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Platform / Nintendo Entertainment System

The North American NES-001.

Click here to see the NES-101 toploader.

The Japanese Famicom

with Famicom Disk System and RAM Adapter.

Click here to see the AV Famicom.

The Nintendo Entertainment System, commonly known as the NESnote pronounced "N-E-S" or "Ness", not "Nezz"., is one of the most famous video game consoles in history, having ushered in The 8-bit Era of Console Video Games and saved video games in North America from The Great Video Game Crash of 1983. It provided Nintendo with its oldest and longest-lasting entrant in the Console Wars. It was the initial console for many of gaming's oldest franchises, introduced the modern third-party licensing model for video games, and set the standards for game consoles' control pads. It's still very much an icon of video games, even if its hardware may seem a little quaint by today's standards.

The NES went by multiple names around the world, depending on the region. In Japan, the system was called the Family Computer, or Famicom for short, which is the console's original name. The Famicom was also not identical to the NES, as the latter underwent a Product Facelift before launch, to make it look more like a piece of North American hi-fi equipment. The U.S. version also included the infamous CIC lockout chip, to ensure that only licensed games functioned on the system, thereby preventing another game market crash. In Korean, the system is called the Hyundai Comboy (in Hangul 현대 컴보이), made under license for South Korea by Hynix. In other countries, it was not made under license. Eastern Europe, India, China, and the Middle East all had their own clone versions, with the most famous being the Asian and Middle Eastern platform, the Micro Genius and the post-Soviet Eastern Europe platform, the Dendy. But the system's most iconic name, at least among English speakers, is simply "the Nintendo" or "the NES".

NES graphics have a distinctive "blocky" look, because the system's graphics use 8x8 pixel blocks known as tiles; all the graphics system understood were tiles, tilemaps, and sprites, and it implemented them directly in the video output hardware. This imposed limitations that even the Atari 2600 didn't have to deal with — but it also freed developers from dealing with the minutiae of graphics, leading to some interesting-looking games. Although the NES was far from the only 8-bit video game system, its games' helped define the "8-bit" graphical aesthetic more than those of any other console.

History Launch in JapanNintendo

had long been a major player in the Japanese game market. The longstanding pachinko parlors morphed into

Arcades

, and in 1981 Nintendo had its

Killer App

for the arcade: the original

Donkey Kong

. Nintendo soon decided to jump into the home console market and developed the Famicom. Although Nintendo was not very experienced in making that kind of hardware, they were pretty confident in their game lineup. Indeed, America was in the throes of a console gaming boom, and one of the most popular games there was a licensed port of

Donkey Kong

on the

ColecoVision

.

Nintendo launched the Famicom in Japan in July 1983. But initially, it wasn't all that popular. Nintendo's inexperience was evident, as the console was poorly put together and didn't always work correctly. But there also wasn't really an appetite for home consoles in Japan, as consumers there preferred the social aspect of the arcade or the power and versatility of the PC. Nintendo could, however, take solace in the fact that nobody else was really doing very much with home consoles in Japan either.

Nintendo looked across the Pacific to see if they could take advantage of the American console craze. They reached out to Atari, the most successful video game company in the region, to make a distribution deal and launch the console there as the Nintendo Advanced Video Entertainment System. However, the deal stalled when Atari brought up concerns regarding the rights to porting Donkey Kongnote The issue was the nature of Nintendo's licensing deal with Coleco. Nintendo offered Atari a license to distribute a home computer version of Donkey Kong, assuring them that Coleco only owned the console rights. But then Coleco demonstrated a port of Donkey Kong on the ADAM PC during Summer CES 1983. Due to the wording of the contract, Coleco claimed that the ADAM was technically a console because it used cartridges., and things were further complicated when Atari CEO Ray Kassar was fired while negotiations were still ongoing. The deal fell through, and then The Great Video Game Crash of 1983 torpedoed any immediate plans Nintendo might have otherwise had. Both parties walked away from the whole thing with the rights to port each other's games to their systems and not much else (Nintendo later learned from an ex-Atari lawyer that Atari's real plan had been to tie Nintendo up in negotiations while they studied the Famicom in hopes of cloning it themselves).

But Nintendo wasn't discouraged. In 1984, a revised version of the Famicom was released in Japan which fixed many of the problems with the launch version. Once the hardware started working right (and this version of the Famicom was remarkably robust, lasting for a good 25 years), Japanese gamers quickly picked up on the console's strengths. One of them was its innovative "+ Control Pad", a series of four directional buttons that were far more robust than a joystick (especially the fragile Atari 2600 version of it). Another was simply the game library; not only was Nintendo offering home console ports of some of the country's most popular arcade games, it was also strict in preventing Shovelware and initially offered only first-party titles.

The failed distribution deal did end up shaping Nintendo's history in an important way. As previously mentioned, they had obtained the rights to program Famicom ports of some of Atari's biggest games. Nintendo would outsource the development of these to a then little-known upstart company named HAL Laboratory, to be coded by their star programmer Satoru Iwata (names that would become very important to Nintendo later in the Famicom's life, and beyond).

By now, Nintendo was galvanized, and it sought to make an impact across the Pacific on its own.

Launch in America and worldwide

Nintendo was well aware of the effects of the Crash in America, and they knew they had to work hard to sell the American public on a video game system. A

Japanese

system, no less — by 1985, Americans were kind of paranoid of

Japan's rapid global cultural expansion

. But they kept pressing forward, and they came up with several innovative solutions for the North American market. They revamped the Famicom into the Nintendo Entertainment System, or NES.

Nintendo previewed the NES in the United States in 1984 by way of the Nintendo Vs. System, arcade cabinets that played modified versions of popular Famicom titles like Duck Hunt. The arcade market was in much healthier shape than the home console market, and the Vs. System cabinets proved to be a smash hit with American gamers. The success of these cabinets at the arcades convinced Nintendo that their plans to localize the Famicom were Crazy Enough to Work.

One of the things they tried to emphasize was the lack of Shovelware, which was a major reason for the Crash. Nintendo not only kept its Japanese practice of keeping everything first-party as much as possible, but the NES would incorporate the 10NES lockout chip as a way of preventing unlicensed games from running on the console. Every game developed for the NES came with the "Nintendo Seal of Quality", which allowed consumers to easily tell what was legit and what was not. The cartridge design was kept strictly proprietary, to prevent what happened to Atari during the Crash; no one could make one unless Nintendo gave them permission.

Another thing Nintendo did was try to disguise the console. First, unlike the top-loading Famicom, the NES was designed like a VCR, with the cartridge loading on its side and a lid that closed on top of it. Second, it was heavily marketed alongside peripherals — the Zapper Light Gun and the Robotic Operating Buddy. That way, it wouldn't look like all those older video game consoles that everyone thought was a Flash-in-the-Pan Fad and instead resembled a toy. Finally, they used very particular terminology when talking about the system and its peripherals to further obfuscate its identity as a video game console; there's a reason it's called the "Entertainment System" and the cartridges are "Game Paks." Although nobody was fooled, it was good enough to convince toy stores to order stock and people were intrigued.

But even with clever terminology and the Nintendo Seal, American retailers were still gun-shy of video game consoles, and were hesitant to order stock. So Nintendo bet it all on a risky strategy. They would offer the stores in their test market a deal: Give them 90 days, and Nintendo would send stores the product, and set up displays and price skus (pronounced "skews") themselves free of charge. At the end of the 90 days, Nintendo would take back all the unsold product, and stores would only have to pay for what was actually sold. Since manufacturers make their money from orders from the stores and not direct consumer sales, this meant all the risk was on Nintendo. If this strategy failed, they'd never be able to afford to try again. Nintendo chose a number of toy stores, including the flagship FAO Schwartz store, in New York City as their test market because, as the saying goes, "if you can make it there, you can make it anywhere." The risky strategy bore profitable fruit: stores reported brisk sales of the console with orders for restock coming in quickly. Reportedly, one of the FAO Schwartz stores sent three restock orders in the first month. Nintendo knew at this point they had a hit on their hands.

And so it was in February 1986 that the NES got its full North American launch. And with that launch came the system's Killer App: Super Mario Bros.note There was debate for years as to whether the game was available at the system's New York launch or if it was only released in '86. This debate would be put to bed in the late 2010's, when a sealed test market copy of Super Mario Bros., distinguishable by being sealed by Nintendo brand stickers instead of shrink-wrapped, and which were only available during the test market run, was discovered. You can learn more about this copy in this clip from Pawn Stars. Designed by the up-and-coming Shigeru Miyamoto, the game was the culmination of all of Nintendo's work in pushing the console to its limits. And the result was one of the most iconic games of all time — innovative, fun, extensive, and just weird enough to get your attention. Nintendo followed it up with several more big hits, like The Legend of Zelda, Metroid, and Konami's third-party title Castlevania. They had more than one Cash-Cow Franchise, and they were starting to rake in the money. For this first year of full sales, Nintendo would partner up with toy company Worlds of Wonder, riding off the success of their own toylines, to help distribute the system in the US, and Mattel for the Canadian market. The deal with Worlds of Wonder ended in 1987 due to multiple factors, including the console's success, the decline of W.o.W's proprietary toylines, and the failure of its own VHS-based console, the Action Max.

Nintendo may have gone a bit overboard with its protectionism. Although it allowed third-party games, the terms it imposed were pretty strict. First, third-party developers had to pay Nintendo the license fee in full before any cartridges could be produced. Second, they were required to sign a contract that would oblige them to develop exclusively for the NES, order at least 10,000 cartridges, and make no more than five games per year (developers worked around that last one by forming dummy corporations, like Konami's Ultra Games arm). Nintendo called all the shots, and they could effectively blacklist any third-party developer who worked for a competitor. Unlicensed developers such as Wisdom Tree and Tengen discovered ways around the lockout chip in 1988, note Wisdom Tree figured out that, by applying a voltage spike to the CIC using a custom circuit, the chip could be knocked offline on boot, preventing it from rejecting cartridges, although this spike would need to be constantly applied to stop the CIC from initiating its reset function. This led to people complaining of the smell of plastic burning inside their NES as the CIC was being fried, and over time would cause internal damage to the system. Tengen illegally obtained the 10NES design and code from the US Patents Office under a false copyright dispute and used it to design the "Rabbit" clone chip. This led to Tengen (Atari) being sued by Nintendo and ultimately losing to them in 1992. This lawsuit and the Sega v Accolade suit would lay the foundation for fair use regarding reverse engineering. though Nintendo would ease up on their terms by 1991 after receiving legal pressure from the US government. This caused the NES library to balloon with hundreds of games of varying quality. But by then, Nintendo had cemented its reputation, and consumers knew how to find the good stuff, so that didn't really hurt them in the long run.

The one place where the NES didn't make a major dent was Western Europe. The Crash did little, if anything, to the European video game industry, which left no room for Nintendo to slide in since the region still had a healthy PC market to compete with. The NES was especially obscure in the UK; Nintendo partnered with Mattel for distribution in the area, and it turned out so badly that few British kids even knew the NES existed. It fared much better in Nordic Europe due to home computers not being as popular in that sub-region. Additionally, Nintendo products there were distributed by Bergsten Bergsala Trading Co. Ltd., who were much more competent and aggressive than Mattel when it came to marketing the consolenote this video explains how a no-name company could become such a powerhouse to distribute the console in said sub-region. However, the two European regions being treated as separate markets meant that they had their own versions of the 10NES lockout chip, which acted as a region locking measure. This also factored into the console faring poorly in the western part of the continent, since if a shop had tried to get their games from the Nordic region instead of through Mattel for whatever reason, said games wouldn't play (and this has happened — either by accident or by ignorance of the shop).

While the NES didn't officially release in Russia or mainland Asia, Nintendo still ended up having a strong indirect presence thanks to bootlegs. Russia had a famiclone known as the Dendy, which launched in 1992. It was very successful due to the lack of competition in a post-Soviet Russia, lasting for 6 years and singlehandedly creating the country's video game market. Nintendo didn't really do much in mainland Asia until the Wii era (and are still absent in several parts of the continent to this day), but numerous famiclones, the most famous being Micro Geniusnote And Micro Genius were a huge concern - they even sponsored the Star Wars Saturday Morning cartoons like Ewoks and Droids in several Asian countries in the era, dominated regardless. However, since The Super Mario Bros. Super Show!, Captain N: The Game Master and Video Power also aired in the region, most people just collectively called the famiclones Nintendos, regardless of actual brand of console — if it plays Super Mario Bros. (a staple on many pirate multicarts), it's a Nintendo.

Upgrades

From the beginning, Nintendo was interested in upgrading the system. In 1986, they released the Famicom Disk System, an add-on to the Famicom in Japan that accepted a proprietary form of floppy disk. The disk format allowed for more space over carts at cheaper prices, the ability to save games, and slightly higher sound quality. The Disk System didn't last long; it was subject to rampant piracy due to poor foresight on anti-piracy measures

note The only check for legitimate disks was their physical shape via specifically placed indents in the Nintendo logo, and this could easily be duped.

, and improvements in cartridge construction rendered it moribund by 1990. Nintendo's licensing deal for the Disk System was also very draconian and scared off a few third-party developers, with Capcom releasing the port of

Ghosts 'n Goblins

on a high-capacity cart seemingly out of spite. Regardless, it still did attract a lot of development as the "future" of the system. Several prominent NES games, like

The Legend of Zelda

(its first title),

Castlevania

,

Doki Doki Panic

(which later became

Super Mario Bros. 2

),

Kid Icarus

, and

Metroid

, were all originally released as Disk System games. Nintendo's unpleasant experience with disks contributed to their decision to stick with cartridges even as CD technology came to the forefront during the early- and mid-90s, and would only relent with caveats for the

GameCube

.

Nintendo also planned to release a version of the add-on for the NES, but this was harder because the front-loading design of the NES didn't accept the already complicated hookup of the Famicom Disk System. Nintendo's workaround was to reroute two pins on NES cartridges from the motherboard to the expansion connector, thereby preventing those NES games from using those pins for enhanced sound. In the end, the American disk add-on never happened, and the NES cartridges were stuck with inferior sound.note Though it should be noted even if the NES's cartridge audio pins had been connected, Nintendo didn't allow the usage of any third-party mapper chips outside of Japan until near the end of the system's lifecycle. And of Nintendo's own mapper chips, the only one that had any additional audio abilities was the MMC5, which was rare and expensive, with its extra audio channels being only a minimal upgrade over those of the stock NES in any event. Nintendo never quite gave up on it, though, talking about a NES adapter for it as late as 1986, and if you take apart the console you can find the port for where the RAM adapter would have gone on its underside. Most of the big Disk System hits like the Zelda games, Metroid and Castlevania would still make the jump to the West, albeit with the aforementioned sound downgrades and the save feature either replaced with passwords, retained with a battery backup or just removed entirely.

In 1989, Nintendo worked with Sharp in Japan to release a television with a built-in Famicom, known as the "Game Television" or "My Computer TV C1". Nintendo had long had a working relationship with Sharp, who was a major hardware provider. This partnership would later result in the "Twin Famicom", a combination Famicom and Disk System (they later made another with turbo buttons); and then the "Famicom Titler", which used the Famicom hardware to allow users to superimpose rudimentary subtitles on VHS tapes.note This would actually be the only consumer model to support RGB output natively outside the Playchoice 10. These units are so rare that they regularly sell for over $1000. Nintendo of America was much more circumspect about third-party licensing after what Atari went through, but they did allow Sharp to release the Game Television there, this time looking like a VCR-TV combo unit with an American NES. Those had a very limited run, and nowadays they're seriously rare collector's itemsnote They're known as being the best version of the NES when it comes to graphics, thanks to everything being hardwired together. The Game Television was really popular among video game magazines because back then the only way to get a screenshot was to actually take a picture of the screen with a film camera, and that TV would give the best looking photos.

1993 saw the release of the NES-101, also known as the "New-style NES", a top-loader styled after the next-generation Super Nintendo Entertainment System. Due to this design, it accepts peripherals for the Famicom Disk System that wouldn't fit on the original NES. It was released in all Nintendo markets simultaneously, and thanks to the lack of a 10NES chip (which often refuses to run legit NES games) they go for huge money on the secondary market these days.

Into the next generation

The NES discontinued its run in the West in 1995; the last officially licensed release in North America was

Wario's Woods

in December 1994, while the last one overall was a European exclusive port of Virgin Interactive's

The Lion King

. Unlicensed games continued to trickle out for a little while longer, though the difference between "unlicensed game" and "bootleg" is really a matter of opinion, and many consider them one in the same (though

Tengen

games are generally treated as legitimate.)

Sunday Funday

— a 1995 Christianity-themed ROM hack of the 1990 game

Menace Beach

— is generally considered the "last one" due to having a retail presence, though

Homebrew Video Games

are still being made today. The Famicom, though, kept going strong in Japan; new units were produced until 2003, sales were recorded until 2004, and repair support continued until 2008, only stopping when Nintendo of Japan finally ran out of parts. The Famicom lasted 20 years, two months, and ten days, the longest lifespan of any video game console to date.

note Technically, they're still making third-party versions of the Sega Master System, but Sega themselves have long since stopped supporting it.

In total 1,376 officially licensed games were released worldwide and 677 in North America, though that includes some duplicate games like the

Super Mario Bros.

-

Duck Hunt

pack-in cart and both versions of

Punch-Out!!

.

In 2016, Nintendo brought back the NES in the form of the "NES Classic Edition" (or the "Nintendo Classic Mini: Nintendo Entertainment System" in Europe and Australia), a Plug 'n' Play Game console with 30 built-in games.List (exclusives in bold)Balloon Fight, Bubble Bobble, Castlevania, Castlevania II: Simon's Quest, Donkey Kong (1981), Donkey Kong Junior, Double Dragon II: The Revenge, Dr. Mario, Excitebike, Final Fantasy, Galaga, Ghosts 'n Goblins, Gradius, Ice Climber, Kid Icarus (1986), Kirby's Adventure, Mario Bros., Mega Man 2, Metroid, Ninja Gaiden, Pac-Man, Punch-Out!! Featuring Mr. Dream, StarTropics, Super C, Super Mario Bros., Super Mario Bros. 2, Super Mario Bros. 3, Tecmo Bowl, The Legend of Zelda, and Zelda II: The Adventure of Link It also came with a controller, and you could buy more separately.note Indeed, the port is the same as the one on the Wii remote, so if you have a Wii Classic Controller, you can use that too (and vice versa). It had a limited run until 2018 and was unexpectedly popular, selling 2.3 million units during its short lifespan.

Nintendo of Japan released their own Famicom Mini in 2016 as well; this one had hardwired controllers and a slightly different game lineup.List (exclusives in bold)Donkey Kong, Mario Bros., Pac-Man, Excitebike, Balloon Fight, Ice Climber, Galaga, Yie Ar Kung-Fu, Super Mario Bros., The Legend of Zelda, Atlantis no Nazo, Gradius, Ghosts 'n Goblins, Solomon's Key, Metroid, Castlevania, Zelda II: The Adventure of Link, Tsuppari Oozumou, Super Mario Bros. 3, Ninja Gaiden, Mega Man 2, River City Ransom, Double Dragon II: The Revenge, Super Contra, Final Fantasy III, Dr. Mario, Downtown Nekketsu March: Super-Awesome Field Day!, NES Open Tournament Golf, Super Mario Bros. 2, Kirby’s Adventure While it was similarly short-lived, in 2018 they announced a special Shonen Jump edition with 20 games;List (grouped by license in bold)Captain Tsubasa: Captain Tsubasa, Captain Tsubasa Vol.II: Super Striker, The Dark Myth: Ankoku Shinwa: Yamato Takeru Densetsu, Dragon Ball: Dragon Power, Dragon Ball 3: Goku Den, Dragon Ball Z: Assault of the Saiyans, Dragon Quest: Dragon Quest, Fist of the North Star: Fist of the North Star, Fist of the North Star 3, Kinnikuman: Tag Team Match: M.U.S.C.L.E., Kinnikuman: Kinniku-sei Ōi Sōdatsusen, Magical★Taruruto-kun: Magical Taruruto-kun FANTASTIC WORLD!!, Rokudenashi Blues: Rokudenashi Blues, Saint Seiya: Saint Seiya: Ōgon Densetsu, Saint Seiya: Ōgon Densetsu Kanketsu-Hen, Sakigake!! Otokojuku: Sakigake!! Otokojuku Shippū Ichi Gō Sei, Sekiryūō: Sekiryūō, Tenchi wo Kurau: Destiny of an Emperor, Massive Multiplayer Crossovers: Famicom Jump: Hero Retsuden, Famicom Jump II: Saikyō no Shichinin 19 of them were Licensed Games based on Shonen Jump manga properties, and the other one was the debut installment of Dragon Quest, which had a spin-off manga running in the magazine (and also the system was gold-plated and packaged like it was an issue of the magazine).

Design quirks

The Famicom had a few quirks when it was launched in Japan:

Then came the Famicom Disk System:

Even the improved NES had its share of bizarre design issues:

Technical Specifications: Processors Sound Memory

RAM: The NES had 2 KB (2048 bytes, 0x800 in hexadecimal) of on-board main memory, although chips on the cartridges could expand that. The system can read a ROM size of up to 32 KB, but like the Atari 2600, it used bank switching; you can make the banks bigger using mappers. The smallest cartridge, at just 16 KB, was

Galaxian

; most other games from 1983-4 are 24KB. The largest cartridge, at 1MB, is 1991's

Metal Slader Glory note although much later Chinese multicarts could also be that big, or bigger

. To put everything in perspective, SNES launch title

Super Mario World

was 512 KB.

Sprites

The NES could display sprites of 8×8 or 8×16 pixels. Anything larger is actually two or more sprites acting as one (

e.g.

Super Mario in

Super Mario Bros. 3

is four sprites) or a background object made to act like a sprite (

e.g.

the dragon boss in

Mega Man 2

). The choice was global; all sprites on the screen were the same size, unless one carefully timed the code to change the setting mid-frame.

The picture processor could generate up to 64 sprites per screen, but no more than 8 sprites could be displayed on a single horizontal line (easiest to see when firing the machine gun in Contra). Games dealt with this limitation by cycling which sprites were visible in alternating frames, resulting in a well-known "flickering" effect. Other games dealt with this with really small sprites, especially ports of games from more capable platforms.

The NES was obviously incapable of vector graphics, sprite scaling, or sprite rotation — but with clever programming and a lot of sprites, it could successfully imitate it and still run fine (e.g. Elite, The 3-D Battles of WorldRunner, and the opening of Battletoads).

Parallax scrolling was also not a default option on the NES, but clever programmers could imitate it, and several games took advantage of it when they got the chance. Super Mario Bros. 3 copied it during the sky sequences by having the cloud sprites moving at different speeds. Several more ambitious games have scenes with separate background layers moving at the same time — Totally Rad had one scene with three backgrounds, Ninja Gaiden III had one with five, Joe & Mac had one with six, and Vice: Project Doom had one with eight.

Display Peripherals

These weren't the same between Japan and North America. The Famicom used a

DB-15

connector that plugged into the front of the console, while NES peripherals used the proprietary 7-pin connector typically connected to the port that's also used for Gamepad 2. This makes Famicom peripherals incompatible with the NES and vice-versa by design, but the NES does have an expansion port on the bottom that can be modded to allow compatibility with Famicom accessories.

Famicom peripherals (Japan only):

NES peripherals:

Peripherals for both:

Games/Series:

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