow down the tarnishing process and extend the life of the cartridges is to use isopropyl alcohol and cotton swabs.
Users have attempted to solve these problems by blowing air onto the cartridge connectors, inserting the cartridge just far enough to get the ZIF to lower, licking the edge connector, slapping the side of the system after inserting a cartridge, shifting the cartridge from side to side after insertion, pushing the ZIF up and down repeatedly, holding the ZIF down lower than it should have been, and cleaning the connectors with alcohol. Many frequently used methods to fix this problem actually risk damaging gaming cartridges or the system. In 1989, Nintendo released an official NES Cleaning Kit to help users clean malfunctioning cartridges and consoles.
In response to these hardware flaws, "Nintendo Authorized Repair Centers" sprang up across the U.S. According to Nintendo, the authorization program was designed to ensure that the machines were properly repaired. Nintendo would ship the necessary replacement parts only to shops that had enrolled in the authorization program.
With the release of the top-loading NES-101 (New-Style NES) in 1993 toward the end of the NES's lifespan, Nintendo resolved the problems by switching to a standard card edge connector and eliminating the lockout chip. All of the Famicom systems use standard card edge connectors, as do Nintendo's two subsequent game consoles, the Super Nintendo Entertainment System and the Nintendo 64.
Lockout
The Famicom as released in Japan contains no lockout hardware, which led to unlicensed cartridges (both legitimate and bootleg) becoming extremely common throughout Japan and East Asia. Nintendo tried to promote its "Seal of Quality" in these regions to identify licensed games to combat bootlegs, but bootleg Famicom games continued to be produced even after Nintendo moved production onto the Super Famicom, effectively extending the lifetime of the Famicom.
The original NES released for Western countries in 1985 contains the 10NES lockout chip, which prevents it from running cartridges unapproved by Nintendo. The inclusion of the 10NES was a direct influence from the 1983 video game crash in North America, partially caused by a market flooded with uncontrolled publishing of games of poor quality for the home consoles. Nintendo did not want to see that happen with the NES and used the lockout chip to restrict games to only those they licensed and approved for the system. This means of protection worked in combination with the Nintendo "Seal of Quality", which a developer had to acquire before they would be able to have access to the required 10NES information prior to publication of their game.
Initially, the 10NES chip proved a significant barrier to unlicensed developers seeking to develop and sell games for the console. However, hobbyists in later years discovered that disassembling the NES and cutting the fourth pin of the lockout chip would change the chip's mode of operation from "lock" to "key", removing all effects and greatly improving the console's ability to play legal games, bootlegs, and converted imports.
Original NES consoles sold in different regions have different lockout chips, thereby enforcing regional lockout (regardless of TV signal compatibility). Such regions include North America; most of continental Europe (PAL-B); Asia; and the British Isles, Italy, and Australasia (PAL-A).
Problems with the 10NES lockout chip frequently result in one of the console's most common issues: the blinking red power light, in which the system appears to turn itself on and off repeatedly because the 10NES would reset the console once per second. The lockout chip required constant communication with the chip in the game to work. Dirty, aging, and bent connectors often disrupt the communication, resulting in the blink effect. In other cases, the console turns on but only displays a solid white, gray, or green screen.
Technical specifications
The console's main central processing unit (CPU) was produced by Ricoh, which manufactured different versions between NTSC and PAL regions; NTSC consoles have a 2A03 clocked at 1.79 MHzTooltip megahertz, and PAL consoles have a 2A07 clocked at 1.66 MHz. Both CPUs are unlicensed variants of the MOS Technology 6502, an 8-bit microprocessor prevalent in contemporary home computers and consoles; Nintendo ostensibly disabled the 6502's binary-coded decimal mode on them to avoid patent infringement against or licensing fees towards MOS Technology, which was owned by then-rival Commodore International. The CPU has access to 2 KBTooltip kilobyte of onboard work RAMTooltip random-access memory.
The console's graphics are handled by a Ricoh 2C02, a processor known as the Picture Processing Unit (PPU) that is clocked at 5.37 MHz. A derivative of the Texas Instruments TMS9918—a video display controller used in the ColecoVision—the PPU features 2 KB of video RAM, 256 bytes of on-die "object attribute memory" (OAM) to store sprite display information on up to 64 sprites, and 28 bytes of RAM to store information on the YIQ-based color palette; the console can display up to 25 colors simultaneously out of 54 usable colors.
The console's standard display resolution is 256 × 240 pixels, though video output options vary between models. The original Famicom features only radio frequency (RF) modulator output, and the NES additionally supports composite video via RCA connectors. The redesigned Famicom omits the RF modulator entirely, only outputting composite video via a proprietary "multi-out" connector first introduced on the Super Famicom/SNES; conversely, the redesigned NES features RF modulator output only, though a version of the model including the "multi-out" connector was produced in rare quantities.
The console produces sound via an audio processing unit (APU) integrated into the processor. It supports a total of five sound channels: two pulse wave channels, one triangle wave channel, one white noise channel, and one DPCMTooltip differential pulse-code modulation channel for sample playback. Audio playback speed is dependent on the CPU clock rate, which is set by a crystal oscillator.
Accessories
See also: List of Nintendo Entertainment System accessoriesControllers
Original Famicom first player controllerOriginal Famicom second player controllerOriginal NES controllerRedesigned "dog bone" controllerNES AdvantageNES MaxNES ZapperThe game controller for both the NES and the Famicom has an oblong brick-like design with a simple four button layout: two round buttons labeled "A" and "B", a "START" button, and a "SELECT" button. Additionally, the controllers use the cross-shaped D-pad, designed by Nintendo employee Gunpei Yokoi for Nintendo Game & Watch systems, to replace the bulkier joysticks on controllers of earlier gaming consoles.
The original model Famicom features two game controllers, both of which are hardwired to the back of the console. The second controller lacks the START and SELECT button, featuring a small microphone instead; however, few games use this feature. The earliest produced Famicom units have square A and B buttons; issues with them getting stuck when pressed down led Nintendo to change their shape to a circular design in subsequent units following the console's recall.
Instead of the Famicom's hardwired controllers, the NES has two proprietary seven-pin ports on the front of the console to support detachable controllers and third-party peripherals. The controllers bundled with the NES are identical and include the START and SELECT buttons, lacking the microphone on the original Famicom's second controller. The cables for NES controllers are also generally three times longer than their Famicom counterparts.
Several special controllers are intended for use with specific games, though are not commonly used. Such peripherals include the NES Zapper (a light gun), R.O.B. (a toy robot), and the Power Pad (a dance pad). The original Famicom has a deepened DA-15 expansion port on the front of the unit to accommodate them.
Two official advanced controllers were produced for the NES: the NES Advantage, an arcade controller produced by Asciiware and licensed by Nintendo of America; and the NES Max, a controller with grip handles and a "cycloid" sliding-disc D-pad in place of the traditional one. Both controllers have a "Turbo" feature, which simulates multiple rapid button presses, for the A and B buttons; the NES Max has manually pressed Turbo buttons, and the NES Advantage offers toggle buttons for Turbo functionality along with knobs that adjust the firing rate of each button. The latter also includes a "Slow" button that rapidly pauses games, though this function is not intended for games that invoke a pause menu or screen.
The standard game controller was redesigned upon the introduction of the redesigned console. Though the original button layout was retained, the shape of the redesigned controller—nicknamed the "dog bone" controller—resembles that of the Super Famicom and SNES. It retained NES-style detachable controller ports.
The original NES controller has become one of the most recognizable symbols of the console. Nintendo has mimicked the look of the controller in several other products, from promotional merchandise to limited edition versions of the Game Boy Advance.
Japanese accessories
Few of the numerous peripheral devices and software packages for the Famicom were released outside Japan.
The Famicom 3D System, an active shutter 3D headset peripheral released in 1987, enabled the ability to play stereoscopic video games. It was a commercial failure and never released outside Japan; users described the headset as bulky and uncomfortable. Seven games are compatible with the glasses, with three of them developed by Square; two titles received worldwide releases as Rad Racer and The 3-D Battles of WorldRunner.
Family BASIC is an implementation of BASIC for the Famicom, packaged with a keyboard. Similar in concept to the Atari 2600 BASIC cartridge, it allows the user to write programs, especially games, which can be saved on an included cassette recorder. Nintendo of America rejected releasing Famicom BASIC in the US in favor of its primary marketing demographic of children.
The Famicom Modem connected a Famicom to a now defunct proprietary network in Japan which provided content such as financial services. A dial-up modem was never released for the NES after a partnership with Fidelity Investments.
Famicom Disk System
Main articles: Famicom Disk System and List of Famicom Disk System games The Disk System peripheral for the Famicom uses games on Disk Cards with a 3" floppy disk drive.By 1986, the cost and size limitations of ROM chips used in the Famicom's ROM cartridges were apparent, with no new advancements present to address them. With this in mind, Nintendo looked at the personal computer (PC) market, where the floppy disk was gaining wide adoption as a computer data storage medium. Partnering with Mitsumi to develop a floppy disk add-on for the Famicom based on the latter's Quick Disk format, Nintendo officially released it as the Family Computer Disk System in Japan on February 21, 1986, at a retail price of ¥15,000.
The advantages of the format (called "Disk Card") were apparent on launch. It has more than triple the data storage capacity of the then-largest cartridge (used for Super Mario Bros.) and introduced game save capability and lower production costs compared to cartridges, which resulted in lower retail prices for consumers. The add-on also has a new wavetable synthesis sound channel and more data storage for the Famicom's audio sample channel. Taking advantage of the disk's re-writability, Nintendo set up Disk Writer interactive kiosks at retail stores throughout Japan; at each kiosk, consumers could buy new games to rewrite onto their old disks or onto new disks. Disk Fax kiosks allowed players to submit their high scores on special blue disks for contests and rankings, predating the online leaderboard by several years.
Although Nintendo committed to exclusively releasing games on the Disk System after its release, numerous external issues plagued its long-term viability. Just four months after launch, Capcom released a Famicom port of Makaimura (known as Ghosts 'n Goblins in the U.S.) on a cartridge with more data storage capacity than what was possible on Disk Cards, nullifying one of the Disk System's major advantages by using discrete logic chips to perform bank switching. Nintendo also demanded half of the copyright ownership for each game it selected for release on the Disk System, resulting in developers electing to remain on cartridge instead as the latter gained functionality previously considered unique to the former. Developers disliked the lower profit margin of the Disk Writer kiosks, and retailers complained of their use of valuable space as demand for the format waned.
Usage of a floppy disk-based medium brought about further complications; Disk Cards were more fragile than cartridges and were prone to data corruption from magnetic exposure. Their unreliability was exacerbated by their lack of a shutter, which Nintendo substituted with a wax sleeve and clear keep case to reduce costs; blue disks and later Disk Cards included shutters. The rubber belt-based disk drives were also unreliable, with cryptic error codes complicating troubleshooting; even when fully functional, players accustomed to cartridges were annoyed with the introduction of loading times and disk flipping. Furthermore, the rewritable nature of the format resulted in rampant software piracy, with Nintendo's attempts at anti-piracy measures quickly defeated.
Though selling close to two million units for all of 1986, Nintendo only managed to increase the total to 4.4 million units by 1990, falling well short of internal projections. By then, the Disk System was rendered obsolete due to advancements in ROM cartridge production: memory mapping chips for expanded data storage capacity, battery-backed SRAMTooltip static random-access memory for game saving, and declining overall production costs. Nintendo alluded to a Western release for the Disk System, going so far as to successfully file a U.S. patent for it and having the Famicom's cartridge pins used by its RAM Adapter for enhanced audio rerouted to the NES's little-used bottom expansion port. However, such a release never materialized due to its reception in Japan. Most of its games were re-released with workarounds on cartridge for both the Famicom and NES, without the enhanced audio. Although the last game for the Disk System was released in December 1992, Nintendo continued repair and rewrite services for it until September 2003.
NES Test Station
The NES Test station (lower left), SNES counter tester (lower right), SNES test cart (upper right), and the original TV that came with the unit (upper left)NES test station AC adapter Pass or Fail test demonstrationThe NES Test Station diagnostics machine was introduced in 1988. It is an NES-based unit designed for testing NES hardware, components, and games. It was only provided for use in World of Nintendo boutiques as part of the Nintendo World Class Service program. Visitors were to bring items to test with the station, and could be assisted by a store technician or employee.
The NES Test Station's front has a Game Pak slot and connectors for testing various components (AC adapter, RF switch, Audio/Video cable, NES Control Deck, accessories and games), with a centrally-located selector knob to choose which component to test. The unit itself weighs approximately 11.7 pounds without a TV. It connects to a television via a combined A/V and RF Switch cable. By actuating the green button, a user can toggle between an A/V Cable or RF Switch connection. The television it is connected to (typically 11" to 14") is meant to be placed atop it.
In 1991, Nintendo provided an add-on called the "Super NES Counter Tester" that tests Super NES components and games. The Super NES Counter Tester is a standard Control Deck on a metal fixture with the connection from the back of the unit re-routed to the front. These connections may be made directly to the test station or to the TV, depending on what is to be tested.
Games
See also: List of Nintendo Entertainment System games, List of Famicom Disk System games, and List of cancelled NES gamesGame Pak
Main article: Nintendo Entertainment System Game PakThe NES uses a 72-pin design, as compared with 60 pins on the Famicom. To reduce costs and inventory, some early games released in North America are simply Famicom cartridges attached to an adapter to fit inside the NES hardware. Early NES cartridges are held together with five small slotted screws. Games released after 1987 were redesigned slightly to incorporate two plastic clips molded into the plastic itself, removing the need for the top two screws.
The back of the cartridge bears a label with handling instructions. Production and software revision codes were imprinted as stamps on the back label to correspond with the software version and producer. All licensed NTSC and PAL cartridges are a standard shade of gray plastic, with the exception of The Legend of Zelda and Zelda II: The Adventure of Link, which were manufactured in gold-plastic carts. Unlicensed carts were produced in black, robin egg blue, and gold, and are all slightly different shapes than standard NES cartridges. Nintendo also produced yellow-plastic carts for internal use at Nintendo Service Centers, although these "test carts" were never made available for purchase. All licensed US cartridges were made by Nintendo, Konami, and Acclaim. For promotion of DuckTales: Remastered, Capcom sent 150 limited-edition gold NES cartridges with the original game, featuring the Remastered art as the sticker, to different gaming news agencies. The instruction label on the back includes the opening lyric from the show's theme song, "Life is like a hurricane".
Famicom cartridges are shaped slightly differently. Unlike NES games, official Famicom cartridges were produced in many colors of plastic. Adapters, similar in design to the popular accessory Game Genie, are available that allow Famicom games to be played on an NES. In Japan, several companies manufactured the cartridges for the Famicom. This allowed these companies to develop customized chips designed for specific purposes, such as superior sound and graphics.
Third-party licensing
Nintendo's near monopoly on the home video game market left it with a dominant influence over the industry. Unlike Atari, which never actively pursued third-party developers (and even went to court in an attempt to force Activision to cease production of Atari 2600 games), Nintendo had anticipated and encouraged the involvement of third-party software developers, though strictly on Nintendo's terms. Some of the Nintendo platform-control measures were adopted in a less stringent way by later console manufacturers such as Sega, Sony, and Microsoft.
To this end, a 10NES authentication chip is in every console and in every licensed cartridge. If the console's chip can not detect a counterpart chip inside the cartridge, the game does not load. Nintendo portrayed these measures as intended to protect the public against poor-quality games, and placed a golden seal of approval on all licensed games released for the system.
Nintendo found success with Japanese arcade manufacturers such as Konami, Capcom, Taito, and Namco, which signed on as third-party developers. However, they found resistance with US game developers including Atari Games, Activision, Electronic Arts, and Epyx refusing Nintendo's one-sided terms. Acclaim Entertainment, a fledgling game publisher founded by former Activision employees, was the first major third-party licensee in the United States to sign on with Nintendo in late 1987. Atari Games (through Tengen) and Activision signed on soon after.
Nintendo was not as restrictive as Sega, which did not permit third-party publishing until Mediagenic in late summer 1988. Nintendo's intention was to reserve a large part of NES game revenue for itself. Nintendo required that it be the sole manufacturer of all cartridges, and that the publisher had to pay in full before the cartridges for that game be produced. Cartridges could not be returned to Nintendo, so publishers assumed all the risk. As a result, some publishers lost more money due to distress sales of remaining inventory at the end of the NES era than they ever earned in profits from sales of the games. Because Nintendo controlled the production of all cartridges, it was able to enforce strict rules on its third-party developers, who were required to sign a contract that would obligate them to develop exclusively for the system, order at least 10,000 cartridges, and only make five games per year. The global 1988 shortage of DRAM and ROM chips reportedly caused Nintendo to only permit an average of 25% of publishers' requests for cartridges, with some receiving much higher amounts and others almost none. GameSpy noted that Nintendo's "iron-clad terms" made the company many enemies during the 1980s. Some developers tried to circumvent the five game limit by creating additional company brands like Konami's Ultra Games label; others tried circumventing the 10NES chip.
Further information: § Unlicensed gamesNintendo was accused of antitrust violations because of the strict licensing requirements. The United States Department of Justice and several states began probing Nintendo's business practices, leading to the involvement of Congress and the Federal Trade Commission (FTC). The FTC conducted an extensive investigation which included interviewing hundreds of retailers. During the FTC probe, Nintendo changed the terms of its publisher licensing agreements to eliminate the two-year rule and other restrictive terms. Nintendo and the FTC settled the case in April 1991, with Nintendo required to send vouchers giving a $5 discount off to a new game, to every person that had purchased an NES game between June 1988 and December 1990. GameSpy remarked that Nintendo's punishment was particularly weak given the case's findings, although it has been speculated that the FTC did not want to damage the video game industry in the United States.
With the NES near the end of its life, many third-party publishers such as Electronic Arts supported upstart competing consoles with less strict licensing terms such as the Sega Genesis and then the PlayStation, which eroded and then took over Nintendo's dominance in the home console market, respectively. Consoles from Nintendo's rivals in the post-SNES era had always enjoyed much stronger third-party support than Nintendo, which relied more heavily on first-party games.
Unlicensed games
Companies that refused to pay the licensing fee or were rejected by Nintendo found ways to circumvent the console's authentication system. Most of these companies created circuits that use a voltage spike to temporarily disable the 10NES chip. A few unlicensed games released in Europe and Australia are in the form of a dongle to connect to a licensed game, to use the licensed game's 10NES chip for authentication. To combat unlicensed games, Nintendo of America threatened retailers who sold them with losing their supply of licensed games, and multiple revisions were made to the NES PCBs to prevent unlicensed games from working.
Atari Games took a different approach with its line of NES products, Tengen. The company attempted to reverse engineer the lockout chip to develop its own "Rabbit" chip. Tengen also obtained a description of the lockout chip from the United States Patent and Trademark Office by falsely claiming that it was required to defend against present infringement claims. Nintendo successfully sued Tengen for copyright infringement. Tengen's antitrust claims against Nintendo were never decided.
Color Dreams made Christian video games under the subsidiary name Wisdom Tree. Historian Steven Kent wrote, "Wisdom Tree presented Nintendo with a prickly situation. The general public did not seem to pay close attention to the court battle with Atari Games, and industry analysts were impressed with Nintendo's legal acumen; but going after a tiny company that published innocuous religious games was another story."
Game rentals
As the Nintendo Entertainment System grew in popularity and entered millions of American homes, some small video rental shops began buying their own copies of NES games, and renting them out to customers for around the same price as a video cassette rental for a few days. Nintendo received no profit from the practice beyond the initial cost of their game, and unlike movie rentals, a newly released game could hit store shelves and be available for rent on the same day. Nintendo took steps to stop game rentals, but did not take any formal legal action until Blockbuster Video began to make game rentals a large-scale service. Nintendo claimed that allowing customers to rent games would significantly hurt sales and drive up the cost of games. Nintendo lost the lawsuit, but did win on a claim of copyright infringement. Blockbuster was banned from including photocopies of original, copyrighted instruction booklets with its rented games. In compliance with the ruling, Blockbuster produced original short instructions—usually in the form of a small booklet, card, or label stuck on the back of the rental box—that explained the game's basic premise and controls. Video rental shops continued the practice of renting video games.
Reception
By 1988, industry observers stated that the NES's popularity had grown so quickly that the market for Nintendo cartridges was larger than that for all home computer software. Compute! reported in 1989 that Nintendo had sold seven million NES systems in 1988 alone, almost as many as the number of Commodore 64s sold in its first five years. "Computer game makers scared stiff", the magazine said, stating that Nintendo's popularity caused most competitors to have poor sales during the previous Christmas and resulted in serious financial problems for some.
In June 1989, Nintendo of America's vice president of marketing Peter Main, said that the Famicom was present in 37% of Japan's households. By 1990, 30% of American households owned the NES, compared to 23% for all personal computers. By 1990, the NES had outsold all previously released consoles worldwide. The slogan for this brand was "It can't be beaten". The Nintendo Entertainment System was not available in the Soviet Union.
In the early 1990s, gamers predicted that competition from technologically superior systems such as the 16-bit Sega Genesis would mean the immediate end of the NES's dominance. Instead, during the first year of Nintendo's successor console the Super Famicom (named Super Nintendo Entertainment System outside Japan), the Famicom remained the second highest-selling video game console in Japan, outselling the newer and more powerful NEC PC Engine and Sega Mega Drive by a wide margin. The console remained popular in Japan and North America until late 1993, when the demand for new NES software abruptly plummeted. The final licensed Famicom game released in Japan is Takahashi Meijin no Bōken Jima IV (Adventure Island IV), in North America is Wario's Woods, and in Europe is The Lion King in 1995. In the wake of ever decreasing sales and the lack of new games, Nintendo of America officially discontinued the NES by 1995. Nintendo produced new Famicom units in Japan until September 25, 2003, and continued to repair Famicom consoles until October 31, 2007, attributing the discontinuation of support to insufficient supplies of parts.
The NES was initially not as successful in Europe during the late 1980s, when it was outsold by the Master System in the United Kingdom. By 1990, the Master System was the highest-selling console in Europe, though the NES was beginning to have a fast-growing user base in the United Kingdom. During the early 1990s, NES sales caught up with and narrowly overtook the Master System overall in Western Europe, though the Master System maintained its lead in several markets such as the United Kingdom, Belgium and Spain.
Legacy
The NES was released two years after the video game crash of 1983, when many retailers and adult consumers regarded electronic games as a passing fad, so many believed at first that the NES would soon fade. Before the NES and Famicom, Nintendo was known as a moderately successful Japanese toy and playing card manufacturer, but the consoles' popularity helped the company grow into an internationally recognized name almost synonymous with video games as Atari had been, and set the stage for Japanese dominance of the video game industry. With the NES, Nintendo also changed the relationship between console manufacturers and third-party software developers by restricting developers from publishing and distributing software without licensed approval. This led to higher-quality games, which helped change the attitude of a public that had grown weary from poorly produced games for earlier systems.
The NES hardware design is also very influential. Nintendo chose the name "Nintendo Entertainment System" for the US market and redesigned the system so it would not give the appearance of a child's toy. The front-loading cartridge input allowed it to be used more easily in a TV stand with other entertainment devices, such as a videocassette recorder.
The system's hardware limitations led to design principles that still influence the development of modern video games. Many prominent game franchises originated on the NES, including Nintendo's own Super Mario Bros.,| The Legend of Zelda and Metroid, Capcom's Mega Man franchise, Konami's Castlevania franchise, Square's Final Fantasy,| and Enix's Dragon Quest| franchises.
NES imagery, especially its controller, has become a popular motif for a variety of products, including Nintendo's Game Boy Advance.
At the Tokyo Game Show in 2023, the Famicom was bestowed "The Minister of Economy, Trade and Industry Award" in honour of the console's influence and laying down the foundations for the games industry.
The NES library includes some influential games. Super Mario Bros. is the forerunner of side-scrolling games, while The Legend of Zelda had mostly influenced action-adventure games and helped popularizing the save data in video games. Other two influential games are Metroid and Castlevania II: Simon's Quest, which had established the metroidvania genre.
In 2011, IGN named the NES the greatest video game console of all time.
Emulation
Further information: List of video game console emulators § NintendoThe NES can be emulated on many other systems. The first emulator was the Japanese-only Pasofami. It was soon followed by iNES, which is available in English and is cross-platform, in 1996. It was described as being the first NES emulation software that could be used by a non-expert. The first version of NESticle, an unofficial MS-DOS-based emulator, was released on April 3, 1997. Nintendo offers licensed emulation of some NES games via its Virtual Console service for the Wii, Nintendo 3DS, and Wii U, and via its Nintendo Switch Online service.
Re-release
Main article: NES Classic EditionOn July 14, 2016, Nintendo announced the November 2016 launch of a miniature replica of the NES, named the Nintendo Entertainment System: NES Classic Edition in the United States and Nintendo Classic Mini: Nintendo Entertainment System in Europe and Australia. The emulation-based console includes 30 permanently bundled games from the vintage NES library, including the Super Mario Bros. series and The Legend of Zelda series. The system has HDMI display output and a new replica controller, which can also connect to the Wii Remote for use with Virtual Console games. It was discontinued in North America on April 13, 2017, and worldwide on April 15, 2017. However, Nintendo announced in September 2017 that the NES Classic Mini would return to production on June 29, 2018, only to be discontinued again permanently by December of that year.
See also
Notes
- For distribution purposes, most of Europe and Australasia were divided into two regions by Nintendo. The first of these regions consisted of mainland Europe (excluding Italy) and Scandinavia, which saw the NES released from 1986 to 1988, depending on the country. The console was released in the second region, consisting of the United Kingdom, Ireland, Italy, Australia, and New Zealand, in 1987.
- For distribution purposes, most of Europe and Australasia were divided into two regions by Nintendo. The first of these regions consisted of mainland Europe (excluding Italy) and Scandinavia, which saw the NES released from 1986 to 1988, depending on the country. The console was released in the second region, consisting of the United Kingdom, Ireland, Italy, Australia, and New Zealand, in 1987.
- The 2A03 is in NTSC consoles, and the 2A07 is in PAL consoles. Both CPUs are based on the MOS Technology 6502; see technical specifications section.
- The original Famicom has two hardwired game controllers and a single port for additional input devices. See game controllers section.
- The NES was the overall bestselling system worldwide of its time. In Japan and the United States, it controlled 85-90% of the market. In Europe, it was at most in 10-12% of households. Nintendo sold 61.91 million NES units worldwide: 19.35 million in Japan, 34 million in the Americas, and 8.56 million in other regions.
- ^ The "Famicom" name was prevalent among the general public in Japan, but Nintendo solely used the "Family Computer" moniker there because Sharp Corporation held the similarly-pronounced "Famicon" trademark for its Family Convection Oven, a microwave oven released in 1979 that was classified as a "consumer electronic device". As such, Nintendo could not reuse the trademark under Japanese law due to the overlap in classification between the two products. Sharp eventually transferred the trademark to Nintendo on October 17, 1985, but the latter retained the "Family Computer" moniker until the console's discontinuation; the former used the "Famicom" name for all of its licensed console variants.
- Atari broke off negotiations with Nintendo in response to Coleco's unveiling of an unlicensed port of Donkey Kong for its Coleco Adam computer system. Although the game had been produced without Nintendo's permission or support, Atari took its release as a sign that Nintendo was dealing with one of its major competitors in the market.
- Donkey Kong Jr. Math and Mach Rider are often erroneously listed as launch games. Neither was available until later in 1986. Also, some modern sources question if Super Mario Bros. was available on launch day, though contemporaneous sources such as Computer Entertainer and The Milwaukee Journal state that the system launched with 17 titles, and the Journal references Super Mario Bros. by name.
- Korean: 현대 컴보이; RR: Hyeondae Keomboi
- French NES consoles include an AV port that outputs RGB video via a SCART connector; however, it is not true RGB video output as the PPU natively outputs composite video in consumer home console models.
- The original Famicom's controller cables extend into the console itself, connecting to the front of the motherboard. Nintendo considered the idea of detachable controllers, but ultimately scrapped it to reduce production costs.
- Nintendo officially referred to such chips as "memory management controllers" (MMC); they were originally described as "multi-memory controllers" in their patents.
Transliterations
- Japanese: ファミリーコンピュータ (ファミコン), Hepburn: Famirī Konpyūta
- Japanese: 家庭用カセット式ビデオゲーム ファミリーコンピュータ, Hepburn: Katei-yō Kasetto-Shiki Bideo Gēmu: Famirī Konpyūta
References
Citations
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- ^ Levin, Martin (November 20, 1985). "New components add some Zap to video games". San Bernardino County Sun. p. A-4.
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- ^ "Consolidated Sales Transition by Region" (PDF). Nintendo. March 2016. Archived (PDF) from the original on April 27, 2016. Retrieved September 12, 2022.
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- Goss, Patrick. "The games that sold consoles". MSN. Archived from the original on March 9, 2008. Retrieved September 24, 2011.
- ^ Sheff, David (1993). Game Over. New York: Random House. ISBN 0-679-40469-4. Retrieved July 2, 2019.
- Sanchez-Crespo, Daniel (September 8, 2003). Core Techniques and Algorithms in Game Programming. New Riders Games. p. 14. ISBN 0-13-102009-9.
- ^ Sachiko 1994, p. 16.
- Sheff & Eddy 1999, p. 27.
- Sachiko 1994, p. 17.
- Sheff & Eddy 1999, p. 27-28.
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- Paul, Ian (July 14, 2016). "Nintendo's releasing a miniature NES console packed with 30 classic games". Archived from the original on July 15, 2016. Retrieved July 14, 2016.
- Ashcraft, Brian (September 12, 2017). "Nintendo Bringing Back The NES Classic In 2018". Kotaku.com. Archived from the original on August 8, 2018. Retrieved August 8, 2018.
- Shanley, Patrick (December 11, 2018). "Nintendo of America President on Switch's Big Risk, 'Smash Bros.' Success and Classic Consoles' Future". The Hollywood Reporter. Archived from the original on December 12, 2018. Retrieved December 13, 2018.
Sources
- Sachiko, Sugai (September 12, 1994). "【任天堂「ファミコン」はこうして生まれた】 第6回:業務用ゲーム機の挫折をバネにファミコンの実現に挑む" [How the Famicom Was Born – Making the Famicom a Reality]. Nikkei Electronics (in Japanese). Nikkei Business Publications.
- Sheff, David; Eddy, Andy (April 1, 1999). Game Over, Press Start to Continue: How Nintendo Conquered the World. Cyber Active. ISBN 0966961706.
Bibliography
- Altice, Nathan (2015). I Am Error: The Nintendo Family Computer/Entertainment System Platform. MIT Press. ISBN 978-0-262-02877-6. Archived from the original on January 11, 2020. Retrieved September 2, 2021 – via Google Books.
External links
- Famicom – Nintendo's Family Computer (video). FamicomDojo.TV. March 18, 2015. Retrieved November 19, 2021.
- "Nintendo Entertainment System". Nintendo. Archived from the original on October 20, 2007.
- "NES game list" (PDF). March 17, 2007. Archived from the original (PDF) on March 17, 2007.
- NES Classic Edition official website Archived August 12, 2020, at the Wayback Machine
- Famicom official website (Japanese)
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