Nintendo Entertainment System

Home video game console

"Control deck", "NES", and "Nintendo (console)" redirect here. For the type of card deck used in Magic: The Gathering, see Magic: The Gathering deck types § Control. For other uses of "NES", see NES (disambiguation). For other Nintendo consoles, see Nintendo video game consoles.

Nintendo Entertainment System / Family Computer

Top: NES Control Deck with detachable controller
Bottom: Family Computer ("Famicom") main unit with hardwired controllers

Also known as|

* KOR: Hyundai Comboy
* IND: Samurai Electronic TV Game System
* CIS: Dendy

Developer| Nintendo R&D2
Manufacturer| Nintendo
Type| Home video game console
Generation| Third
Release date|

* JP: July 15, 1983
* NA: October 18, 1985[1]
* EU: September 1, 1986[a]
* UK/IRE/ITA/AU: 1987[b]
* KOR: 1989[2]
* CHL: 1991[3]
* BRA/ZA: 1993[4]

Introductory price| ¥14,800 (equivalent to ¥18,365 in 2019)
US$180 (equivalent to $530 in 2024)[5]
Discontinued|

* NA/EU/AU: August 14, 1995 (1995-08-14)[7]
* JP: September 25, 2003 (2003-09-25)[6]

Units sold| 61.91 million[8]
Media| Nintendo Entertainment System Game Pak
CPU|

* Ricoh 2A03 @ 1.79 MHz
* Ricoh 2A07 @ 1.66 MHz[c]

Memory| 2 KB work RAM
2 KB video RAM
256 bytes sprite RAM
Display| 256 × 240 px
Graphics| PPU (Ricoh 2C02)
Sound| APU, 5 channels: 2 pulse wave, triangle wave, white noise, DPCM
Controller input| 2 controller ports[d]
1 expansion slot
Best-selling game|

* Pack-in: Super Mario Bros. (40 million)[9]
* Standalone: Super Mario Bros. 3 (18 million)[10]

Predecessor| Color TV-Game
Successor| Super Nintendo Entertainment System
Related| Famicom Disk System
Famicom 3D System

The Nintendo Entertainment System (NES) is an 8-bit home video game console developed and marketed by Nintendo. It was released in Japan on July 15, 1983, as the Family Computer (Famicom),[note 1] and released as the redesigned NES in test markets in the United States on October 18, 1985, followed by a nationwide launch on September 27, 1986. The NES was distributed in Europe, Australia, and parts of Asia throughout the 1980s under various names. As a third-generation console, it mainly competed with Sega's Master System.

The Nintendo president, Hiroshi Yamauchi, called for a simple, cheap console that could run arcade games on cartridges. The Famicom was designed by Masayuki Uemura, with its controller design reused from Nintendo's portable Game & Watch hardware. The western model was redesigned by Lance Barr and Don James to resemble a video cassette recorder. Nintendo released add-ons such as the NES Zapper, a light gun for shooting games, and R.O.B, a toy robot.

The NES is regarded as one of the most influential gaming consoles. It helped revitalize the American gaming industry following the video game crash of 1983, and pioneered a now-standard business model of licensing third-party developers to produce and distribute games.[11] Several games released for the NES, including Super Mario Bros. (1985), The Legend of Zelda (1986), Metroid (1986), and Mega Man (1987), became major franchises.

While the NES dominated Japanese and North American markets, it performed less well in Europe,[e] where it faced strong competition from the Master System, as well as the Commodore 64 and ZX Spectrum home computers. With 61.91 million units sold, it is the 14th-best-selling console of all time. Nintendo ceased production of the NES in 1995 and the Famicom in 2003. It was succeeded in 1990 by the Super Nintendo Entertainment System.

## History

[edit]

Main article: History of the Nintendo Entertainment System

### Background

[edit]

Original design for the NES as created by Masayuki Yukawa

The video game industry experienced rapid growth and popularity from the late 1970s to the early 1980s, marked by the golden age of arcade games and the second generation of consoles. Games like Space Invaders (1978) became a phenomenon across arcades worldwide, while home consoles such as the Atari 2600, alongside home computers such as the Commodore 64 and the Intellivision acquired footholds in the American market. Many companies emerged to capitalize on the growing industry, including the card and toy company Nintendo.[13]

Nintendo president Hiroshi Yamauchi realized that breakthroughs in the electronics industry meant that entertainment products could be produced at lower prices. Companies such as Atari and Magnavox were already selling gaming devices for use with television sets, to moderate success. Yamauchi negotiated a license with Magnavox for the patents on the technology used in the Magnavox Odyssey. Since Nintendo's operation was not yet sophisticated enough to design its own hardware, Yamauchi forged an alliance with Mitsubishi Electric and hired several Sharp Electronics employees to assist in developing the Color TV-Game 6 and the Color TV-Game 15 in Japan.[14][15] This was followed the handheld Game & Watch series.[16][17] The successes of these machines gave Yamauchi the confidence to expand Nintendo's influence in the fledgling video game industry.[18]

In 1978, Yamauchi split Nintendo into separate research and development divisions. He appointed Masayuki Uemura as head of Nintendo Research & Development 2.[19][20][21][22][23] Yamauchi, through extensive discussions with Uemura and other engineers, recognized the potential of the developing console beyond gaming. He envisioned a home-computer system disguised as a toy, which could significantly expand Nintendo's reach if it became popular with children. This popularity would drive demand for games, with Nintendo as the sole provider. Indeed, by 1980 several systems had already been released in Japan by both American and Japanese companies. Yamauchi tasked Uemura with developing a system that would be superior to its competitors and difficult to replicate for at least a year. Uemura's main challenge was economic rather than technological; Yamauchi wanted the system to be affordable enough for widespread household adoption, aiming for a price of ¥9,800 (less than $75) compared to existing machines priced at ¥30,000 to ¥50,000 ($200 to $350). The new system had to outperform other systems, both Japanese and American, while being significantly more affordable.[24][21]

### Inception

[edit]

As development progressed on the new video game system, engineers sought Yamauchi's guidance on its features. They questioned whether to include a disk drive, keyboard, data port, as well as the potential for a modem, expanded memory, and other computer-like capabilities. Yamauchi ultimately instructed Uemura to prioritize simplicity and affordability, omitting these peripherals entirely. Game cartridges, which Uemura saw as "less intimidating" to consumers, were chosen as the format.[25] The team designed the system with 2,000 bytes of random-access memory (RAM).[26]

The console's hardware was largely based on arcade video games, particularly the hardware for Namco's Galaxian (1979) and Nintendo's Donkey Kong (1981), with the goal of matching their powerful sprite and scrolling capabilities in a home system.[13] A test model was constructed in October 1982 to verify the functionality of the hardware, and work began on programming tools. Because 65xx CPUs had not been manufactured or sold in Japan by that time, no cross-development software was available and it had to be developed from scratch. Early Famicom games were written on a NEC PC-8001 computer. LEDs on a grid were used with a digitizer to design graphics as no such software design tools existed at that time.[27]

The codename for the project was GameCom, but Masayuki Uemura's wife proposed the name Famicom, arguing that "In Japan, 'pasokon' is used to mean a personal computer, but it is neither a home nor personal computer. Perhaps we could say it is a family computer".[f] Meanwhile, Hiroshi Yamauchi decided that the console should use a red and white theme after seeing a hoarding for DX Antenna (a Japanese antenna manufacturer) which used those colors.[27]

### Development

[edit]

The Famicom was influenced by the ColecoVision, Coleco's competition against the Atari 2600 in the United States;[29] the ColecoVision's top-seller was a port of Nintendo's Donkey Kong.[30] The project's chief manager Takao Sawano brought a ColecoVision home to his family, impressed by its smooth graphics,[31] which contrasts with the flicker and slowdown commonly seen on Atari 2600 games. Uemura said the ColecoVision set the bar for the Famicom. They wanted to surpass it and match the more powerful Donkey Kong arcade hardware; they took a Donkey Kong arcade cabinet to chip manufacturer Ricoh for analysis, which led to Ricoh producing the Picture Processing Unit (PPU) chip for the NES.[29]

During development, Yamauchi directed engineers to reduce costs by removing non-essential components. However, he insisted on including a low-cost circuit and connector that allowed the CPU to send or receive unmodified signals, enabling future hardware expansions such as modems or keyboards.[32] This built-in capability led some within Nintendo to refer to the console as "Yamauchi’s Trojan Horse": it entered homes as a simple gaming device with two controllers, yet contained features far beyond its apparent function. A 1989 corporate report later acknowledged, "In the initial stages of [the system’s] development, we foresaw these possibilities... we built a data communications function into the system".[33] Lead engineer Masayuki Uemura credited luck for this foresight, while colleague Genyo Takeda remarked that Uemura's lack of experience allowed him to attempt what others might have deemed unfeasible. Design decisions were also carefully considered. Yamauchi took a hands-on role in determining the controller layout, casing shape, and overall aesthetic. The final design featured a directional pad and two buttons on the right controller, a microphone on the left, rounded edges, and a red-and-white color scheme deliberately styled to appear more like a toy than a computer.[34]

Original plans called for the Famicom's cartridges to be the size of a cassette tape, but ultimately they ended up being twice as large. Careful design attention was paid to the cartridge connectors because loose and faulty connections often plagued arcade machines. As it necessitated 60 connection lines for the memory and expansion, Nintendo decided to produce their own connectors.[27] Each game cartridge typically contained two primary chips: one for the game’s program code (up to 32 kilobytes) and another for graphical data used to render on-screen characters (up to 8 kilobytes). Nintendo's R&D3 team designed the "UNROM" cartridge, which enabled larger memory capacities and the use of bank switching. This technique involved storing additional data in RAM and dynamically accessing it as needed, thereby significantly expanding gameplay possibilities.[35] At Gunpei Yokoi's suggestion, a cartridge eject lever was also added, not for functionality, but to amuse children.

The Famicom design team initially considered arcade-style joysticks and even dismantled existing models from American consoles, but ultimately rejected them due to concerns about durability and the risk of children stepping on them. Instead, they adopted the D-pad and two action button layout developed by R&D1 for their handheld Game & Watch series. As an early prototype, Katsuya Nakagawa attached a Game & Watch D-pad to the Famicom and found it comfortable and easy to use. To reduce costs, the controllers were hardwired to the console and stored in molded pockets on the case. A 15-pin expansion port was added on the front of the console so that an optional arcade-style joystick could be used.[27] The second controller also included a microphone, which Uemura envisioned being used to make players' voices sound through the TV speaker.[36][27]

### Japanese launch

[edit]

The console was released in Japan on July 15, 1983, as the Home Cassette Type Video Game: Family Computer,[note 2] priced at ¥14,800 (equivalent to ¥18,400 in 2019) with three launch games available for purchase, all ports of popular Nintendo arcade games: Donkey Kong (1981), Donkey Kong Jr. (1982), and Popeye (1982). Although priced higher than originally intended—approximately $100—the system remained less than half the cost of rival consoles. Backed by a robust marketing campaign, 500,000 units were sold within the first two months. However, a major fault emerged ahead of the critical Japanese New Year season. Reports began surfacing of Famicoms crashing during gameplay. Uemura and engineer Gunpei Yokoi traced the issue to a defective integrated circuit that could lock under specific data conditions. Upon reporting the issue to Yamauchi, staff proposed selectively replacing affected units. However, they were warned that a partial response could damage consumer trust and jeopardize Nintendo’s first-mover advantage before competitors could respond. Yamauchi considered their input, then issued a decisive directive: "Recall them all".[37]

After a product recall and the release of a revised model with a new motherboard, the system's popularity soared. By the end of 1984, the Famicom had become the best-selling game console in Japan in what came to be called the "Famicom Boom".[38]: 279, 285 Following the sale of the first million units, demand showed no signs of slowing. Japanese retailers inundated Nintendo with urgent requests for stock. Anticipation for new game releases reached unprecedented levels, with children queuing outside shops and games selling out almost immediately. This phenomenon, soon dubbed "Nintendomania", overwhelmed the supply chain and further increased demand.[39] The Famicom’s success quickly cleared the field of competition in Japan. Fourteen rival console manufacturers exited the market, and Sega’s SG-1000—launched the same day as the Famicom—failed to gain traction.[40][41]

At launch, Nintendo released only first-party games. However, in 1984, after being approached by Namco and Hudson Soft, the company agreed to allow third-party titles. Developers paid a 30% fee to cover console licensing and production costs, a revenue model that would later influence the video game industry for decades.[42]

### Venture into North America

[edit]

Further information: History of the Nintendo Entertainment System § North America

The prototype Advanced Video System with cassette data drive and wireless accessories.

Nintendo initially planned for the console to enter the North American market through a distribution agreement with Atari. The agreement was expected to be finalized at the Summer Consumer Electronics Show (CES) in June 1983. However, during the show, Atari discovered that Coleco was demonstrating an unlicensed port of Nintendo's Donkey Kong on its Coleco Adam computer system. Atari, believing this violated its exclusive license for the game, delayed the deal. Shortly afterward, Atari CEO Ray Kassar was fired, the deal fell apart, and Nintendo decided to market its system on its own.[38]: 283–286

Nintendo believed that the Famicom name might not resonate with American consumers, so they initially rebranded the console as the Advanced Video System (AVS). The AVS resembled a home computer rather than a "toy",[43] featuring a built-in keyboard, a cassette-based data drive, and infrared wireless controllers.[38]: 287 By positioning the console as a more "sophisticated" consumer electronics product, Nintendo aimed to distance themselves from the recent failures of companies such as Atari, Coleco, and Mattel.[44] It was publicly demonstrated at the Winter CES in January 1985, but the reaction was lukewarm. While the hardware and games were praised, there was deep skepticism that the console could succeed in the United States, as the industry was still recovering from the video game crash of 1983. The March 1985 issue of Electronic Games magazine reported that the video game market in America "[had] virtually disappeared" and that "[it] could be a miscalculation on Nintendo's part".[45][46]

With American retailers still wary of stocking game consoles after the 1983 crash, Yamauchi saw an opportunity to introduce the Famicom hardware to North America through arcades, launching it as the Nintendo VS. System in 1984.[47][48] The VS. System became a major success, selling nearly 100,000 cabinets and becoming the highest-grossing arcade machine of 1985 in the United States.[49][50] This success gave Nintendo the confidence to pursue a home console launch and provided a platform to test new titles to help shape the launch line-up.[47]

Nintendo's display at a FAO Schwarz in New York City, 1986

Nintendo of America designers Lance Barr and Don James were disappointed with the prototype console they received from Japan, which they nicknamed "the lunchbox". For the console's western release, they added a two-tone gray design, black stripe, and red lettering, with a front-loading, zero insertion force slot modelled after a videocassette recorder that concealed the cartridge once inserted. The redesigned console, now called the Nintendo Entertainment System (NES), was revealed by Nintendo at the June 1985 Summer CES, and dropped the home computer features of the earlier AVS prototype while retaining its gray color scheme and boxy form factor. It also replaced the Famicom's hardwired controllers and the AVS's wireless ones with detachable wired controllers using proprietary 7-pin connectors. To avoid the language used by earlier game consoles, marketing manager Gail Tilden coined alternative terms for the system's hardware, calling the cartridges "Game Paks" and the console itself the "Control Deck",[51][52] which would later aid its acceptance in toy stores.[53][54] To further distance the NES from previous consoles, Nintendo heavily promoted optional accessories, like the light gun and the Robotic Operating Buddy (R.O.B.), to position the system as cutting-edge and sophisticated. While initial consumer interest in the console was limited, its peripherals drew significant attention.[55]

The NES launched in a limited test market in New York City on October 18, 1985, followed by Los Angeles in February 1986, and finally a full North American release on September 27, 1986.[56][57] The launch line-up included 17 games: 10-Yard Fight, Baseball, Clu Clu Land, Duck Hunt, Excitebike, Golf, Gyromite, Hogan's Alley, Ice Climber, Kung Fu, Pinball, Soccer, Stack-Up, Super Mario Bros., Tennis, Wild Gunman, and Wrecking Crew.[58][59][g] Nintendo contracted with toy company Worlds of Wonder (WoW) to get the NES distributed in stores. WoW’s aggressive sales tactics—including requiring retailers to carry the NES in order to sell its other popular toys—helped secure shelf space for the console. WoW salesman Jim Whims distinctly recalled delivering an ultimatum: "if you want to sell Teddy Ruxpin and you want to sell Lazer Tag, you're gonna sell Nintendo as well." WoW's efforts led to a successful first year for the NES; afterwards, Nintendo of America ended the distribution deal and hired WoW's sales team, taking over distribution directly.[38][60]

With the launch of the NES, Nintendo redefined the home video game market in North America. The 1983 crash had been fueled by misleading marketing, lack of quality control, and hardware fragmentation. In contrast, Nintendo introduced strict standards for software approval, packaging, and quality. It used consistent branding with genre icons, box art that reflected in-game graphics, and the "Official Nintendo Seal of Quality".[61] To enforce its standards, the company used the 10NES, a lock-out chip, to deter production of unlicensed games.[62]

### Other markets

[edit]

In Europe and Oceania, the NES was released in two separate marketing regions. The first consisted of mainland Europe (excluding Italy) where distribution was handled by several different companies, with Nintendo responsible for manufacturing. The NES saw an early launch in Europe in 1986, although most of the European countries received the console in 1987.[63] The release in Scandinavia was on September 1, 1986, where it was released by Bergsala.[64][65] In the Netherlands, it was released in the last quarter of 1987 and was distributed by Bandai BV.[66] In France, it was released in October 1987,[67] and in Spain most likely in 1988 through distributor Spaco.[68][69] Also in 1987, Mattel handled distribution for the second region, consisting of the British Isles, Italy, Australia and New Zealand.[70] In other European countries, distribution was taken over by smaller companies like Bienengräber in Germany, ASD in France, Concentra in Portugal,[71] Itochu in Greece and Cyprus,[72] Stadlbauer in Austria, Switzerland and the former Eastern Bloc.[73][74] In Poland, the NES had its release on October 6, 1994, along with the SNES and the Game Boy.[75][76] In November 1994, Nintendo signed an agreement with Steepler to permit the continued sale of the Dendy, an unauthorised hardware clone of the Famicom, in Russia in exchange for also distributing the SNES.[77][78]

Nintendo anticipated the NES would have a 25 percent market share in Europe, and saw particular potential in the United Kingdom.[79] The console struggled to gain a foothold, however, in part due to the widespread popularity of the ZX Spectrum, which had already established a strong home computing and gaming culture.[80] The affordability, local software support, and versatility of the Spectrum made it a dominant choice among British consumers, severely limiting the NES’s market penetration.[81] The console would be an increase in share in 1990 with the release of the Teenage Mutant Hero Turtles bundle, which was released against Nintendo of America's wishes but ultimately allowed the console's sales to overtake the Sega Master System.[82]

In Brazil, the console was officially released late in 1993 by Playtronic, even after the SNES. The Brazilian market had been dominated by unlicensed NES clones, however – both locally made, and smuggled from Taiwan.[83] One of the most successful local clones was the Phantom System, manufactured by Gradiente, which licensed Nintendo products in the country for the following decade.[84] The sales of officially licensed products were low, due to the cloning, the quite late official launch, and the high prices of Nintendo's licensed products.[85]

Outside of Japan, regions in greater Asia received an "Asian version" of the front-loader NES, though imported Famicom systems were prevalent.[86] Due to import restrictions, NES consoles in India and South Korea were rebranded and distributed by local licensees.[87] The Indian version is called the Samurai Electronic TV Game System[88] and the Korean version is called the Hyundai Comboy.[h][86] The console sold very poorly in India due to affordability and a lack of consumer awareness.[87]

### Bundles and redesigns

[edit]

The NES was released in several retail bundles throughout its commercial life. For its 1985 American test launch, the initial offering was the Deluxe Set, which retailed for US$179.99 (equivalent to $530 in 2024) and included the Control Deck, two controllers, the NES Zapper light gun, the R.O.B. robotic accessory, and two Game Paks: Gyromite and Duck Hunt.[5] Ahead of the 1986 nationwide launch, Nintendo introduced a basic Control Deck set with two controllers and bundled with Super Mario Bros. for US$99.99 (equivalent to $280 in 2024).[89][90]

In 1988, the Deluxe Set was replaced by the Action Set which retailed for US$99.99 (equivalent to $270 in 2024), bundling the Control Deck with two controllers, the NES Zapper, and a dual Game Pak containing Super Mario Bros. and Duck Hunt.[91][92] The same year also saw the introduction of the Power Set, which added the Power Pad floor mat game controller and replaced the dual cartridge with a triple Game Pak featuring Super Mario Bros., Duck Hunt, and World Class Track Meet.[93][94]

In 1990, Nintendo released the Sports Set, which included the Control Deck, four controllers, an NES Satellite infrared wireless multitap adapter, and a dual Game Pak containing Super Spike V'Ball and Nintendo World Cup.[91] In 1992, the Challenge Set debuted at US$89.99 (equivalent to $200 in 2024), featuring the Control Deck, two controllers, and a copy of Super Mario Bros. 3.[91]

Finally, in October 1993, Nintendo released a redesigned version of the console, the New-Style NES or NES-101, for the North American, Australian, and Japanese markets. This version included a single redesigned "dogbone" controller and retailed for US$49.99 (equivalent to $110 in 2024) in North America before its discontinuation in 1995.[95] In Australia, the console was bundled with a triple Game Pak featuring Super Mario Bros., Tetris, and Nintendo World Cup, and sold for A$79.99, or A$69.99 without the bundled Game Pak.[7]

### Discontinuation

[edit]

On August 14, 1995, Nintendo discontinued the Nintendo Entertainment System in both North America and Europe.[61] In North America, replacements for the original front-loading NES were available for $25 in exchange for a broken system until at least December 1996, under Nintendo's Power Swap programme.[96]

In September 2003, Nintendo discontinued the Famicom in Japan, alongside the Super Famicom and the disk rewriting services for the Famicom Disk System.[97] The last Famicom, serial number HN11033309, was manufactured on September 25;[98][99] it was kept by Nintendo and subsequently loaned to the organisers of Level X, a video game exhibition held from December 4, 2003, to February 8, 2004, at the Tokyo Metropolitan Museum of Photography, for a Famicom retrospective in commemoration of the console's 20th anniversary.[100][101] Nintendo offered repair service for the Famicom in Japan until 2007, when it was discontinued due to a shortage of available parts.[61]

## Hardware

[edit]

### Configurations

[edit]

Main article: Nintendo Entertainment System models

New-Style NES

Sharp C1 Famicom TV (14-inch)

Twin Famicom

Famicom Titler

Although all versions of the Famicom and NES include essentially similar hardware, they vary in physical characteristics. The original Famicom's design is predominantly white plastic, with dark red trim; it featured a top-loading cartridge slot, grooves on both sides of the deck in which the hardwired game controllers could be placed when not in use, and a 15-pin expansion port located on the unit's front panel for accessories.[102] In contrast, the design of the original NES features a more subdued gray, black, and red color scheme; it includes a front-loading cartridge slot covered by a small, hinged door that can be opened to insert or remove a cartridge and closed at other times, and an expansion port on the bottom of the unit.[103] Compared to the Famicom, the NES includes the 10NES lock-out chip and incorporates a matching chip validation check in its cartridge connector.[104]

In late 1993, Nintendo introduced a redesigned version of the Famicom and NES (officially named the New Famicom in Japan[105] and the New-Style NES in the US[106]) to complement the Super Famicom and SNES, to prolong interest in the console, and to reduce costs.[107][108] The redesigned NES features a top-loading cartridge slot and omits the 10NES lock-out chip to avoid reliability issues with the original console; the redesign also omits AV output.[61][108] Conversely, the redesigned Famicom features such output and introduces detachable game controllers, though the microphone functionality is omitted as a result. The redesigned Famicom and NES models are cosmetically similar aside from the presence of a cartridge "bump" on the NES model, which the Famicom model lacks to accommodate its shorter cartridges and the RAM Adapter for the Famicom Disk System.[109]

Sharp Corporation produced three licensed variants of the Famicom in Japan, all of which prominently display the shortened moniker rather than the official name, Family Computer.[f] One variant was a television set with an integrated Famicom; originally released in 1983 as the My Computer TV in 14-inch (36 cm) and 19-inch (48 cm) models,[110] it was later released in the United States in 1989 as a 19-inch model named the Video Game Television.[111][112] Another variant is the Twin Famicom console released in 1986 to combine a Famicom with a Famicom Disk System.[113] Sharp then produced the Famicom Titler in 1989. Intended for video capture and production, it features internal RGB video generation and video output via S-Video, plus inputs for adding subtitles and voice-overs.[114]

#### Hardware clones

[edit]

Main article: Famiclone

Pirated clones of NES hardware remained in production for many years after the original had been discontinued. Some clones play cartridges from multiple systems, such as this FC Twin that plays NES and SNES games.

A thriving market of unlicensed NES hardware clones emerged during the climax of the console's popularity. Initially, such clones were popular in markets with weak copyright law and where Nintendo issued its systems after "famiclones" became well-known, making legal products difficult to market or create brand awareness for. In particular, the Dendy (Russian: Де́нди), an unlicensed hardware clone produced in Taiwan and sold in the former Soviet Union by Steepler, emerged as the most popular console of its time, eventually selling 6 million units.[115] In Poland, the Pegasus clone distributed by Bobmark International sold more than 1 million units.[116] In China, a reported 30 million units sold until late 1995.[117] A range of Famicom clones was marketed in Latin America during the late 1980s and 1990s with the name "Family Game", resembling the original hardware design. The Ending-Man Terminator clone enjoyed popularity in the Eastern Bloc, parts of Africa, Asia, Latin America.[84][118][85]

The RetroUSB AVS is an FPGA-based hardware clone of the NES that outputs 720p via HDMI.

The unlicensed clone market flourished following Nintendo's discontinuation of the NES. Some of these surpass the functionality of the original hardware, such as a portable system with a color LCD (PocketFami). Others have been produced for certain specialized markets, such as a personal computer with a keyboard and basic word processing software.[119] These unauthorised clones have been helped by the invention of the so-called NES-on-a-chip.[120]

### Design flaws

[edit]

The VCR-like loading mechanism of the NES led to problems over time. The design wears connector pins out quickly, and easily become dirty[clarification needed], resulting in difficulties with the NES reading Game Paks.

Nintendo's design styling for the NES's US release was made deliberately different from that of other game consoles as they wished to distinguish their product from those of competitors, and to avoid the generally poor reputation that game consoles had acquired following the video game crash of 1983. One result of this philosophy is to disguise the cartridge slot design as a front-loading zero-insertion force (ZIF) cartridge socket, designed to resemble the front-loading mechanism of a videocassette recorder. However, when a user inserts the cartridge, the force of pressing it into place bends the contact pins slightly and presses the cartridge's ROM board back into the cartridge. Frequent insertion and removal of cartridges wears out the pins, and the ZIF design proved more prone to interference by dirt and dust than an industry-standard card edge connector.[121]

The design problems were exacerbated by Nintendo's choice of materials. The console slot nickel connector springs wear due to design and the game cartridge's brass plated nickel connectors are also prone to tarnishing and oxidation. Nintendo sought to fix these problems by redesigning the next generation Super Nintendo Entertainment System (SNES) as a top loader similar to the Famicom.[122] Many users reportedly tried to alleviate issues caused by corrosion by blowing into the cartridges, then reinserting them, which conversely sped up the tarnishing due to moisture.[123][124]

### Lockout

[edit]

The 10NES authentication chip (at top) contributes to the system's reliability problems. The circuit was ultimately removed from the remodelled New-Style NES.

The Famicom as released in Japan contains no lock-out hardware, which led to unlicensed cartridges (both legitimate and bootleg) becoming extremely common throughout Japan and East Asia.[125] Nintendo tried to promote its "Seal of Quality" in these regions to identify licensed games to combat bootlegs, but bootleg Famicom games continued to be produced even after Nintendo moved production onto the Super Famicom, effectively extending the lifetime of the Famicom.[126]

The original NES released for Western countries in 1985 contains the 10NES lock-out chip, which prevents it from running cartridges unapproved by Nintendo. The inclusion of the 10NES was a direct influence from the 1983 video game crash in North America, partially caused by a market flooded with uncontrolled publishing of games of poor quality for the home consoles.[127] Nintendo sought to use the lock-out chip to restrict games to only those they licensed for the system. This means of protection worked in combination with the Nintendo "Seal of Quality", which a developer had to acquire before they would be able to have access to the required 10NES information prior to publication of their game.[126]

Original NES consoles sold in different regions have different lock-out chips, thereby enforcing regional lock-out, regardless of TV signal compatibility.[128] Such regions include North America; most of continental Europe (PAL-B);[129] Asia; and the British Isles, Italy, and Australasia (PAL-A).[130][131]

Problems with the 10NES lock-out chip frequently result in one of the console's most common issues: the blinking red power light, in which the system appears to turn itself on and off repeatedly because the 10NES would reset the console once per second. The lock-out chip required constant communication with the chip in the game to work.[12]: 247

### Technical specifications

[edit]

NES motherboard (Annotated version)

The console's main central processing unit (CPU) was produced by Ricoh, which manufactured different versions between NTSC and PAL regions; NTSC consoles have a 2A03 clocked at 1.79 MHzTooltip megahertz, and PAL consoles have a 2A07 clocked at 1.66 MHz.[132] Both CPUs are unlicensed variants of the MOS Technology 6502, an 8-bit microprocessor prevalent in contemporary home computers and consoles; Nintendo ostensibly disabled the 6502's binary-coded decimal mode on them to avoid patent infringement against or licensing fees towards MOS Technology, which was owned by then-rival Commodore International.[133] The CPU has access to 2 KBTooltip kilobyte of onboard work RAMTooltip random-access memory.[134][61]

The console's graphics are handled by a Ricoh 2C02,[133] a processor known as the Picture Processing Unit (PPU) that is clocked at 5.37 MHz.[61][135] A derivative of the Texas Instruments TMS9918—a video display controller used in the ColecoVision[133]—the PPU features 2 KB of video RAM, 256 bytes of on-die "object attribute memory" (OAM) to store sprite display information on up to 64 sprites, and 28 bytes of RAM to store information on the YIQ-based[136] color palette; the console can display up to 25 colors simultaneously out of 54 usable colors.[61]

The console's standard display resolution is 256 × 240 pixels,[61] though video output options vary between models. The original Famicom features only radio frequency (RF) modulator output, and the NES additionally supports composite video via RCA connectors.[137][i] The redesigned Famicom omits the RF modulator entirely, only outputting composite video via a proprietary "multi-out" connector first introduced on the Super Famicom/SNES; conversely, the redesigned NES features RF modulator output only, though a version of the model including the "multi-out" connector was produced in rare quantities.[109][139]

The console produces sound via an audio processing unit (APU) integrated into the processor.[140] It supports a total of five sound channels: two pulse wave channels, one triangle wave channel, one white noise channel, and one DPCMTooltip differential pulse-code modulation channel for sample playback.[141] Audio playback speed is dependent on the CPU clock rate, which is set by a crystal oscillator.[140]

### Accessories

[edit]

See also: List of Nintendo Entertainment System accessories

#### Controllers

[edit]

Original Famicom first player controller

Original Famicom second player controller

Original NES controller

Redesigned "dog bone" controller

NES Advantage

NES Max

NES Zapper

The game controller for both the NES and the Famicom has an oblong brick-like design with a simple four button layout: two round buttons labelled "A" and "B", a "START" button, and a "SELECT" button.[142] Additionally, the controllers use the cross-shaped D-pad, designed by Nintendo employee Gunpei Yokoi for Nintendo Game & Watch systems, to replace the bulkier joysticks on controllers of earlier gaming consoles.[38]: 279

The original model Famicom features two game controllers, both of which are hardwired to the back of the console.[j] The second controller lacks the START and SELECT button, featuring a small microphone instead; however, few games use this feature.[144] The earliest produced Famicom units have square A and B buttons;[137] issues with them getting stuck when pressed down led Nintendo to change their shape to a circular design in subsequent units following the console's recall.[145][146]

Instead of the Famicom's hardwired controllers, the NES has two proprietary seven-pin ports on the front of the console to support detachable controllers and third-party peripherals.[147][148] The controllers bundled with the NES are identical and include the START and SELECT buttons, lacking the microphone on the original Famicom's second controller.[102][149] The cables for NES controllers are also generally three times longer than their Famicom counterparts.[143][150][151]

Several special controllers are intended for use with specific games, though are not commonly used. Such peripherals include the NES Zapper (a light gun), R.O.B. (a toy robot),[38]: 297 and the Power Pad (a dance pad).[12]: 226 [152] The original Famicom has a deepened DA-15 expansion port on the front of the unit to accommodate them.[102]

Two official advanced controllers were produced for the NES: the NES Advantage, an arcade controller produced by Asciiware and licensed by Nintendo of America;[153] and the NES Max, a controller with grip handles and a "cycloid" sliding-disc D-pad in place of the traditional one.[154][155] Both controllers have a "Turbo" feature, which simulates multiple rapid button presses, for the A and B buttons; the NES Max has manually pressed Turbo buttons, and the NES Advantage offers toggle buttons for Turbo functionality along with knobs that adjust the firing rate of each button.[156][157] The latter also includes a "Slow" button that rapidly pauses games, though this function is not intended for games that invoke a pause menu or screen.[154][157]

The standard game controller was redesigned upon the introduction of the redesigned console. Though the original button layout was retained, the shape of the redesigned controller—nicknamed the "dog bone" controller—resembles that of the Super Famicom and SNES. It retained NES-style detachable controller ports.[158]

#### Japanese peripherals

[edit]

The Japanese Famicom has BASIC support with the Family BASIC keyboard.

Few of the numerous peripheral devices and software packages for the Famicom were released outside Japan.

The Famicom 3D System, an active shutter 3D headset peripheral released in 1987, enabled the ability to play stereoscopic video games. It was a commercial failure and never released outside Japan; users described the headset as bulky and uncomfortable. Seven games are compatible with the glasses, with three of them developed by Square; two titles received worldwide releases as Rad Racer and The 3-D Battles of WorldRunner.[159]

Family BASIC is an implementation of BASIC for the Famicom, packaged with a keyboard. Similar in concept to the Atari 2600 BASIC cartridge, it allows the user to write programs, especially games, which can be saved on an included cassette recorder.[160] Nintendo of America rejected releasing Famicom BASIC in the US in favour of its primary marketing demographic of children.[12]: 162

The Family Computer Network System connected a Famicom to a now defunct proprietary network in Japan which provided content such as financial services. A dial-up modem was never released for the NES after a partnership with Fidelity Investments.[161]

##### Famicom Disk System

[edit]

Main articles: Famicom Disk System and List of Famicom Disk System games

The Disk System peripheral for the Famicom uses games on Disk Cards with a 3-inch (76 mm) floppy disk drive.

By 1986, the cost and size limitations of ROM chips used in the Famicom's ROM cartridges were apparent, with no new advancements present to address them.[102][162] With this in mind, Nintendo looked at the personal computer (PC) market, where the floppy disk was gaining wide adoption as a computer data storage medium.[163] Partnering with Mitsumi to develop a floppy disk add-on for the Famicom based on the latter's Quick Disk format,[164] Nintendo officially released it as the Family Computer Disk System in Japan on February 21, 1986, at a retail price of ¥15,000.[165][166]

The advantages of the format (called "Disk Card") were apparent on launch. It has more than triple the data storage capacity of the then-largest cartridge (used for Super Mario Bros.) and introduced game save capability and lower production costs compared to cartridges, which resulted in lower retail prices for consumers.[163][167] The add-on also has a new wavetable synthesis sound channel and more data storage for the Famicom's audio sample channel.[167] Taking advantage of the disk's re-writability, Nintendo set up Disk Writer interactive kiosks at retail stores throughout Japan; at each kiosk, consumers could buy new games to rewrite onto their old disks or onto new disks.[12]: 75 [168] Disk Fax kiosks allowed players to submit their high scores on special blue disks for contests and rankings, predating the online leaderboard by several years.[163][165]

Although Nintendo committed to exclusively releasing games on the Disk System after its release, numerous external issues plagued its long-term viability. Just four months after launch, Capcom released a Famicom port of Makaimura (known as Ghosts 'n Goblins in the US) on a cartridge with more data storage capacity than what was possible on Disk Cards, nullifying one of the Disk System's major advantages by using discrete logic chips to perform bank switching.[168][169] Nintendo also demanded half of the copyright ownership for each game it selected for release on the Disk System, resulting in developers electing to remain on cartridge instead as the latter gained functionality previously considered unique to the former. Developers disliked the lower profit margin of the Disk Writer kiosks, and retailers complained of their use of valuable space as demand for the format waned.[12]: 78 [163]

Usage of a floppy disk-based medium brought about further complications; Disk Cards were more fragile than cartridges and were prone to data corruption from magnetic exposure.[167] Their unreliability was exacerbated by their lack of a shutter, which Nintendo substituted with a wax sleeve and clear keep case to reduce costs; blue disks[165] and later Disk Cards included shutters.[163][168] The rubber belt-based disk drives were also unreliable, with cryptic error codes complicating troubleshooting;[163] even when fully functional, players accustomed to cartridges were annoyed with the introduction of loading times and disk flipping.[164][166] Furthermore, the rewritable nature of the format resulted in rampant software piracy, with Nintendo's attempts at anti-piracy measures quickly defeated.[163]

Though selling close to two million units for all of 1986, Nintendo only managed to increase the total to 4.4 million units by 1990, falling well short of internal projections.[12]: 76 By then, the Disk System was rendered obsolete due to advancements in ROM cartridge production: memory mapping chips[k] for expanded data storage capacity, battery-backed SRAMTooltip static random-access memory for game saving, and declining overall production costs.[163][168] Nintendo alluded to a Western release for the Disk System, going so far as to successfully file a US patent for it and having the Famicom's cartridge pins used by its RAM Adapter for enhanced audio rerouted to the NES's little-used bottom expansion port. However, such a release never materialised due to its reception in Japan.[168][171] Most of its games were re-released with workarounds on cartridge for both the Famicom and NES, without the enhanced audio.[167][168] Although the last game for the Disk System was released in December 1992, Nintendo continued repair and rewrite services for it until September 2003.[165][168]

### NES Test Station

[edit]

The NES Test station (lower left), SNES counter tester (lower right), SNES test cart (upper right), and TV

The NES Test Station diagnostics machine was introduced in 1988. It is an NES-based unit designed for testing NES hardware, components, and games. It was only provided for use in World of Nintendo boutiques as part of the Nintendo World Class Service program. Visitors were to bring items to test with the station, and could be assisted by a store technician or employee.

The NES Test Station's front has a Game Pak slot and connectors for testing various components (AC adapter, RF switch, Audio/Video cable, NES Control Deck, accessories and games), with a centrally located selector knob to choose which component to test. The unit itself weighs approximately 5.3 kilograms (11.7 lb) without a TV. It connects to a television via a combined A/V and RF Switch cable. By actuating the green button, a user can toggle between an A/V Cable or RF Switch connection. The television it is connected to (typically 11" to 14") is meant to be placed atop it.[172]

## Games

[edit]

See also: List of Nintendo Entertainment System games, List of Famicom Disk System games, and List of cancelled NES games

### Game Pak

[edit]

Main article: Nintendo Entertainment System Game Pak

North American and PAL NES cartridges (or "Game Paks") are significantly larger than Japanese Famicom cartridges.

The NES uses a 72-pin design, as compared with 60 pins on the Famicom. To reduce costs and inventory, some early games released in North America are simply Famicom cartridges attached to an adapter to fit inside the NES hardware.[173] Early NES cartridges are held together with five small slotted screws. Games released after 1987 were redesigned slightly to incorporate two plastic clips moulded into the plastic itself, removing the need for the top two screws.[174]

The back of the cartridge bears a label with handling instructions. Production and software revision codes were imprinted as stamps on the back label to correspond with the software version and producer. All licensed NTSC and PAL cartridges are a standard shade of gray plastic, with the exception of The Legend of Zelda and Zelda II: The Adventure of Link, which were manufactured in gold-plastic carts. Unlicensed carts were produced in black, robin egg blue, and gold, and are all slightly different shapes than standard NES cartridges. Nintendo also produced yellow-plastic carts for internal use at Nintendo Service Centers, although these "test carts" were never made available for purchase. All licensed US cartridges were made by Nintendo, Konami, and Acclaim.

Famicom cartridges are shaped slightly differently. Unlike NES games, official Famicom cartridges were produced in many colors of plastic. Adapters, similar in design to the popular accessory Game Genie, are available that allow Famicom games to be played on an NES. In Japan, several companies manufactured the cartridges for the Famicom.[12]: 61 This allowed these companies to develop customised chips designed for specific purposes, such as superior sound and graphics.

### Third-party licensing

[edit]

The Famicom Family mark appeared in games and peripherals from 1988 that were approved by Nintendo for compatibility with official Famicom consoles and derivatives.

Nintendo's near monopoly on the home video game market left it with a dominant influence over the industry. Unlike Atari, which never actively pursued third-party developers (and even went to court in an attempt to force Activision to cease production of Atari 2600 games), Nintendo had anticipated and encouraged the involvement of third-party software developers, though strictly on Nintendo's terms.[175]

To this end, a 10NES authentication chip is in every console and in every licensed cartridge. If the console's chip can not detect a counterpart chip inside the cartridge, the game does not load.[12]: 247 Nintendo portrayed these measures as intended to protect the public against poor-quality games,[176] and placed a golden seal of approval on all licensed games released for the system.

Nintendo was not as restrictive as Sega, which did not permit third-party publishing until Mediagenic in late summer 1988.[177] Nintendo's intention was to reserve a large part of NES game revenue for itself. Nintendo required that it be the sole manufacturer of all cartridges, and that the publisher had to pay in full before the cartridges for that game be produced. Cartridges could not be returned to Nintendo, so publishers assumed all the risk. As a result, some publishers lost more money due to distress sales of remaining inventory at the end of the NES era than they ever earned in profits from sales of the games. Because Nintendo controlled the production of all cartridges, it was able to enforce strict rules on its third-party developers, who were required to sign a contract that would obligate them to develop exclusively for the system, order at least 10,000 cartridges, and only make five games per year.[12]: 214–215 The global 1988 shortage of DRAM and ROM chips reportedly caused Nintendo to only permit an average of 25% of publishers' requests for cartridges, with some receiving much higher amounts and others almost none.[176] GameSpy noted that Nintendo's "iron-clad terms" made the company many enemies during the 1980s. Some developers tried to circumvent the five game limit by creating additional company brands like Konami's Ultra Games label; others tried circumventing the 10NES chip.[175]

Further information: § Unlicensed games

Nintendo was accused of antitrust violations because of the strict licensing requirements.[178] The United States Department of Justice and several states began probing Nintendo's business practices, leading to the involvement of Congress and the Federal Trade Commission (FTC). The FTC conducted an extensive investigation which included interviewing hundreds of retailers. During the FTC probe, Nintendo changed the terms of its publisher licensing agreements to eliminate the two-year rule and other restrictive terms. Nintendo and the FTC settled the case in April 1991, with Nintendo required to send vouchers giving a $5 discount off to a new game, to every person that had purchased an NES game between June 1988 and December 1990. GameSpy remarked that Nintendo's punishment was particularly weak given the case's findings, although it has been speculated that the FTC did not want to damage the video game industry in the United States.[175]

With the NES near the end of its life, many third-party publishers such as Electronic Arts supported upstart competing consoles with less strict licensing terms such as the Sega Genesis and then the PlayStation, which eroded and then took over Nintendo's dominance in the home console market, respectively. Consoles from Nintendo's rivals in the post-SNES era had always enjoyed much stronger third-party support than Nintendo, which relied more heavily on first-party games.

#### Unlicensed games

[edit]

Companies that refused to pay the licensing fee or were rejected by Nintendo found ways to circumvent the console's authentication system. Most of these companies created circuits that use a voltage spike to temporarily disable the 10NES chip.[12]: 286 A few unlicensed games released in Europe and Australia are in the form of a dongle to connect to a licensed game, to use the licensed game's 10NES chip for authentication. To combat unlicensed games, Nintendo of America threatened retailers who sold them with losing their supply of licensed games, and multiple revisions were made to the NES PCBs to prevent unlicensed games from working.

Atari Games took a different approach with its line of NES products, Tengen. The company attempted to reverse engineer the lock-out chip to develop its own "Rabbit" chip. Tengen also obtained a description of the lock-out chip from the United States Patent and Trademark Office by falsely claiming that it was required to defend against present infringement claims. Nintendo successfully sued Tengen for copyright infringement. Tengen's antitrust claims against Nintendo were never decided.[178]

Color Dreams made Christian video games under the subsidiary name Wisdom Tree. Historian Steven Kent wrote, "Wisdom Tree presented Nintendo with a prickly situation. The general public did not seem to pay close attention to the court battle with Atari Games, and industry analysts were impressed with Nintendo's legal acumen; but going after a tiny company that published innocuous religious games was another story."[38]: 400

### Game rentals

[edit]

As the NES grew in popularity and entered millions of American homes, some small video rental shops began buying their own copies of NES games, and renting them out to customers for around the same price as a video cassette rental for a few days. Nintendo received no profit from the practice beyond the initial cost of their game, and unlike movie rentals, a newly released game could circulate and be available for rent on the same day. Nintendo took steps to stop game rentals, but did not take any formal legal action until Blockbuster Video began to make game rentals a large-scale service. Nintendo claimed that allowing customers to rent games would significantly hurt sales and drive up the cost of games.[179] Nintendo notably lost the lawsuit,[180] but did win on a claim of copyright infringement.[181] Blockbuster was banned from including photocopies of original, copyrighted instruction booklets with its rented games. In compliance with the ruling, Blockbuster produced original short instructions—usually in the form of a small booklet, card, or label stuck on the back of the rental box—that explained the game's basic premise and controls. Video rental shops continued the practice of renting video games.

## Reception

[edit]

By 1988, industry observers stated that the NES's popularity had grown so quickly that the market for Nintendo cartridges was larger than that for all home computer software.[182][38]: 347 Compute! reported in 1989 that Nintendo had sold seven million NES systems in 1988 alone, almost as many as the number of Commodore 64s sold in its first five years.[183] "Computer game makers [are] scared stiff", the magazine said, stating that Nintendo's popularity caused most competitors to have poor sales during the previous Christmas and resulted in serious financial problems for some.[184]

Comparison of NES from different regions. From top: Japanese Famicom, European NES and American NES

In June 1989, Nintendo of America's vice-president of marketing Peter Main, said that the Famicom was present in 37% of Japan's households.[185] By 1990, 30% of American households owned the NES, compared to 23% for all personal computers.[186] By 1990, the NES had outsold all previously released consoles worldwide.[95]

In the early 1990s, gamers predicted that competition from technologically superior systems such as the 16-bit Mega Drive would mean the immediate end of the NES's dominance. Instead, during the first year of Nintendo's successor console the Super Famicom (named Super Nintendo Entertainment System outside Japan), the Famicom was the second highest-selling video game console in Japan, outselling the newer and more powerful NEC PC Engine and Mega Drive by a wide margin.[187] The console remained popular in Japan and North America until late 1993, when the demand for new NES software abruptly plummeted.[187] The final licensed Famicom game released in Japan is Takahashi Meijin no Bōken Jima IV (Adventure Island IV), in North America is Wario's Woods, and in Europe is The Lion King in 1995.[188] In the wake of ever decreasing sales and the lack of new games, Nintendo of America officially discontinued the NES in 1995.[7][189] Nintendo produced new Famicom units in Japan until September 25, 2003,[190] and continued to repair Famicom consoles until October 31, 2007, attributing the discontinuation of support to insufficient supplies of parts.[191][192]

The NES was initially not as successful in Europe during the late 1980s, when it was outsold by the Master System and the ZX Spectrum in the United Kingdom.[81][193] By 1990, the Master System was the highest-selling console in Europe, though the NES was beginning to have a fast-growing user base in the United Kingdom.[194] During the early 1990s, NES sales caught up with and narrowly overtook the Master System overall in Western Europe, though the Master System maintained its lead in several markets such as the United Kingdom, Belgium and Spain.[195]

## Legacy

[edit]

The Famicom game console was at the Computer and Video Game Console Museum of Helsinki in 2012.

The NES was released two years after the video game crash of 1983, when many retailers and adult consumers regarded electronic games as a passing fad,[38]: 280 so many believed at first that the NES would soon fade.[184] Before the NES and Famicom, Nintendo was known as a moderately successful Japanese toy and playing card manufacturer, but the consoles' popularity helped the company grow into an internationally recognised name almost synonymous with video games as Atari had been,[196] and set the stage for Japanese dominance of the video game industry.[197] With the NES, Nintendo also changed the relationship between console manufacturers and third-party software developers by restricting developers from publishing and distributing software without licensed approval. This led to higher-quality games, which helped change the attitude of a public that had grown weary from poorly produced games for earlier systems.[38]: 306–307

The NES hardware design is also very influential. Nintendo chose the name "Nintendo Entertainment System" for the US market and redesigned the system so it would not give the appearance of a child's toy. The front-loading cartridge input allowed it to be used more easily in a TV stand with other entertainment devices, such as a videocassette recorder.[198][199][200]

The system's hardware limitations led to design principles that still influence the development of modern video games. Many prominent game franchises originated on the NES, including Nintendo's own Super Mario Bros.,[201]|: 57 The Legend of Zelda[38]: 353 and Metroid,[38]: 357 Capcom's Mega Man,[202] Konami's Castlevania,[38]: 358 Square's Final Fantasy,[201]|: 95 and Enix's Dragon Quest[201]|.: 222

NES imagery, especially its controller, has become a popular motif for a variety of products,[203][204] including Nintendo's Game Boy Advance.[205] The original NES controller has become one of the most recognisable symbols of the console. Nintendo has mimicked the look of the controller in several other products, from promotional merchandise to limited edition versions of the Game Boy Advance.[205]

At the Tokyo Game Show in 2023, the Famicom was bestowed "The Minister of Economy, Trade and Industry Award" in honour of the console's influence and laying down the foundations for the games industry.[206][207]

In 2011, IGN named the NES the greatest video game console of all time.[208]

### Emulation

[edit]

Further information: List of video game console emulators § Nintendo

The NES can be emulated on many other systems. The earliest known NES emulator was simply named Family Computer Emulator. Developed by Haruhisa Udagawa, it was made available in 1990 for the FM Towns computer.[209] The earliest emulator for DOS/Windows was the Japanese-only Pasofami. It was soon followed by iNES, which is available in English and is cross-platform, in 1996. It was described as being the first NES emulation software that could be used by a non-expert.[210] The first version of NESticle, an unofficial MS-DOS-based emulator, was released on April 3, 1997. Nintendo offers licensed emulation of some NES games via its Virtual Console service for the Wii, Nintendo 3DS, and Wii U, and via its Nintendo Classics service for Nintendo Switch and Nintendo Switch 2.[211]

### Re-release

[edit]

Main article: NES Classic Edition

On July 14, 2016, Nintendo announced the November 2016 launch of a miniature replica of the NES, named the Nintendo Entertainment System: NES Classic Edition in the United States and Nintendo Classic Mini: Nintendo Entertainment System in Europe and Australia.[212] The emulation-based console includes 30 permanently bundled games from the vintage NES library, including the Super Mario Bros. series and The Legend of Zelda series. The system has HDMI display output and a new replica controller, which can also connect to the Wii Remote for use with Virtual Console games.[213][214] It was discontinued in North America on April 13, 2017, and worldwide on April 15, 2017. However, Nintendo announced in September 2017 that the NES Classic Mini would return to production on June 29, 2018, only to be discontinued again permanently by December of that year.[215][216]

## See also

[edit]

* History of Nintendo
* Nintendo hard
* Nintendo World Championships

## Notes

[edit]

1. ^ For distribution purposes, most of Europe and Australasia were divided into two regions by Nintendo. The first of these regions consisted of mainland Europe (excluding Italy) and Scandinavia, which saw the NES released from 1986 to 1988, depending on the country. The console was released in the second region, consisting of the United Kingdom, Ireland, Italy, Australia, and New Zealand, in 1987.
2. ^ For distribution purposes, most of Europe and Australasia were divided into two regions by Nintendo. The first of these regions consisted of mainland Europe (excluding Italy) and Scandinavia, which saw the NES released from 1986 to 1988, depending on the country. The console was released in the second region, consisting of the United Kingdom, Ireland, Italy, Australia, and New Zealand, in 1987.
3. ^ The 2A03 is in NTSC consoles, and the 2A07 is in PAL consoles. Both CPUs are based on the MOS Technology 6502; see technical specifications section.
4. ^ The original Famicom has two hardwired game controllers and a single port for additional input devices. See game controllers section.
5. ^ The NES was the overall bestselling system worldwide of its time. In Japan and the United States, it controlled 85–90% of the market.[12]: 349 In Europe, it was at most in 10–12% of households.[12]: 413–414 Nintendo sold 61.91 million NES units worldwide: 19.35 million in Japan, 34 million in the Americas, and 8.56 million in other regions.[8]
6. ^ a b The "Famicom" name was prevalent among the general public in Japan, but Nintendo solely used the "Family Computer" moniker there because Sharp Corporation held the similarly-pronounced "Famicon" trademark for its Family Convection Oven, a microwave oven released in 1979 that was classified as a "consumer electronic device". As such, Nintendo could not reuse the trademark under Japanese law due to the overlap in classification between the two products. Sharp eventually transferred the trademark to Nintendo on October 17, 1985, but the latter retained the "Family Computer" moniker until the console's discontinuation; the former used the "Famicom" name for all of its licensed console variants.[28]
7. ^ Donkey Kong Jr. Math and Mach Rider are often erroneously listed as launch games. Neither was available until later in 1986.[59] Also, some modern sources question if Super Mario Bros. was available on launch day, though contemporaneous sources such as Computer Entertainer and The Milwaukee Journal state that the system launched with 17 titles, and the Journal references Super Mario Bros. by name.[58][59]
8. ^ Korean: 현대 컴보이; RR: Hyeondae Keomboi
9. ^ French NES consoles include an AV port that outputs RGB video via a SCART connector; however, it is not true RGB video output as the PPU natively outputs composite video in consumer home console models.[129][138]
10. ^ The original Famicom's controller cables extend into the console itself, connecting to the front of the motherboard. Nintendo considered the idea of detachable controllers, but ultimately scrapped it to reduce production costs.[143]
11. ^ Nintendo officially referred to such chips as "memory management controllers" (MMC); they were originally described as "multi-memory controllers" in their patents.[170]

### Transliterations

[edit]

1. ^ Japanese: ファミリーコンピュータ (ファミコン), Hepburn: Famirī Konpyūta (Famikon)
2. ^ Japanese: 家庭用カセット式ビデオゲーム ファミリーコンピュータ, Hepburn: Katei-yō Kasetto-Shiki Bideo Gēmu: Famirī Konpyūta

## References

[edit]

### Citations

[edit]

1. ^ Kohler, Chris (October 18, 2010). "Oct. 18, 1985: Nintendo Entertainment System Launches". WIRED. Archived from the original on November 26, 2020. Retrieved June 11, 2015.
2. ^ Top Hat Gaming Man (April 28, 2019). Hyundai Super Comboy - The Story of The Super Nintendo Console in South Korea!. Event occurs at 7:48. Archived from the original on June 26, 2023 - via YouTube. [unreliable source]
3. ^ "La NES cumple 40 años: La historia de la icónica consola ochentera de Nintendo que revolucionó al mundo" [The NES Turns 40: The Story of Nintendo's Iconic 80s Console That Revolutionized the World]. The Clinic (in Spanish). July 14, 2023. Retrieved February 14, 2025. "A Chile llegó apenas el año 1991." [It didn't reach Chile until 1991.]
4. ^ "Video Games Around the World: South Africa". Archived from the original on September 25, 2022. Retrieved September 25, 2022.
5. ^ a b Levin, Martin (November 20, 1985). "New components add some Zap to video games". San Bernardino County Sun. p. A-4.
6. ^ "編集者の目/企業者からのメッセージ". 任天堂株式会社. Archived from the original on April 13, 2004. Retrieved January 11, 2025.
7. ^ a b c "Nintendo Entertainment System (NES) – 1985–1995". Classic Gaming. GameSpy. Archived from the original on October 29, 2012. Retrieved December 20, 2019.
8. ^ a b "Consolidated Sales Transition by Region" (PDF). Nintendo. March 2016. Archived (PDF) from the original on April 27, 2016. Retrieved September 12, 2022.
9. ^ Stuart, Keith (September 13, 2010). "Super Mario Bros: 25 Mario facts for the 25th anniversary". The Guardian. Archived from the original on August 9, 2017. Retrieved November 2, 2018.
10. ^ "All Time Top 20 Best Selling Games". May 21, 2003. Archived from the original on February 21, 2006. Retrieved January 31, 2008.
11. ^ Sanchez-Crespo, Daniel (September 8, 2003). Core Techniques and Algorithms in Game Programming. New Riders Games. p. 14. ISBN 0-13-102009-9.
12. ^ a b c d e f g h i j k l Sheff, David (1993). Game Over. New York: Random House. ISBN 0-679-40469-4. Retrieved July 2, 2019.
13. ^ a b Sachiko 1994, p. 16.
14. ^ Sheff & Eddy 1999, p. 27.
15. ^ Sachiko 1994, p. 17.
16. ^ Sheff & Eddy 1999, p. 27–28.
17. ^ "Nintendo History". Nintendo of Europe. Archived from the original on January 24, 2023. Retrieved January 11, 2023.
18. ^ Sheff & Eddy 1999, p. 28.
19. ^ "Iwata Asks – Game & Watch 2: Using a Calculator Chip". Nintendo. April 2010. Archived from the original on October 9, 2020. Retrieved May 25, 2020.
20. ^ Robinson, Martin (March 15, 2020). "The man who made the NES". Eurogamer. Retrieved May 1, 2021.
21. ^ a b "The Famicom's creator reflects on 30 years of 8-bit bliss". Polygon. July 10, 2013. Retrieved May 1, 2021.
22. ^ "How Nintendo Made The NES (And Why They Gave It A Gun)". Kotaku. October 16, 2015. Archived from the original on October 16, 2015.
23. ^ "7 things I learned from the designer of the NES". The Verge. October 18, 2015. Archived from the original on October 19, 2015.
24. ^ Sheff & Eddy 1999, p. 28–29.
25. ^ Sheff & Eddy 1999, p. 31–32.
26. ^ Sheff & Eddy 1999, p. 32.
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### Sources

[edit]

* Lawton, Ross (September 1990). "Completely console mad?". Amstrad Action (60). Bath: Future plc: 20–21. Retrieved June 18, 2025.
* Leigh, Peter (2018). The Nostalgia Nerd's Retro Tech. London: Lagardère Publishing. ISBN 978-1781575703.
* Sachiko, Sugai (September 12, 1994). "【任天堂「ファミコン」はこうして生まれた】 第6回：業務用ゲーム機の挫折をバネにファミコンの実現に挑む" [How the Famicom Was Born – Making the Famicom a Reality]. Nikkei Electronics (in Japanese). Nikkei Business Publications.
* Sheff, David; Eddy, Andy (April 1, 1999). Game Over, Press Start to Continue: How Nintendo Conquered the World. Cyber Active. ISBN 0-9669617-0-6.

## Bibliography

[edit]

* Altice, Nathan (2015). I Am Error: The Nintendo Family Computer/Entertainment System Platform. MIT Press. ISBN 978-0-262-02877-6. Archived from the original on January 11, 2020. Retrieved September 2, 2021 - via Google Books.

## External links

[edit]

Wikimedia Commons has media related to Famicom and variants.

Wikibooks has a book on the topic of: NES Programming

* Famicom – Nintendo's Family Computer (video). FamicomDojo.TV. March 18, 2015. Retrieved November 19, 2021.
* "Nintendo Entertainment System". Nintendo. Archived from the original on October 20, 2007.
* "NES game list" (PDF). March 17, 2007. Archived from the original (PDF) on March 17, 2007.
* NES Classic Edition official website Archived August 12, 2020, at the Wayback Machine
* Famicom official website (Japanese)

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* Famicom 3D System
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Third-party|

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Lists|

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Bandai|

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Casio|

* PV-1000
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Coleco|

* Coleco Telstar Arcade
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Commodore|

* Commodore 64 Games System
* CDTV
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Epoch|

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LeapFrog|

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Mattel|

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NEC|

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Nintendo|

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Philips|

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RCA|

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Sega|

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Sharp|

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SNK|

* Neo Geo
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Sony (PlayStation)|

* PlayStation
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VTech|

* CreatiVision
* Socrates
* V.Smile
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Others|

| 1970s|

* APF-MP1000
* Bally Astrocade
* Fairchild Channel F
* Interton VC 4000/1292 Advanced Programmable Video System

|

1980s|

* Action Max
* Arcadia 2001
* Gakken Compact Vision TV Boy
* RDI Halcyon
* Vectrex
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1990s|

* Amstrad GX4000
* Apple Pippin
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* Goldstar (3DO Interactive Multiplayer)
* LaserActive
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* Super A'Can

2000s|

* DISCover
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2010s|

* CT510
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2020s|

* Polymega
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*[MHz]: megahertz
*[KB]: kilobyte
*[RAM]: random-access memory
*[DPCM]: differential pulse-code modulation
*[SRAM]: static random-access memory
*[AV]: audiovisual
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