Nintendo Entertainment System: Difference between revisions

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{{Infobox CVG system
|title=Nintendo Entertainment System<br />Nintendo Family Computer (Famicom)
|logo=<div style="white-space: nowrap;">[[Image:NES logo.svg|147px|Official Nintendo Entertainment System logo]][[Image:Famicom Family logo.svg|84px|Famicom Family logo]]</div>
|image={{nowrap|[[File:NES-Console-Set.png|250px|Nintendo Entertainment System with controller]]<br>[[File:Famicom-Console-Set.png|250px|Nintendo Family Computer (Famicom)]]}}
|caption=Top: Nintendo Entertainment System with controller<br/>Bottom: Nintendo Family Computer (Famicom)
|manufacturer=[[Nintendo]]
|type=[[Video game console]]
|generation=[[History of video game consoles (third generation)|Third generation]]
|release date={{vgrelease|JP=July 15, 1983|NA=October 18, 1985|EU=September 1, 1986{{cref|a}}}}{{vgrelease|EU/[[Australasia|AUS]]|1987{{cref|a}}}}
|discontinued={{vgrelease|NA=1995<ref name="Museum"/>|JP=September 25, 2003<ref>L'Histoire de Nintendo volume 3 p. 113 (Ed. Pix'n Love, 2011)</ref>}}
|CPU=[[Ricoh 2A03]] [[8-bit]] processor ([[MOS Technology 6502]] core)
|media=[[ROM cartridge]] ("Game Pak"){{cref|b}}
|controllers=2 controller ports{{cref|c}}<br />1 expansion slot
|unitssold=61.91 million<ref name="consolidatedsales">{{cite web |url=http://www.nintendo.co.jp/ir/library/historical_data/pdf/consolidated_sales_e0912.pdf |title=Consolidated Sales Transition by Region |accessdate=2010-02-14 |date=2010-01-27 |publisher=Nintendo |format=PDF |archiveurl=http://www.webcitation.org/5nXieXX2B |archivedate=2010-02-14}}</ref>
|topgame= ''[[Super Mario Bros.]]'' ([[Pack-in game|pack-in]]), 40.23 million <small>(as of 1999)</small><ref>{{cite web |url=http://www.guinnessworldrecords.com/content_pages/record.asp?recordid=52404 |archiveurl=http://web.archive.org/web/20060317005503/http://www.guinnessworldrecords.com/content_pages/record.asp?recordid=52404 |title=Best-Selling Video Games |publisher=[[Guinness World Records]] |accessdate=2008-01-31 |archivedate=2006-03-17}}</ref><br /> ''[[Super Mario Bros. 3]]'' ([[Pack-in game|pack-in]]), 18 million <small>(as of July 27, 2008)</small><ref>{{cite web|url=http://www.telegraph.co.uk/news/newstopics/howaboutthat/2463142/Super-Mario-Bros-voted-greatest-computer-game-ever.html|title=Super Mario Bros voted greatest computer game ever|date=2008-07-27|work=[[The Daily Telegraph]]|accessdate=2010-07-22}}</ref>
''[[Super Mario Bros. 2]]''<br />(10 million)<ref>{{Cite web|url=http://tech.uk.msn.com/features/article.aspx?cp-documentid=4825211|title=The games that sold consoles|first=Patrick|last=Goss|publisher=MSN|accessdate=2011-09-24}}</ref>
|manufacturer=[[Nintendo]]
|predecessor=[[Color TV Game]]
|successor=[[Super Nintendo Entertainment System]]}}


{{Infobox information appliance
The '''Nintendo Entertainment System''' (also abbreviated as '''NES''' or simply called '''Nintendo''') is an [[8-bit]] [[video game console]] that was released by [[Nintendo]] in North America during 1985, in Europe during 1986 and Australia in 1987. In most of Asia, including Japan (where it was first launched in 1983), China, Vietnam, Singapore, the [[Middle East]] and [[Hong Kong]], it was released as the {{Nihongo|'''Family Computer'''|ファミリーコンピュータ|Famirī Konpyūta}}, commonly shortened as either the [[Romanization of Japanese|romanized]] [[contraction (grammar)|contraction]] {{Nihongo|'''Famicom'''|ファミコン|Famikon}}, or abbreviated to '''FC'''. In South Korea, it was known as the '''Hyundai Comboy''' (현대 컴보이) and was distributed by [[Hynix]] which then was known as Hyundai Electronics. In Russia, an unlicensed clone was manufactured called '''[[Dendy (console)|Dendy]]''' (Де́нди). A clone that was popular in [[Eastern Europe]] in the 1990s was the Super Design Ending-Man BS-500 AS, also known as '''[[Terminator (video game system)|Terminator]]'''. Similarly, in India, clones by the names of Little Master and Wiz Kid were popular.<ref>[http://www.mediavideoonline.com/tvgames.html Welcome to MEDIA VIDEO LIMITED, Brand leader in TV GAMES, RECHARGEABLE EMERGENCY LIGHTS, FANS AND FLASHLIGHTS. Media Video Limited is India's most reputed leading Consumer Ele...]</ref> In Poland, there was a clone produced called '''[[Pegasus (console)|Pegasus]]''', and in Argentina, there was a clone called '''Family Game'''. It was succeeded by the [[Super Nintendo Entertainment System]].
|name = Nintendo Entertainment System
|aka = Family Computer/Famicom (Japan)<br>Hyundai Comboy (Korea)
|logo = <div style="white-space: nowrap;">[[File:NES logo.svg|frameless|upright=0.57|Official Nintendo Entertainment System logo]][[File:Famicom Family logo.svg|frameless|upright=0.42|Famicom Family logo]]</div>
|image=<div style="white-space: nowrap; border: #dadada solid 1px;">[[File:NES-Console-Set.jpg|frameless|250px|Nintendo Entertainment System with controller]]<br>[[File:Famicom-Console-Set.jpg|frameless|250px|Nintendo Family Computer]]</div>
|caption = '''Top:''' Nintendo Entertainment System with controller<br/>'''Bottom:''' Nintendo Family Computer
|developer = [[Nintendo]] / [[RICOH]]
|manufacturer = [[Nintendo]]
|type = [[Video game console]]
|generation = [[History of video game consoles (third generation)|Third generation]]
|releasedate = {{vgrelease|JP={{Start date|1983|07|15}}|NA={{Start date|1985|10|18}}|EU={{Start date|1986|09|1}}{{cref|a}}}}{{vgrelease|EU/[[Australasia|AUS]]|1987{{cref|a}}}}
|lifespan = 1983-2003
|price = [[Japanese yen|¥]]14,800 (Japan)<br>$299.00 (US Deluxe Set)
|discontinued=NES{{vgrelease|NA={{End date|1995|08|14}},<ref name="Museum"/><ref>L'Histoire de Nintendo volume 3 p. 113 (Ed. Pix'n Love, 2011)</ref> {{vgrelease|JP={{End date|September 2003}}}}<ref name="famicom">[http://www.gamespot.com/news/nintendo-to-end-famicom-and-super-famicom-production-6029220 Nintendo to end Famicom and Super Famicom production]. GameSpot.com (2003-05-30). Retrieved on 2013-08-23.</ref>}}
|unitssold=Worldwide: 61.91 million<br />Japan: 19.35 million<br />North America: 34.00 million<br />Europe & Australia: 8.56 million<ref name="consolidatedsales">{{cite web |url=http://www.nintendo.co.jp/ir/library/historical_data/pdf/consolidated_sales_e0912.pdf |title=Consolidated Sales Transition by Region |accessdate=2010-02-14 |date=2010-01-27 |publisher=Nintendo |format=PDF |archiveurl=http://www.webcitation.org/5nXieXX2B |archivedate=2010-02-14}}</ref>
|media = [[ROM cartridge]] ("Game Pak"){{cref|b}}
|cpu = [[Ricoh 2A03]] [[8-bit]] processor ([[MOS Technology 6502]] core)
|controllers = 2 controller ports{{cref|c}}<br />1 expansion slot
|topgame=''[[Super Mario Bros.]]'' ([[Pack-in game|pack-in]]), 40.23 million <small>(as of 1999)</small><ref>{{cite web |url=http://www.guinnessworldrecords.com/content_pages/record.asp?recordid=52404 |archiveurl=http://web.archive.org/web/20060317005503/http://www.guinnessworldrecords.com/content_pages/record.asp?recordid=52404 |title=Best-Selling Video Games |publisher=[[Guinness World Records]] |accessdate=2008-01-31 |archivedate=2006-03-17}}</ref><br>''[[Super Mario Bros. 3]]'' (pack-in), 18 million <small>(as of July 27, 2008)</small><ref>{{cite web|url=http://www.telegraph.co.uk/news/newstopics/howaboutthat/2463142/Super-Mario-Bros-voted-greatest-computer-game-ever.html|title=Super Mario Bros voted greatest computer game ever|date=2008-07-27|work=[[The Daily Telegraph]]|accessdate=2010-07-22}}</ref><br>''[[Super Mario Bros. 2]]''<br>(10 million)<ref>{{cite web|url=http://tech.uk.msn.com/features/article.aspx?cp-documentid=4825211|archiveurl=http://web.archive.org/web/20080309234939/http://tech.uk.msn.com/features/article.aspx?cp-documentid=4825211|archivedate=2008-03-09|title=The games that sold consoles|first=Patrick|last=Goss|publisher=MSN|accessdate=2011-09-24}}</ref>
|predecessor = [[Color TV Game]]
|successor = [[Super Nintendo Entertainment System|Super Famicom/Super Nintendo Entertainment System]]
}}


The '''Nintendo Entertainment System'''(also abbreviated as '''NES''') is an [[8-bit]] [[video game console]] that was developed and manufactued by [[Nintendo]]. It was initially released in [[Japan]] as the {{nihongo|'''Family Computer'''|ファミリーコンピュータ|Famirī Konpyūta}} (also known as the {{nihongo|'''Famicom'''|ファミコン|Famikon}} and abbreviated as '''FC''') on July 15, 1983, and was later released in [[North America]] during 1985, in [[Europe]] during 1986, and [[Australia]] in 1987. In South Korea, it was known as the '''Hyundai Comboy''' (현대 컴보이) and was distributed by [[SK Hynix]] which then was known as Hyundai Electronics. It was succeeded by the [[Super Nintendo Entertainment System|Super Famicom/Super Nintendo Entertainment System]].
As the [[List of best-selling game consoles|best-selling gaming console]] of its time,<ref name="dominate">{{cite book |title=Game Over |last=Sheff |first=David |authorlink=David Sheff |year=1993 |publisher=Random House |location=New York |isbn=0-679-40469-4 |page=349}}</ref>{{cref|e}} the NES helped revitalize the US video game industry following the [[North American video game crash of 1983|video game crash of 1983]],<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 |format=PDF}}{{subscription required}}</ref> and set the standard for subsequent consoles of its generation. With the NES, Nintendo introduced a now-standard business model of licensing [[Video game development parties|third-party developers]], authorizing them to produce and distribute software for Nintendo's platform.<ref>{{cite book|last=Sanchez-Crespo |first=Daniel |title=Core Techniques and Algorithms in Game Programming|accessdate=2007-10-24|date=2003-09-08|publisher=New Riders Games|isbn=0131020099|page=14}}</ref>


The [[List of best-selling game consoles|best-selling gaming console]] of its time,<ref name="dominate">{{cite book |title=Game Over |last=Sheff |first=David |authorlink=David Sheff |year=1993 |publisher=Random House |location=New York |isbn=0-679-40469-4 |page=349}}</ref>{{cref|e}} the NES helped revitalize the US video game industry following the [[North American video game crash of 1983|video game crash of 1983]],<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 |format=PDF}}{{subscription required}}</ref> and set the standard for subsequent consoles of its generation. With the NES, Nintendo introduced a now-standard [[business model]] of licensing [[Video game developer|third-party developers]], authorizing them to produce and distribute titles for Nintendo's platform.<ref>{{cite book|last=Sanchez-Crespo |first=Daniel |title=Core Techniques and Algorithms in Game Programming|accessdate=2007-10-24|date=2003-09-08|publisher=New Riders Games|isbn=0-13-102009-9|page=14}}</ref>
In 2009, the Nintendo Entertainment System was named the single greatest video game console in history by [[IGN]], out of a field of 25.<ref>http://www.ign.com/top-25-consoles/1.html</ref> 2010 marked the system's 25th anniversary, which was officially celebrated by [[Nintendo of America]]'s magazine [[Nintendo Power]] in issue #260 (November 2010) with a special 26-page tribute section. Other video game publications also featured articles looking back at 25 years of the NES, and its impact in the video game console market.

In 2009, the Nintendo Entertainment System was named the single greatest video game console in history by [[IGN]], out of a field of 25.<ref>{{cite web|url=http://uk.ign.com/top-25-consoles/1.html |title=Nintendo Entertainment System (NES) is number 1 |publisher=IGN |date= |accessdate=2012-10-02}}</ref> 2010 marked the system's 25th anniversary in North America, which was officially celebrated by Nintendo of America's magazine ''[[Nintendo Power]]'' in November 2010's issue #260 with a special 26-page tribute section. Other video game publications also featured articles looking back at 25 years of the NES, and its impact in the video game console market.


==History==
==History==
===Development===
{{Main|History of the Nintendo Entertainment System}}
{{Main|History of the Nintendo Entertainment System}}
Following a series of [[arcade game]] successes in the early 1980s, Nintendo made plans to create a cartridge-based console called the Famicom. [[Masayuki Uemura]] designed the system. Original plans called for an advanced 16-bit system which would function as a full-fledged computer with a keyboard and floppy disk drive, but Nintendo president [[Hiroshi Yamauchi]] rejected this and instead decided to go for a cheaper, more conventional cartridge-based game console as he felt that features such as keyboards and disks were intimidating to non-technophiles. A test model was constructed in October 1982 to verify the functionality of the hardware, after which work began on programming tools. Because 65xx CPUs had not been manufactured or sold in Japan up to that time, no cross-development software was available and it had to be produced from scratch. Early Famicom games were written on a system that ran on an [[PC-8000 Series|NEC PC-8001]] computer and LEDs on a grid were used with a digitizer to design graphics as no software design tools for this purpose existed at that time.


The code name 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 or 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 [[Smart antenna|DX Antenna]] which used those colors.
{{Listen
|filename=Famicom.ogg
|title=Famicom|description=Famicom (as pronounced by a native speaker of Japanese)
}}Following a series of [[arcade game]] successes in the early 1980s, Nintendo made plans to produce a cartridge-based console. [[Masayuki Uemura]] designed the system, which was released in Japan on July 15, 1983 for [[Japanese yen|¥]]14,800 alongside three [[Porting|ports]] of Nintendo's successful arcade games ''[[Donkey Kong (video game)|Donkey Kong]]'', ''[[Donkey Kong Junior|Donkey Kong Jr.]]'' and ''[[Popeye (arcade game)|Popeye]]''. The Family Computer (or Famicom) was slow to gather momentum; a bad chip set caused the initial release of the system to [[crash (computing)|crash]]. Following a [[product recall]] and a reissue with a new [[motherboard]], the Famicom’s popularity soared, becoming the best-selling game console in Japan by the end of 1984.<ref>{{cite book |last=Kent |first=Steven L. |authorlink=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |year=2001 |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4|pages=279, 285}}</ref>


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 since loose and faulty connections often plagued arcade machines. As it necessitated taking 60 connection lines for the memory and expansion, Nintendo decided to produce their own connectors in-house rather than use ones from an outside supplier.
Encouraged by these successes, Nintendo soon turned its attention to the North American market. Nintendo entered into negotiations with [[Atari]] to release the Famicom under Atari’s name as the name ''Nintendo Advanced Video Gaming System''; however, this deal eventually fell apart when Atari executives discovered that Nintendo had released a port of ''Donkey Kong'' on the [[ColecoVision]], one of Atari's competitors.<ref name="Kent283">{{cite book |last=Kent |first=Steven L. |authorlink=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |year=2001 |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4|pages=283–285}}</ref>{{cref|g}} Subsequent plans to market a Famicom console in North America featuring a keyboard, cassette data recorder, wireless joystick controller and a special [[BASIC]] cartridge under the name "Nintendo Advanced Video System" likewise never materialized.<ref>{{cite book |last=Kent |first=Steven L. |authorlink=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |year=2001 |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4|page=287}}</ref>


The game pad controllers were more-or-less copied directly from the Game & Watch machines, although the Famicom design team originally wanted to use arcade-style joysticks, even taking apart ones from American game consoles to see how they worked. However, it was eventually decided that children might step on joysticks left on the floor and their durability was also questioned. Katsuyah Nakawaka attached a Game & Watch D-pad to the Famicom prototype and found that it was easy to use and had no discomfort. Ultimately though, they did install a 15-pin expansion port on the front of the console so that an arcade-style joystick could be used optionally. The controllers were hard-wired to the console with no connectors for cost reasons.
In June [[1985 in video gaming|1985]], Nintendo unveiled its American version of the Famicom at the [[Consumer Electronics Show]] (CES). It rolled out its first systems to limited American markets starting in New York City on October 18, 1985, 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 | page = 375 | publisher = MIT Press | location = Cambridge, Massachusetts | isbn = 0-262-52420-1 }}</ref> Nintendo released 17 launch titles: ''[[10-Yard Fight]]'', ''[[Baseball (1983 video game)|Baseball]]'', ''[[Clu Clu Land]]'', ''[[Donkey Kong Jr. Math]]'', ''[[Duck Hunt]]'', ''[[Excitebike]]'', ''[[Golf (video game)|Golf]]'', ''[[Gyromite]]'', ''[[Hogan's Alley (video game)|Hogan’s Alley]]'', ''[[Ice Climber]]'', ''[[Kung-Fu Master|Kung Fu]]'', ''[[Mach Rider]]'', ''[[Pinball (video game)|Pinball]]'', ''[[Stack-Up]]'', ''[[Tennis (video game)|Tennis]]'', ''[[Wild Gunman]]'' and ''[[Wrecking Crew (video game)|Wrecking Crew]]''.<ref name="Dayton, David 2010">{{cite web |author=Dayton, David |date=18 October 2010 |title=Super Mario's Release Date is Missing! |work=The Mushroom Kingdom |url=http://themushroomkingdom.net/smb_release.shtml |accessdate=2011-10-08}}</ref>{{cref|h}} Some varieties of these launch games contained Famicom chips with an adapter inside the cartridge so they would play on North American consoles.<ref name="Adapters"/>


Uemura added an eject lever to the cartridge slot which was not really necessary, but he felt that children could be entertained by pressing it. He also 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>[http://www.glitterberri.com/developer-interviews/how-the-famicom-was-born/synonymous-with-the-domestic-game-console/ GlitterBerri's Game Translations » Synonymous With the Domestic Game Console]. Glitterberri.com (2012-04-21). Retrieved on 2013-08-23.</ref>
The system was originally targeted for release in spring '85, but the release date was pushed back. After test-marketing in the New York City area in late fall, the system was released nationwide in February, 1986.


===Release===
In Europe and Australia, the system was released to two separate marketing regions. One region consisted of most of mainland Europe (excluding Italy), and distribution there was handled by a number of different companies, with Nintendo responsible for most cartridge releases. Most of this region saw a 1986 release. Mattel handled distribution for the other region, consisting of the United Kingdom, Canada, Italy, Australia and New Zealand, starting the following year. Not until the 1990s did Nintendo's newly created European branch direct distribution throughout Europe.<ref name="Europe">{{cite book |title=Game Over |last=Sheff |first=David |authorlink=David Sheff |year=1993 |publisher=Random House |location=New York |isbn=0-679-40469-4 |pages=413–414}}</ref> Despite the system’s lackluster performance outside of Japan and North America, 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 |accessdate=2007-07-16}}</ref> The Nintendo Entertainment System was not available in the [[Soviet Union]]. The slogan for this brand was ''It can't be beaten''.<ref>{{cite book |title=Game Over |last=Sheff |first=David |authorlink=David Sheff |year=1993 |publisher=Random House |location=New York |isbn=0-679-40469-4 |page=345}}</ref>
The console was thus released on July 15, 1983 as the Famicom (lit. Family Computer) for [[Japanese yen|¥]]14,800 alongside three [[Porting|ports]] of Nintendo's successful arcade games ''[[Donkey Kong (video game)|Donkey Kong]]'', ''[[Donkey Kong Jr.]]'' and ''[[Popeye (video game)|Popeye]]''. The Famicom was slow to gather momentum; a bad chip set caused the initial release of the system to [[crash (computing)|crash]]. Following a [[product recall]] and a reissue with a new [[motherboard]], the Famicom’s popularity soared, becoming the best-selling game console in Japan by the end of 1984.<ref>{{cite book |last=Kent |first=Steven L. |authorlink=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |year=2001 |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4|pages=279, 285}}</ref>


Encouraged by these successes, Nintendo soon turned its attention to the North American market. Nintendo entered into negotiations with [[Atari]] to release the Famicom under Atari’s name as the name ''Nintendo Advanced Video Gaming System''. The deal was set to be finalized and signed at the Summer [[International CES|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, caused 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.<ref name="Kent283">{{cite book |last=Kent |first=Steven L. |authorlink=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |year=2001 |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4|pages=283–285}}</ref>{{cref|g}}
As the 1990s dawned, however, renewed competition from technologically superior systems such as the [[16-bit]] [[Mega Drive|Sega Mega Drive/Genesis]] marked the end of the NES’s dominance. Eclipsed by Nintendo's own [[Super Nintendo Entertainment System]] (SNES), the NES’s user base gradually waned. However, even as developers ceased production for the NES, a number of high-profile video game franchises and series that started on the NES were transitioned to newer consoles and remain popular to this day. Nintendo continued to support the system in North America through the first half of the decade, even releasing a new version of the system's console, the [[Nintendo Entertainment System (Redesigned Model NES-101)|NES-101]] model (known as the HVC-101 in Japan), to address many of the design flaws in the original console hardware.{{Citation needed|date=July 2010}} The last game released in Japan was ''[[Takahashi Meijin no Bōken Jima IV]] (Adventure Island IV)'', while in North America, ''[[Wario's Woods]]'' was the last licensed game; unlicensed games are still being produced.<ref name="LastGames">{{cite web |url=http://archive.gamespy.com/articles/july03/famicom/index27.shtml |title=8-Bit Memories, 1988–1994 |first=Benjamin |last= Turner |coauthors=Christian Nutt |date=2003-07-18 |work=GameSpy.com |page=27 |accessdate=2010-06-30}}</ref> In the wake of ever decreasing sales and the lack of new software titles, Nintendo of America officially discontinued the NES by 1995.<ref name="Museum"/> Despite this, Nintendo of Japan kept producing new Nintendo Famicom units until September 2003,<ref>{{cite web |url=http://www.gamespot.com/news/6029220.html |title=Nintendo to end Famicom and Super Famicom production |author=Hirohiko Niizumi |publisher=[[GameSpot]] |date=2003-05-30 |accessdate=2009-01-04}}</ref> and continued to repair Famicom consoles until October 31, 2007, attributing the decision to discontinue support to an increasing shortage of the necessary parts.<ref>{{cite news |title=Nintendo's classic Famicom faces end of road |url=http://afp.google.com/article/ALeqM5jAJfrC1k8lDKLOCGJu4VonjOYxBg|publisher=[[Agence France-Presse|AFP]]|date=2007-10-31| accessdate=2007-11-09}}</ref><ref>{{cite web|url=http://www.itmedia.co.jp/news/articles/0710/16/news102.html |title=初代「ファミコン」など公式修理サポート終了|accessdate=2008-01-20|date=2007-10-16|work=ITmedia News|publisher=ITmedia|language=Japanese}}</ref>


Subsequent plans to market a Famicom console in North America featuring a keyboard, [[Compact Cassette#Data recording|cassette data recorder]], wireless [[joystick]] controller and a special [[BASIC]] cartridge under the name "Nintendo Advanced Video System" likewise never materialized.<ref>{{cite book |last=Kent |first=Steven L. |authorlink=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |year=2001 |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4|page=287}}</ref> By the beginning of 1985, the Famicom had sold more than 2.5 million units in Japan and Nintendo soon announced plans to release it in North America as the Advanced Video Entertainment System (AVS) that same year. The American [[Video game journalism|video game press]] was skeptical that the console could have any success in the region, with the March 1985 issue of ''[[Electronic Games]]'' magazine stating that "the videogame market in America has virtually disappeared" and that "this could be a miscalculation on Nintendo's part."<ref>{{cite journal|title=Nintendo's Final Solution|journal=[[Electronic Games]]|year=1985|month=March|volume=4|issue=36|url=http://www.archive.org/stream/electronic-games-magazine-1985-03/Electronic_Games_Issue_36_Vol_04_01_1985_Mar#page/n7/mode/2up|accessdate=5 February 2012|page=9}}</ref>
==North American bundle packages==
[[File:NES-Console-Set.jpg|thumb|The Nintendo Entertainment System console/Control Deck]]
For its complete North American release, the NES was released in four different bundles: the Deluxe Set, the Control Deck, the Action Set and the Power Set. The Deluxe Set, retailing at US$199.99, included “R.O.B”., a light zapper, two controllers, and two game paks: Gyromite, and Duck Hunt. The Control Deck was the barebone set, retailing at US$89.99 with no game, and US$99.99 bundled with "Super Mario Bros." The control deck consisted of the console itself, and two game controllers. The Action Set, however, was released in 1988 was sold for US$149.99 and came with the console, two game controllers, a ''NES Zapper'', and a dual game pak containing ''Super Mario Bros.'' and ''Duck Hunt''.<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=IGN |accessdate=2010-07-19}}</ref><ref name="actionset">{{cite book|last=Kent|first=Steven L.| authorlink=Steven L. Kent|title=The Ultimate History of Video Games: From Pong to Pokémon and Beyond- The Story That Touched Our Lives and Changed the World|origyear=2001|edition=First|publisher=Prima Publishing|location=Roseville, California|isbn=0-7615-3643-4|page=305|chapter=The Seeds of Competition|quote=The Nintendo Action Set, which included everything in the Control Deck packaging plus the "Zapper" light gun and the game ''Duck Hunt'', sold for US$149, as did the Master System and gun set, which included the "Light Phaser" and the game ''Safari Hunt''.|year=2001}}</ref> In 1989, the Power Set was released, which came with the console, two game controlers, a ''NES Zapper'', a ''Power Pad'', and triple game pack 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 ''[[U.S. Championship V'Ball|Super Spike V'Ball]]''/''[[Nintendo World Cup]]'' game pak. <ref name="Picking">{{cite news|title=Picking Out a Home Video Game System|first=Andree|last=Brooks|url=http://www.nytimes.com/1991/05/04/news/picking-out-a-home-video-game-system.html?scp=5&sq=nes+advantage&st=nyt|newspaper=New York Times|date=1991-05-04|accessdate=2010-06-29}}</ref>
Two more bundle packages were released using the original model NES console. The Challenge Set included the console, two controllers, and a ''[[Super Mario Bros. 3]]'' game pak released in 1990. The Basic Set, first released in 1987, included only the console and two controllers with no pack-in cartridge.<ref name="Picking"/> Instead, it contained a book called the ''[[Nintendo Player's Guide|Official Nintendo Player's Guide]]'', which contained detailed information for every NES game made up to that point. Finally, the console was [[Nintendo Entertainment System (Model NES-101)|redesigned]] for both the North American and Japanese markets as part of the final Nintendo-released bundle package. The package included the new style NES-101 console and one redesigned "dogbone" game controller. Released in October 1993 in North America, this final bundle retailed for US$49.99 and remained in production until the discontinuation of the NES in 1995.<ref name="Museum"/>


At June [[1985 in video gaming|1985]]'s [[International CES|Consumer Electronics Show]] (CES), Nintendo unveiled the American version of its Famicom. This is the system which would eventually be officially deployed as the Nintendo Entertainment System, or the colloquial "NES". Nintendo seeded these first systems to limited American test markets starting in New York City on {{date|October 18, 1985|mdy}}, 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 | page = 375 | publisher = MIT Press | location = Cambridge, Massachusetts | isbn = 0-262-52420-1 }}</ref> Nintendo released 18 launch titles: ''[[10-Yard Fight]]'', ''[[Baseball (1983 video game)|Baseball]]'', ''[[Clu Clu Land]]'', ''[[Duck Hunt]]'', ''[[Donkey Kong Jr. Math]]'', ''[[Excitebike]]'', ''[[Golf (video game)|Golf]]'', ''[[Gyromite]]'', ''[[Hogan's Alley (video game)|Hogan’s Alley]]'', ''[[Ice Climber]]'', ''[[Kung-Fu Master|Kung Fu]]'', ''[[Mach Rider]]'', ''[[Pinball (video game)|Pinball]]'', ''[[Stack-Up]]'', ''[[Tennis (video game)|Tennis]]'', ''[[Wild Gunman]]'', ''[[Wrecking Crew (video game)|Wrecking Crew]]'', and ''[[Super Mario Bros.]]''.<ref name="Dayton, David 2010">{{cite web |author=Dayton, David |date=18 October 2010 |title=Super Mario's Release Date is Missing! |work=The Mushroom Kingdom |url=http://themushroomkingdom.net/smb_release.shtml |accessdate=2011-10-08}}</ref>{{cref|h}} Some varieties of these launch games contained Famicom chips with an adapter inside the cartridge so they would play on North American consoles, which is why the title screen of "[[Gyromite]]" has the Famicom title "Robot Gyro" and the title screen of "[[Stack-Up]]" has the Famicom title "Robot Block".<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=[http://www.vintagecomputing.com/ Vintage Computing and Gaming] |date=2005-11-14 |accessdate=2008-10-20}}</ref>
==Regional differences==
[[File:Nintendo-Famicom-Disk-System.png|thumb|The [[Family Computer Disk System|Famicom Disk System]] was a peripheral available only for the Japanese Famicom that used games stored on "Disk Cards" with a 3" [[floppy disk|Quick Disk]] mechanism.]]


[[File:NES-ROB.jpg|thumb|[[R.O.B.]] (Robotic Operating Buddy), an accessory for the NES's 1985 launch. Although it ended up having a short product lifespan, R.O.B. was initially used to market the NES as novel and sophisticated from previous game consoles.]]
Although the Japanese Famicom, North American and European NES versions included essentially the same hardware, there were certain key differences among the systems.
The system was originally targeted for release in the spring of 1985, but the release date was pushed back. After test-marketing in the New York City area in late fall, the system was test-marketed further beginning in February 1986, with the nationwide release occurring in September 1986.
{{details|History of the Nintendo Entertainment System#North America}}


The system's launch represented not only a new product, but also a reframing of the severely damaged home video game market segment as a whole. The [[North American video game crash of 1983|video game market crash of 1983]] had occurred in significant part due to a lack of consumer and retailer confidence in video games, which had in turn been due partially to confusion and misrepresentation in the marketing of video games. Prior to the NES, the packaging of many video games presented bombastic artwork which exaggerated the graphics of the actual game. In terms of product identity, a single game such as [[Pac-Man]] would appear in many versions on many different game consoles and computers, with large variations in graphics, sound, and general quality between the versions. By stark contrast, Nintendo's marketing strategy aimed to regain consumer and retailer confidence, by delivering a singular platform whose technology was not in need of heavy exaggeration and whose qualities were clearly defined.
===Different case design===
The Famicom featured a top-loading cartridge slot, a 15-[[pin]] 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.<ref name="InsideFamicom"/> The NES featured a front-loading cartridge slot 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.


To differentiate Nintendo's new home platform from the early 1980s' common perception of a beleaguered and frivolous video game market, the company freshened its product nomenclature and positioning, and it established a rigorous product approval and licensing policy. The overall system was referred to as an "Entertainment System" instead of a "video game system", which was centered upon a machine called a "Control Deck" instead of a "console", and which featured software cartridges called "Game Paks" instead of "video games". The [[10NES]] lockout chip system acted as a lock-and-key coupling of each Game Pak and Control Deck, deterring the copying or production of NES games which had not first achieved Nintendo's licensed approval. The packaging of the launch lineup of NES games bore pictures of a very close representation of the actual onscreen graphics of the game, which were of sufficiently recognizable quality on their own. Symbols on the launch games' packaging clearly indicated the genre of the game, in order to reduce consumer confusion. A 'seal of quality' was printed on all appropriately licensed game and accessory packaging. The initial seal stated, "This seal is your assurance that Nintendo has approved and guaranteed the quality of this product". This text was later changed to "[[Nintendo Seal of Quality|Official Nintendo Seal of Quality]]".
===60-pin vs. 72-pin cartridges===
{{details|Nintendo Entertainment System#Third-party licensing}}
The original Famicom and the re-released [[Nintendo Entertainment System (Model NES-101)#Family Computer (model HVC-101)|AV Family Computer]] both utilized a 60-pin cartridge design,<ref name="Adapters"/> which resulted in smaller cartridges than the NES, which utilized a 72-pin design.<ref name="zif"/> Four pins were used for the [[10NES]] lockout chip.<ref>{{cite web |url=http://benheck.com/Downloads/NES_Famicom_Pinouts.pdf |title=NES – Famicom Cartridge Pinout Sheet |format=PDF |accessdate=24 August 2010 }}</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. Some early games released in North America were simply Famicom cartridges attached to an adapter (such as the [[T89 Cartridge Converter]]) to allow them to fit inside the NES hardware.<ref name="Adapters"/> Nintendo did this to reduce costs and inventory by using the same cartridge boards in North America and Japan. The cartridge dimensions of the original Famicom measured in at 5.3&nbsp;×&nbsp;3 inches, compared with 4.1&nbsp;×&nbsp;5.5 inches for its North American redesign.{{Citation needed|date=July 2010}}


Unlike with the Famicom, Nintendo of America marketed the console primarily to children, instituting a rather strict policy of censoring profanity, sexual, religious, or political content in games. The most famous case of this was [[Lucasfilm]]'s attempts to port [[Maniac Mansion]] (a game with a considerable amount of unacceptable material) to the NES. NOA continued their censorship policy until 1994 with the advent of the [[Entertainment Software Rating Board]] system.
===Peripherals===
A number of [[Peripheral|peripheral devices]] and [[Computer software|software]] packages were released for the Famicom. Few of these devices were ever released outside of Japan.
*''[[Family BASIC]]'' is an implementation of BASIC for the Famicom that came with a keyboard. It allowed the user to program their own games.<ref>{{cite web |url=http://www.wired.com/gamelife/2007/03/vgl_koji_kondo_/ |title=VGL: Koji Kondo Interview |first=Chris |last=Kohler |date=2007-03-11 |work=Wired.com |publisher=Condé Nast |accessdate=2010-07-19}}</ref> It was considered for release in the United States, but ultimately rejected.<ref>{{cite book |title=Game Over |last=Sheff |first=David |authorlink=David Sheff |year=1993 |publisher=Random House |location=New York |isbn=0-679-40469-4 |page=162}}</ref>


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. While at first, the American public exhibited limited excitement for the console itself, peripherals such as the [[light gun]] and R.O.B. also 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. 24 May 2012.</ref>
====Famicom MODEM====
[[File:Famicom Network System.jpg|thumb|Famicom Network System]]
The ''[[Famicom Modem]]'' is a [[modem]] that allowed connection to a network which provided content such as financial services,<ref name="Modem">{{cite news |title=Stock Link by Nintendo |url=http://www.nytimes.com/1989/10/03/business/stock-link-by-nintendo.html?scp=70&sq=nintendo%20entertainment%20system&st=Search |newspaper=New York Times |date=1989-10-03 |accessdate=2010-06-30 }}</ref> but it was only available in Japan. A modem was, however, tested in the United States, by the [[Minnesota State Lottery]]. It would have allowed players to buy [[scratchcard]]s and play the lottery with their NES. It was not released in the United States because some parents and legislators voiced concern that minors might learn to play the lottery illegally and anonymously, despite assurances from Nintendo to the contrary.<ref name="lottery">{{cite news |title= Nintendo and Minnesota Set A Living-Room Lottery Test|url=http://www.nytimes.com/1991/09/27/business/nintendo-and-minnesota-set-a-living-room-lottery-test.html|accessdate=2008-02-16|date =1991-09-27|work=New York Times | first=Eben | last=Shapiro}}</ref>


In Europe and Australia, the system was released to two separate marketing regions. One region consisted of most of mainland Europe (excluding Italy), and distribution there was handled by a number of different companies, with Nintendo responsible for most cartridge releases. Most of this region saw a 1986 release. Mattel handled distribution for the other region, consisting of the United Kingdom, Canada, Italy, Australia and New Zealand, starting the following year. Not until the 1990s did Nintendo's newly created European branch direct distribution throughout Europe.<ref name="Europe">{{cite book |title=Game Over |last=Sheff |first=David |authorlink=David Sheff |year=1993 |publisher=Random House |location=New York |isbn=0-679-40469-4 |pages=413–414}}</ref>
===External sound chips===
The Famicom had two cartridge pins that were originally intended to facilitate the Famicom Disk System’s external sound chip, but were also used by cartridge games to provide [[sound chip|sound enhancements]]. 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 [[Internationalization and localization|localizations]] suffered from technologically inferior sound compared to their equivalent Famicom versions. ''[[Castlevania III: Dracula's Curse]]'' is a notable example of this problem.<ref>{{cite web |first =Benj |last=Edwards |url=http://www.vintagecomputing.com/index.php/archives/90 |title=Japanese Castlevania III: The Music is Worth it |work=[http://www.vintagecomputing.com/ Vintage Computing and Gaming] |date=2006-03-10 |accessdate=2010-07-22}}</ref>
[[File:Famicom-Controllers.jpg|thumb|right|Unlike the NES, the Famicom's controllers were hardwired to the system itself. The 2nd controller eliminated the Start and Select buttons, replacing them with a microphone and a volume control slider.]]


[[File:NES-Console-Set.jpg|thumb|The Nintendo Entertainment System's Control Deck]]
===Hardwired controllers===
For its complete North American release, the Nintendo Entertainment System was progressively released over the ensuing years in four different bundles: the Deluxe Set, the Control Deck, the Action Set and the Power Set. The Deluxe Set, retailing at {{US$|199.99}}, included R.O.B., a [[light gun]] called the ''[[NES Zapper]]'', two controllers, and two Game Paks: Gyromite, and Duck Hunt. The Basic Set, retailing at {{US$|89.99}} with no game, and {{US$|99.99}} bundled with "Super Mario Bros." The Action Set, retailing in {{date|1988}} for {{US$|149.99}}, came with the Control Deck, two game controllers, an ''NES Zapper'', and a dual Game Pak containing both ''[[Super Mario Bros.]]'' and ''[[Duck Hunt]]''.<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=IGN |accessdate=2010-07-19}}</ref><ref name="actionset">{{cite book|last=Kent|first=Steven L.| authorlink=Steven L. Kent|title=The Ultimate History of Video Games: From Pong to Pokémon and Beyond- The Story That Touched Our Lives and Changed the World|origyear=2001|edition=First|publisher=Prima Publishing|location=Roseville, California|isbn=0-7615-3643-4|page=305|chapter=The Seeds of Competition|quote=The Nintendo Action Set, which included everything in the Control Deck packaging plus the "Zapper" light gun and the game ''Duck Hunt'', sold for {{US$|149}}, as did the Master System and gun set, which included the "Light Phaser" and the game ''Safari Hunt''.|year=2001}}</ref> In {{date|1989}}, the Power Set included the console, two game controllers, a ''NES Zapper'', a ''Power Pad'', and a triple Game Pak containing ''Super Mario Bros'', ''Duck Hunt'', and ''[[World Class Track Meet#Other releases|World Class Track Meet]]''.
The Famicom’s original design includes hardwired, non-removable controllers. In addition, the second controller featured an internal [[microphone]] for use with certain games and lacked SELECT and START buttons.<ref name="InsideFamicom">{{cite web| url = http://www.pcworld.com/article/148391-7/inside_nintendos_classic_game_console.html| title = Inside Nintendo's Classic Game Console| first = Benj| last = Edwards| date = 2008-08-07| publisher = ''[[PC World (magazine)|PC World]]''| accessdate = 2010-06-23}}</ref> 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.<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=[http://www.vintagecomputing.com/ Vintage Computing and Gaming] |date=2006-02-23 |accessdate=2010-07-01}}</ref>
In {{date|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 ''[[U.S. Championship V'Ball|Super Spike V'Ball]]'' and ''[[Nintendo World Cup]]''.<ref name="Picking">{{cite news|title=Picking Out a Home Video Game System|first=Andree|last=Brooks|url=http://www.nytimes.com/1991/05/04/news/picking-out-a-home-video-game-system.html?scp=5&sq=nes+advantage&st=nyt|newspaper=New York Times|date=1991-05-04|accessdate=2010-06-29}}</ref>
Two more bundle packages were later released using the original model NES console. The Challenge Set of {{date|1992}} included the console, two controllers, and a ''[[Super Mario Bros. 3]]'' Game Pak for a retail price of {{US$|89.99}}. The Basic Set, first released in {{date|1987}}, was repackaged for a retail {{US$|89.99}}. It included only the console and two controllers, and no longer was bundled with a cartridge.<ref name="Picking"/> Instead, it contained a book called the ''[[Nintendo Player's Guide|Official Nintendo Player's Guide]]'', which contained detailed information for every NES game made up to that point.


Finally, the console was redesigned for both the North American and Japanese markets as part of the final Nintendo-released bundle package. The package included the new style [[Nintendo Entertainment System (Model NES-101)|NES-101]] console, and one redesigned "dogbone" game controller. Released in October 1993 in North America, this final bundle retailed for {{US$|49.99}} and remained in production until the discontinuation of the NES in 1995.<ref name="Museum"/>
===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.<ref name="lockout">{{cite news |title= The Games Played For Nintendo's Sales|url=http://www.nytimes.com/1989/12/21/business/the-games-played-for-nintendo-s-sales.html?scp=341&sq=nintendo%20entertainment%20system&st=Search&pagewanted=2|accessdate=2010-06-28|date =1989-12-21|work=New York Times | first=Anthony | last=Ramirez}}</ref> The original NES (but not the top-loading [[Nintendo Entertainment System (Redesigned Model NES-101)|NES-101]]) contained the [[10NES]] 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.{{Citation needed|date=July 2010}} NES consoles sold in different regions had different lockout chips, so games marketed in one region would not work on consoles from another region. Known regions are: USA/Canada (3193 lockout chip), most of Europe (3195), Asia (3196) and UK, Italy and Australia (3197). Since two types of lockout chip were used in Europe, European NES game boxes often had an "A" or "B" letter on the front, indicating whether the game is compatible with UK/Italian/Australian consoles (A), or the rest of Europe (B).{{Citation needed|date=July 2010}} Rest-of-Europe games typically had text on the box stating "This game is not compatible with the Mattel or NES versions of the Nintendo Entertainment System". Similarly, UK/Italy/Australia games stated "This game is only compatible with the Mattel or NES versions of the Nintendo Entertainment System".


===Audio/video output===
===Reception===
Despite the system’s lackluster performance outside of Japan and North America, 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 |accessdate=2007-07-16}}</ref> The slogan for this brand was ''It can't be beaten''.<ref>{{cite book |title=Game Over |last=Sheff |first=David |authorlink=David Sheff |year=1993 |publisher=Random House |location=New York |isbn=0-679-40469-4 |page=345}}</ref> The Nintendo Entertainment System was not available in the [[Soviet Union]].
The original Famicom featured an [[RF modulator]] plug for audio/video output,<ref name="InsideFamicom"/> while its redesign, the AV Famicom, featured only RCA composite output.<ref name="AVFamicom"/> On the other hand, the original NES featured both an RF modulator and [[RCA connector|RCA]] [[composite video|composite]] output cables, but the top-loading [[Nintendo Entertainment System (Redesigned Model NES-101)|NES 2]] featured only RF modulator output.<ref name="Hookup">{{cite web |url=http://www.nintendo.com/consumer/systems/nes/hook_nes.jsp |title=NES Hookups |publisher=Nintendo |accessdate=2010-06-28}}</ref> The original North American NES was the first and one of the only game consoles to feature direct composite video output, and thus having the ability to be connected to a [[composite monitor]].
The French NES, model (FRA) featured an unique "RGB audio/video Output", a proprietary output connector similar to the SNES connector. With the help of an additional PAL-to-RGB chip, it allow this model of NES to output [[RGB]] video signal. A specific cable was given with every unit, using the [[SCART]] plug to connect it to the TV set.


As the 1990s dawned, however, renewed competition from technologically superior systems such as the [[16-bit]] [[Sega Genesis|Sega Mega Drive/Genesis]] marked the end of the NES’s dominance. Eclipsed by Nintendo's own [[Super Nintendo Entertainment System]] (SNES), the NES’s user base gradually waned. However, even as developers ceased production for the NES, a number of high-profile video game franchises and series that started on the NES were transitioned to newer consoles and remain popular to this day. Nintendo continued to support the system in North America through the first half of the decade, even releasing a new version of the system's console, the [[Nintendo Entertainment System (Model NES-101)|NES-101]] model (known as the HVC-101 in Japan), to address many of the design flaws in the original console hardware.{{Citation needed|date=July 2010}} The last game released in Japan was ''[[Takahashi Meijin no Bōken Jima IV]] (Adventure Island IV)'', while in North America, ''[[Wario's Woods]]'' was the last licensed game; unlicensed games are still being produced to this day.<ref name="LastGames">{{cite web |url=http://archive.gamespy.com/articles/july03/famicom/index27.shtml |archiveurl=http://web.archive.org/web/20090520014623/http://archive.gamespy.com/articles/july03/famicom/index27.shtml |archivedate=2009-05-20 |title=8-Bit Memories, 1988–1994 |first=Benjamin |last= Turner |coauthors=Christian Nutt |date=2003-07-18 |work=GameSpy.com |page=27 |accessdate=2010-06-30}}</ref> In the wake of ever decreasing sales and the lack of new software titles, Nintendo of America officially discontinued the NES by 1995.<ref name="Museum"/> Despite this, Nintendo of Japan kept producing new Nintendo Famicom units until September 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 |author=Hirohiko Niizumi |publisher=[[GameSpot]] |date=2003-05-30 |accessdate=2009-01-04}}</ref> and continued to repair Famicom consoles until October 31, 2007, attributing the decision to discontinue support because of insufficient supplies of parts.<ref>{{cite news |title=Nintendo's classic Famicom faces end of road |url=http://afp.google.com/article/ALeqM5jAJfrC1k8lDKLOCGJu4VonjOYxBg|publisher=[[Agence France-Presse|AFP]]|date=2007-10-31| accessdate=2007-11-09}}</ref><ref>{{cite web|url=http://www.itmedia.co.jp/news/articles/0710/16/news102.html |title=初代「ファミコン」など公式修理サポート終了|accessdate=2008-01-20|date=2007-10-16|work=ITmedia News|publisher=ITmedia|language=Japanese}}</ref>
===Third-party cartridge manufacturing===
In Japan, several companies, namely Nintendo, [[Konami]], [[Capcom]], [[Namco]], [[Bandai]], [[Taito]], [[IREM]], [[Jaleco]], [[Sunsoft]] and [[Hudson Soft]], manufactured the cartridges for the Famicom.<ref>{{cite book |title=Game Over |last=Sheff |first=David |authorlink=David Sheff |year=1993 |publisher=Random House |location=New York |isbn=0-679-40469-4 |page=61}}</ref> 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.


===Legacy===
===European "Mattel" and "NES" Versions===
The production run of the Famicom and the Nintendo Entertainment System, is the longest lasting of any video game console, spanning 20 years from July 1983 to September 2003, before being discontinued in Japan. The NES was released after the "[[North American video game crash of 1983|video game crash]]" of the early '80s, whereupon many retailers and adults had regarded electronic games as being merely a passing fad.<ref>{{cite book|last=Kent|first=Steven L.| authorlink=Steven L. Kent|title=The Ultimate History of Video Games: From Pong to Pokémon and Beyond- The Story That Touched Our Lives and Changed the World|origyear=2001|edition=First|publisher=Prima Publishing|location=Roseville, California|isbn=0-7615-3643-4|page=280 |year=2001}}</ref> Five years later, in 1988, video gaming was a multi-billion dollar industry.<ref>{{cite book|last=Kent|first=Steven L.| authorlink=Steven L. Kent|title=The Ultimate History of Video Games: From Pong to Pokémon and Beyond- The Story That Touched Our Lives and Changed the World|origyear=2001|edition=First|publisher=Prima Publishing|location=Roseville, California|isbn=0-7615-3643-4|page=347 |year=2001}}</ref> Before the NES/Famicom, Nintendo was known as a moderately successful Japanese toy and playing card manufacturer, and the popularity of the NES/Famicom helped the company grow into an internationally recognized name almost synonymous with video games<ref>{{cite news |title=Nintendo Scores Big |url=http://www.nytimes.com/1988/12/04/business/nintendo-scores-big.html?scp=314&sq=nintendo%20entertainment%20system&st=Search&pagewanted=1|accessdate=2010-07-01|date =1988-12-04|work=New York Times | first=Douglas C. | last=McGill}}</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=http://www.npr.org/templates/story/story.php?storyId=5011925 |series=Talk of the Nation |serieslink=Talk of the Nation |network=National Public Radio |airdate=2005-11-14 |transcript=}}</ref> With the NES, Nintendo also changed the relationship of [[console manufacturer]]s and third-party software developers by restricting developers from publishing and distributing software without licensed approval. This led to higher quality software titles, which helped to change the attitude of a public that had grown weary from poorly produced titles for other game systems of the day.<ref name="Genesisn't">{{cite book|last=Kent|first=Steven L.| authorlink=Steven L. Kent|title=The Ultimate History of Video Games: From Pong to Pokémon and Beyond- The Story That Touched Our Lives and Changed the World|origyear=2001|edition=First|publisher=Prima Publishing|location=Roseville, California|isbn=0-7615-3643-4|pages=306–307 |year=2001}}</ref> The NES was the first system to use special technology to lock-out unauthorized cartridges.<ref>{{cite book|last=Kent|first=Steven L.| authorlink=Steven L. Kent|title=The Ultimate History of Video Games: From Pong to Pokémon and Beyond- The Story That Touched Our Lives and Changed the World|origyear=2001|edition=First|publisher=Prima Publishing|location=Roseville, California|isbn=0-7615-3643-4|page=398 |year=2001}}</ref>
In the UK, Italy and Australia which share the PAL A region, two versions of the NES were released; the "Mattel Version" and "NES Version".<ref>[http://www.blisteredthumbs.net/2010/12/gycw-nes-ports-1-contra/ Guru Larry's Retrospective on the regional variations and releases of the European Nintendo Entertainment System.]</ref> When the NES was first released in those countries, it was distributed by Mattel and Nintendo decided to use a lockout chip specific to those countries, different from the chip used in other European countries. When Nintendo took over European distribution in 1990, they produced consoles that were then labelled "NES Version", therefore the only differences between the two are the text on the front flap.


The NES hardware was also very influential. Nintendo chose the name "Nintendo Entertainment System" for the US market and redesigned the system so it would 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 video cassette player. The controller was radically different from those of previous consoles,<ref>{{cite web |url=http://technologizer.com/2009/08/10/fifteen-classic-game-console-design-mistakes/ |title=Fifteen Classic Game Console Design Mistakes |first=Benj |last= Edwards |date=2009-08-10 |work=Technologizer.com |accessdate=2010-01-01}}</ref> replacing the joystick with a 4-way directional "control pad."<ref name="Dpad"/> Unlike a joystick, the control pad could be manipulated precisely and easily with a single thumb. As the industry adopted the idea, it became universally known as the "directional pad," "D-pad," or "cross pad." Nearly every major game system, after the NES incorporated it, has included a D-pad onto the primary controller. In later years, Nintendo was recognized with multiple industry awards for the innovation.<ref name="NewControl">{{cite press release |title=Nintendo Wins Emmy Award |publisher=Nintendo|date=2007-07-16|url=http://register.nintendo.com/newsarticle?page=newsArchive&articleid=Q_m8EAksWkrkwRE1kPUQ4Jeago7fOXTL&page=archive|archiveurl=http://web.archive.org/web/20090112203515/http://register.nintendo.com/newsarticle?page=newsArchive&articleid=Q_m8EAksWkrkwRE1kPUQ4Jeago7fOXTL&page=archive|archivedate=2009-01-12 |accessdate=2007-10-24}}</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 |archiveurl=http://web.archive.org/web/20080228191914/http://www.emmyonline.org/tech/applications/engineering_award_winners_rev6.pdf |archivedate=2008-02-28}}</ref><ref>{{cite web|url=http://news.sky.com/story/565392/nintendo-wins-emmy-for-ds-and-wii-engineering |title=Nintendo Wins Emmy For DS And Wii Engineering |publisher=News.sky.com |date= |accessdate=2012-10-02}}</ref>
{{clear}}


There were many prominent game franchises that originated on the NES. The system's hardware limitations led to game design similarities that still influence video game design and culture. Some of the more important franchises that debuted on the NES were Nintendo's own ''[[Mario (franchise)|Super Mario Bros.]]'',<ref>{{cite book |last=Kohler |first=Chris |authorlink=Chris Kohler |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 |page=57}}</ref> ''[[The Legend of Zelda]]''<ref>{{cite book |last=Kent |first=Steven L. |authorlink=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |year=2001 |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4|page=353}}</ref> and ''[[Metroid]]'',<ref>{{cite book |last=Kent |first=Steven L. |authorlink=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |year=2001 |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4|page=357}}</ref> [[Capcom]]'s ''[[Mega Man (original series)|Mega Man]]''<ref>{{cite web |url=http://archive.gamespy.com/articles/july03/famicom/index20.shtml |archiveurl=http://web.archive.org/web/20090520014618/http://archive.gamespy.com/articles/july03/famicom/index20.shtml |archivedate=2009-05-20 |title=8-Bit Memories, 1988–1994 |first=Benjamin |last= Turner |coauthors=Christian Nutt |date=2003-07-18 |work=GameSpy.com |page=20 |accessdate=2010-06-30}}</ref> franchise, [[Konami]]'s ''[[Castlevania]]''<ref>{{cite book |last=Kent |first=Steven L. |authorlink=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |year=2001 |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4|page=358}}</ref> franchise, [[Square (company)|Square]]'s ''[[Final Fantasy]]''<ref>{{cite book |last=Kohler |first=Chris |authorlink=Chris Kohler |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 |page=95}}</ref> and [[Enix]]'s ''[[Dragon Quest]]''<ref>{{cite book |last=Kohler |first=Chris |authorlink=Chris Kohler |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 |page=222}}</ref> franchises. All of these still exist today.
==Game controllers==
{{See also|List of Nintendo Entertainment System accessories}}
[[Image:NES-controller.jpg|thumb|right|In addition to featuring a revised color scheme that matched the more subdued tones of the console itself, NES controllers could be unplugged. They nevertheless lacked the microphone featured in Famicom controllers.]]


NES imagery, especially its controller, has become a popular motif for a variety of products,<ref name="USB">{{cite web |url=http://www.thinkgeek.com/product/ba5a/ |title=Retro NES USB Controller |work=[http://www.thinkgeek.com/ Think Geek] |accessdate=2010-07-01}}</ref><ref>{{cite web |first =Benj |last=Edwards |url=http://www.vintagecomputing.com/index.php/archives/355 |title=VC&G Review: Nintendo Power Mints |work=[http://www.vintagecomputing.com/ Vintage Computing and Gaming] |date=2007-08-19 |accessdate=2010-07-01}}</ref><ref>{{cite web |url=http://www.hottopic.com/hottopic/Apparel/TShirts/NoveltyTees/Nintendo-Controller-Pop-Art-TShirt-256381.jsp |title=Nintendo Controller Pop Art T-Shirt |work=[http://www.hottopic.com/ Hot Topic] |accessdate=2010-07-01}}</ref> including Nintendo's own Game Boy Advance.<ref name="GBA"/> Clothing, accessories, and food items adorned with NES-themed imagery are still produced and sold in stores. Such items include hats, shirts, underwear, wallets, wrist-bands, belt buckles, tins containing mint candy, and energy drinks.
The [[game controller]] used for both the NES and the Famicom featured 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 manual | title =Nintendo Entertainment System Instruction Booklet | publisher =Nintendo | year =1989 | page =5 }}</ref> Additionally, the controllers utilized the cross-shaped [[D-Pad|joypad]], designed by Nintendo employee [[Gunpei Yokoi]] for Nintendo [[Game & Watch]] systems, to replace the bulkier [[joystick]]s on earlier gaming consoles’ controllers.<ref name="Dpad">{{cite book |last=Kent |first=Steven L. |authorlink=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |year=2001 |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4|page=279}}</ref>


==Games==
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 [[microphone]]. 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.|work=Nintendo Famicom—20 years of fun | url=http://archive.gamespy.com/articles/july03/famicom/index5.shtml|accessdate=2006-05-21}}</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.
{{see also|List of Nintendo Entertainment System games}}
{{see also|List of Family Computer games}}
{{see also|List of Family Computer Disk System games}}
The Nintendo Entertainment System offered a number of groundbreaking titles. ''[[Super Mario Bros.]]'' pioneered side-scrollers while ''[[The Legend of Zelda]]'' helped popularize battery-backed save functionality.


===Game Pak===
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. Some NES localizations of games, such as ''[[The Legend of Zelda (game)|The Legend of Zelda]]'', which required the use of the Famicom microphone in order to kill certain enemies, suffered from a lack of a hardware to do so.<ref name="InsideFamicom"/>
{{main|Nintendo Entertainment System Game Pak}}
[[File:NES-zapper.jpg|thumb|left|The NES Zapper, a [[light gun]] accessory]]
[[File:NES-Cartridge.jpg|thumb|right|upright|A North American/PAL cartridge (or "Game Pak") was significantly larger than its Japanese counterpart.]]


The NES used a 72 pin design, as compared with 60 pins on the Famicom. Some early games released in North America were simply Famicom cartridges attached to an adapter to allow them to fit inside the NES hardware.<ref name="Adapters"/> Nintendo did this to reduce costs and inventory by using the same cartridge boards in North America and Japan. Originally, NES cartridges were held together with 5 small, [[Socket head screw|slotted screws]]. Later games (post-1987) were redesigned slightly to incorporate two plastic clips molded into the plastic itself, eliminating 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 |date= |accessdate=2008-10-20}}</ref>
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 [[NES Zapper]] (a [[light gun]]), the [[R.O.B.]],<ref>{{cite book |last=Kent |first=Steven L. |authorlink=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |year=2001 |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4|page=297}}</ref> the [[Power Pad]], the [[Power Glove]],<ref>{{cite book |title=Game Over |last=Sheff |first=David |authorlink=David Sheff |year=1993 |publisher=Random House |location=New York |isbn=0-679-40469-4 |page=226}}</ref> and the [[LaserScope]].<ref>{{cite web|author=Nutt, Christian; Turner, Benjamin|year=2003|title=Metal Storm: All About the Hardware.|work=Nintendo Famicom—20 years of fun | url=http://archive.gamespy.com/articles/july03/famicom/index8.shtml|accessdate=2010-07-23}}</ref> The original Famicom featured a deepened [[D-subminiature|DA-15]] expansion port on the front of the unit, which was used to connect most auxiliary devices.<ref name="InsideFamicom"/> On the NES, these special controllers were generally connected to one of the two control ports on the front of the unit.


The back of the cartridge bears a label with instructions on handling. Production and software revision codes were imprinted as stamps on the back label to correspond with the software version and producer. With the exception of ''[[The Legend of Zelda (video game)|The Legend of Zelda]]'' and ''[[Zelda II: The Adventure of Link]]'', which were available in gold-plastic carts, all licensed NTSC and PAL cartridges were a standard shade of gray plastic. Unlicensed carts were produced in black, robin egg blue, and gold and were all slightly different shape and style than a standard NES cart. Nintendo also produced yellow-plastic carts for internal use at Nintendo Service Centers, although these "test carts" were never made available for purchase by consumers. All licensed US cartridges were made by Nintendo except 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. As well, the instruction label on the back included the opening lyric from the [[DuckTales|show]]'s theme song, "Life is like a hurricane".<ref>{{cite web|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|work=Game Informer|publisher=GameStop|date=August 7, 2013|accessdate=August 7, 2013}}</ref>
Nintendo also made two turbo controllers for the NES called [[NES Advantage]] and the [[NES Max]]. Both controllers had a Turbo feature, a feature where one tap of the button represented multiple taps. The NES Advantage had two knobs that adjusted the firing rate of the turbo button from quick to Turbo, as well as a "Slow" button that slowed down the game by rapidly pausing the game. The "Slow" button did not work with games that had a pause menu or pause screen and can interfere with jumping and shooting. The NES Max also had the Turbo Feature, but it was not adjustable, in contrast with the Advantage. It also did not have the "Slow" button. Its wing-like shape made it easier to hold than the Advantage and it also improved on the joystick. Turbo features were also featured on the [[NES Satellite]], the [[NES Four Score]], and the [[U-Force]].


Japanese (Famicom) cartridges are shaped slightly differently. While the NES used a 72-pin interface, the Famicom system used a 60-pin design. 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.<ref>{{cite book |title=Game Over |last=Sheff |first=David |authorlink=David Sheff |year=1993 |publisher=Random House |location=New York |isbn=0-679-40469-4 |page=61}}</ref> This allowed these companies to develop their own customized chips designed for specific purposes, such as chips that increased the quality of sound in their games.
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. 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 had cables which were a three-feet long, as opposed to the standard six-feet of NES controllers.<ref name="AVFamicom"/>


===Third-party licensing===
In recent years, 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 recent products, from promotional merchandise to limited edition versions of the Game Boy Advance.<ref name="GBA">{{cite news |title= Revenge of Pac-Man: Vintage Games Are Back|url=http://www.nytimes.com/2004/06/03/technology/circuits/03clas.html?scp=3&sq=%22nintendo%20entertainment%20system%22%20discontinuation&st=Search|accessdate=2010-07-17|date =2004-06-03|work=New York Times | first=Stephen | last=Totilo}} {{Dead link|date=October 2010|bot=H3llBot}}</ref>
Nintendo's near [[monopoly]] on the home video game market left it with a degree of influence over the industry exceeding even that of [[Atari]] 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 [[Activision]] to cease production of [[Atari 2600]] games), Nintendo had anticipated and encouraged the involvement of third-party software developers—but strictly on Nintendo's terms.<ref name="archive1">[http://web.archive.org/web/20080320090353/http://archive.gamespy.com/articles/june03/dumbestmoments/index23.shtml GameSpy.com - Article]. Web.archive.org (2008-03-20). Retrieved on 2013-08-23.</ref> Most of the Nintendo platform-control measures were adopted by later console manufacturers such as Sega, Sony, and Microsoft, although not as stringent.


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.<ref name="song"/> Nintendo portrayed these measures as intended to protect the public against poor-quality games, and placed a [[Nintendo Seal of Quality|golden seal of approval]] on all licensed games released for the system.
==Hardware design flaws==
[[Image:NES Cleaning Kit.JPG|thumb|left|The official NES Cleaning Kit was intended to address flaws in the NES design that caused cartridge connectors to be particularly susceptible to interference from dirt and dust.]]


Nintendo's intention, however, was to reserve a large part of NES game revenue for itself. Nintendo required that they 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, which were required to sign a contract by Nintendo that would obligate these parties to develop exclusively for the system, order at least 10,000 cartridges, and only make five games per year.<ref>{{cite book |title=Game Over |last=Sheff |first=David |authorlink=David Sheff |year=1993 |publisher=Random House |location=New York |isbn=0-679-40469-4 |pages=214–215}}</ref> ''[[GameSpy]]'' noted that these "iron-clad terms" made Nintendo many enemies during the 1980s. Some developers tried to get around the five game limit by creating additional company brands like [[Konami]]'s [[Ultra Games]] label, others tried going around the 10NES chip (see below).<ref name="archive1"/>
When Nintendo released the NES in the U.S., 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 [[North American video game crash of 1983|video game crash of 1983]]. One result of this philosophy was 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 [[Videocassette recorder|VCR]]. The newly designed 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. Frequent insertion and removal of cartridges caused the pins to wear out from repeated usage over the years 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=[http://www.vintagecomputing.com/ Vintage Computing and Gaming] | date=2005-11-07 | accessdate=2007-06-03}}</ref> These design issues were not alleviated by Nintendo’s choice of materials; the console slot nickel connector springs would wear due to design and the game cartridge copper connectors were also prone to [[tarnishing]].<ref name="corrosion">{{cite web | first=Rob | last=Nelson | title=Nintendo Redivivus: how to resuscitate an old friend | url=http://arstechnica.com/old/content/2003/02/nintendo.ars | work=Ars Technica | date=2003-02-12 | accessdate=2007-06-03}}</ref>
[[Image:10nes.JPG|thumb|right|The 10NES authentication chip contributed to the system's reliability problems. The circuit was ultimately removed from the remodeled NES 2.]]


These strict licensing measures backfired somewhat after Nintendo was accused of [[Competition law|antitrust]] behavior.<ref name="U.S. Court of Appeals, Federal Circuit 1992">{{cite web |author=U.S. Court of Appeals, 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 |accessdate=March 30, 2005}}</ref> The [[United States Department of Justice]] and several states began probing Nintendo's questionable business practices, leading to the involvement of Congress and the [[Federal Trade Commission]]. The FTC conducted an extensive investigation which included interviewing hundreds of retailers. As the FTC probe concluded, Nintendo quietly 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 a NES title between June 1988 and December 1990. ''GameSpy'' remarked that Nintendo's punishment was particularly weak giving 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"/>
Problems with the [[10NES]] lockout chip frequently resulted in the console's most infamous problem: 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="song">{{cite book |title=Game Over |last=Sheff |first=David |authorlink=David Sheff |year=1993 |publisher=Random House |location=New York |isbn=0-679-40469-4 |page=247}}</ref> Dirty, aging and bent connectors would often disrupt the communication, resulting in the blink effect.<ref name="zif"/> Alternatively, the console would turn on but only show a solid white, gray, or green 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, 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/or cleaning the connectors with alcohol after observing on the back of the cartridge that this action was warned against by Nintendo. Many of the most frequent attempts to fix this problem instead ran the risk of damaging the cartridge and/or system. In 1989, Nintendo released an official NES Cleaning Kit to help users clean malfunctioning cartridges and consoles.


In the longer run, however, with the NES near its end of its life many third-party publishers such as [[Electronic Arts]] supported upstart competing consoles with less onerous licensing terms such as the [[Sega Genesis]] and then the [[PlayStation (console)|PlayStation]], which eroded and then took over Nintendo's dominance in the home console market, respectively. Indeed 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.
With the release of the top-loading [[Nintendo Entertainment System (Redesigned Model NES-101)|NES-101]] (NES 2) 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 [[Super Nintendo Entertainment System]] and the [[Nintendo 64]].


====Unlicensed games====
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. In practice, the authorization process consisted of nothing more than paying a fee to Nintendo for the privilege. In a recent trend, many sites have sprung up to offer Nintendo repair parts, guides, and services that replace those formerly offered by the authorized repair centers.
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 temporarily disable the 10NES chip in the NES.<ref>{{cite book |title=Game Over |last=Sheff |first=David |authorlink=David Sheff |year=1993 |publisher=Random House |location=New York |isbn=0-679-40469-4 |page=286}}</ref> A few unlicensed games released in Europe and Australia came in the form of a [[Software protection dongle|dongle]] that would be connected to a licensed game, in order to use the licensed game's 10NES chip for authentication. In order to combat unlicensed games, Nintendo of America threatened retailers who sold them with losing their supply of licensed titles. In addition, multiple revisions were made to the NES PCBs to prevent these games from working.


[[File:Bible adventures.jpg|thumb|right|upright|Unlicensed games, such as Wisdom Tree's ''[[Bible Adventures]]'', were often released in cartridges which looked very different from typical NES Game Paks.]]
==Third-party licensing==
Nintendo's near [[monopoly]] on the home video game market left it with a degree of influence over the industry exceeding even that of [[Atari]] 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 [[Activision]] to cease production of [[Atari 2600]] 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.<ref name="song"/> Because Nintendo controlled the production of all cartridges, it was able to enforce strict rules on its third-party developers, which were required to sign a contract by Nintendo that would obligate these parties to develop exclusively for the system, order at least 10,000 cartridges, and only make five games per year.<ref>{{cite book |title=Game Over |last=Sheff |first=David |authorlink=David Sheff |year=1993 |publisher=Random House |location=New York |isbn=0-679-40469-4 |pages=214–215}}</ref>
[[Image:Bible adventures.jpg|thumb|right|upright|Unlicensed games, such as Wisdom Tree's ''[[Bible Adventures]]'', were often released in cartridges which looked very different from typical NES Game Paks.]]


[[Atari Games]] created a line of NES products under the name [[Tengen (company)|Tengen]] and took a different approach. The company attempted to [[Reverse engineering|reverse engineer]] the lockout chip to develop its own "Rabbit" chip. However, 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 in a legal case. Nintendo sued Tengen for [[copyright]] infringement, which Tengen lost as it could not prove that the legally obtained patent documents had not been used by the reverse engineering team. Tengen's [[Competition law|antitrust]] claims against Nintendo were never finally decided.<ref name="U.S. Court of Appeals, Federal Circuit 1992"/>
===Unlicensed games===
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 temporarily disable the 10NES chip in the NES.<ref>{{cite book |title=Game Over |last=Sheff |first=David |authorlink=David Sheff |year=1993 |publisher=Random House |location=New York |isbn=0-679-40469-4 |page=286}}</ref> A few unlicensed games released in Europe and Australia came in the form of a [[dongle]] that would be connected to a licensed game, in order to use the licensed game's 10NES chip for authentication.


Following the introduction of the [[Sega Genesis|Sega Mega Drive/Genesis]], 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 [[Nintendo Entertainment System (Model NES-101)|NES 2]], the [[10NES]] chip was omitted as a cost-saving measure. Games marketed for the NES after that point still included a 10NES chip in order to work with the large installed base of original NES consoles.
[[Atari Games]] created a line of NES products under the name [[Tengen (company)|Tengen]] and took a different approach. The company attempted to [[Reverse engineering|reverse engineer]] the lockout chip to develop its own "Rabbit" chip. However, 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 in a legal case. Nintendo sued Tengen for [[copyright]] infringement, which Tengen lost as it could not prove that the legally obtained patent documents had not been used by the reverse engineering team. Tengen's [[Competition law|antitrust]] 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. |work=Digital Law Online |url=http://digital-law-online.info/cases/24PQ2D1015.htm |accessdate=March 30, 2005}}</ref>


===Emulation===
Following the introduction of the [[Mega Drive|Sega Mega Drive/Genesis]], 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 [[Nintendo Entertainment System (Redesigned Model NES-101)|NES 2]], the [[10NES]] chip was omitted as a cost-saving measure. Games marketed for the NES after that point still included a [[10NES]] chip in order to work with the large installed base of original NES consoles.
{{further|List of video game emulators#Nintendo Entertainment System}}
[[Image:PSOne Style Famicom Clone adjusted.jpg|thumb|left|Pirated clones of NES hardware remained in production for many years after the original had been discontinued. Such devices were frequently built to superficially resemble younger consoles, such as this one modeled after a [[PlayStation (console)#PS One|PS One]].]]


The NES can be [[Video game console emulator|emulated]] on many other systems, most notably the PC. One of the earliest emulators was NESticle offered its initial release as NESticle v0.2 on April 3, 1997. There have since been many other emulators. The [[Virtual Console]] for the [[Wii]], [[Nintendo 3DS]] and [[Wii U]] also offers emulation of many NES games.
===Hardware clones===
{{Main|Nintendo Entertainment System hardware clone}}


===Game Rentals===
A thriving market of unlicensed NES hardware [[Clone (computing)|clones]] 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 console. In particular, the [[Dendy (console)|Dendy]] ({{lang-ru|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. The [[Family Game NES Clone|Family Game]] was marketed in Argentina, resembling the original hardware design. The [[Micro Genius]] ([[Simplified Chinese characters|Simplified Chinese]]: 小天才) was marketed in Southeast Asia as an alternative to the Famicom, Samurai was the popular [[PAL]] alternative to the NES and in Central Europe, especially Poland, the Pegasus was available.{{Citation needed|date=July 2010}} Samurai was also available in India in early 90s which was the first instance of console gaming in India.
As the Nintendo Entertainment System grew in popularity and entered millions of American homes, some small [[Video rental shop|video rental shops]] began buying their own copies of Nintendo games, and renting them out to customers for around the same price as a [[Videotape|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 didn't take any formal legal action until [[Blockbuster LLC|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.<ref name="morningCall1">[http://articles.mcall.com/1989-09-09/news/2700327_1_nintendo-video-game-rent The Morning Call - Article]. Retrieved on 2013-08-26.</ref> Nintendo lost the lawsuit,<ref name="copySuit">[http://www.1up.com/features/trials-and-tribulations?pager.offset=1 1UP.com - Article]. Retrieved on 2013-08-26.</ref> but did win on a claim of copyright infringement.<ref name="sunSentinel1">[http://articles.sun-sentinel.com/1989-08-13/business/8902250572_1_nintendo-blockbuster-video-games SunSentinel - Article]. Retrieved on 2013-08-26.</ref> Blockbuster was banned from including original, copyrighted instruction booklets with their rented games. In compliance with the ruling, Blockbuster produced their own 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 and still do today.


There were some risks with renting cartridge-based games, however. Most rental shops did not clean the connectors and they would become dirty over time. Renting and using a cartridge with dirty connectors posed a problem for consoles, especially the Nintendo Entertainment System which was particularly susceptible to operation problems and failures when its internal connectors became dirty (see the ''Design flaws'' section below).
The unlicensed clone market has flourished following Nintendo's discontinuation of the NES. Some of the more exotic of these resulting 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. [[PocketFami]]). Others have been produced with certain specialized markets in mind, such as an NES clone that functions as a rather primitive [[personal computer]], which includes a keyboard and basic word processing software.<ref>{{cite web |url=http://abcnews.go.com/Technology/AheadoftheCurve/story?id=5529989&page=1 |title=Researchers Propose $12 Computer for Developing Countries |first=Ashley |last=Phillips |date=2008-08-07 |publisher=ABC News |accessdate=2010-07-19}}</ref> These unauthorized clones have been helped by the invention of the so-called [[NES-on-a-chip]].<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=[http://www.vintagecomputing.com/ Vintage Computing and Gaming] | date=2007-08-07 | accessdate=2010-07-21}}</ref>


==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.


===Configurations===
Although most hardware clones were not produced under license by Nintendo, certain companies were granted licenses to produce NES-compatible devices. The [[Sharp Corporation]] produced at least two such clones: the [[Twin Famicom]] and the [[SHARP 19SC111]] television. The Twin Famicom was compatible with both Famicom cartridges and [[Family Computer Disk System|Famicom Disk System]] disks.<ref>{{cite book |last=Kohler |first=Chris |authorlink=Chris Kohler |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|page=29}}</ref> 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 |url=http://www.1up.com/do/blogEntry?bId=9026464 |title=The Island of Lost Hardware: TVs With an NES Inside |first=Ray |last=Barnholt |date=2010-04-07 |work=Retronauts |publisher=1Up |accessdate=2010-07-21}}</ref> A similar licensing deal was reached with [[Hynix|Hyundai Electronics]], who licensed the system under the name Comboy in the South Korean 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 [[Japan–Korea disputes]]).<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 |accessdate=2007-05-19 |date=1998-12-07|work=[http://web-japan.org/trends/ Trends in Japan]}}</ref>
Although the Japanese Famicom, North American and European NES versions included essentially the same hardware, there were certain key differences among the systems.


<!-- Famicom -->
More recently, in 2010, Hyperkin developed the RetroN3, which, besides NES carts, also runs [[Super Nintendo Entertainment System|SNES]] and [[Sega Genesis|Genesis]] carts, as well as their Japanese counterparts Famicom, Super Famicom and Mega Drive.
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.<ref name="InsideFamicom">{{cite web| url = http://www.pcworld.com/article/148391-7/inside_nintendos_classic_game_console.html| archiveurl = http://web.archive.org/web/20100702061320/http://www.pcworld.com/article/148391-7/inside_nintendos_classic_game_console.html| archivedate = 2010-07-02| title = Inside Nintendo's Classic Game Console| first = Benj| last = Edwards| date = 2008-08-07| publisher = ''[[PC World]]''| accessdate = 2010-06-23}}</ref> The Famicom featured a top-loading cartridge slot, a 15-[[pin]] 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.<ref name="InsideFamicom"/>


<!-- NES -->
==Technical specifications==
The original NES, meanwhile, featured a front-loading cartridge covered by a small, hinged door that can be opened to insert or remove a cartridge and closed at other times. It features 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.
===Original chassis/casing===
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.<ref name="InsideFamicom"/>


<!-- PAL-A -->
The original version of the North American NES used 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 {{convert|10|in|abbr=on}} wide by {{convert|8|in|abbr=on}} long by {{convert|3.5|in|abbr=on}} high.<ref>{{cite web |url=http://nintendo.co.uk/NOE/en_GB/systems/technical_details_1168.html |title=Nintendo Entertainment System Technical Details |publisher=Nintendo of Europe |accessdate=2010-07-19}}</ref> When opened, the cartridge slot door adds an additional {{convert|1|in|abbr=on}} height to the unit.
In the UK, Italy and Australia which share the [http://www.nes-wiki.org/wiki/PAL-A PAL A] region, two versions of the NES were released; the "Mattel Version" and "NES Version".<ref>{{cite web|url=http://www.blisteredthumbs.net/2010/12/gycw-nes-ports-1-contra/ |title=Guru Larry's Retrospective on the regional variations and releases of the European Nintendo Entertainment System |publisher=Blisteredthumbs.net |date= |accessdate=2012-10-02}}</ref> When the NES was first released in those countries, it was distributed by Mattel and Nintendo decided to use a lockout chip specific to those countries, different from the chip used in other European countries. When Nintendo took over European distribution in 1990, they produced consoles that were then labelled "NES Version"; therefore, the only differences between the two are the text on the front flap and texture on the top/bottom of the casing.


<!-- NES-101 -->
===Redesigned model===
{{Main|Nintendo Entertainment System (Model NES-101)}}
[[File:NES-101-Console-Set.jpg|right|thumb|The NES-101 control deck alongside its similarly redesigned NES-039 [[game controller]].]]
[[File:NES-101-Console-Set.jpg|right|thumb|The NES-101 control deck alongside its similarly redesigned NES-039 [[game controller]].]]
The [[Nintendo Entertainment System (Model NES-101)|NES-101]] model of the Nintendo Entertainment System, known informally as the "top-loader", uses the same basic color scheme, although there are several subtle differences. Like the original Family Computer, it uses a top-loading cartridge slot. The NES-101 model was redesigned after the (also top loading) SNES and indeed they share many of the same design cues.


===Design flaws===
The NES-101 model of the Nintendo Entertainment System (HVC-101 model in Japan), known informally as the "top-loader", uses the same basic color scheme, although there are several subtle differences. The power switch is colored a bright red and slides into the on and off position, similar to the [[Super Nintendo Entertainment System|SNES]], instead of the original push-button. Also, there is no LED power indicator on the unit. Like the original Family Computer, it uses a top-loading cartridge slot. The NES-101 model was redesigned after the (also top loading) SNES and indeed they share many of the same design cues. The NES-101 model is considerably more compact than the original NES-001 model, measuring 6" by 7" by 1.5". The NES-101 model offered only [[RF connector|RF]] outputs instead of the RF and [[RCA connector|RCA]] (mono) outputs offered on the original NES-001 model,<ref name="Hookup"/> whereas the HVC-101 model of the Family Computer offered RCA connectors only.<ref name="AVFamicom"/>
[[File:NES Cleaning Kit.JPG|thumb|left|The official NES Cleaning Kit 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 US, 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 [[North American video game crash of 1983|video game crash of 1983]]. One result of this philosophy was 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 [[Videocassette recorder|VCR]]. The newly designed 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. Frequent insertion and removal of cartridges caused the pins to wear out from repeated usage over the years 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=[http://www.vintagecomputing.com/ Vintage Computing and Gaming] | date=2005-11-07 | accessdate=2007-06-03}}</ref> These design issues were not alleviated by Nintendo’s choice of materials; the console slot nickel connector springs would wear due to design and the game cartridge copper connectors were also prone to [[tarnish]]ing.<ref name="corrosion">{{cite web | first=Rob | last=Nelson | title=Nintendo Redivivus: how to resuscitate an old friend | url=http://arstechnica.com/features/2003/02/nintendo/ | work=Ars Technica | date=2003-02-12 | accessdate=2007-06-03}}</ref>
===Cartridges===
[[File:10nes.JPG|thumb|right|The 10NES authentication chip contributed to the system's reliability problems. The circuit was ultimately removed from the remodeled NES 2.]]
[[File:NES-Cartridge.jpg|thumb|left|upright|A North American/PAL cartridge (or "Game Pak") was significantly larger than its Japanese counterpart.]]
All officially licensed [[NTSC|NTSC-U]] and [[PAL|PAL region]] cartridges, or "carts", are 5.25&nbsp;inches (13.3&nbsp;cm) tall, 4.75&nbsp;inches (12&nbsp;cm) wide and 0.75&nbsp;inches (2&nbsp;cm) thick. Originally, NES carts were held together with 5 small, [[Socket head screw|slotted screws]]. Later games (post-1987) were redesigned slightly to incorporate two plastic clips molded into the plastic itself, eliminating 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 |date= |accessdate=2008-10-20}}</ref> This is why older NES carts are referred to as "5-screw" and are distinguishable by their flat tops and, as the name suggests, five screws instead of three. Around this time, the standard screws were changed to 3.8&nbsp;mm [[screw|security screw]]s to further secure the ROMs inside from tampering. The back of the cartridge bears a label with instructions on handling. These labels were gray for standard games and gold (or in rare cases silver) for games that featured battery backup. With the exception of ''[[The Legend of Zelda (video game)|The Legend of Zelda]]'' and ''[[Zelda II: The Adventure of Link]]'', which were available in gold-plastic carts, all licensed NTSC and PAL cartridges were a standard shade of gray plastic. Unlicensed carts were produced in black (Tengen, American Video Entertainment and Wisdom Tree), robin egg blue (Color Dreams and Wisdom Tree) and gold (Camerica) and were all slightly different shape and style than a standard NES cart. Nintendo also produced yellow-plastic carts for internal use at Nintendo Service Centers, although these "test carts" were never made available for purchase by consumers.


===Lockout===
Japanese (Famicom) cartridges are shaped slightly differently, measuring only 2.75&nbsp;inches (7.0&nbsp;cm) in length, and 4.25&nbsp;inches (10.8&nbsp;cm) in width. While the NES used a 72-pin interface, the Famicom system used a 60-pin design. Some early NES games (most commonly ''[[Gyromite]]'') were actually 60-pin Famicom PCBs and ROMs with a built-in converter.<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=[http://www.vintagecomputing.com/ Vintage Computing and Gaming] |date=2005-11-14 |accessdate=2008-10-20}}</ref> Unlike NES games, official Famicom carts 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.
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.<ref name="lockout">{{cite news |title= The Games Played For Nintendo's Sales|url=http://www.nytimes.com/1989/12/21/business/the-games-played-for-nintendo-s-sales.html?scp=341&sq=nintendo%20entertainment%20system&st=Search&pagewanted=2|accessdate=2010-06-28|date =1989-12-21|work=New York Times | first=Anthony | last=Ramirez}}</ref> The original NES (but not the top-loading [[Nintendo Entertainment System (Model NES-101)|NES-101]]) contained the [[10NES]] 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. NES consoles sold in different regions had different lockout chips, so games marketed in one region would not work on consoles from another region. Known regions are: USA/Canada (3193 lockout chip), most of Europe (3195), Asia (3196) and UK, Italy and Australia (3197). Since two types of lockout chip were used in Europe, European NES game boxes often had an "A" or "B" letter on the front, indicating whether the game is compatible with UK/Italian/Australian consoles (A), or the rest of Europe (B). Rest-of-Europe games typically had text on the box stating "This game is not compatible with the Mattel or NES versions of the Nintendo Entertainment System". Similarly, UK/Italy/Australia games stated "This game is only compatible with the Mattel or NES versions of the Nintendo Entertainment System".


Pirate cartridges for the NES were rare, but Famicom ones were common and widespread in Asia. Most were produced in Hong Kong or Taiwan, and they usually featured [[Multicart|a variety of small (32k or less) games]] which were selected from a menu and bank switched. Some were also hacks of existing games (especially Super Mario Bros.), and a few were cartridge conversions of Famicom Disk System titles such as the Japanese SMB2.
===Central processing unit===
[[Image:RP2A07.jpg|thumb|Versions of the NES console released in PAL regions incorporated a Ricoh 2A07 CPU.]]


Problems with the [[10NES]] lockout chip frequently resulted in the console's most infamous problem: 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="song">{{cite book |title=Game Over |last=Sheff |first=David |authorlink=David Sheff |year=1993 |publisher=Random House |location=New York |isbn=0-679-40469-4 |page=247}}</ref> Dirty, aging and bent connectors would often disrupt the communication, resulting in the blink effect.<ref name="zif"/> Alternatively, the console would turn on but only show a solid white, gray, or green screen. Users attempted to solve this problem 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, cleaning the connectors with alcohol. These attempted solutions often became notable in their own right and are often remembered alongside the NES. Many of the most frequent attempts to fix this problem instead ran the risk of damaging the cartridge and/or system. {{Citation needed|date=December 2011}} In 1989, Nintendo released an official NES Cleaning Kit to help users clean malfunctioning cartridges and consoles.
For its [[central processing unit]] (CPU), the NES uses an [[8-bit]] [[microprocessor]] produced by [[Ricoh]] based on a [[MOS Technology 6502]] core. It incorporates custom sound hardware and a restricted [[Channel I/O|DMA controller]] on-die. To save some space on the silicon, the Ricoh CPU omitted the 6502's BCD (binary coded decimal) mode. [[NTSC]] (North America and Japan) versions of the console use the [[Ricoh 2A03]] (or RP2A03), which runs at 1.79&nbsp;[[Hertz|MHz]].<ref name="specs">{{cite web|title=NES Specifications |url=http://nocash.emubase.de/everynes.htm|accessdate=2007-06-06}}</ref> [[PAL]] (Europe and Australia) versions of the console utilize the [[Ricoh 2A03|Ricoh 2A07]] (or RP2A07), which is identical to the 2A03 save for the fact that it runs at a slower 1.66&nbsp;MHz [[clock rate]] and has its sound hardware adjusted accordingly.<ref name="specs2">{{cite web|title=NES specificaties| url=http://www.rgame.nl/nesspecs_eng.html |work=[http://www.rgame.nl/index_eng.html Rgame.nl] |accessdate=2007-06-06}}</ref>


With the release of the top-loading [[Nintendo Entertainment System (Model NES-101)|NES-101]] (NES 2) 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 [[Super Nintendo Entertainment System]] and the [[Nintendo 64]].
===Memory===
[[Image:sramchip.jpg|thumb|A static ram chip from a ''NES'' clone 2k × 8 bit.]]


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. In practice, the authorization process consisted of nothing more than paying a fee to Nintendo for the privilege. In a recent trend, many sites have sprung up to offer Nintendo repair parts, guides, and services that replace those formerly offered by the authorized repair centers.
The NES contains 2&nbsp;[[Kilobyte|kB]] of onboard work [[Random-access memory|RAM]]. A game cartridge may contain expanded RAM to increase this amount. It also has 2&nbsp;kB of video RAM for the use of the picture processing unit (PPU), 256&nbsp;bytes of OAM (object attribute memory) to hold a display list, and 28&nbsp;bytes of palette RAM. The system supports up to 32&nbsp;kB of program [[read-only memory|ROM]] at a time, but this can be expanded by orders of magnitude by the process of [[bank switching]]. Additionally, cartridges may contain 16,352 bytes (nearly 16&nbsp;kB) of address space reserved as "Expansion Area", which often contained an 8&nbsp;kB SRAM. Expanded Video memory (VROM or VRAM) may also be available on the cartridge (on-cartridge mapping hardware also allowing further video expansion past 12&nbsp;kB).<ref name="specs"/>


The NES plastic also had a tendency to yellow over time.
===Video===
The NES uses a custom-made [[Picture Processing Unit]] (PPU) developed by [[Ricoh]]. The version of the processor used in NTSC models of the console, named the RP2C02, operates at 5.37&nbsp;MHz, while the version used in PAL models, named the RP2C07, operates at 5.32&nbsp;MHz.<ref name="specs2"/> Both the RP2C02 and RP2C07 output [[composite video]].<ref name="specs"/> Special versions of the NES's hardware designed for use in [[video arcade]]s use other variations of the PPU. The [[PlayChoice-10]] uses the RP2C03, which runs at 5.37&nbsp;MHz and outputs [[RGBs|RGB video]] at NTSC frequencies. Two different variations were used for [[Nintendo Vs. Series]] hardware: the RP2C04 and the RP2C05. Both of these operate at 5.37&nbsp;MHz and output RGB video at NTSC frequencies. Additionally, both use 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 2007}}</ref>


===Technical specifications===
All variations of the PPU feature 2&nbsp;[[Kilobyte|kB]] of video RAM, 256&nbsp;bytes of on-die sprite position/attributable RAM (object attribute memory or OAM) and 28&nbsp;bytes of on-die palette RAM to allow selection of background and [[Sprite (computer graphics)|sprite]] colors. This memory is stored on separate buses internal to the PPU. The console's 2&nbsp;kB of onboard RAM may be used for tile maps and attributes on the NES board and 8&nbsp;kB 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"/>
{{main|Nintendo Entertainment System technical specifications}}
For its [[central processing unit]] (CPU), the NES uses an [[8-bit]] [[microprocessor]] produced by [[Ricoh]] based on a [[MOS Technology 6502]] core.


The NES contains 2&nbsp;[[Kibibyte|KiB]] of onboard work [[Random-access memory|RAM]]. A game cartridge may contain expanded RAM to increase this amount. The size of NES games varies from 8 KiB (Galaxian) to 1 MiB (''Metal Slader Glory''), but 128 to 384&nbsp;KiB was the most common.
The system has an available [[Palette (computing)|color palette]] of 48 colors and 6 grays. Red, green and blue can be individually darkened at specific screen regions using carefully timed code. Up to 25 simultaneous colors may be used without writing new values mid-frame: 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 NES uses a custom-made [[Picture Processing Unit]] (PPU) developed by [[Ricoh]]. All variations of the PPU feature 2&nbsp;[[Kibibyte|KiB]] of video RAM, 256&nbsp;bytes of on-die "object attribute memory" (OAM) to store the positions, colors, and tile indices of up to 64 [[Sprite (computer graphics)|sprites]] on the screen, and 28&nbsp;bytes of on-die palette RAM to allow selection of background and sprite colors. The console's 2&nbsp;KiB of onboard RAM may be used for tile maps and attributes on the NES board and 8&nbsp;KiB of tile pattern ROM or RAM may be included on a cartridge. The system has an available [[Palette (computing)|color palette]] of 48 colors and 6 grays. Up to 25 simultaneous colors may be used without writing new values mid-frame: a background color, four sets of three tile colors and four sets of three sprite colors. The NES palette is based on NTSC rather than RGB values. A total of 64 sprites may be displayed onscreen at a given time without reloading sprites mid-screen. The standard [[display resolution]] of the NES is 256 horizontal pixels by 240 vertical pixels.
A total of 64 sprites may be displayed onscreen at a given time without reloading sprites mid-screen. Sprites may be either 8 [[pixel]]s by 8 pixels, or 8 pixels by 16 pixels, although the choice must be made globally, as 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 [[Flicker (screen)|flicker]].<ref name="specs"/>


Video output connections varied from one model of the console to the next. The original HVC-001 model of the Family Computer featured only [[RF modulator|radio frequency (RF) modulator]] output. When the console was released in North America and Europe, support for composite video through [[RCA connector]]s was added in addition to the RF modulator. The HVC-101 model of the 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 re-released NES-101 model most closely resembled the original HVC-001 model Famicom, in that it featured RF modulator output only.<ref name="20years" /> Finally, the PlayChoice-10 utilized an inverted RGB video output.
The PPU allows only one [[Parallax scrolling|scrolling layer]], though the horizontal scroll can be changed on a per-[[scanline]] basis for a parallax effect. The vertical scroll can also be changed between scanlines for a split-screen effect.<ref name="specs"/>


The NES board supported a total of five sound channels.
The standard [[display resolution]] 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 [[Overscan|are not visible]] on most television sets. For additional video memory bandwidth, it was possible to turn off the screen before the [[Raster scan|raster]] reached the very bottom.<ref name="specs"/>


===Accessories===
Video output connections varied from one model of the console to the next. The original HVC-001 model of the Family Computer featured only [[RF modulator|radio frequency (RF) modulator]] output. When the console was released in North America and Europe, support for composite video through [[RCA connector]]s was added in addition to the RF modulator. The HVC-101 model of the 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 re-released NES-101 model most closely resembled the original HVC-001 model Famicom, in that it featured RF modulator output only.<ref name="20years" /> Finally, the PlayChoice-10 utilized an inverted RGB video output.
{{See also|List of Nintendo Entertainment System accessories}}
[[File:NES-controller.jpg|thumb|right|In addition to featuring a revised color scheme that matched the more subdued tones of the console itself, NES controllers could be unplugged. They nevertheless lacked the microphone featured in Famicom controllers.]]


===Audio===
====Controllers====
The [[game controller]] used for both the NES and the Famicom featured 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 manual | title =Nintendo Entertainment System Instruction Booklet | publisher =Nintendo | year =1989 | page =5 }}</ref> Additionally, the controllers utilized the cross-shaped [[D-pad|joypad]], designed by Nintendo employee [[Gunpei Yokoi]] for Nintendo [[Game & Watch]] systems, to replace the bulkier [[joystick]]s on earlier gaming consoles’ controllers.<ref name="Dpad">{{cite book |last=Kent |first=Steven L. |authorlink=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |year=2001 |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4|page=279}}</ref>
The NES board supported a total of five sound channels. These included two [[pulse wave]] channels of variable [[duty cycle]] (12.5%, 25%, 50% and 75%), with a volume control of sixteen levels and hardware [[Portamento|pitch bending]] supporting frequencies ranging from 54&nbsp;[[Hertz|Hz]] to 28&nbsp;[[Hertz|kHz]]. Additional channels included one fixed-volume [[triangle wave]] channel supporting frequencies from 27&nbsp;Hz to 56&nbsp;kHz, one sixteen-volume level [[white noise]] channel supporting two modes (by adjusting inputs on a [[linear feedback shift register]]) at sixteen preprogrammed frequencies and one [[DPCM|differential pulse-code modulation]] (DPCM) channel with 6-bit resolution, using 1-bit delta encoding at sixteen preprogrammed sample rates from 4.2&nbsp;kHz to 33.5&nbsp;kHz. This final channel was also capable of playing standard [[pulse-code modulation]] (PCM) sound by writing individual 7-bit values at timed intervals.<ref name="specs"/>


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 [[microphone]]. 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.|work=Nintendo Famicom—20 years of fun | url=http://archive.gamespy.com/articles/july03/famicom/index5.shtml | archiveurl=http://web.archive.org/web/20051223161204/http://archive.gamespy.com/articles/july03/famicom/index5.shtml | archivedate=2005-12-23|accessdate=2006-05-21}}</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.
==NES Test Station==
The NES Test Station was a Nintendo Entertainment System testing machine made by Nintendo in 1988.
It is a 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 on the station, often with assistance from a technician or store employee.


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. Some NES localizations of games, such as ''[[The Legend of Zelda (video game)|The Legend of Zelda]]'', which required the use of the Famicom microphone in order to kill certain enemies, suffered from a lack of a hardware to do so.<ref name="InsideFamicom"/>
The NES Test Station features a Game Pak slot and connectors for testing various components (AC adapter, RF switch, Audio/Video cable, NES Control Deck, controllers and accessories) at the front, with a knob selector in the center to select the component to test. The unit itself is very large, weighing almost forty pounds, and securely hooks up to the television through both AV Cables and RF Switch in one wire. The user can choose which output to use for gameplay by pressing the RF/AV for Audio/Video Cable connection, or leave it unpressed for RF Switch connection. The television it's hooked up to (normally nineteen inches) is meant to be placed on top of it.
[[File:NES-zapper.jpg|thumb|left|The NES Zapper, a [[light gun]] accessory]]
On the front edge are three colored button switches: an illuminated red Power switch, a blue Reset switch and a green switch for alternating between AV and RF connections when testing an NES Control Deck. The different knob selections are:


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 Zapper (a [[light gun]]), the [[R.O.B.]],<ref>{{cite book |last=Kent |first=Steven L. |authorlink=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |year=2001 |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4|page=297}}</ref> and the [[Power Pad]].<ref>{{cite book |title=Game Over |last=Sheff |first=David |authorlink=David Sheff |year=1993 |publisher=Random House |location=New York |isbn=0-679-40469-4 |page=226}}</ref><ref>{{cite web|author=Nutt, Christian; Turner, Benjamin|year=2003|title=Metal Storm: All About the Hardware.|work=Nintendo Famicom—20 years of fun | url=http://archive.gamespy.com/articles/july03/famicom/index8.shtml | archiveurl=http://web.archive.org/web/20090520014633/http://archive.gamespy.com/articles/july03/famicom/index8.shtml | archivedate=2009-05-20|accessdate=2010-07-23}}</ref> The original Famicom featured a deepened [[D-subminiature|DA-15]] expansion port on the front of the unit, which was used to connect most auxiliary devices.<ref name="InsideFamicom"/> On the NES, these special controllers were generally connected to one of the two control ports on the front of the console.
*Game Pak Channel (for testing Game Paks)
*Control Deck and Accessories Channel (includes tests for NES Controllers, the [[NES Zapper|Zapper]], [[R.O.B.]] and [[Power Pad]])
*Audio Video Channel
*AC Adaptor Channel
*RF Switch Channel
*System Channel (for testing a Control Deck)


Nintendo also made two turbo controllers for the NES called [[NES Advantage]] and the [[NES Max]]. Both controllers had a Turbo feature, a feature where one tap of the button represented multiple taps. This feature allowed players to shoot much faster during shooter games. The NES Advantage had two knobs that adjusted the firing rate of the turbo button from quick to Turbo, as well as a "Slow" button that slowed down the game by rapidly pausing the game. The "Slow" button did not work with games that had a pause menu or pause screen and can interfere with jumping and shooting. The NES Max also had the Turbo Feature, but it was not adjustable, in contrast with the Advantage. It also did not have the "Slow" button. Its wing-like shape made it easier to hold than the Advantage and it also improved on the joystick. Turbo features were also featured on the [[NES Satellite]], the [[NES Four Score]], and the [[U-Force]]. Other accessories include the Power Pad and the Power Glove, which was featured in the movie "The Wizard."
The testing simply displays the selected output's results as either 'Pass' or 'Fail.'
Very little is known about this equipment.
Nintendo later provided an add-on for testing Super NES components and games, named the Super NES Counter Tester.


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. 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 had cables which were 90 cm (3 feet) long, as opposed to the standard 180 cm(6 feet) of NES controllers.<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=[http://www.vintagecomputing.com/ Vintage Computing and Gaming] |date=2006-02-23 |accessdate=2010-07-01}}</ref>
==Reception==
{{Expand section|date=April 2010}}


In recent years, 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 recent products, from promotional merchandise to limited edition versions of the Game Boy Advance.<ref name="GBA">{{cite news |title= Revenge of Pac-Man: Vintage Games Are Back|url=http://www.nytimes.com/2004/06/03/technology/circuits/03clas.html?scp=3&sq=%22nintendo%20entertainment%20system%22%20discontinuation&st=Search|accessdate=2010-07-17|date =2004-06-03|work=New York Times | first=Stephen | last=Totilo}} {{Dead link|date=October 2010|bot=H3llBot}}</ref>
===Legacy===
{{Magazine|section|date=July 2010}}
The NES/Famicom was one of the most influential video game systems ever produced.{{Citation needed|date=February 2011}} It also had the longest-lasting production run that lasted 20 years, from July 1983 to September 2003, before being discontinued in Japan. The NES was released after the "[[North American video game crash of 1983|video game crash]]" of the early '80s, and many retailers and adults treated electronic games as a passing fad.<ref>{{cite book|last=Kent|first=Steven L.| authorlink=Steven L. Kent|title=The Ultimate History of Video Games: From Pong to Pokémon and Beyond- The Story That Touched Our Lives and Changed the World|origyear=2001|edition=First|publisher=Prima Publishing|location=Roseville, California|isbn=0-7615-3643-4|page=280 |year=2001}}</ref> Five years later, in 1988, video gaming was a multi-billion dollar industry.<ref>{{cite book|last=Kent|first=Steven L.| authorlink=Steven L. Kent|title=The Ultimate History of Video Games: From Pong to Pokémon and Beyond- The Story That Touched Our Lives and Changed the World|origyear=2001|edition=First|publisher=Prima Publishing|location=Roseville, California|isbn=0-7615-3643-4|page=347 |year=2001}}</ref> Before the NES/Famicom, Nintendo was known as a moderately successful Japanese toy and playing card manufacturer, and the popularity of the NES/Famicom helped the company grow into an internationally recognized name almost synonymous with video games<ref>{{cite news |title=Nintendo Scores Big |url=http://www.nytimes.com/1988/12/04/business/nintendo-scores-big.html?scp=314&sq=nintendo%20entertainment%20system&st=Search&pagewanted=1|accessdate=2010-07-01|date =1988-12-04|work=New York Times | first=Douglas C. | last=McGill}}</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=http://www.npr.org/templates/story/story.php?storyId=5011925 |series=Talk of the Nation |serieslink=Talk of the Nation |network=National Public Radio |airdate=2005-11-14 |transcript=}}</ref> With the NES, Nintendo also changed the relationship between [[console manufacturer]]s and third-party software developers by restricting developers from publishing and distributing software without licensed approval. This led to higher quality software titles, which helped to change the attitude of a public that had grown weary from poorly-produced titles for other game systems of the day.<ref name="Genesisn't">{{cite book|last=Kent|first=Steven L.| authorlink=Steven L. Kent|title=The Ultimate History of Video Games: From Pong to Pokémon and Beyond- The Story That Touched Our Lives and Changed the World|origyear=2001|edition=First|publisher=Prima Publishing|location=Roseville, California|isbn=0-7615-3643-4|pages=306–307 |year=2001}}</ref> The NES was the first system to use special technology to lock-out unauthorized cartridges.<ref>{{cite book|last=Kent|first=Steven L.| authorlink=Steven L. Kent|title=The Ultimate History of Video Games: From Pong to Pokémon and Beyond- The Story That Touched Our Lives and Changed the World|origyear=2001|edition=First|publisher=Prima Publishing|location=Roseville, California|isbn=0-7615-3643-4|page=398 |year=2001}}</ref>


====Japanese accessories====
The NES hardware was 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 video cassette player. The controller was radically different from those of previous consoles,<ref>{{cite web |url=http://technologizer.com/2009/08/10/fifteen-classic-game-console-design-mistakes/ |title=Fifteen Classic Game Console Design Mistakes |first=Benj |last= Edwards |date=2009-08-10 |work=Technologizer.com |accessdate=2010-01-01}}</ref> replacing the joystick with a 4-way directional "control pad."<ref name="Dpad"/> Unlike a joystick, the control pad could be manipulated precisely and easily with a single thumb. As the industry adopted the idea, it became universally known as the "directional pad," "D-pad," or "cross pad." Nearly every major game system after the NES incorporated a D-pad onto the primary controller. In later years, Nintendo was recognized with multiple industry awards for the innovation.<ref name="NewControl">{{cite press release |title=Nintendo Wins Emmy Award |publisher=Nintendo|date=2007-07-16|url=http://register.nintendo.com/newsarticle?page=newsArchive&articleid=Q_m8EAksWkrkwRE1kPUQ4Jeago7fOXTL&page=archive |accessdate=2007-10-24}}{{Dead link|date=June 2010}}</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 |archiveurl=http://web.archive.org/web/20080228191914/http://www.emmyonline.org/tech/applications/engineering_award_winners_rev6.pdf |archivedate=2008-02-28}}</ref><ref>[http://news.sky.com/skynews/Home/Sky-News-Archive/Article/20080641299976 Nintendo Wins Emmy For DS And Wii Engineering]</ref>
A number of [[Peripheral|peripheral devices]] and [[software]] packages were released for the Famicom. Few of these devices were ever released outside of Japan.

[[Family BASIC]] is an implementation of BASIC for the Famicom that came with a keyboard. Similar in concept to the Atari 2600 BASIC cartridge, it allowed the user to program their own games, which could be saved on an included cassette recorder.<ref>{{cite web |url=http://www.wired.com/gamelife/2007/03/vgl_koji_kondo_/ |title=VGL: Koji Kondo Interview |first=Chris |last=Kohler |date=2007-03-11 |work=Wired.com |publisher=Condé Nast |accessdate=2010-07-19}}</ref> Nintendo of America rejected releasing Famicom BASIC in the US because they did not think it fit their primary marketing demographic of children.<ref>{{cite book |title=Game Over |last=Sheff |first=David |authorlink=David Sheff |year=1993 |publisher=Random House |location=New York |isbn=0-679-40469-4 |page=162}}</ref>

The ''[[Famicom Modem]]'' is a [[modem]] that allowed connection to a network which provided content such as financial services,<ref name="Modem">{{cite news |title=Stock Link by Nintendo |url=http://www.nytimes.com/1989/10/03/business/stock-link-by-nintendo.html?scp=70&sq=nintendo%20entertainment%20system&st=Search |newspaper=New York Times |date=1989-10-03 |accessdate=2010-06-30 }}</ref> but it was only available in Japan. A modem was, however, tested in the United States, by the [[Minnesota State Lottery]]. It would have allowed players to buy [[scratchcard]]s and play the lottery with their NES. It was not released in the United States because some parents and legislators voiced concern that minors might learn to play the lottery illegally and anonymously, despite assurances from Nintendo to the contrary.<ref name="lottery">{{cite news |title= Nintendo and Minnesota Set A Living-Room Lottery Test|url=http://www.nytimes.com/1991/09/27/business/nintendo-and-minnesota-set-a-living-room-lottery-test.html|accessdate=2008-02-16|date =1991-09-27|work=New York Times | first=Eben | last=Shapiro}}</ref>

=====Famicom Disk System=====
[[File:Nintendo-Famicom-Disk-System.jpg|thumb|The [[Family Computer Disk System|Famicom Disk System]] was a peripheral available only for the Japanese Famicom that used games stored on "Disk Cards" with a 3" [[floppy disk|Quick Disk]] mechanism.]]
{{main|Family Computer Disk System}}
In 1986, Nintendo released the FDS in Japan, a type of floppy drive that used a single-sided, proprietary 5 cm (2") disk and plugged into the cartridge port. It contained RAM for the game to load into and an extra [[wavetable]] sound chip. The disks were obtained from vending machines in malls and other public places where buyers could select a title and have it written to the disk. Nintendo's idea was that this would cost less than cartridges and users could take the disk back to a vending booth and have it rewritten with a new game. The disks were used both for storing the game and saving progress and total capacity was 128k (64k per side).

A variety of games for the FDS were released by Nintendo (including some like SMB that had already been released on cartridge) and third party companies such as Konami and Taito. A few unlicensed titles were made as well. However, its limitations became quickly apparent as larger ROM chips were introduced, allowing cartridges with greater than 128k of space. More advanced memory mappers soon appeared and the FDS quickly became obsolete. Nintendo also charged developers considerable amounts of money to produce FDS games, and many refused to develop for it, instead continuing to make cartridge titles. The FDS disks also had no dust covers (except in some unlicensed and bootleg variants) and were easily prone to getting dirt on the media. In addition, the drive used a belt which broke frequently and required replacement. After only two years, the FDS was discontinued, although vending booths remained in place until 1993 and Nintendo continued to rewrite and offer replacement disks until 2003.

Nintendo of America initially planned to bring the FDS to the United States, but rejected the idea after considering the numerous problems encountered with them in Japan. Many FDS games such as Castlevania, Zelda, and Bubble Bobble were sold in the US as cartridge titles, with simplified sound and the disk save replaced by passwords or battery save systems.

===Hardware clones===
[[File:PSOne Style Famicom Clone adjusted.jpg|thumb|left|Pirated clones of NES hardware remained in production for many years after the original had been discontinued. Such devices were frequently built to superficially resemble younger consoles, such as this one modeled after a [[PlayStation (console)#PS One|PS One]].]]
{{Main|Nintendo Entertainment System hardware clone}}

A thriving market of unlicensed NES hardware [[Clone (computing)|clones]] 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 console. In particular, the [[Dendy (console)|Dendy]] ({{lang-ru|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 Famicom clone was marketed in Argentina under the name of [[Family Game NES Clone|"Family Game"]], resembling the original hardware design. The [[Micro Genius]] ([[Simplified Chinese characters|Simplified Chinese]]: 小天才) was marketed in Southeast Asia as an alternative to the Famicom; Samurai was the popular [[PAL]] alternative to the NES; and in Central Europe, especially Poland, the [[Pegasus (console)|Pegasus]] was available.<ref>[http://www.pegasus-gry.com/pegasus-iq-502.php Pegasus IQ-502] Polish review of the most popular NES / Famicom clone - Pegasus IQ-502</ref> Samurai was also available in India in early 90s which was the first instance of console gaming in India.<ref>{{cite web|title=Nintendo Wii and DS to launch in India on September 30|url=http://www.rediff.com/getahead/2008/sep/16wii.htm|accessdate=26 December 2012}}</ref>

The unlicensed clone market has flourished following Nintendo's discontinuation of the NES. Some of the more exotic of these resulting 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. [[PocketFami]]). Others have been produced with certain specialized markets in mind, such as an NES clone that functions as a rather primitive [[personal computer]], which includes a keyboard and basic word processing software.<ref>{{cite web |url=http://abcnews.go.com/Technology/AheadoftheCurve/story?id=5529989&page=1 |title=Researchers Propose $12 Computer for Developing Countries |first=Ashley |last=Phillips |date=2008-08-07 |publisher=ABC News |accessdate=2010-07-19}}</ref> These unauthorized clones have been helped by the invention of the so-called [[Nintendo Entertainment System hardware clone|NES-on-a-chip]].<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=[http://www.vintagecomputing.com/ Vintage Computing and Gaming] | date=2007-08-07 | accessdate=2010-07-21}}</ref>

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.


Although most hardware clones were not produced under license by Nintendo, certain companies were granted licenses to produce NES-compatible devices. The [[Sharp Corporation]] produced at least two such clones: the [[Twin Famicom]] and the [[C1 NES TV|SHARP 19SC111]] television. The Twin Famicom was compatible with both Famicom cartridges and [[Family Computer Disk System|Famicom Disk System]] disks.<ref>{{cite book |last=Kohler |first=Chris |authorlink=Chris Kohler |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|page=29}}</ref> 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 |url=http://www.1up.com/do/blogEntry?bId=9026464 |title=The Island of Lost Hardware: TVs With an NES Inside |first=Ray |last=Barnholt |date=2010-04-07 |work=Retronauts |publisher=1Up |accessdate=2010-07-21}}</ref> A similar licensing deal was reached with [[SK Hynix|Hyundai Electronics]], who licensed the system under the name Comboy in the South Korean 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 [[Japan–Korea disputes]]).<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 |accessdate=2007-05-19 |date=1998-12-07|work=[http://web-japan.org/trends/ Trends in Japan]}}</ref>
Many prominent game franchises originated on the NES. The system's hardware limitations led to game design similarities that still influence video game design and culture. Some of the more important franchises that debuted on the NES were Nintendo's own ''[[Mario (series)|Super Mario Bros.]]'',<ref>{{cite book |last=Kohler |first=Chris |authorlink=Chris Kohler |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 |page=57}}</ref> ''[[The Legend of Zelda]]''<ref>{{cite book |last=Kent |first=Steven L. |authorlink=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |year=2001 |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4|page=353}}</ref> and ''[[Metroid (series)|Metroid]]'',<ref>{{cite book |last=Kent |first=Steven L. |authorlink=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |year=2001 |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4|page=357}}</ref> [[Capcom]]'s ''[[Mega Man (original series)|Mega Man]]''<ref>{{cite web |url=http://archive.gamespy.com/articles/july03/famicom/index20.shtml |title=8-Bit Memories, 1988–1994 |first=Benjamin |last= Turner |coauthors=Christian Nutt |date=2003-07-18 |work=GameSpy.com |page=20 |accessdate=2010-06-30}}</ref> franchise, [[Konami]]'s ''[[Castlevania]]''<ref>{{cite book |last=Kent |first=Steven L. |authorlink=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |year=2001 |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4|page=358}}</ref> franchise, [[Square (company)|Square]]'s ''[[Final Fantasy]]''<ref>{{cite book |last=Kohler |first=Chris |authorlink=Chris Kohler |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 |page=95}}</ref> and [[Enix]]'s ''[[Dragon Quest]]''<ref>{{cite book |last=Kohler |first=Chris |authorlink=Chris Kohler |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 |page=222}}</ref> (now [[Square Enix]]'s) franchises. All of these still exist today.


===NES Test Station===
NES imagery, especially its controller, has become a popular motif for a variety of products,<ref name="USB">{{cite web |url=http://www.thinkgeek.com/geektoys/games/ba5a/ |title=Retro NES USB Controller |work=[http://www.thinkgeek.com Think Geek] |accessdate=2010-07-01}}</ref><ref>{{cite web |first =Benj |last=Edwards |url=http://www.vintagecomputing.com/index.php/archives/355 |title=VC&G Review: Nintendo Power Mints |work=[http://www.vintagecomputing.com/ Vintage Computing and Gaming] |date=2007-08-19 |accessdate=2010-07-01}}</ref><ref>{{cite web |url=http://www.hottopic.com/hottopic/Apparel/TShirts/NoveltyTees/Nintendo-Controller-Pop-Art-TShirt-256381.jsp |title=Nintendo Controller Pop Art T-Shirt |work=[http://www.hottopic.com Hot Topic] |accessdate=2010-07-01}}</ref> including Nintendo's own Game Boy Advance.<ref name="GBA"/> Clothing, accessories, and food items adorned with NES-themed imagery are still produced and sold in stores. Such items include hats, shirts, underwear, wallets, wrist-bands, belt buckles, tins containing mint candy, and energy drinks.
{{main|NES Test Station}}


==See also==
==See also==
{{Portal|Nintendo}}
{{Portal|Nintendo}}
* [[Nintendo World Championships]]

*[[List of Nintendo Entertainment System games]]
*[[List of Family Computer games]]
*[[List of Family Computer Disk System games]]
*[[List of Nintendo Entertainment System emulators]]
*[[Nintendo World Championships]]


==Notes==
==Notes==
Line 243: Line 248:
{{cnote|f|The commonly bundled game ''[[Super Mario Bros.]]'' popularized the [[platform game]] genre and introduced elements that would be copied in many subsequent games<ref>{{cite web |url=http://www.gamespot.com/gamespot/features/video/15influential/p6_01.html |title=15 Most Influential Games of All Time |accessdate=2007-10-24 |publisher=GameSpot |page=6}}</ref>}}
{{cnote|f|The commonly bundled game ''[[Super Mario Bros.]]'' popularized the [[platform game]] genre and introduced elements that would be copied in many subsequent games<ref>{{cite web |url=http://www.gamespot.com/gamespot/features/video/15influential/p6_01.html |title=15 Most Influential Games of All Time |accessdate=2007-10-24 |publisher=GameSpot |page=6}}</ref>}}
{{cnote|g|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.<ref name="Kent283"/>}}
{{cnote|g|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.<ref name="Kent283"/>}}
{{cnote|h|[[Donkey Kong Jr. Math]] and [[Mach Rider]] are often erroneously included in lists of launch titles. In reality, neither title was available until later in 1986.<ref name="Dayton, David 2010"/>}}
{{cnote|h|''[[Donkey Kong Jr. Math]]'' and ''[[Mach Rider]]'' are often erroneously included in lists of launch titles. In reality, neither title was available until later in 1986.<ref name="Dayton, David 2010"/>}}
{{Refend}}
{{Refend}}


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==External links==
==External links==
{{Commons category|Famicom and variants}}
{{Commons category|Famicom and variants}}
*[http://www.youtube.com/v/CW0rirNy-qA Video of Nintendo Famicom] hardware and features from [http://famicomdojo.tv/season1/ FamicomDojo.TV]
* [http://www.youtube.com/v/CW0rirNy-qA Video of Nintendo Famicom] hardware and features from [http://famicomdojo.tv/season1/ FamicomDojo.TV]
*{{cite web |url=http://www.nintendo.com/systemsclassic?type=nes |title=Nintendo Entertainment System |archiveurl=http://web.archive.org/web/20071020045136/http://www.nintendo.com/systemsclassic?type=nes |archivedate=2007-10-20}} at Nintendo.com ([http://web.archive.org/web/*/http://www.nintendo.com/systemsclassic?type=nes archived versions] at the [[Digital time capsule|Internet Archive Wayback Machine]])
*{{cite web|url=http://www.nintendo.com/systemsclassic?type=nes|title=Nintendo Entertainment System|archiveurl= http://web.archive.org/web/20071020045136/http://www.nintendo.com/systemsclassic?type=nes |archivedate=2007-10-20}} at Nintendo.com ([http://web.archive.org/web/*/http://www.nintendo.com/systemsclassic?type=nes archived versions] at the [[Digital time capsule|Internet Archive Wayback Machine]])
*[http://web.archive.org/web/*/http://www.nintendo.com/doc/nes_games.pdf NES games list] at Nintendo.com (archived from [http://web.archive.org/web/20070317023021/http://www.nintendo.com/doc/nes_games.pdf the original] at the [[Digital time capsule|Internet Archive Wayback Machine]])
*[http://web.archive.org/web/*/http://www.nintendo.com/doc/nes_games.pdf NES games list] at Nintendo.com (archived from [http://web.archive.org/web/20070317023021/http://www.nintendo.com/doc/nes_games.pdf the original] at the [[Digital time capsule|Internet Archive Wayback Machine]])
*{{Dmoz|Games/Video_Games/Console_Platforms/Nintendo/NES|Nintendo Entertainment System}}
*{{Dmoz|Games/Video_Games/Console_Platforms/Nintendo/NES|Nintendo Entertainment System}}


{{Nintendo Entertainment System}}
{{Nintendo hardware|NES}}
{{Nintendo hardware|NES}}
{{Third generation game consoles}}
{{Third generation game consoles}}


[[Category:1983 introductions]]
[[Category:Products introduced in 1983]]
[[Category:1985 introductions]]
[[Category:Products introduced in 1985]]
[[Category:1986 introductions]]
[[Category:Products introduced in 1986]]
[[Category:1987 introductions]]
[[Category:Products introduced in 1987]]
[[Category:1995 disestablishments]]
[[Category:2003 disestablishments]]
[[Category:History of video games]]
[[Category:History of video games]]
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Revision as of 23:10, 23 October 2013

Nintendo Entertainment System
Official Nintendo Entertainment System logoFamicom Family logo
Nintendo Entertainment System with controller
Nintendo Family Computer
Top: Nintendo Entertainment System with controller
Bottom: Nintendo Family Computer
Also known asFamily Computer/Famicom (Japan)
Hyundai Comboy (Korea)
DeveloperNintendo / RICOH
ManufacturerNintendo
TypeVideo game console
GenerationThird generation
Release date
Lifespan1983-2003
Introductory price¥14,800 (Japan)
$299.00 (US Deluxe Set)
DiscontinuedNES
Units soldWorldwide: 61.91 million
Japan: 19.35 million
North America: 34.00 million
Europe & Australia: 8.56 million[4]
MediaROM cartridge ("Game Pak")[b]
CPURicoh 2A03 8-bit processor (MOS Technology 6502 core)
Controller input2 controller ports[c]
1 expansion slot
Best-selling gameSuper Mario Bros. (pack-in), 40.23 million (as of 1999)[5]
Super Mario Bros. 3 (pack-in), 18 million (as of July 27, 2008)[6]
Super Mario Bros. 2
(10 million)[7]
PredecessorColor TV Game
SuccessorSuper Famicom/Super Nintendo Entertainment System

The Nintendo Entertainment System(also abbreviated as NES) is an 8-bit video game console that was developed and manufactued by Nintendo. It was initially released in Japan as the Family Computer (ファミリーコンピュータ, Famirī Konpyūta) (also known as the Famicom (ファミコン, Famikon) and abbreviated as FC) on July 15, 1983, and was later released in North America during 1985, in Europe during 1986, and Australia in 1987. In South Korea, it was known as the Hyundai Comboy (현대 컴보이) and was distributed by SK Hynix which then was known as Hyundai Electronics. It was succeeded by the Super Famicom/Super Nintendo Entertainment System.

The best-selling gaming console of its time,[8][e] the NES helped revitalize the US video game industry following the video game crash of 1983,[9] and set the standard for subsequent consoles of its generation. With the NES, Nintendo introduced a now-standard business model of licensing third-party developers, authorizing them to produce and distribute titles for Nintendo's platform.[10]

In 2009, the Nintendo Entertainment System was named the single greatest video game console in history by IGN, out of a field of 25.[11] 2010 marked the system's 25th anniversary in North America, which was officially celebrated by Nintendo of America's magazine Nintendo Power in November 2010's issue #260 with a special 26-page tribute section. Other video game publications also featured articles looking back at 25 years of the NES, and its impact in the video game console market.

History

Development

Following a series of arcade game successes in the early 1980s, Nintendo made plans to create a cartridge-based console called the Famicom. Masayuki Uemura designed the system. Original plans called for an advanced 16-bit system which would function as a full-fledged computer with a keyboard and floppy disk drive, but Nintendo president Hiroshi Yamauchi rejected this and instead decided to go for a cheaper, more conventional cartridge-based game console as he felt that features such as keyboards and disks were intimidating to non-technophiles. A test model was constructed in October 1982 to verify the functionality of the hardware, after which work began on programming tools. Because 65xx CPUs had not been manufactured or sold in Japan up to that time, no cross-development software was available and it had to be produced from scratch. Early Famicom games were written on a system that ran on an NEC PC-8001 computer and LEDs on a grid were used with a digitizer to design graphics as no software design tools for this purpose existed at that time.

The code name 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 or 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 which used those colors.

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 since loose and faulty connections often plagued arcade machines. As it necessitated taking 60 connection lines for the memory and expansion, Nintendo decided to produce their own connectors in-house rather than use ones from an outside supplier.

The game pad controllers were more-or-less copied directly from the Game & Watch machines, although the Famicom design team originally wanted to use arcade-style joysticks, even taking apart ones from American game consoles to see how they worked. However, it was eventually decided that children might step on joysticks left on the floor and their durability was also questioned. Katsuyah Nakawaka attached a Game & Watch D-pad to the Famicom prototype and found that it was easy to use and had no discomfort. Ultimately though, they did install a 15-pin expansion port on the front of the console so that an arcade-style joystick could be used optionally. The controllers were hard-wired to the console with no connectors for cost reasons.

Uemura added an eject lever to the cartridge slot which was not really necessary, but he felt that children could be entertained by pressing it. He also added a microphone to the second controller with the idea that it could be used to make players' voices sound through the TV speaker.[12]

Release

The console was thus released on July 15, 1983 as the Famicom (lit. Family Computer) for ¥14,800 alongside three ports of Nintendo's successful arcade games Donkey Kong, Donkey Kong Jr. and Popeye. The Famicom was slow to gather momentum; a bad chip set caused the initial release of the system to crash. Following a product recall and a reissue with a new motherboard, the Famicom’s popularity soared, becoming the best-selling game console in Japan by the end of 1984.[13]

Encouraged by these successes, Nintendo soon turned its attention to the North American market. Nintendo entered into negotiations with Atari to release the Famicom under Atari’s name as the name 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, caused 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.[14][g]

Subsequent plans to market a Famicom console in North America featuring a keyboard, cassette data recorder, wireless joystick controller and a special BASIC cartridge under the name "Nintendo Advanced Video System" likewise never materialized.[15] By the beginning of 1985, the Famicom had sold more than 2.5 million units in Japan and Nintendo soon announced plans to release it in North America as the Advanced Video Entertainment System (AVS) that same year. The American video game press was skeptical that the console could have any success in the region, with the March 1985 issue of Electronic Games magazine stating that "the videogame market in America has virtually disappeared" and that "this could be a miscalculation on Nintendo's part."[16]

At June 1985's Consumer Electronics Show (CES), Nintendo unveiled the American version of its Famicom. This is the system which would eventually be officially deployed as the Nintendo Entertainment System, or the colloquial "NES". Nintendo seeded these first systems to limited American test markets starting in New York City on October 18, 1985, following up with a full-fledged North American release of the console in February of the following year.[17] Nintendo released 18 launch titles: 10-Yard Fight, Baseball, Clu Clu Land, Duck Hunt, Donkey Kong Jr. Math, Excitebike, Golf, Gyromite, Hogan’s Alley, Ice Climber, Kung Fu, Mach Rider, Pinball, Stack-Up, Tennis, Wild Gunman, Wrecking Crew, and Super Mario Bros..[18][h] Some varieties of these launch games contained Famicom chips with an adapter inside the cartridge so they would play on North American consoles, which is why the title screen of "Gyromite" has the Famicom title "Robot Gyro" and the title screen of "Stack-Up" has the Famicom title "Robot Block".[19]

R.O.B. (Robotic Operating Buddy), an accessory for the NES's 1985 launch. Although it ended up having a short product lifespan, R.O.B. was initially used to market the NES as novel and sophisticated from previous game consoles.

The system was originally targeted for release in the spring of 1985, but the release date was pushed back. After test-marketing in the New York City area in late fall, the system was test-marketed further beginning in February 1986, with the nationwide release occurring in September 1986.

The system's launch represented not only a new product, but also a reframing of the severely damaged home video game market segment as a whole. The video game market crash of 1983 had occurred in significant part due to a lack of consumer and retailer confidence in video games, which had in turn been due partially to confusion and misrepresentation in the marketing of video games. Prior to the NES, the packaging of many video games presented bombastic artwork which exaggerated the graphics of the actual game. In terms of product identity, a single game such as Pac-Man would appear in many versions on many different game consoles and computers, with large variations in graphics, sound, and general quality between the versions. By stark contrast, Nintendo's marketing strategy aimed to regain consumer and retailer confidence, by delivering a singular platform whose technology was not in need of heavy exaggeration and whose qualities were clearly defined.

To differentiate Nintendo's new home platform from the early 1980s' common perception of a beleaguered and frivolous video game market, the company freshened its product nomenclature and positioning, and it established a rigorous product approval and licensing policy. The overall system was referred to as an "Entertainment System" instead of a "video game system", which was centered upon a machine called a "Control Deck" instead of a "console", and which featured software cartridges called "Game Paks" instead of "video games". The 10NES lockout chip system acted as a lock-and-key coupling of each Game Pak and Control Deck, deterring the copying or production of NES games which had not first achieved Nintendo's licensed approval. The packaging of the launch lineup of NES games bore pictures of a very close representation of the actual onscreen graphics of the game, which were of sufficiently recognizable quality on their own. Symbols on the launch games' packaging clearly indicated the genre of the game, in order to reduce consumer confusion. A 'seal of quality' was printed on all appropriately licensed game and accessory packaging. The initial seal stated, "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 rather strict policy of censoring profanity, sexual, religious, or political content in games. The most famous case of this was Lucasfilm's attempts to port Maniac Mansion (a game with a considerable amount of unacceptable material) to the NES. NOA continued their censorship policy until 1994 with the advent of the Entertainment Software Rating Board system.

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. While at first, the American public exhibited limited excitement for the console itself, peripherals such as the light gun and R.O.B. also attracted extensive attention.[20]

In Europe and Australia, the system was released to two separate marketing regions. One region consisted of most of mainland Europe (excluding Italy), and distribution there was handled by a number of different companies, with Nintendo responsible for most cartridge releases. Most of this region saw a 1986 release. Mattel handled distribution for the other region, consisting of the United Kingdom, Canada, Italy, Australia and New Zealand, starting the following year. Not until the 1990s did Nintendo's newly created European branch direct distribution throughout Europe.[21]

The Nintendo Entertainment System's Control Deck

For its complete North American release, the Nintendo Entertainment System was progressively released over the ensuing years in four different bundles: the Deluxe Set, the Control Deck, the Action Set and the Power Set. The Deluxe Set, retailing at US$199.99, included R.O.B., a light gun called the NES Zapper, two controllers, and two Game Paks: Gyromite, and Duck Hunt. The Basic Set, retailing at US$89.99 with no game, and US$99.99 bundled with "Super Mario Bros." The Action Set, retailing in 1988 for US$149.99, came with the Control Deck, two game controllers, an NES Zapper, and a dual Game Pak containing both Super Mario Bros. and Duck Hunt.[1][22] In 1989, the Power Set included the console, two game controllers, a 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.[23] Two more bundle packages were later released using the original model NES console. The Challenge Set of 1992 included the console, two controllers, and a Super Mario Bros. 3 Game Pak for a retail price of US$89.99. The Basic Set, first released in 1987, was repackaged for a retail US$89.99. It included only the console and two controllers, and no longer was bundled with a cartridge.[23] 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 both the North American and Japanese markets as part of the final Nintendo-released bundle package. The package included the new style NES-101 console, and one redesigned "dogbone" game controller. Released in October 1993 in North America, this final bundle retailed for US$49.99 and remained in production until the discontinuation of the NES in 1995.[1]

Reception

Despite the system’s lackluster performance outside of Japan and North America, by 1990 the NES had outsold all previously released consoles worldwide.[24] The slogan for this brand was It can't be beaten.[25] The Nintendo Entertainment System was not available in the Soviet Union.

As the 1990s dawned, however, renewed competition from technologically superior systems such as the 16-bit Sega Mega Drive/Genesis marked the end of the NES’s dominance. Eclipsed by Nintendo's own Super Nintendo Entertainment System (SNES), the NES’s user base gradually waned. However, even as developers ceased production for the NES, a number of high-profile video game franchises and series that started on the NES were transitioned to newer consoles and remain popular to this day. Nintendo continued to support the system in North America through the first half of the decade, even releasing a new version of the system's console, the NES-101 model (known as the HVC-101 in Japan), to address many of the design flaws in the original console hardware.[citation needed] The last game released in Japan was Takahashi Meijin no Bōken Jima IV (Adventure Island IV), while in North America, Wario's Woods was the last licensed game; unlicensed games are still being produced to this day.[26] In the wake of ever decreasing sales and the lack of new software titles, Nintendo of America officially discontinued the NES by 1995.[1] Despite this, Nintendo of Japan kept producing new Nintendo Famicom units until September 2003,[27] and continued to repair Famicom consoles until October 31, 2007, attributing the decision to discontinue support because of insufficient supplies of parts.[28][29]

Legacy

The production run of the Famicom and the Nintendo Entertainment System, is the longest lasting of any video game console, spanning 20 years from July 1983 to September 2003, before being discontinued in Japan. The NES was released after the "video game crash" of the early '80s, whereupon many retailers and adults had regarded electronic games as being merely a passing fad.[30] Five years later, in 1988, video gaming was a multi-billion dollar industry.[31] Before the NES/Famicom, Nintendo was known as a moderately successful Japanese toy and playing card manufacturer, and the popularity of the NES/Famicom helped the company grow into an internationally recognized name almost synonymous with video games[32] and set the stage for Japanese dominance of the video game industry.[33] With the NES, Nintendo also changed the relationship of console manufacturers and third-party software developers by restricting developers from publishing and distributing software without licensed approval. This led to higher quality software titles, which helped to change the attitude of a public that had grown weary from poorly produced titles for other game systems of the day.[34] The NES was the first system to use special technology to lock-out unauthorized cartridges.[35]

The NES hardware was also very influential. Nintendo chose the name "Nintendo Entertainment System" for the US market and redesigned the system so it would 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 video cassette player. The controller was radically different from those of previous consoles,[36] replacing the joystick with a 4-way directional "control pad."[37] Unlike a joystick, the control pad could be manipulated precisely and easily with a single thumb. As the industry adopted the idea, it became universally known as the "directional pad," "D-pad," or "cross pad." Nearly every major game system, after the NES incorporated it, has included a D-pad onto the primary controller. In later years, Nintendo was recognized with multiple industry awards for the innovation.[38][39][40]

There were many prominent game franchises that originated on the NES. The system's hardware limitations led to game design similarities that still influence video game design and culture. Some of the more important franchises that debuted on the NES were Nintendo's own Super Mario Bros.,[41] The Legend of Zelda[42] and Metroid,[43] Capcom's Mega Man[44] franchise, Konami's Castlevania[45] franchise, Square's Final Fantasy[46] and Enix's Dragon Quest[47] franchises. All of these still exist today.

NES imagery, especially its controller, has become a popular motif for a variety of products,[48][49][50] including Nintendo's own Game Boy Advance.[51] Clothing, accessories, and food items adorned with NES-themed imagery are still produced and sold in stores. Such items include hats, shirts, underwear, wallets, wrist-bands, belt buckles, tins containing mint candy, and energy drinks.

Games

The Nintendo Entertainment System offered a number of groundbreaking titles. Super Mario Bros. pioneered side-scrollers while The Legend of Zelda helped popularize battery-backed save functionality.

Game Pak

A North American/PAL cartridge (or "Game Pak") was significantly larger than its Japanese counterpart.

The NES used a 72 pin design, as compared with 60 pins on the Famicom. Some early games released in North America were simply Famicom cartridges attached to an adapter to allow them to fit inside the NES hardware.[19] Nintendo did this to reduce costs and inventory by using the same cartridge boards in North America and Japan. Originally, NES cartridges were held together with 5 small, slotted screws. Later games (post-1987) were redesigned slightly to incorporate two plastic clips molded into the plastic itself, eliminating the need for the top two screws.[52]

The back of the cartridge bears a label with instructions on handling. Production and software revision codes were imprinted as stamps on the back label to correspond with the software version and producer. With the exception of The Legend of Zelda and Zelda II: The Adventure of Link, which were available in gold-plastic carts, all licensed NTSC and PAL cartridges were a standard shade of gray plastic. Unlicensed carts were produced in black, robin egg blue, and gold and were all slightly different shape and style than a standard NES cart. Nintendo also produced yellow-plastic carts for internal use at Nintendo Service Centers, although these "test carts" were never made available for purchase by consumers. All licensed US cartridges were made by Nintendo except 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. As well, the instruction label on the back included the opening lyric from the show's theme song, "Life is like a hurricane".[53]

Japanese (Famicom) cartridges are shaped slightly differently. While the NES used a 72-pin interface, the Famicom system used a 60-pin design. 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.[54] This allowed these companies to develop their own customized chips designed for specific purposes, such as chips that increased the quality of sound in their games.

Third-party licensing

Nintendo's near monopoly on the home video game market left it with a degree of influence over the industry exceeding even that of Atari 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 Activision to cease production of Atari 2600 games), Nintendo had anticipated and encouraged the involvement of third-party software developers—but strictly on Nintendo's terms.[55] Most of the Nintendo platform-control measures were adopted by later console manufacturers such as Sega, Sony, and Microsoft, although not as stringent.

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.[56] 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's intention, however, was to reserve a large part of NES game revenue for itself. Nintendo required that they 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, which were required to sign a contract by Nintendo that would obligate these parties to develop exclusively for the system, order at least 10,000 cartridges, and only make five games per year.[57] GameSpy noted that these "iron-clad terms" made Nintendo many enemies during the 1980s. Some developers tried to get around the five game limit by creating additional company brands like Konami's Ultra Games label, others tried going around the 10NES chip (see below).[55]

These strict licensing measures backfired somewhat after Nintendo was accused of antitrust behavior.[58] The United States Department of Justice and several states began probing Nintendo's questionable business practices, leading to the involvement of Congress and the Federal Trade Commission. The FTC conducted an extensive investigation which included interviewing hundreds of retailers. As the FTC probe concluded, Nintendo quietly 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 a NES title between June 1988 and December 1990. GameSpy remarked that Nintendo's punishment was particularly weak giving 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.[55]

In the longer run, however, with the NES near its end of its life many third-party publishers such as Electronic Arts supported upstart competing consoles with less onerous 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. Indeed 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

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 temporarily disable the 10NES chip in the NES.[59] A few unlicensed games released in Europe and Australia came in the form of a dongle that would be connected to a licensed game, in order to use the licensed game's 10NES chip for authentication. In order to combat unlicensed games, Nintendo of America threatened retailers who sold them with losing their supply of licensed titles. In addition, multiple revisions were made to the NES PCBs to prevent these games from working.

File:Bible adventures.jpg
Unlicensed games, such as Wisdom Tree's Bible Adventures, were often released in cartridges which looked very different from typical NES Game Paks.

Atari Games created a line of NES products under the name Tengen and took a different approach. The company attempted to reverse engineer the lockout chip to develop its own "Rabbit" chip. However, 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 in a legal case. Nintendo sued Tengen for copyright infringement, which Tengen lost as it could not prove that the legally obtained patent documents had not been used by the reverse engineering team. Tengen's antitrust claims against Nintendo were never finally decided.[58]

Following the introduction of the Sega Mega Drive/Genesis, 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 NES 2, the 10NES chip was omitted as a cost-saving measure. Games marketed for the NES after that point still included a 10NES chip in order to work with the large installed base of original NES consoles.

Emulation

The NES can be emulated on many other systems, most notably the PC. One of the earliest emulators was NESticle offered its initial release as NESticle v0.2 on April 3, 1997. There have since been many other emulators. The Virtual Console for the Wii, Nintendo 3DS and Wii U also offers emulation of many NES games.

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 Nintendo 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 didn't 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.[60] Nintendo lost the lawsuit,[61] but did win on a claim of copyright infringement.[62] Blockbuster was banned from including original, copyrighted instruction booklets with their rented games. In compliance with the ruling, Blockbuster produced their own 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 and still do today.

There were some risks with renting cartridge-based games, however. Most rental shops did not clean the connectors and they would become dirty over time. Renting and using a cartridge with dirty connectors posed a problem for consoles, especially the Nintendo Entertainment System which was particularly susceptible to operation problems and failures when its internal connectors became dirty (see the Design flaws section below).

Hardware

Configurations

Although the Japanese Famicom, North American and European NES versions included essentially the same hardware, there were certain key differences among the systems.

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.[63] The Famicom featured a top-loading cartridge slot, a 15-pin 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.[63]

The original NES, meanwhile, featured a front-loading cartridge covered by a small, hinged door that can be opened to insert or remove a cartridge and closed at other times. It features 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.

In the UK, Italy and Australia which share the PAL A region, two versions of the NES were released; the "Mattel Version" and "NES Version".[64] When the NES was first released in those countries, it was distributed by Mattel and Nintendo decided to use a lockout chip specific to those countries, different from the chip used in other European countries. When Nintendo took over European distribution in 1990, they produced consoles that were then labelled "NES Version"; therefore, the only differences between the two are the text on the front flap and texture on the top/bottom of the casing.

The NES-101 control deck alongside its similarly redesigned NES-039 game controller.

The NES-101 model of the Nintendo Entertainment System, known informally as the "top-loader", uses the same basic color scheme, although there are several subtle differences. Like the original Family Computer, it uses a top-loading cartridge slot. The NES-101 model was redesigned after the (also top loading) SNES and indeed they share many of the same design cues.

Design flaws

The official NES Cleaning Kit 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 US, 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 video game crash of 1983. One result of this philosophy was 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 newly designed 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. Frequent insertion and removal of cartridges caused the pins to wear out from repeated usage over the years and the ZIF design proved more prone to interference by dirt and dust than an industry-standard card edge connector.[65] These design issues were not alleviated by Nintendo’s choice of materials; the console slot nickel connector springs would wear due to design and the game cartridge copper connectors were also prone to tarnishing.[66]

The 10NES authentication chip contributed to the system's reliability problems. The circuit was ultimately removed from the remodeled NES 2.

Lockout

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.[67] The original NES (but not the top-loading NES-101) contained the 10NES 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. NES consoles sold in different regions had different lockout chips, so games marketed in one region would not work on consoles from another region. Known regions are: USA/Canada (3193 lockout chip), most of Europe (3195), Asia (3196) and UK, Italy and Australia (3197). Since two types of lockout chip were used in Europe, European NES game boxes often had an "A" or "B" letter on the front, indicating whether the game is compatible with UK/Italian/Australian consoles (A), or the rest of Europe (B). Rest-of-Europe games typically had text on the box stating "This game is not compatible with the Mattel or NES versions of the Nintendo Entertainment System". Similarly, UK/Italy/Australia games stated "This game is only compatible with the Mattel or NES versions of the Nintendo Entertainment System".

Pirate cartridges for the NES were rare, but Famicom ones were common and widespread in Asia. Most were produced in Hong Kong or Taiwan, and they usually featured a variety of small (32k or less) games which were selected from a menu and bank switched. Some were also hacks of existing games (especially Super Mario Bros.), and a few were cartridge conversions of Famicom Disk System titles such as the Japanese SMB2.

Problems with the 10NES lockout chip frequently resulted in the console's most infamous problem: 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.[56] Dirty, aging and bent connectors would often disrupt the communication, resulting in the blink effect.[65] Alternatively, the console would turn on but only show a solid white, gray, or green screen. Users attempted to solve this problem 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, cleaning the connectors with alcohol. These attempted solutions often became notable in their own right and are often remembered alongside the NES. Many of the most frequent attempts to fix this problem instead ran the risk of damaging the cartridge and/or system. [citation needed] In 1989, Nintendo released an official NES Cleaning Kit to help users clean malfunctioning cartridges and consoles.

With the release of the top-loading NES-101 (NES 2) 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 Super Nintendo Entertainment System and the Nintendo 64.

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. In practice, the authorization process consisted of nothing more than paying a fee to Nintendo for the privilege. In a recent trend, many sites have sprung up to offer Nintendo repair parts, guides, and services that replace those formerly offered by the authorized repair centers.

The NES plastic also had a tendency to yellow over time.

Technical specifications

For its central processing unit (CPU), the NES uses an 8-bit microprocessor produced by Ricoh based on a MOS Technology 6502 core.

The NES contains 2 KiB of onboard work RAM. A game cartridge may contain expanded RAM to increase this amount. The size of NES games varies from 8 KiB (Galaxian) to 1 MiB (Metal Slader Glory), but 128 to 384 KiB was the most common.

The NES uses a custom-made Picture Processing Unit (PPU) developed by Ricoh. All variations of the PPU feature 2 KiB of video RAM, 256 bytes of on-die "object attribute memory" (OAM) to store the positions, colors, and tile indices of up to 64 sprites on the screen, and 28 bytes of on-die palette RAM to allow selection of background and sprite colors. 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. The system has an available color palette of 48 colors and 6 grays. Up to 25 simultaneous colors may be used without writing new values mid-frame: a background color, four sets of three tile colors and four sets of three sprite colors. The NES palette is based on NTSC rather than RGB values. A total of 64 sprites may be displayed onscreen at a given time without reloading sprites mid-screen. The standard display resolution of the NES is 256 horizontal pixels by 240 vertical pixels.

Video output connections varied from one model of the console to the next. The original HVC-001 model of the Family Computer featured only radio frequency (RF) modulator output. When the console was released in North America and Europe, support for composite video through RCA connectors was added in addition to the RF modulator. The HVC-101 model of the 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 re-released NES-101 model most closely resembled the original HVC-001 model Famicom, in that it featured RF modulator output only.[68] Finally, the PlayChoice-10 utilized an inverted RGB video output.

The NES board supported a total of five sound channels.

Accessories

In addition to featuring a revised color scheme that matched the more subdued tones of the console itself, NES controllers could be unplugged. They nevertheless lacked the microphone featured in Famicom controllers.

Controllers

The game controller used for both the NES and the Famicom featured 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.[69] Additionally, the controllers utilized the cross-shaped joypad, designed by Nintendo employee Gunpei Yokoi for Nintendo Game & Watch systems, to replace the bulkier joysticks on earlier gaming consoles’ controllers.[37]

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 microphone. Relatively few games made use of this feature. The earliest produced Famicom units initially had square A and B buttons.[68] 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 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. Some NES localizations of games, such as The Legend of Zelda, which required the use of the Famicom microphone in order to kill certain enemies, suffered from a lack of a hardware to do so.[63]

The NES Zapper, a light gun accessory

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 Zapper (a light gun), the R.O.B.,[70] and the Power Pad.[71][72] The original Famicom featured a deepened DA-15 expansion port on the front of the unit, which was used to connect most auxiliary devices.[63] On the NES, these special controllers were generally connected to one of the two control ports on the front of the console.

Nintendo also made two turbo controllers for the NES called NES Advantage and the NES Max. Both controllers had a Turbo feature, a feature where one tap of the button represented multiple taps. This feature allowed players to shoot much faster during shooter games. The NES Advantage had two knobs that adjusted the firing rate of the turbo button from quick to Turbo, as well as a "Slow" button that slowed down the game by rapidly pausing the game. The "Slow" button did not work with games that had a pause menu or pause screen and can interfere with jumping and shooting. The NES Max also had the Turbo Feature, but it was not adjustable, in contrast with the Advantage. It also did not have the "Slow" button. Its wing-like shape made it easier to hold than the Advantage and it also improved on the joystick. Turbo features were also featured on the NES Satellite, the NES Four Score, and the U-Force. Other accessories include the Power Pad and the Power Glove, which was featured in the movie "The Wizard."

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. 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 had cables which were 90 cm (3 feet) long, as opposed to the standard 180 cm(6 feet) of NES controllers.[73]

In recent years, 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 recent products, from promotional merchandise to limited edition versions of the Game Boy Advance.[51]

Japanese accessories

A number of peripheral devices and software packages were released for the Famicom. Few of these devices were ever released outside of Japan.

Family BASIC is an implementation of BASIC for the Famicom that came with a keyboard. Similar in concept to the Atari 2600 BASIC cartridge, it allowed the user to program their own games, which could be saved on an included cassette recorder.[74] Nintendo of America rejected releasing Famicom BASIC in the US because they did not think it fit their primary marketing demographic of children.[75]

The Famicom Modem is a modem that allowed connection to a network which provided content such as financial services,[76] but it was only available in Japan. A modem was, however, tested in the United States, by the Minnesota State Lottery. It would have allowed players to buy scratchcards and play the lottery with their NES. It was not released in the United States because some parents and legislators voiced concern that minors might learn to play the lottery illegally and anonymously, despite assurances from Nintendo to the contrary.[77]

Famicom Disk System
The Famicom Disk System was a peripheral available only for the Japanese Famicom that used games stored on "Disk Cards" with a 3" Quick Disk mechanism.

In 1986, Nintendo released the FDS in Japan, a type of floppy drive that used a single-sided, proprietary 5 cm (2") disk and plugged into the cartridge port. It contained RAM for the game to load into and an extra wavetable sound chip. The disks were obtained from vending machines in malls and other public places where buyers could select a title and have it written to the disk. Nintendo's idea was that this would cost less than cartridges and users could take the disk back to a vending booth and have it rewritten with a new game. The disks were used both for storing the game and saving progress and total capacity was 128k (64k per side).

A variety of games for the FDS were released by Nintendo (including some like SMB that had already been released on cartridge) and third party companies such as Konami and Taito. A few unlicensed titles were made as well. However, its limitations became quickly apparent as larger ROM chips were introduced, allowing cartridges with greater than 128k of space. More advanced memory mappers soon appeared and the FDS quickly became obsolete. Nintendo also charged developers considerable amounts of money to produce FDS games, and many refused to develop for it, instead continuing to make cartridge titles. The FDS disks also had no dust covers (except in some unlicensed and bootleg variants) and were easily prone to getting dirt on the media. In addition, the drive used a belt which broke frequently and required replacement. After only two years, the FDS was discontinued, although vending booths remained in place until 1993 and Nintendo continued to rewrite and offer replacement disks until 2003.

Nintendo of America initially planned to bring the FDS to the United States, but rejected the idea after considering the numerous problems encountered with them in Japan. Many FDS games such as Castlevania, Zelda, and Bubble Bobble were sold in the US as cartridge titles, with simplified sound and the disk save replaced by passwords or battery save systems.

Hardware clones

Pirated clones of NES hardware remained in production for many years after the original had been discontinued. Such devices were frequently built to superficially resemble younger consoles, such as this one modeled after a PS One.

A thriving market of unlicensed NES hardware clones 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 console. 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 Famicom clone was marketed in Argentina under the name of "Family Game", resembling the original hardware design. The Micro Genius (Simplified Chinese: 小天才) was marketed in Southeast Asia as an alternative to the Famicom; Samurai was the popular PAL alternative to the NES; and in Central Europe, especially Poland, the Pegasus was available.[78] Samurai was also available in India in early 90s which was the first instance of console gaming in India.[79]

The unlicensed clone market has flourished following Nintendo's discontinuation of the NES. Some of the more exotic of these resulting 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. PocketFami). Others have been produced with certain specialized markets in mind, such as an NES clone that functions as a rather primitive personal computer, which includes a keyboard and basic word processing software.[80] These unauthorized clones have been helped by the invention of the so-called NES-on-a-chip.[81]

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.

Although most hardware clones were not produced under license by Nintendo, certain companies were granted licenses to produce NES-compatible devices. The Sharp Corporation produced at least two such clones: the Twin Famicom and the SHARP 19SC111 television. The Twin Famicom was compatible with both Famicom cartridges and Famicom Disk System disks.[82] 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.[83] A similar licensing deal was reached with Hyundai Electronics, who licensed the system under the name Comboy in the South Korean 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 Japan–Korea disputes).[84]

NES Test Station

See also

Notes

^ a: For distribution purposes, Europe and Australasia were divided into two regions by Nintendo. The first of these regions consisted of France, the Netherlands, West Germany, Norway, Denmark and Sweden and saw the NES released during 1986. The console was released in the second region, consisting of the United Kingdom, Republic of Ireland and Italy, as well as Australia and New Zealand, the following year.
^ b: In Japan, Nintendo sold an optional expansion peripheral for the Famicom, called the Famicom Disk System, which would enable the console to run software from proprietary floppy disks.
^ c: The original Famicom included no dedicated controller ports. See game controllers section.
^ e: The NES was the overall best-selling system worldwide of its time. In Japan and the United States, it controlled 85 to 90 percent of the market.[8] It was not as successful in Europe, where it was at in most ten to twelve percent of households.[21] Nintendo sold 61.9 million NES units worldwide: 19.35 million in Japan, 34 million in the Americas and 8.5 million in other regions.[4]
^ f: The commonly bundled game Super Mario Bros. popularized the platform game genre and introduced elements that would be copied in many subsequent games[85]
^ g: 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.[14]
^ h: Donkey Kong Jr. Math and Mach Rider are often erroneously included in lists of launch titles. In reality, neither title was available until later in 1986.[18]

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