Nintendo Entertainment System#Technical specifications

{{Short description|Home video game console}}

{{Redirect-multi|2|NES|control deck|the type of card deck used in Magic: The Gathering|Magic: The Gathering deck types#Control{{!}}Magic: The Gathering deck types § Control|other uses of "NES"|NES (disambiguation)}}

{{Pp-move|small=yes}}

{{Use mdy dates|date=September 2024}}

{{Infobox information appliance

| name = Nintendo Entertainment System / Family Computer

| aka = {{Video game release

| KOR | Hyundai Comboy

| IND | Samurai Electronic TV Game System

| CIS | Dendy

}}

| logo = File:NES logo.svg

File:Family Computer logo.svg

| image =

File:NES-Console-Set.png

File:Nintendo-Famicom-Console-Set-FL.png

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

| developer = Nintendo R&D2

| manufacturer = Nintendo

| type = Home video game console

| generation = Third

| release date = {{Video game release

| JP | {{Start date|1983|07|15}}

| NA | October 18, 1985{{Cite magazine |last=Kohler |first=Chris |date=October 18, 2010 |title=Oct. 18, 1985: Nintendo Entertainment System Launches |url=https://www.wired.com/2010/10/1018nintendo-nes-launches/ |url-status=live |archive-url=https://web.archive.org/web/20201126134701/https://www.wired.com/2010/10/1018nintendo-nes-launches/ |archive-date=November 26, 2020 |access-date=June 11, 2015 |magazine=WIRED}}

| EU | September 1, 1986{{efn|For distribution purposes, most of Europe and Australasia were divided into two regions by Nintendo. The first of these regions consisted of mainland Europe (excluding Italy) and Scandinavia, which saw the NES released from 1986 to 1988, depending on the country. The console was released in the second region, consisting of the United Kingdom, Ireland, Italy, Australia, and New Zealand, in 1987.}}

| UK/IRE/ITA/AU | 1987{{efn|For distribution purposes, most of Europe and Australasia were divided into two regions by Nintendo. The first of these regions consisted of mainland Europe (excluding Italy) and Scandinavia, which saw the NES released from 1986 to 1988, depending on the country. The console was released in the second region, consisting of the United Kingdom, Ireland, Italy, Australia, and New Zealand, in 1987.}}

| KOR | 1989{{Cite AV media |url=https://www.youtube.com/watch?v=MwPXJOs0ixg |title=Hyundai Super Comboy{{dash}}The Story of The Super Nintendo Console in South Korea! |date=April 28, 2019 |last=Top Hat Gaming Man |time=7:48 |archive-url=https://web.archive.org/web/20230626093344/https://www.youtube.com/watch?v=MwPXJOs0ixg |archive-date=June 26, 2023 |url-status=live |via=YouTube}} {{Unreliable source?|sure=y|reason=It's youtube and he has a photo of Billy Mitchell in his background so I don't trust him.|date=July 2024}}

| CHL | 1991{{Cite web |date=July 14, 2023 |title=La NES cumple 40 años: La historia de la icónica consola ochentera de Nintendo que revolucionó al mundo |trans-title=The NES Turns 40: The Story of Nintendo's Iconic 80s Console That Revolutionized the World |url=https://www.theclinic.cl/2023/07/14/historia-nes-consola-nintendo-40-anos/ |access-date=February 14, 2025 |website=The Clinic |language=es |quote=A Chile llegó apenas el año 1991. |trans-quote=It didn't reach Chile until 1991.}}

| BRA/ZA | 1993{{Cite web |title=Video Games Around the World: South Africa |url=https://www.linkedin.com/pulse/video-games-around-world-south-africa-joshua-rogers/ |url-status=live |archive-url=https://web.archive.org/web/20220925153658/https://www.linkedin.com/pulse/video-games-around-world-south-africa-joshua-rogers/ |archive-date=September 25, 2022 |access-date=September 25, 2022}}

}}

| price = {{JPY|14,800|1983}}
{{US$|180|1985|round=-1}}{{Cite news |last=Levin |first=Martin |date=November 20, 1985 |title=New components add some Zap to video games |work=San Bernardino County Sun |page=A-4}}

| discontinued = {{vgrelease

| NA/EU/AU | {{End date|1995|08|14}}{{Cite web |title=Nintendo Entertainment System (NES) – 1985–1995 |url=http://classicgaming.gamespy.com/View.php?view=ConsoleMuseum.Detail&id=26&game=5 |url-status=dead |archive-url=https://web.archive.org/web/20121029033423/http://classicgaming.gamespy.com/View.php?view=ConsoleMuseum.Detail&id=26&game=5 |archive-date=October 29, 2012 |access-date=December 20, 2019 |website=Classic Gaming |publisher=GameSpy}}

| JP | {{End date|2003|09|25}}{{Cite web |title=編集者の目/企業者からのメッセージ |url=http://www.nintendo.co.jp/nom/0401/lx/2_3/index.html |archive-url=https://web.archive.org/web/20040413061044/http://www.nintendo.co.jp/nom/0401/lx/2_3/index.html |archive-date=2004-04-13 |access-date=2025-01-11 |website=任天堂株式会社}}

}}

| units sold = 61.91 million

| media = Nintendo Entertainment System Game Pak

| CPU = {{Unbulleted list

| Ricoh 2A03 @ 1.79 MHz

| Ricoh 2A07 @ 1.66 MHz{{efn|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.}}

}}

| controllers = 2 controller ports{{efn|The original Famicom has two hardwired game controllers and a single port for additional input devices. See game controllers section.}}
1 expansion slot

| top game = {{Indented plainlist|

  • Pack-in: Super Mario Bros., 40 million{{Cite web |last=Stuart |first=Keith |date=September 13, 2010 |title=Super Mario Bros: 25 Mario facts for the 25th anniversary |url=https://www.theguardian.com/technology/gamesblog/2010/sep/13/games-gameculture |url-status=live |archive-url=https://web.archive.org/web/20170809081435/https://www.theguardian.com/technology/gamesblog/2010/sep/13/games-gameculture |archive-date=August 9, 2017 |access-date=November 2, 2018 |website=The Guardian |language=en}}
  • Stand-alone: Super Mario Bros. 3, 18 million{{Cite web |date=May 21, 2003 |title=All Time Top 20 Best Selling Games |url=http://www.ownt.com/qtakes/2003/gamestats/gamestats.shtm |archive-url=https://web.archive.org/web/20060221044930/http://www.ownt.com/qtakes/2003/gamestats/gamestats.shtm |archive-date=February 21, 2006 |access-date=January 31, 2008}}

}}

| predecessor = Color TV-Game

| successor = Super Nintendo Entertainment System

| related = Famicom Disk System, Famicom 3D System

| sound = APU, 5 channels: 2 pulse wave, triangle wave, white noise, DPCM

| graphics = PPU (Ricoh 2C02)

| display = 256 × 240 px

| memory = 2 KB work RAM
2 KB video RAM
256 bytes sprite RAM

}}

The Nintendo Entertainment System (NES) is an 8-bit home video game console produced by Nintendo. It was first released in Japan on July 15, 1983, as the {{nihongo foot|Family Computer (Famicom).|ファミリーコンピュータ (ファミコン)|Famirī Konpyūta (Famikon)|lead=yes|group=note}} It was released in US test markets as the redesigned NES in October 1985, and fully launched in the US the following year. The NES was distributed in Europe, Australia, and parts of Asia throughout the 1980s under various names. As a third-generation console, it mainly competed with Sega's Master System.

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

The NES is widely regarded as one of the most influential gaming consoles of all time. 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.{{Cite book |last=Sanchez-Crespo |first=Daniel |url=https://archive.org/details/coretechniquesal00dalm_163 |title=Core Techniques and Algorithms in Game Programming |date=September 8, 2003 |publisher=New Riders Games |isbn=0-13-102009-9 |page=[https://archive.org/details/coretechniquesal00dalm_163/page/n169 14] |url-access=limited}} The NES features several influential games, including Super Mario Bros. (1985), The Legend of Zelda (1986), Metroid (1986) and Mega Man (1987), which became major franchises.

The NES dominated Japanese and North American markets, but did not perform as well in Europe,{{efn|The NES was the overall bestselling system worldwide of its time. In Japan and the United States, it controlled 85-90% of the market.{{Cite book |last=Sheff |first=David |author-link=David Sheff |url=https://books.google.com/books?id=b_N5FzzD3hsC |title=Game Over |publisher=Random House |year=1993 |isbn=0-679-40469-4 |location=New York |access-date=July 2, 2019}}{{rp|349}} In Europe, it was at most in 10-12% of households.{{rp|413–414}} Nintendo sold 61.91 million NES units worldwide: 19.35 million in Japan, 34 million in the Americas, and 8.56 million in other regions.{{Cite web |date=March 2016 |title=Consolidated Sales Transition by Region |url=https://www.nintendo.co.jp/ir/library/historical_data/pdf/consolidated_sales_e1603.pdf |url-status=live |archive-url=https://web.archive.org/web/20160427084600/https://www.nintendo.co.jp/ir/library/historical_data/pdf/consolidated_sales_e1603.pdf |archive-date=April 27, 2016 |access-date=September 12, 2022 |publisher=Nintendo}}}} where it faced strong competition from the Sega Master System and home computers. With 61.91 million units sold, it ranks 14th on the list of the best-selling consoles {{As of|2025|lc=y}}. It was succeeded in 1990 by the Super Nintendo Entertainment System.

History

{{Main|History of the Nintendo Entertainment System}}

= Background =

File:NES patented design.png]]

The video game industry experienced rapid growth and popularity from the late 1970s to the early 1980s, marked by the golden age of arcade games and the second generation of consoles. Games like Space Invaders (1978) became a phenomenon across arcades worldwide, while home consoles such as the Atari 2600 and the Intellivision gained footholds in the American market. Many companies emerged to capitalise on the growing industry, including the playing card manufacturer Nintendo.{{sfn|Sachiko|1994|p=16}}

Hiroshi Yamauchi, who had been Nintendo's president since 1949, realised that breakthroughs in the electronics industry meant that entertainment products could be produced at lower prices. Companies such as Atari and Magnavox were already selling gaming devices for use with television sets, to moderate success. Yamauchi negotiated a licence with Magnavox to sell its game console, the Magnavox Odyssey. Since Nintendo's operation was not yet sophisticated enough to design its own hardware, Yamauchi forged an alliance with Mitsubishi Electric and hired several Sharp Electronics employees to assist in developing the Color TV-Game 6 in Japan.{{sfn|Sheff|Eddy|1999|p=27}}{{sfn|Sachiko|1994|p=17}} This was followed by a more successful sequel, the Color TV-Game 15, and the handheld Game & Watch series.{{sfn|Sheff|Eddy|1999|p=27-28}}{{Cite web |title=Nintendo History |url=https://www.nintendo.co.uk/Hardware/Nintendo-History/Nintendo-History-625945.html |url-status=live |archive-url=https://web.archive.org/web/20230124175046/https://www.nintendo.co.uk/Hardware/Nintendo-History/Nintendo-History-625945.html |archive-date=January 24, 2023 |access-date=January 11, 2023 |publisher=Nintendo of Europe |language=en-GB}} The successes of these machines gave Yamauchi the confidence to expand Nintendo's influence in the fledgling video game industry.{{sfn|Sheff|Eddy|1999|p=28}}

In 1978, Yamauchi split Nintendo into separate research and development divisions. He appointed Masayuki Uemura as head of Nintendo Research & Development 2, a division that focused solely on hardware.{{Cite web |date=April 2010 |title=Iwata Asks – Game & Watch 2: Using a Calculator Chip |url=https://www.nintendo.co.uk/Iwata-Asks/Iwata-Asks-Game-Watch/Iwata-Asks-Game-Watch/2-Using-a-Calculator-Chip/2-Using-a-Calculator-Chip-223003.html |url-status=live |archive-url=https://archive.today/20201009211247/https://www.nintendo.co.uk/Iwata-Asks/Iwata-Asks-Game-Watch/Iwata-Asks-Game-Watch/2-Using-a-Calculator-Chip/2-Using-a-Calculator-Chip-223003.html |archive-date=October 9, 2020 |access-date=May 25, 2020 |publisher=Nintendo}}{{Cite web |last=Robinson |first=Martin |date=March 15, 2020 |title=The man who made the NES |url=https://www.eurogamer.net/articles/2020-03-15-the-man-who-made-the-nes |access-date=May 1, 2021 |website=Eurogamer}}{{Cite web |date=July 10, 2013 |title=The Famicom's creator reflects on 30 years of 8-bit bliss |url=https://www.polygon.com/2013/7/10/4510068/the-famicoms-creator-reflects-on-30-years-of-8-bit-bliss |access-date=May 1, 2021 |website=Polygon}}{{Cite web |date=October 16, 2015 |title=How Nintendo Made The NES (And Why They Gave It A Gun) |url=http://kotaku.com/an-insiders-memories-of-making-the-nintendo-entertainme-1737014878 |archive-url=https://web.archive.org/web/20151016230249/http://kotaku.com/an-insiders-memories-of-making-the-nintendo-entertainme-1737014878 |archive-date=October 16, 2015 |website=Kotaku}}{{Cite web |date=October 18, 2015 |title=7 things I learned from the designer of the NES |url=https://www.theverge.com/2015/10/18/9554885/nintendo-entertainment-system-famicom-history-masayuki-uemura |archive-url=https://web.archive.org/web/20151019130146/http://www.theverge.com/2015/10/18/9554885/nintendo-entertainment-system-famicom-history-masayuki-uemura |archive-date=October 19, 2015 |website=The Verge}} Yamauchi, through extensive discussions with Uemura and other engineers, recognised the potential of the developing console beyond gaming. He envisioned a home-computer system disguised as a toy, which could significantly expand Nintendo's reach if it became popular with children. This popularity would drive demand for games, with Nintendo as the sole provider. Indeed, by 1980 several systems had already been released in Japan by both American and Japanese companies. Yamauchi tasked Uemura with developing a system that would be superior to its competitors and difficult to replicate for at least a year. Uemura's main challenge was economic rather than technological; Yamauchi wanted the system to be affordable enough for widespread household adoption, aiming for a price of ¥9,800 (less than $75) compared to existing machines priced at ¥30,000 to ¥50,000 ($200 to $350). The new system had to outperform other systems, both Japanese and American, while being significantly more affordable.{{sfn|Sheff|Eddy|1999|p=28-29}}

= Inception =

As development progressed on the new video game system, engineers sought Yamauchi's guidance on its features. They questioned whether to include a disk drive, keyboard, data port, as well as the potential for a modem, expanded memory, and other computer-like capabilities. Yamauchi ultimately instructed Uemura to prioritise simplicity and affordability, omitting these peripherals entirely. Game cartridges, which Uemura saw as "less intimidating" to consumers, were chosen as the format.{{sfn|Sheff|Eddy|1999|p=31-32}} The team designed the system with 2,000 bytes of random-access memory (RAM), significantly more than Atari's 256 bytes. Larger cartridges also allowed for far more complex games, with thirty-two times the code capacity of Atari cartridges.{{sfn|Sheff|Eddy|1999|p=32}}

The console's hardware was largely based on arcade video games, particularly the hardware for Namco's Galaxian (1979) and Nintendo's Donkey Kong, with the goal of matching their powerful sprite and scrolling capabilities in a home system.{{sfn|Sachiko|1994|p=16}} A test model was constructed in October 1982 to verify the functionality of the hardware, and work began on programming tools. Because 65xx CPUs had not been manufactured or sold in Japan by that time, no cross-development software was available and it had to be developed from scratch. Early Famicom games were written on a 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.{{Cite magazine |last=高野 |first=雅晴 |date=January 16, 1995 |title=ファミコン開発物語 |url=https://trendy.nikkeibp.co.jp/article/special/20081002/1019327/ |url-status=live |archive-url=https://web.archive.org/web/20190606140054/https://trendy.nikkeibp.co.jp/article/special/20081002/1019327/ |archive-date=June 6, 2019 |access-date=June 6, 2019 |magazine=日経エレクトロニクス |publisher=Nikkei Business Publications |language=ja |via=Nikkei Trendy Net |oclc=5530170}}

The codename for the project was GameCom, but Masayuki Uemura's wife proposed the name Famicom, arguing that "In Japan, 'pasokon' is used to mean a personal computer, but it is neither a home nor personal computer. Perhaps we could say it is a family computer."{{efn|name=Sharp|The "Famicom" name was prevalent among the general public in Japan, but Nintendo solely used the "Family Computer" moniker there because 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.{{Cite web |last=McClain |first=K.J. |date=July 5, 2018 |title=How Sharp Accidentally Copyright Trolled Nintendo Almost 40 Years Ago |url=https://www.nintendolife.com/news/2018/07/how_sharp_accidentally_copyright_trolled_nintendo_almost_40_years_ago |url-status=live |archive-url=https://ghostarchive.org/archive/20210930/https://www.nintendolife.com/news/2018/07/how_sharp_accidentally_copyright_trolled_nintendo_almost_40_years_ago |archive-date=September 30, 2021 |access-date=June 7, 2021 |website=Nintendo Life}}{{cbignore}}}} Meanwhile, Hiroshi Yamauchi decided that the console should use a red and white theme after seeing a billboard for DX Antenna (a Japanese antenna manufacturer) which used those colors.

= Development =

The Famicom was influenced by the ColecoVision, Coleco's competition against the Atari 2600 in the United States;{{cite magazine |title=【任天堂「ファミコン」はこうして生まれた】 第7回:業務用機の仕様を家庭用に、LSIの開発から着手 |trans-title=How the Famicom Was Born – Part 7: Deciding on the Specs |magazine=Nikkei Electronics |date=December 19, 1994 |publisher=Nikkei Business Publications |lang=ja |url=http://trendy.nikkeibp.co.jp/article/special/20081002/1019378/ |url-status=dead |archive-url=https://web.archive.org/web/20081012060247/http://trendy.nikkeibp.co.jp/article/special/20081002/1019378/ |archive-date=October 12, 2008 |access-date=April 13, 2021}}

  • {{Cite web |date=April 21, 2012 |title=Deciding on the Specs |url=https://www.glitterberri.com/developer-interviews/how-the-famicom-was-born/deciding-on-the-specs/ |archive-url=https://web.archive.org/web/20120427193537/https://www.glitterberri.com/developer-interviews/how-the-famicom-was-born/deciding-on-the-specs/ |archive-date=April 27, 2012 |website=GlitterBerri's Game Translations}} the ColecoVision's top-seller was a port of Nintendo's Donkey Kong.{{Cite news |last=McFerran |first=Damien |date=September 18, 2010 |title=Feature: How ColecoVision Became the King of Kong |url=https://www.nintendolife.com/news/2010/09/feature_how_colecovision_became_the_king_of_kong |url-status=live |archive-url=https://web.archive.org/web/20120106181833/http://retro.nintendolife.com/news/2010/09/feature_how_colecovision_became_the_king_of_kong |archive-date=January 6, 2012 |access-date=April 13, 2021 |work=Nintendo Life}} The project's chief manager Takao Sawano brought a ColecoVision home to his family, impressed by its smooth graphics,{{Cite magazine |last=高野 |first=雅晴 |date=January 16, 1995 |title=ファミコン開発物語 |url=https://trendy.nikkeibp.co.jp/article/special/20081002/1019378/ |url-status=live |archive-url=https://web.archive.org/web/20190606151812/https://trendy.nikkeibp.co.jp/article/special/20081002/1019378/ |archive-date=June 6, 2019 |access-date=June 7, 2019 |magazine=日経エレクトロニクス |publisher=Nikkei Business Publications |language=ja |via=Nikkei Trendy Net |oclc=5530170}} which contrasts with the flicker and slowdown commonly seen on Atari 2600 games. Uemura said the ColecoVision set the bar for the Famicom. They wanted to surpass it and match the more powerful Donkey Kong arcade hardware; they took a Donkey Kong arcade cabinet to chip manufacturer Ricoh for analysis, which led to Ricoh producing the Picture Processing Unit (PPU) chip for the NES.

Original plans called for the Famicom's cartridges to be the size of a cassette tape, but ultimately they ended up being twice as big. Careful design attention was paid to the cartridge connectors because loose and faulty connections often plagued arcade machines. As it necessitated 60 connection lines for the memory and expansion, Nintendo decided to produce its own connectors. 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. The second controller also included a microphone, which Uemura envisioned being used to make players' voices sound through the TV speaker.[http://www.glitterberri.com/developer-interviews/how-the-famicom-was-born/synonymous-with-the-domestic-game-console/ GlitterBerri's Game Translations » Synonymous With the Domestic Game Console] {{Webarchive|url=https://web.archive.org/web/20130329154852/http://www.glitterberri.com/developer-interviews/how-the-famicom-was-born/synonymous-with-the-domestic-game-console/|date=March 29, 2013}}. Glitterberri.com (April 21, 2012). Retrieved on August 23, 2013.

= Japanese release =

The console was released on July 15, 1983, as the {{nihongo foot|Home Cassette Type Video Game: Family Computer,|家庭用カセット式ビデオゲーム ファミリーコンピュータ|Katei-yō Kasetto-Shiki Bideo Gēmu: Famirī Konpyūta|lead=yes|group=note}} priced at {{JPY|14,800}} ({{Inflation|JP|14800|1983|fmt=eq|cursign=¥|r=-2}}) with three launch games available for purchase, all ports of popular Nintendo arcade games: Donkey Kong, Donkey Kong Jr., and Popeye. Initial sales were slow due to a faulty chipset that caused early units to crash. 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".{{Cite book |last=Kent |first=Steven L. |author-link=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |publisher=Prima Publishing |year=2001 |isbn=0-7615-3643-4 |location=Roseville, California}}{{rp|279, 285}}

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 influence the video game industry for decades, extending into the era of digital storefronts.{{Cite web |last=Mochizuki |first=Takahashi |last2=Savov |first2=Vlad |date=August 25, 2020 |title=Epic's Battle With Apple and Google Actually Dates Back to Pac-Man |url=https://www.bloomberg.com/news/articles/2020-08-19/epic-games-fortnite-battle-with-apple-and-google-can-be-traced-to-nintendo-tax |url-status=live |archive-url=https://web.archive.org/web/20211106025128/https://www.bloomberg.com/news/articles/2020-08-19/epic-games-fortnite-battle-with-apple-and-google-can-be-traced-to-nintendo-tax |archive-date=November 6, 2021 |access-date=August 25, 2020 |website=Bloomberg News}}{{subscription required|s}}

= North American release =

{{further|History of the Nintendo Entertainment System#North America}}

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, and the deal fell apart, and Nintendo decided to market its system on its own.{{rp|283–286}}

File:Nintendo Advanced Video System (retouched).jpg

Nintendo thought the Famicom name might not resonate with American consumers, so it rebranded the system as the Advanced Video System (AVS). The AVS resembled a home computer rather than a video game console, featuring a built-in keyboard, a cassette-based data drive, and infrared wireless controllers.{{rp|287}} 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 region, as the industry was still recovering from the video game crash of 1983. The March 1985 issue of Electronic Games magazine stated that "the videogame market in America has virtually disappeared" and that "this could be a miscalculation on Nintendo's part".{{Cite magazine |date=March 1985 |title=Nintendo's Final Solution |url=https://archive.org/stream/electronic-games-magazine-1985-03/Electronic_Games_Issue_36_Vol_04_01_1985_Mar#page/n7/mode/2up |access-date=February 5, 2012 |magazine=Electronic Games |page=9 |volume=4 |issue=36}}{{Cite journal |last=Consalvo |first=Mia |year=2006 |title=Console video games and global corporations: Creating a hybrid culture |journal=New Media & Society |volume=8 |issue=1 |pages=117–137 |doi=10.1177/1461444806059921 |issn=1461-4448 |s2cid=32331292}}{{subscription required|s}}

With U.S. 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.{{Cite book |last=Horowitz |first=Ken |title=Beyond Donkey Kong: A History of Nintendo Arcade Games |date=July 30, 2020 |publisher=McFarland & Company |isbn=978-1-4766-4176-8 |pages=115–28 |chapter=Nintendo "VS." the World |access-date=April 13, 2021 |chapter-url=https://books.google.com/books?id=UXD0DwAAQBAJ&pg=PA115 |archive-url=https://web.archive.org/web/20230207094548/https://books.google.com/books?id=UXD0DwAAQBAJ&pg=PA115 |archive-date=February 7, 2023 |url-status=live}}{{Cite news |last=Stark |first=Chelsea |date=October 19, 2015 |title=30 years later, Nintendo looks back at when NES came to America |url=https://mashable.com/2015/10/19/nintendo-nes-launch-atari |url-status=live |archive-url=https://web.archive.org/web/20210414073512/https://mashable.com/2015/10/19/nintendo-nes-launch-atari/ |archive-date=April 14, 2021 |access-date=April 13, 2021 |work=Mashable}} 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.{{Cite book |last=Horowitz |first=Ken |url=https://books.google.com/books?id=UXD0DwAAQBAJ&pg=PA155 |title=Beyond Donkey Kong: A History of Nintendo Arcade Games |date=July 30, 2020 |publisher=McFarland & Company |isbn=978-1-4766-4176-8 |page=155 |access-date=April 13, 2021 |archive-url=https://web.archive.org/web/20230207094548/https://books.google.com/books?id=UXD0DwAAQBAJ&pg=PA155 |archive-date=February 7, 2023 |url-status=live}}{{Cite magazine |date=November 23, 1985 |title=Springsteen Sweeps JB Awards |url=https://worldradiohistory.com/Archive-All-Music/Cash-Box/80s/1985/CB-1985-11-23.pdf#page=39 |url-status=live |archive-url=https://web.archive.org/web/20200819010149/https://worldradiohistory.com/Archive-All-Music/Cash-Box/80s/1985/CB-1985-11-23.pdf#page=39 |archive-date=August 19, 2020 |magazine=Cash Box |page=39}} 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 lineup.

At the June 1985 Summer CES, Nintendo revealed its rebranded home console: the Nintendo Entertainment System (NES). Designed to avoid the look and language of earlier game consoles, the NES featured a front-loading, zero insertion force slot modeled after a VCR that concealed the cartridge once inserted and marketing manager Gail Tilden coined alternative terms, calling the cartridges Game Paks and the console the Control Deck,{{Cite web |last=Chad Margetts & M. Noah Ward |date=May 31, 2005 |title=Lance Barr Interview |url=http://www.nintendojo.com/archives/interviews/view_item.php?1130801472 |url-status=dead |archive-url=https://web.archive.org/web/20160722231242/http://www.nintendojo.com/archives/interviews/view_item.php?1130801472 |archive-date=July 22, 2016 |access-date=June 19, 2016 |publisher=Nintendojo}}{{Cite web |last=O'Kane |first=Sean |date=October 18, 2015 |title=7 things I learned from the designer of the NES |url=https://www.theverge.com/2015/10/18/9554885/nintendo-entertainment-system-famicom-history-masayuki-uemura |url-status=live |archive-url=https://web.archive.org/web/20151019130146/http://www.theverge.com/2015/10/18/9554885/nintendo-entertainment-system-famicom-history-masayuki-uemura |archive-date=October 19, 2015 |access-date=September 21, 2018 |website=The Verge}} which would later aid its acceptance in toy stores.{{Cite episode |title=NES |url=http://g4tv.com/gamemakers/episodes/4844/NES.html |series=Icons |series-link=Icons (TV series) |network=G4 |season=4 |number=5010 |url-status=live |archive-url=https://web.archive.org/web/20121016233741/http://www.g4tv.com/gamemakers/episodes/4844/NES.html |archive-date=October 16, 2012 |air-date=December 1, 2005}}{{Cite web |date=July 21–25, 2003 |title=25 Smartest Moments in Gaming |url=http://archive.gamespy.com/articles/july03/25smartest/index22.shtml |url-status=live |archive-url=https://web.archive.org/web/20120902124439/http://archive.gamespy.com/articles/july03/25smartest/index22.shtml |archive-date=September 2, 2012 |publisher=GameSpy |page=22}} The NES dropped the home computer features of the earlier AVS prototype but retained its gray color scheme and boxy form factor. Disappointed with the prototype console from Japan, which they nicknamed the lunchbox, Nintendo of America designers Lance Barr and Don James added a two-tone gray design, black stripe, and red lettering. The NES replaced the Famicom's hardwired controllers and the AVS's wireless ones with detachable wired controllers using proprietary 7-pin connectors. 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, the peripherals drew significant attention.Boyer, Steven. "A Virtual Failure: Evaluating the Success of Nintendos Virtual Boy." Velvet Light Trap.64 (2009): 23–33. ProQuest Research Library. Web. May 24, 2012.

File:Nintendo FAO Schwarz 1986.jpg in New York City, 1986]]The NES launched in a limited test market in New York City on October 18, 1985, followed by Los Angeles in February 1986, and then a full North American release on September 27, 1986.{{Cite news |last=Pollack |first=Andrew |date=September 27, 1986 |title=Video Games, Once Zapped, In Comeback |url=https://www.nytimes.com/1986/09/27/business/video-games-once-zapped-in-comeback.html |url-status=live |archive-url=https://web.archive.org/web/20210606050154/https://www.nytimes.com/1986/09/27/business/video-games-once-zapped-in-comeback.html |archive-date=June 6, 2021 |access-date=June 6, 2021 |work=The New York Times}}{{Cite book |last=Burnham |first=Van |title=Supercade: A Visual History of the Videogame Age, 1971–1984 |publisher=MIT Press |year=2001 |isbn=0-262-52420-1 |location=Cambridge, Massachusetts |page=375}} The launch lineup 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.{{Cite news |last=Semrad |first=Edward J. |date=October 5, 1985 |title=New Nintendo system way ahead of the field |url=https://www.flickr.com/photos/gamehistoryorg/33202683011/in/album-72157679529464930 |access-date=September 12, 2024 |work=The Milwaukee Journal}}{{Cite web |last=Dayton, David |date=October 18, 2010 |title=Super Mario's Release Date is Missing! |url=http://themushroomkingdom.net/smb_release.shtml |url-status=live |archive-url=https://web.archive.org/web/20130707052056/http://themushroomkingdom.net/smb_release.shtml |archive-date=July 7, 2013 |access-date=October 8, 2011 |website=The Mushroom Kingdom}}{{efn|Donkey Kong Jr. Math and Mach Rider are often erroneously listed as launch games. Neither was available until later in 1986. Also, some modern sources question if Super Mario Bros. was available on launch day, though contemporaneous sources such as Computer Entertainer and The Milwaukee Journal state that the system launched with 17 titles, and the Journal references Super Mario Bros. by name.}} 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." WoWs efforts led to a successful first year for the NES. Nintendo of America ended the distribution deal and hired WoW's sales team, taking over distribution directly.{{Cite book |last=Sheff |first=David |author-link=David Sheff |url=https://books.google.com/books?id=b_N5FzzD3hsC |title=Game Over |publisher=Random House |year=1993 |isbn=0-679-40469-4 |location=New York |accessdate=July 2, 2019}}

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".{{Cite web |last=Cunningham |first=Andrew |date=July 15, 2013 |title=The NES turns 30: How it began, worked, and saved an industry |url=https://arstechnica.com/gaming/2013/07/time-to-feel-old-inside-the-nes-on-its-30th-birthday/ |url-status=live |archive-url=https://web.archive.org/web/20130716121637/https://arstechnica.com/gaming/2013/07/time-to-feel-old-inside-the-nes-on-its-30th-birthday/ |archive-date=July 16, 2013 |access-date=October 17, 2015 |website=Ars Technica}} To enforce its standards, the company used the 10NES, a lockout chip, to deter production of unlicensed games.

= Other markets =

In Europe and Oceania, the NES was released in two separate marketing regions. The first consisted of mainland Europe (excluding Italy) where distribution was handled by several different companies, with Nintendo responsible for manufacturing. The NES saw an early launch in Europe in 1986 although most of the European countries received the console in 1987.{{Cite web |last=Welch |first=Oli |date=February 24, 2017 |title=A complete history of Nintendo console launches |url=https://www.eurogamer.net/articles/2017-02-24-a-complete-history-of-nintendo-console-launches |url-status=live |archive-url=https://web.archive.org/web/20191113193025/https://www.eurogamer.net/articles/2017-02-24-a-complete-history-of-nintendo-console-launches |archive-date=November 13, 2019 |access-date=June 5, 2021 |website=Eurogamer}} The release in Scandinavia was on September 1, 1986, where it was released by Bergsala.{{Cite web |last=Skrebels |first=Joe |date=December 9, 2019 |title=The Lie That Helped Build Nintendo |url=https://www.ign.com/articles/2019/12/09/the-lie-that-helped-build-nintendo |url-status=live |archive-url=https://web.archive.org/web/20191221231714/https://www.ign.com/articles/2019/12/09/the-lie-that-helped-build-nintendo |archive-date=December 21, 2019 |access-date=December 13, 2021 |website=IGN}}{{Cite web |last=Bjarneby |first=Tobias |date=September 29, 2006 |title=Historien om Bergsala – 20 år med Nintendo |url=https://www.idg.se/2.1085/1.77792/historien-om-bergsala--20-ar-med-nintendo |url-status=live |archive-url=https://web.archive.org/web/20211213232306/https://www.idg.se/2.1085/1.77792/historien-om-bergsala--20-ar-med-nintendo |archive-date=December 13, 2021 |access-date=December 13, 2021 |website=idg.se |language=Swedish}} In the Netherlands, it was released in the last quarter of 1987 and was distributed by Bandai BV.{{Cite web |date=November 11, 1988 |title=Computerspel komt terug |url=https://krantenbankzeeland.nl/issue/stm/1988-11-11/edition/null/page/18 |url-status=live |archive-url=https://web.archive.org/web/20171026214542/https://krantenbankzeeland.nl/issue/stm/1988-11-11/edition/null/page/18 |archive-date=October 26, 2017 |access-date=October 26, 2017 |website=Krantenbankzeeland.nl}} In France, it was released in October 1987,{{Cite book |title=L'Histoire de Nintendo Volume 3 |publisher=Pix'N Love |year=2011 |page=133 |language=fr |issue=3}} and in Spain most likely in 1988 through distributor Spaco.{{Cite web |last=Luna |first=José Antonio |date=February 3, 2019 |title=Videojuegos a 10.000 pesetas y NASA en lugar de NES: así fue la llegada de las consolas a España |url=https://www.eldiario.es/cultura/videojuegos/abandonamos-recreativas-enchufamos-television_1_1718304.html |url-status=live |archive-url=https://web.archive.org/web/20211213232305/https://www.eldiario.es/cultura/videojuegos/abandonamos-recreativas-enchufamos-television_1_1718304.html |archive-date=December 13, 2021 |access-date=December 13, 2021 |website=eldiario.es |language=es}}{{Cite magazine |date=July 14, 2017 |title=NES, la caja magica de 8-bits |trans-title=NES, the 8-bit magic box |url=https://www.pressreader.com/spain/hobby-consolas-extra/20170714/page/5/textview |url-status=live |archive-url=https://web.archive.org/web/20230207094553/https://www.pressreader.com/spain/hobby-consolas-extra/20170714/page/5/textview |archive-date=February 7, 2023 |access-date=September 20, 2021 |magazine=HobbyConsolas Extra |publisher=Axel Springer SE |pages=10–15 |language=es |via=PressReader}} Also in 1987, Mattel handled distribution for the second region, consisting of the United Kingdom, Ireland, Italy, Australia and New Zealand.{{sfn|Sheff|Eddy|1999|p=413}} In other European countries, distribution was taken over by smaller companies like Bienengräber in Germany, ASD in France, Concentra in Portugal,{{Cite web |date=April 30, 2022 |title=A Discussion on the European Gaming Market in the 80s the Genesis Temple |url=https://genesistemple.com/playing-it-the-european-way-a-discussion-on-the-european-gaming-market-in-the-80s}} Itochu in Greece and Cyprus,{{Cite journal |title=NINTENDO O KOSMOS TOU 2.000 |journal=Pixel |issue=80 |pages=34–39}} Stadlbauer in Austria, Switzerland and the former Eastern Bloc.{{Cite web |title=Nintendo-Erfolg beschert Spielwarenspezialist Stadlbauer Umsatzplus |url=https://www.derstandard.at/story/2688596/nintendo-erfolg-beschert-spielwarenspezialist-stadlbauer-umsatzplus}}{{Cite web |date=February 10, 2014 |title=Nintendo und Stadlbauer beenden Partnerschaft |url=https://www.sn.at/salzburg/wirtschaft/nintendo-und-stadlbauer-beenden-partnerschaft-3890593}} In Poland, the NES had its release on October 6, 1994 along with the SNES and the Game Boy.{{Cite book |url=https://archive.org/details/bajtek199411/page/n8/mode/1up |title=Bajtek 1994 11 |date=November 1994}}{{Cite book |url=https://archive.org/details/secretservicemagazine-1994-11/page/47/mode/1up |title=Secret Service Magazine (November 1994) |date=November 1994 |language=polish}} In November 1994, Nintendo signed an agreement with Steepler to permit the continued sale of the Dendy, an unauthorized hardware clone of the Famicom, in Russia in exchange for also distributing the Super Nintendo Entertainment System.{{Cite news |last=Пичугин |first=Игорь |date=November 1, 1994 |title=Соглашение Steepler и Nintendo |url=https://www.kommersant.ru/doc/94004 |archive-url=https://web.archive.org/web/20190427025842/https://www.kommersant.ru/doc/94004 |archive-date=April 27, 2019 |access-date=June 4, 2024 |work=Коммерсантъ |language=Russian |trans-work=Kommersant}}{{Cite web |date=December 14, 2021 |title=Легенда о слоне: как IT-компания Steepler создала Dendy и основала российский консольный рынок — Игры на DTF |url=https://dtf.ru/games/970617-legenda-o-slone-kak-it-kompaniya-steepler-sozdala-dendy-i-osnovala-rossijskij-konsolnyj-rynok}} Nintendo anticipated the NES would have a 25 percent market share in these countries, and saw particular potential in the United Kingdom. It sold modestly in Europe, however.{{sfn|Sheff|Eddy|1999|p=413-414}}

In Brazil, the console was released late in 1993 by Playtronic, even after the SNES. But the Brazilian market had been dominated by unlicensed NES clones – both locally made, and smuggled from Taiwan.{{Cite web |last=Barboni |first=Flavio |date=July 13, 2013 |title=Master System x NES |url=http://www.techtudo.com.br/noticias/noticia/2013/07/master-system-x-nes-veja-comparacao-entre-os-consoles-8-bits.html |url-status=live |archive-url=https://web.archive.org/web/20180709010625/http://www.techtudo.com.br/noticias/noticia/2013/07/master-system-x-nes-veja-comparacao-entre-os-consoles-8-bits.html |archive-date=July 9, 2018 |access-date=July 8, 2018 |publisher=TechTudo |language=pt}} 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.{{Cite web |date=2018 |title=Playtronic, a história |trans-title=Playtronic, the history |url=https://www.nintendopediabrasilis.com.br/playtronic |url-status=live |archive-url=https://web.archive.org/web/20180612140234/https://www.nintendopediabrasilis.com.br/playtronic |archive-date=June 12, 2018 |access-date=July 8, 2018 |publisher=Nintendopedia Brasilis |language=pt}} 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.{{Cite web |last=Noviello, Renato |date=2000 |title=O NES no Brasil |trans-title=The NES in Brazil |url=http://www.nesarchive.net/v1/brasil.htm |url-status=dead |archive-url=https://web.archive.org/web/20180922154639/http://www.nesarchive.net/v1/brasil.htm |archive-date=September 22, 2018 |access-date=July 8, 2018 |publisher=The Nes Archive |language=pt}}

Outside of Japan, regions in greater Asia received an Asian version of the front-loader NES though imported Famicom systems were prevalent.{{Cite web |date=February 9, 2008 |title=Korea's NES, N64 and Super Comboy |url=https://www.siliconera.com/korea%E2%80%99s-nes-n64-and-super-comboy/ |archive-url=https://web.archive.org/web/20210921020851/https://www.siliconera.com/korea%E2%80%99s-nes-n64-and-super-comboy/ |archive-date=September 21, 2021 |access-date=September 20, 2021 |website=Siliconera |publisher=Enthusiast Gaming}} Due to import restrictions, NES consoles in India and South Korea were rebranded and distributed by local licensees.{{Cite web |last=Alwani |first=Rishi |date=March 20, 2015 |title=Tracing the Origins of Gaming in India: 8-Bit Cricket, Sega, and Cloning |url=https://www.gadgets360.com/games/features/tracing-the-origins-of-gaming-in-india-8-bit-cricket-sega-and-cloning-640129 |url-status=live |archive-url=https://web.archive.org/web/20221112084519/https://www.gadgets360.com/games/features/tracing-the-origins-of-gaming-in-india-8-bit-cricket-sega-and-cloning-640129 |archive-date=November 12, 2022 |access-date=November 12, 2022 |website=Gadgets360.com |publisher=NDTV}} The Indian version is called the Samurai Electronic TV Game SystemIndia Today. Vol. 13, part 4. Thomson Living Media India Limited (1988). Advertisement on page 129. and the Korean version is called the Hyundai Comboy.{{efn|{{Korean|hangul=현대 컴보이|rr=Hyeondae Keomboi}}}} The console sold very poorly in India due to affordability and a lack of consumer awareness.

= Bundles and redesigns {{Anchor|Later redesigns and bundles|North American bundle packages}} =

File:NES-Console-Set.jpg

The Nintendo Entertainment System was released in several retail bundles throughout its commercial life.

For its 1985 test launch, the initial offering was the Deluxe Set, which retailed for {{US$|179.99|1985|round=-1}} 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.

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|1987|round=-1}}.{{Cite news |last=Kosek |first=Steven |last2=Lynch |first2=Dennis |date=June 27, 1986 |title=Video machines increase power to hold market |url=https://www.newspapers.com/clip/110187183/video-machines-increase-power-to-hold/ |work=Chicago Tribune |pages=7–72 |via=Newspapers.com |id={{ProQuest|290939013}}}}{{Cite news |last=Dodd |first=Randall |date=April 13, 1986 |title=Nintendo system tried to walk line between game and computer |url=https://infoweb.newsbank.com/apps/news/openurl?ctx_ver=z39.88-2004&rft_id=info%3Asid/infoweb.newsbank.com&svc_dat=WORLDNEWS&req_dat=C12EB6BE1393489FA580F5880B8B058E&rft_val_format=info%3Aofi/fmt%3Akev%3Amtx%3Actx&rft_dat=document_id%3Anews%252F0EB531CB4740DC75 |work=The Seattle Times |page=K6 |via=NewsBank}}

In 1988, the Deluxe Set was replaced by the Action Set which retailed for {{US$|99.99|1988|round=-1}}, bundling the Control Deck with two controllers, the NES Zapper, and a dual Game Pak containing Super Mario Bros. and Duck Hunt.{{Cite news |last=Brooks |first=Andree |date=May 4, 1991 |title=Picking Out a Home Video Game System |url=https://www.nytimes.com/1991/05/04/news/picking-out-a-home-video-game-system.html |url-status=live |archive-url=https://web.archive.org/web/20130502160354/http://www.nytimes.com/1991/05/04/news/picking-out-a-home-video-game-system.html |archive-date=May 2, 2013 |access-date=June 29, 2010 |work=The New York Times}}{{Cite news |last=Lynch |first=Dennis |date=October 21, 1988 |title=Hottest titles for the toy of the late '80s |url=https://www.newspapers.com/clip/110190227/hottest-titles-for-the-toy-of-the-late/ |work=Chicago Tribune |pages=7–87 |via=Newspapers.com |id={{ProQuest|282496761}}}} 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.{{Cite news |last=Fellman |first=Bruce |date=April 16, 1989 |title=Games People Play |url=https://www.proquest.com/newspapers/games-people-play/docview/389299164/se-2 |access-date=May 16, 2025 |work=Sun Sentinel |page=9F |language=en |via=ProQuest |agency=Entertainment News Service |id={{ProQuest|389299164}}}}{{Cite news |last=Linder |first=Richard |last2=Powell |first2=Bonnie |date=October 28, 1988 |title=Nintendo announces FY88 results |url=https://www.proquest.com/wire-feeds/nintendo-announces-fy88-results/docview/444886448/se-2 |access-date=May 16, 2025 |language=en |via=ProQuest |agency=Business Wire |id={{ProQuest|444886448}}}}

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.

In 1992, the Challenge Set debuted at {{US$|89.99|1992|round=-1}}, featuring the Control Deck, two controllers, and a copy of Super Mario Bros. 3.

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|1993|round=-1}} in North America before its discontinuation in 1995. 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.

= Discontinuation =

On August 14, 1995, Nintendo discontinued the Nintendo Entertainment System in both North America and Europe. In North America, replacements for the original front-loading NES were available for {{US$|long=no|25}} in exchange for a broken system until at least December 1996, under Nintendo's Power Swap program.{{Cite magazine |date=December 1996 |title=Nintendo Power |magazine=Nintendo Power |page=107 |volume=91}}{{Full citation needed|date=November 2021}}

In September 2003, Nintendo discontinued the Famicom in Japan, alongside the Super Famicom and the disk rewriting services for the Famicom Disk System.{{Cite news |last=Niizumi |first=Hirohiko |date=May 30, 2003 |title=Nintendo to end Famicom and Super Famicom production |url=https://www.gamespot.com/articles/nintendo-to-end-famicom-and-super-famicom-production/1100-6029220/ |url-status=live |archive-url=https://web.archive.org/web/20140329053251/http://www.gamespot.com/articles/nintendo-to-end-famicom-and-super-famicom-production/1100-6029220/ |archive-date=March 29, 2014 |access-date=August 23, 2013 |work=GameSpot}} The last Famicom, serial number HN11033309, was manufactured on September 25;{{Cite web |last=川島 |first=圭太 |date=February 18, 2004 |title=写真で綴るレベルX~完全保存版! |url=https://allabout.co.jp/gm/gc/215584/ |url-status=live |archive-url=https://web.archive.org/web/20110223112200/http://allabout.co.jp/gm/gc/215584/ |archive-date=February 23, 2011 |access-date=September 14, 2022 |website=All About |language=ja}}{{Cite magazine |date=January 2004 |title=編集長の目/企画者からのメッセージ |url=https://www.nintendo.co.jp/nom/0401/lx/2_3/index.html |url-status=live |archive-url=https://web.archive.org/web/20040106054220/http://www.nintendo.co.jp/nom/0401/lx/2_3/index.html |archive-date=January 6, 2004 |access-date=September 14, 2022 |magazine=Nintendo Online Magazine |publisher=Nintendo |language=ja |issue=66}} it was kept by Nintendo and subsequently loaned to the organizers of Level X, a video game exhibition held from December 4, 2003, to February 8, 2004, at the Tokyo Metropolitan Museum of Photography, for a Famicom retrospective in commemoration of the console's 20th anniversary.{{Cite news |last=Tochen |first=Dan |date=December 2, 2003 |orig-date=Date mislabeled as February 26, 2004 |title=Spot On: Famicom makes history in Japan |url=https://www.gamespot.com/articles/spot-on-famicom-makes-history-in-japan/1100-6084885/ |url-status=live |archive-url=https://web.archive.org/web/20031209124209/http://www.gamespot.com/all/news/news_6084885.html |archive-date=December 9, 2003 |access-date=September 14, 2022 |work=GameSpot |publisher=CNET Networks}}{{Cite news |date=December 4, 2003 |title=テレビゲームの展覧会「レベルX」本日から開催! |url=https://nlab.itmedia.co.jp/games/gsnews/0312/04/news05.html |url-status=live |archive-url=https://web.archive.org/web/20220914011922/https://nlab.itmedia.co.jp/games/gsnews/0312/04/news05.html |archive-date=September 14, 2022 |access-date=September 14, 2022 |work=Softbank Games |publisher=Softbank Publishing |language=ja}} Nintendo offered repair service for the Famicom in Japan until 2007, when it was discontinued due to a shortage of available parts.

Hardware

= Configurations =

{{Main|Nintendo Entertainment System models}}

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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.{{Cite magazine |last=Edwards |first=Benj |date=August 7, 2008 |title=Inside Nintendo's Classic Game Console |url=https://www.pcworld.com/article/536115/nintendo_famicom.html |url-status=live |archive-url=https://web.archive.org/web/20080831172609/http://www.pcworld.com/article/148391/inside_nintendos_classic_game_console.html |archive-date=August 31, 2008 |access-date=June 23, 2010 |magazine=PC World |publisher=IDG}} 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.{{Cite magazine |last=Edwards |first=Benj |date=October 14, 2010 |title=Inside the Nintendo Entertainment System |url=https://www.pcworld.com/article/207891/inside_the_nes.html |archive-url=https://web.archive.org/web/20181004212131/https://www.pcworld.com/article/207891/inside_the_nes.html |archive-date=October 4, 2018 |access-date=June 7, 2021 |magazine=PC World |publisher=IDG}} Compared to the Famicom, the NES includes the 10NES lockout chip and incorporates a matching chip validation check in its cartridge connector.{{Cite web |last=Parish |first=Jeremy |date=July 13, 2013 |title=The Famicom Legacy |url=https://www.vg247.com/the-famicom-legacy |url-status=live |archive-url=https://web.archive.org/web/20221226011845/https://www.vg247.com/the-famicom-legacy |archive-date=December 26, 2022 |access-date=February 1, 2025 |website=USgamer |language=en |via=VG247}}

In late 1993, Nintendo introduced a redesigned version of the Famicom and NES (officially named the New Famicom in Japan{{Cite web |title=修理の受付が終了した商品 サポート情報 |trans-title=List of Products That Are No Longer Accepted for Repairs |url=https://www.nintendo.co.jp/support/repair/syuryou.html |url-status=live |archive-url=https://web.archive.org/web/20171023002119/https://www.nintendo.co.jp/support/repair/syuryou.html |archive-date=October 23, 2017 |access-date=September 20, 2022 |website=Nintendo Support |publisher=Nintendo Co., Ltd. |language=ja}} and the New-Style NES in the US{{Cite web |title=NES Game Pak Troubleshooting |url=https://www.nintendo.com/consumer/systems/nes/trouble_game.jsp |url-status=live |archive-url=https://web.archive.org/web/20210914050521/https://www.nintendo.com/consumer/systems/nes/trouble_game.jsp |archive-date=September 14, 2021 |access-date=September 20, 2022 |website=Nintendo Customer Service |publisher=Nintendo of America, Inc.}}) to complement the Super Famicom and SNES, to prolong interest in the console, and to reduce costs.{{Cite magazine |date=December 1993 |title=International News |magazine=Electronic Gaming Monthly |publisher=Sendai Publishing |page=96 |volume=6 |issue=12 No. 53}}{{Cite magazine |last= |date=October 1993 |title=The New NES |url=https://archive.org/stream/Nintendo_Power_Issue001-Issue127/Nintendo%20Power%20Issue%20053%20October%201993#page/n87/mode/2up |access-date=December 12, 2018 |magazine=Nintendo Power |publisher=Nintendo of America |location=Redmond, Washington |issue=53}} The redesigned NES features a top-loading cartridge slot and omits the 10NES lockout chip to avoid reliability issues with the original console; the redesign also omits AV output. 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.

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.{{efn|name=Sharp}} One variant was a television set with an integrated Famicom; originally released in 1983 as the My Computer TV in {{convert|14|in|cm|adj=on}} and {{convert|19|in|cm|adj=on}} models,{{Cite tweet |number=393583362121551873 |user=SHARP_JP |title=ファミコン内蔵テレビ 19C-C1Fは1983年10月25日に発売(14型は一足はやく10/4発売)当初は「8ビットマイコン内蔵 マイコンピュータテレビ」という名でデビュー。今年でちょうど、30周年です。 |author=Sharp Corporation |author-link=Sharp Corporation |date=October 25, 2013 |access-date=September 20, 2022 |language=ja |archive-url=https://web.archive.org/web/20220918180839/https://twitter.com/SHARP_JP/status/393583362121551873 |archive-date=September 18, 2022 |url-status=live}} it was later released in the United States in 1989 as a 19-inch model named the Video Game Television.{{Cite web |last=Plunkett |first=Luke |date=April 1, 2011 |title=This Nintendo Was Inside A Television Set |url=http://kotaku.com/5787855/this-nintendo-was-inside-a-television-set |url-status=live |archive-url=https://web.archive.org/web/20161102164023/http://kotaku.com/5787855/this-nintendo-was-inside-a-television-set |archive-date=November 2, 2016 |access-date=September 20, 2022 |website=Kotaku}}{{Cite news |last=Gutman |first=Dan |date=June 17, 1985 |title=Show gives gadget-lover glimpse of future |url=https://www.newspapers.com/clip/98051204/gadgets-of-the-future-come-to-life-at/ |url-status=live |archive-url=https://web.archive.org/web/20220321024608/https://www.newspapers.com/clip/98051204/gadgets-of-the-future-come-to-life-at/ |archive-date=March 21, 2022 |work=Miami Herald |page=16B |language=en |via=Newspapers.com}} Another variant is the Twin Famicom console released in 1986 to combine a Famicom with a Famicom Disk System.{{Cite magazine |last=ウワーマン |date=July 1, 2021 |title=ツインファミコンが発売35周年。シャープから発売されたファミコンとディスクシステムが一体化したゲームキッズ羨望の豪華マシン【今日は何の日?】 |url=https://www.famitsu.com/news/202107/01225487.html |url-status=live |archive-url=https://web.archive.org/web/20210830040612/https://www.famitsu.com/news/202107/01225487.html |archive-date=August 30, 2021 |access-date=September 20, 2022 |magazine=Famitsu |language=ja}} 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.{{Cite magazine |date=September 5, 2019 |title=Famicom Titler |url=https://www.pressreader.com/uk/retro-gamer/20190905/page/70/textview |url-status=live |archive-url=https://web.archive.org/web/20220809061825/https://www.pressreader.com/uk/retro-gamer/20190905/page/70/textview |archive-date=August 9, 2022 |magazine=Retro Gamer |publisher=Future Publishing |page=70 |via=PressReader |issue=198 |issn=1742-3155}}

== Hardware clones ==

{{Main|Famiclone}}

File:FC-Twin-Console-Set-H.jpg

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 hard to market or create brand awareness for. In particular, the Dendy ({{langx|ru|link=no|Де́нди}}), an unlicensed hardware clone produced in Taiwan and sold in the former Soviet Union by Steepler, emerged as the most popular video game console of its time in that setting and it enjoyed a degree of fame roughly equivalent to that experienced by the NES/Famicom in North America and Japan, eventually selling 6 million units.{{Cite web |title=Приставка Dendy: Как Виктор Савюк придумал первый в России поп-гаджет |url=https://secretmag.ru/business/trade-secret/nintendo-so-slonom-kak-viktor-savyuk-pridumal-pristavku-dendy.htm |archive-url=https://web.archive.org/web/20180612142332/https://secretmag.ru/business/trade-secret/nintendo-so-slonom-kak-viktor-savyuk-pridumal-pristavku-dendy.htm |archive-date=2018-06-12}} Poland had a similar story with Pegasus distributed by Bobmark International which sold more than 1 million units.{{cite web |title=Ponad milion sprzedanych egzemplarzy. Poznajcie historię Pegasusa – najpopularniejszej konsoli w Polsce |date=May 15, 2015 |url=https://antyweb.pl/ponad-milion-sprzedanych-egzemplarzy-poznajcie-historie-pegasusa-najpopularniejszej-konsoli-w-polsce}} In China, a place where many of these clones were manufactured, the media reported 30 million units sold until late 1995.{{Citation |title=中国软件行业协会电子游戏机分会秘书长 |work=Game Software |issue=9/1996 |page=2}} 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. Thailand got Family FR brand famiclones, Brazil a superior to the original Phantom System, the Micro Genius (Simplified Chinese: 小天才) was marketed in Southeast Asia as an alternative to the Famicom; Ending-Man Terminator enjoyed popularity in European Eastern Bloc, parts of Africa, Asia, Latin America.{{Cite journal |title=Para Llegar Al Final, Hay Que Tener Muchas Vidas Y Ser Los Mejores |journal=Action Games |issue=12 |pages=32–33}} It happened that these clones reached countries with very good copyright law and high awareness of the Nintendo brand such as Power Player Super Joy III in US.St. Paul Pioneer Press (January 20, 2005) Knockoff games allegedly sold at mall. Section: Local; Page B6

File:RetroUSB-AVS-Console-wController-FL.jpg hardware clone of the NES that outputs 720p via HDMI.]]

The unlicensed clone market has flourished following Nintendo's discontinuation of the NES. Some of the more exotic of these resulting systems surpass the functionality of the original hardware, such as a portable system with a color LCD (PocketFami). Others have been produced for certain specialized markets, such as a rather primitive personal computer with a keyboard and basic word processing software.{{Cite web |last=Phillips |first=Ashley |date=August 7, 2008 |title=Researchers Propose $12 Computer for Developing Countries |url=https://abcnews.go.com/Technology/AheadoftheCurve/story?id=5529989&page=1 |url-status=live |archive-url=https://web.archive.org/web/20100624063844/http://abcnews.go.com/Technology/AheadoftheCurve/Story?id=5529989&page=1 |archive-date=June 24, 2010 |access-date=July 19, 2010 |website=ABC News}} These unauthorized clones have been helped by the invention of the so-called NES-on-a-chip.{{Cite web |last=Edwards |first=Benj |date=August 7, 2007 |title=VC&G Interview: Brian Parker on RetroZone and the PowerPak NES Flash Cart |url=http://www.vintagecomputing.com/index.php/archives/351 |url-status=live |archive-url=https://web.archive.org/web/20100706220731/http://www.vintagecomputing.com/index.php/archives/351 |archive-date=July 6, 2010 |access-date=July 21, 2010 |website=Vintage Computing and Gaming}}

As was the case with unlicensed games, Nintendo has typically gone to the courts to prohibit the manufacture and sale of unlicensed cloned hardware. Many of the clone vendors have included built-in copies of licensed Nintendo software, which constitutes copyright infringement in most countries.

= Design flaws =

File:Nintendo-Entertainment-System-NES-Deconstruction-03.jpg

Nintendo's design styling for US release was made deliberately different from that of other game consoles. Nintendo wanted to distinguish its product from those of competitors and to avoid the generally poor reputation that game consoles had acquired following the video game crash of 1983. One result of this philosophy is to disguise the cartridge slot design as a front-loading zero-insertion force (ZIF) cartridge socket, designed to resemble the front-loading mechanism of a VCR. The socket works well when both the connector and the cartridges are clean and the pins on the connector are new. However, the socket is not truly zero-insertion force. When a user inserts the cartridge into the NES, the force of pressing the cartridge into place bends the contact pins slightly and presses the cartridge's ROM board back into the cartridge. Frequent insertion and removal of cartridges wears out the pins, and the ZIF design proved more prone to interference by dirt and dust than an industry-standard card edge connector.{{Cite web |last=Edwards |first=Benj |date=November 7, 2005 |title=No More Blinkies: Replacing the NES's 72-Pin Cartridge Connector |url=http://www.vintagecomputing.com/index.php/archives/13 |url-status=live |archive-url=https://web.archive.org/web/20110902145445/http://www.vintagecomputing.com/index.php/archives/13 |archive-date=September 2, 2011 |access-date=June 3, 2007 |website=Vintage Computing and Gaming}}

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.{{Cite web |last=Nelson |first=Rob |date=February 12, 2003 |title=Nintendo Redivivus: how to resuscitate an old friend |url=https://arstechnica.com/features/2003/02/nintendo/ |url-status=live |archive-url=https://web.archive.org/web/20121015224118/http://arstechnica.com/features/2003/02/nintendo/ |archive-date=October 15, 2012 |access-date=June 3, 2007 |website=Ars Technica}} Many players try to alleviate issues in the game caused by this corrosion by blowing into the cartridges, then reinserting them, which actually speeds up the tarnishing due to moisture. One way to slow down the tarnishing process and extend the life of the cartridges is to use isopropyl alcohol and cotton swabs.{{Cite web |last=Higgins |first=Chris |date=September 24, 2012 |title=Did Blowing into Nintendo Cartridges Really Help? |url=http://mentalfloss.com/article/12589/did-blowing-nintendo-cartridges-really-help |url-status=live |archive-url=https://web.archive.org/web/20140804062036/http://mentalfloss.com/article/12589/did-blowing-nintendo-cartridges-really-help |archive-date=August 4, 2014 |access-date=August 6, 2014 |publisher=Mental Floss, Inc.}}{{Cite web |last=Hill, Kyle |date=July 1, 2014 |title=We Blow Into Video Game Cartridges Because of Weird Psychology |url=http://www.nerdist.com/2014/07/we-blow-into-video-game-cartridges-because-of-weird-psychology/ |url-status=live |archive-url=https://web.archive.org/web/20141231162043/http://www.nerdist.com/2014/07/we-blow-into-video-game-cartridges-because-of-weird-psychology/ |archive-date=December 31, 2014 |access-date=August 6, 2014}}

Users have attempted to solve these problems by blowing air onto the cartridge connectors, inserting the cartridge just far enough to get the ZIF to lower, licking the edge connector, slapping the side of the system after inserting a cartridge, shifting the cartridge from side to side after insertion, pushing the ZIF up and down repeatedly, holding the ZIF down lower than it should have been, and cleaning the connectors with alcohol. Many frequently used methods to fix this problem actually risk damaging gaming cartridges or the system.{{Cite web |date=September 24, 2012 |title=Did Blowing into Nintendo Cartridges Really Help? |url=http://mentalfloss.com/article/12589/did-blowing-nintendo-cartridges-really-help |url-status=live |archive-url=https://web.archive.org/web/20180712220148/http://mentalfloss.com/article/12589/did-blowing-nintendo-cartridges-really-help |archive-date=July 12, 2018 |access-date=July 12, 2018 |website=MentalFloss |language=en}} In 1989, Nintendo released an official NES Cleaning Kit to help users clean malfunctioning cartridges and consoles.

In response to these hardware flaws, "Nintendo Authorized Repair Centers" sprang up across the U.S. According to Nintendo, the authorization program was designed to ensure that the machines were properly repaired. Nintendo would ship the necessary replacement parts only to shops that had enrolled in the authorization program.

With the release of the top-loading NES-101 (New-Style NES) in 1993 toward the end of the NES's lifespan, Nintendo resolved the problems by switching to a standard card edge connector and eliminating the lockout chip. All of the Famicom systems use standard card edge connectors, as do Nintendo's two subsequent game consoles, the Super Nintendo Entertainment System and the Nintendo 64.

= Lockout =

File:Nintendo-10NES-Lockout-Chip.jpg

The Famicom as released in Japan contains no lockout hardware, which led to unlicensed cartridges (both legitimate and bootleg) becoming extremely common throughout Japan and East Asia.{{Cite news |last=Ramirez |first=Anthony |date=December 21, 1989 |title=The Games Played For Nintendo's Sales |url=https://www.nytimes.com/1989/12/21/business/the-games-played-for-nintendo-s-sales.html?pagewanted=all |url-status=live |archive-url=https://web.archive.org/web/20160820014342/http://www.nytimes.com/1989/12/21/business/the-games-played-for-nintendo-s-sales.html?pagewanted=all |archive-date=August 20, 2016 |access-date=June 28, 2010 |work=The New York Times}} Nintendo tried to promote its "Seal of Quality" in these regions to identify licensed games to combat bootlegs, but bootleg Famicom games continued to be produced even after Nintendo moved production onto the Super Famicom, effectively extending the lifetime of the Famicom.

The original NES released for Western countries in 1985 contains the 10NES lockout chip, which prevents it from running cartridges unapproved by Nintendo. The inclusion of the 10NES was a direct influence from the 1983 video game crash in North America, partially caused by a market flooded with uncontrolled publishing of games of poor quality for the home consoles. Nintendo did not want to see that happen with the NES and used the lockout chip to restrict games to only those they licensed and approved for the system. This means of protection worked in combination with the Nintendo "Seal of Quality", which a developer had to acquire before they would be able to have access to the required 10NES information prior to publication of their game.{{Cite journal |last=O'Donnell |first=Casey |date=2011 |title=The Nintendo Entertainment System and the 10NES Chip: Carving the Video Game Industry in Silicon |journal=Games and Culture |volume=6 |issue=1 |pages=83–100 |doi=10.1177/1555412010377319 |s2cid=53358125}}

Initially, the 10NES chip proved a significant barrier to unlicensed developers seeking to develop and sell games for the console. However, hobbyists in later years discovered that disassembling the NES and cutting the fourth pin of the lockout chip would change the chip's mode of operation from "lock" to "key", removing all effects and greatly improving the console's ability to play legal games, bootlegs, and converted imports.

Original NES consoles sold in different regions have different lockout chips, thereby enforcing regional lockout (regardless of TV signal compatibility).{{harvnb|Altice|2015|p=94}} Such regions include North America; most of continental Europe (PAL-B); Asia; and the British Isles, Italy, and Australasia (PAL-A).{{Cite book |last=Scullion |first=Chris |title=The NES Encyclopedia: Every Game Released for the Nintendo Entertainment System |publisher=Pen and Sword Books |year=2019 |isbn=978-1-5267-3780-9 |location=Yorkshire |page=12 |chapter=Licensed Games |access-date=August 30, 2022 |chapter-url=https://books.google.com/books?id=IE8IEAAAQBAJ&pg=PA12 |archive-url=https://web.archive.org/web/20230207094553/https://books.google.com/books?id=IE8IEAAAQBAJ&pg=PA12 |archive-date=February 7, 2023 |url-status=live |via=Google Books}}{{Cite news |last=Hatfield |first=Daemon |date=February 23, 2010 |title=New NES Cartridge Released, Sells Out Immediately |url=https://www.ign.com/articles/2010/02/23/new-nes-cartridge-released-sells-out-immediately |url-status=live |archive-url=https://web.archive.org/web/20100226171522/http://retro.ign.com/articles/107/1071447p1.html |archive-date=February 26, 2010 |access-date=August 29, 2022 |work=IGN |language=en}}

Problems with the 10NES lockout chip frequently result in one of the console's most common issues: the blinking red power light, in which the system appears to turn itself on and off repeatedly because the 10NES would reset the console once per second. The lockout chip required constant communication with the chip in the game to work.{{rp|247}} Dirty, aging, and bent connectors often disrupt the communication, resulting in the blink effect. In other cases, the console turns on but only displays a solid white, gray, or green screen.

= Technical specifications =

File:Nintendo-NES-Mk1-Motherboard-Top.jpg)]]

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 {{abbrlink|MHz|megahertz}}, and PAL consoles have a 2A07 clocked at 1.66 MHz.{{harvnb|Altice|2015|p=49}} 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.{{harvnb|Altice|2015 |loc=Scraped to the Die|pp=27–30}} The CPU has access to 2 {{abbrlink|KB|kilobyte}} of onboard work {{abbrlink|RAM|random-access memory}}.{{Cite news |last=Hongo |first=Jun |date=July 15, 2013 |title=Nintendo brought arcade games into homes 30 years ago |url=https://www.japantimes.co.jp/news/2013/07/15/reference/nintendo-brought-arcade-games-into-homes-30-years-ago/ |url-status=live |archive-url=https://web.archive.org/web/20180801190122/https://www.japantimes.co.jp/news/2013/07/15/reference/nintendo-brought-arcade-games-into-homes-30-years-ago/ |archive-date=August 1, 2018 |access-date=August 1, 2018 |work=The Japan Times Online |language=en-US |issn=0447-5763}}

The console's graphics are handled by a Ricoh 2C02, a processor known as the Picture Processing Unit (PPU) that is clocked at 5.37 MHz.{{Cite patent|title=Memory cartridge having a multi-memory controller with memory bank switching capabilities and data processing apparatus|country=US|number=4949298|gdate=August 14, 1990|invent1=Nakanishi|inventor1-first=Yoshiaki|invent2=Nakagawa|inventor2-first=Katsuya}} A derivative of the Texas Instruments TMS9918—a video display controller used in the ColecoVision—the PPU features 2 KB of video RAM, 256 bytes of on-die "object attribute memory" (OAM) to store sprite display information on up to 64 sprites, and 28 bytes of RAM to store information on the YIQ-based{{harvnb|Altice|2015|p=35}} color palette; the console can display up to 25 colors simultaneously out of 54 usable colors.

The console's standard display resolution is 256 × 240 pixels, though video output options vary between models. The original Famicom features only radio frequency (RF) modulator output, and the NES additionally supports composite video via RCA connectors.{{efn|French NES consoles include an {{abbr|AV|audiovisual}} 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.{{Cite web |last=Mortal |date=April 23, 2014 |title=Standard d'images, télévision et jeux vidéo (partie 3) |url=https://www.nintendojo.fr/articles/editos/standard-dimages-television-et-jeux-video-partie-3 |url-status=live |archive-url=https://web.archive.org/web/20140515014749/https://www.nintendojo.fr/articles/editos/standard-dimages-television-et-jeux-video-partie-3 |archive-date=May 15, 2014 |access-date=August 20, 2022 |website=NintendojoFR |language=fr}}{{Cite web |last=Sketcz |date=December 11, 2009 |title=French NES – with RGB output |url=http://blog.hardcoregaming101.net/2009/12/french-nes-with-rgb-output.html |url-status=live |archive-url=https://web.archive.org/web/20091214024512/http://blog.hardcoregaming101.net/2009/12/french-nes-with-rgb-output.html |archive-date=December 14, 2009 |access-date=August 20, 2022 |website=Hardcore Gaming 101}}}} 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.{{Cite web |last=McFerran |first=Damien |date=February 18, 2013 |title=Hardware Classics: Nintendo AV Famicom |url=https://www.nintendolife.com/news/2013/02/hardware_classics_nintendo_av_famicom |url-status=live |archive-url=https://web.archive.org/web/20210712155328/https://www.nintendolife.com/news/2013/02/hardware_classics_nintendo_av_famicom |archive-date=July 12, 2021 |access-date=August 20, 2021 |website=Nintendo Life}}{{Cite web |last=Lane |first=Gavin |date=July 12, 2021 |title=Nintendo Hardware Refreshes Through The Ages |url=https://www.nintendolife.com/news/2021/07/feature_nintendo_hardware_refreshes_through_the_ages |url-status=live |archive-url=https://web.archive.org/web/20220531131043/https://www.nintendolife.com/news/2021/07/feature_nintendo_hardware_refreshes_through_the_ages |archive-date=May 31, 2022 |access-date=August 20, 2022 |website=Nintendo Life}}

The console produces sound via an audio processing unit (APU) integrated into the processor.{{harvnb|Altice|2015|loc=Crystal Heartbeat|pp=250–253}} It supports a total of five sound channels: two pulse wave channels, one triangle wave channel, one white noise channel, and one {{abbrlink|DPCM|differential pulse-code modulation}} channel for sample playback.{{Cite web |last=Urrea |first=Sebastian |date=July 29, 2015 |title=NES Sounds as Instruments |url=http://www.originalsoundversion.com/nes-sounds-as-instruments-article/ |url-status=live |archive-url=https://web.archive.org/web/20150801020414/http://www.originalsoundversion.com/nes-sounds-as-instruments-article/ |archive-date=August 1, 2015 |access-date=August 20, 2022 |website=Original Sound Version}} Audio playback speed is dependent on the CPU clock rate, which is set by a crystal oscillator.

= Accessories =

{{See also|List of Nintendo Entertainment System accessories}}

== {{anchor|Game_controllers}}Controllers ==

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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 labeled "A" and "B", a "START" button, and a "SELECT" button.{{Cite book |title=Nintendo Entertainment System Instruction Booklet |publisher=Nintendo of America |year=1989 |page=5}} 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.{{rp|279}}

The original model Famicom features two game controllers, both of which are hardwired to the back of the console.{{efn|The original Famicom's controller cables extend into the console itself, connecting to the front of the motherboard. Nintendo considered the idea of detachable controllers, but ultimately scrapped it to reduce production costs.{{harvnb|Altice|2015|p=356}}}} The second controller lacks the START and SELECT button, featuring a small microphone instead; however, few games use this feature.{{Cite web |last=Bertoli |first=Ben |date=February 9, 2020 |title=The Famicom's Built-In Microphone Was Wonderfully Weird |url=https://kotaku.com/the-famicom-s-built-in-microphone-was-wonderfully-weird-1840887609 |url-status=live |archive-url=https://web.archive.org/web/20200211164503/https://kotaku.com/the-famicom-s-built-in-microphone-was-wonderfully-weird-1840887609 |archive-date=February 11, 2020 |access-date=August 26, 2022 |website=Kotaku |language=en-us}} The earliest produced Famicom units have square A and B buttons;{{Cite web |last=Nutt |first=Christian |last2=Turner |first2=Benjamin |year=2003 |title=Metal Storm: All About the Hardware |url=http://archive.gamespy.com/articles/july03/famicom/index5.shtml |archive-url=https://web.archive.org/web/20051223161204/http://archive.gamespy.com/articles/july03/famicom/index5.shtml |archive-date=December 23, 2005 |access-date=May 21, 2006 |website=GameSpy |series=Nintendo Famicom—20 years of fun |page=5}} 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.{{Cite interview |last=Uemura |first=Masayuki |subject-link=Masayuki Uemura |interviewer=Satoru Iwata |title=The Troubled Early Days of Famicom |last2=Imanishi |first2=Hiroshi |url=https://iwataasks.nintendo.com/interviews/wii/mario25th/1/2/ |access-date=August 26, 2022 |archive-url=https://web.archive.org/web/20220826075202/https://iwataasks.nintendo.com/interviews/wii/mario25th/1/2/ |archive-date=August 26, 2022 |url-status=live |work=Iwata Asks |issue=3 |publisher=Nintendo |interviewer-link=Satoru Iwata |series=Super Mario 25th Anniversary |volume=2}}{{Cite book |last=Kohler |first=Chris |title=Retro Gaming Hacks: Tips & Tools for Playing the Classics |date=October 2005 |publisher=O'Reilly Media |isbn=978-0-596-00917-5 |location=Cambridge, Massachusetts |chapter=Buy a Famicom from Japan |access-date=August 26, 2022 |chapter-url=https://www.oreilly.com/library/view/retro-gaming-hacks/0596009178/ch01s09.html |archive-url=https://web.archive.org/web/20220531061319/https://www.oreilly.com/library/view/retro-gaming-hacks/0596009178/ch01s09.html |archive-date=May 31, 2022 |url-status=live}}

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.{{Cite news |last=Gallagher |first=Danny |date=April 26, 2016 |title=Old-school gaming meets new-school tech with wireless NES adapter |url=https://www.cnet.com/tech/gaming/old-school-gaming-meets-new-school-tech-with-analogues-wireless-nes-adapter/ |url-status=live |archive-url=https://web.archive.org/web/20160426212317/http://www.cnet.com/news/old-school-gaming-meets-new-school-tech-with-analogues-wireless-nes-adapter/ |archive-date=April 26, 2016 |access-date=August 28, 2022 |work=CNET |language=en}}{{Cite magazine |last=Eglowstein |first=Howard |date=July 1990 |title=Reach Out and Touch Your Data |url=https://www.microsoft.com/buxtoncollection/a/pdf/BYTE%20Glove%20Comparision.pdf |url-status=live |archive-url=https://web.archive.org/web/20170420143519/https://www.microsoft.com/buxtoncollection/a/pdf/BYTE%20Glove%20Comparision.pdf |archive-date=April 20, 2017 |magazine=Byte |publisher=McGraw-Hill |page=283 |via=Microsoft |volume=15 |issue=7 |issn=0360-5280}} 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.{{Cite web |last=Scotti |first=Nicholas |date=June 16, 2022 |title=Every Nintendo Controller Generation, Ranked |url=https://screenrant.com/nintendo-best-controller-generations-n64-gamecube-snes-switch/ |url-status=live |archive-url=https://web.archive.org/web/20220617082421/https://screenrant.com/nintendo-best-controller-generations-n64-gamecube-snes-switch/ |archive-date=June 17, 2022 |access-date=August 29, 2022 |website=Screen Rant}} The cables for NES controllers are also generally three times longer than their Famicom counterparts.{{Cite web |last=Edwards |first=Benj |date=February 26, 2006 |title=Why American NES Controllers Can Kill You & Other Famicom Thoughts |url=https://www.vintagecomputing.com/index.php/archives/76/why-american-controllers-can-kill-you-other-famicom-thoughts |url-status=live |archive-url=https://web.archive.org/web/20130819043512/http://www.vintagecomputing.com/index.php/archives/76/why-american-controllers-can-kill-you-other-famicom-thoughts |archive-date=August 19, 2013 |access-date=August 29, 2022 |website=Vintage Computing and Gaming}}{{Cite news |last=Frank |first=Allegra |last2=Sarkar |first2=Samit |date=November 4, 2016 |title=The mini NES Classic Edition controller's cable is much, much shorter than the original's |url=https://www.polygon.com/2016/11/4/13512918/mini-nes-classic-edition-comparison-controller-cable-length |url-status=live |archive-url=https://web.archive.org/web/20161105123322/https://www.polygon.com/2016/11/4/13512918/mini-nes-classic-edition-comparison-controller-cable-length |archive-date=November 5, 2016 |access-date=August 29, 2022 |work=Polygon}}

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),{{rp|297}} and the Power Pad (a dance pad).{{rp|226}}{{Cite web |last=Nutt |first=Christian |last2=Turner |first2=Benjamin |year=2003 |title=Enter the NES |url=http://archive.gamespy.com/articles/july03/famicom/index8.shtml |archive-url=https://web.archive.org/web/20090520014633/http://archive.gamespy.com/articles/july03/famicom/index8.shtml |archive-date=May 20, 2009 |access-date=July 23, 2010 |website=GameSpy |series=Nintendo Famicom—20 years of fun |page=8}} The original Famicom has a deepened DA-15 expansion port on the front of the unit to accommodate them.

Two official advanced controllers were produced for the NES: the NES Advantage, an arcade controller produced by Asciiware and licensed by Nintendo of America;{{Cite magazine |date=June 1993 |title=Take Control |url=https://archive.org/details/NintendoPower1988-2004/Nintendo%20Power%20Issue%20049%20%28June%201993%29/page/n61/mode/2up |magazine=Nintendo Power |publisher=Nintendo of America |page=60 |via=the Internet Archive |issue=49}} and the NES Max, a controller with grip handles and a "cycloid" sliding-disc D-pad in place of the traditional one.{{Cite web |last=Kuchera |first=Ben |date=January 17, 2011 |title=Masterpiece: The NES Advantage—God's own controller |url=https://arstechnica.com/gaming/2011/01/masterpiece-the-nes-advantagegods-own-controller/ |url-status=live |archive-url=https://web.archive.org/web/20120721004620/http://arstechnica.com:80/gaming/2011/01/masterpiece-the-nes-advantagegods-own-controller/ |archive-date=July 21, 2012 |access-date=August 25, 2022 |website=Ars Technica |language=en-us}}{{Cite web |last=Lane |first=Gavin |date=December 26, 2019 |title=30 Weird And Wonderful Peripherals From Nintendo's History |url=https://www.nintendolife.com/news/2019/12/feature_30_weird_and_wonderful_peripherals_from_nintendos_history |url-status=live |archive-url=https://web.archive.org/web/20200126193323/https://www.nintendolife.com/news/2019/12/feature_30_weird_and_wonderful_peripherals_from_nintendos_history |archive-date=January 26, 2020 |access-date=August 25, 2022 |website=Nintendo Life}} 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.{{Cite book |title=NES Max Instruction Manual |publisher=Nintendo of America |year=1988}}{{Cite book |title=NES Advantage Instruction Manual |publisher=Nintendo of America |year=1987}} The latter also includes a "Slow" button that rapidly pauses games, though this function is not intended for games that invoke a pause menu or screen.

The standard game controller was redesigned upon the introduction of the redesigned console. Though the original button layout was retained, the shape of the redesigned controller—nicknamed the "dog bone" controller—resembles that of the Super Famicom and SNES. It retained NES-style detachable controller ports.{{Cite web |last=Edwards |first=Benj |date=February 23, 2006 |title=Gotta Love That Fresh "AV Famicom Smell" |url=http://www.vintagecomputing.com/index.php/archives/73 |url-status=live |archive-url=https://web.archive.org/web/20060321033331/http://www.vintagecomputing.com/index.php/archives/73 |archive-date=March 21, 2006 |access-date=July 1, 2010 |website=Vintage Computing and Gaming}}

The original NES controller has become one of the most recognizable symbols of the console. Nintendo has mimicked the look of the controller in several other products, from promotional merchandise to limited edition versions of the Game Boy Advance.{{Cite news |last=Totilo |first=Stephen |date=June 3, 2004 |title=Revenge of Pac-Man: Vintage Games Are Back |url=https://www.nytimes.com/2004/06/03/technology/revenge-of-pac-man-vintage-games-are-back.html |url-status=live |archive-url=https://web.archive.org/web/20110214192920/https://www.nytimes.com/2004/06/03/technology/revenge-of-pac-man-vintage-games-are-back.html |archive-date=February 14, 2011 |access-date=July 24, 2016 |work=The New York Times |page=G5}}

== Japanese accessories ==

File:Nintendo-Famicom-Family-Basic-Keyboard-wCart.jpg 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.{{Cite web |last=Markley |first=John |date=July 15, 2015 |title=Five Famicom Peripherals That Never Escaped Japan |url=https://www.escapistmagazine.com/five-forgotten-famicom-peripherals-that-never-escaped-japan/ |url-status=live |archive-url=https://web.archive.org/web/20200510025434/https://v1.escapistmagazine.com/articles/view/scienceandtech/14235-Five-Famicom-Peripherals-That-Never-Escaped-Japan |archive-date=May 10, 2020 |access-date=February 25, 2020 |website=The Escapist |language=en}}

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.{{Cite magazine |last=Kohler |first=Chris |date=March 11, 2007 |title=VGL: Koji Kondo Interview |url=https://www.wired.com/2007/03/vgl-koji-kondo-/ |url-status=live |archive-url=https://web.archive.org/web/20090512210612/https://www.wired.com/gamelife/2007/03/vgl_koji_kondo_/ |archive-date=May 12, 2009 |access-date=July 19, 2010 |magazine=Wired}} Nintendo of America rejected releasing Famicom BASIC in the US in favor of its primary marketing demographic of children.{{rp|162}}

The Famicom Modem connected a Famicom to a now defunct proprietary network in Japan which provided content such as financial services. A dial-up modem was never released for the NES after a partnership with Fidelity Investments.{{Cite news |date=October 3, 1989 |title=Stock Link by Nintendo |url=https://www.nytimes.com/1989/10/03/business/stock-link-by-nintendo.html |url-status=live |archive-url=https://web.archive.org/web/20130502152847/https://www.nytimes.com/1989/10/03/business/stock-link-by-nintendo.html |archive-date=May 2, 2013 |access-date=June 30, 2010 |work=The New York Times |page=D5}}

=== Famicom Disk System ===

{{Main|Famicom Disk System|List of Famicom Disk System games}}

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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.{{Cite web |last=Linneman |first=John |date=July 27, 2019 |title=Revisiting the Famicom Disk System: mass storage on console in 1986 |url=https://www.eurogamer.net/digitalfoundry-2019-retro-revisiting-famicom-disk-system |url-status=live |archive-url=https://web.archive.org/web/20190727233841/https://www.eurogamer.net/articles/digitalfoundry-2019-retro-revisiting-famicom-disk-system |archive-date=July 27, 2019 |access-date=September 4, 2022 |website=Eurogamer |language=en-gb}} 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.{{Cite magazine |date=April 2010 |title=Retroinspection: Famicom Disk System |url=http://www.nintendolife.com/news/2010/11/feature_slipped_disk_the_history_of_the_famicom_disk_system |url-status=live |archive-url=https://web.archive.org/web/20101123174551/http://retro.nintendolife.com/news/2010/11/feature_slipped_disk_the_history_of_the_famicom_disk_system |archive-date=November 23, 2010 |access-date=July 12, 2018 |magazine=Retro Gamer |publisher=Imagine Publishing |page=62 |via=Nintendo Life |issue=75 |issn=1742-3155}} Partnering with Mitsumi to develop a floppy disk add-on for the Famicom based on the latter's Quick Disk format,{{harvnb|Altice|2015|loc="PLEASE SET DISK CARD"|pp=164–167}} Nintendo officially released it as the Family Computer Disk System in Japan on February 21, 1986, at a retail price of ¥15,000.{{Cite magazine |date=August 2004 |title=ディスクシステムとは? |url=https://www.nintendo.co.jp/nom/0408/what/ |url-status=live |archive-url=https://web.archive.org/web/20040829091232/http://www.nintendo.co.jp/nom/0408/what/ |archive-date=August 29, 2004 |access-date=September 6, 2022 |magazine=Nintendo Online Magazine |publisher=Nintendo |language=ja |issue=73}}{{Cite magazine |last=ウワーマン |date=February 21, 2022 |title=ファミコン ディスクシステムが発売された日。500円の書き換えサービスが安価で便利だった【今日は何の日?】 |url=https://www.famitsu.com/news/202202/21251638.html |url-status=live |archive-url=https://web.archive.org/web/20220220220258/https://www.famitsu.com/news/202202/21251638.html |archive-date=February 20, 2022 |access-date=September 6, 2022 |magazine=Famitsu |language=ja}}

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.{{Cite web |last=Parish |first=Jeremy |date=February 19, 2016 |title=On Discovering the Famicom Disk System: Nintendo's Alternate Reality Version of the NES |url=https://www.usgamer.net/articles/on-discovering-the-famicom-disk-system-nintendos-alternate-reality-version-of-the-nes |url-status=live |archive-url=https://web.archive.org/web/20160221100153/https://www.usgamer.net/articles/on-discovering-the-famicom-disk-system-nintendos-alternate-reality-version-of-the-nes |archive-date=February 21, 2016 |access-date=September 5, 2022 |website=USgamer |language=en}} The add-on also has a new wavetable synthesis sound channel and more data storage for the Famicom's audio sample channel. Taking advantage of the disk's re-writability, Nintendo set up Disk Writer interactive kiosks at retail stores throughout Japan; at each kiosk, consumers could buy new games to rewrite onto their old disks or onto new disks.{{rp|75}}{{Cite web |last=Bivens |first=Danny |date=October 26, 2011 |title=Famicom Disk System |url=http://www.nintendoworldreport.com/feature/27665/nintendos-expansion-ports-famicom-disk-system |url-status=live |archive-url=https://web.archive.org/web/20140619114625/http://www.nintendoworldreport.com/feature/27665/nintendos-expansion-ports-famicom-disk-system |archive-date=June 19, 2014 |access-date=September 6, 2022 |website=Nintendo World Report |series=Nintendo's Expansion Ports}} Disk Fax kiosks allowed players to submit their high scores on special blue disks for contests and rankings, predating the online leaderboard by several years.

Although Nintendo committed to exclusively releasing games on the Disk System after its release, numerous external issues plagued its long-term viability. Just four months after launch, Capcom released a Famicom port of Makaimura (known as Ghosts 'n Goblins in the U.S.) on a cartridge with more data storage capacity than what was possible on Disk Cards, nullifying one of the Disk System's major advantages by using discrete logic chips to perform bank switching.{{harvnb|Altice|2015|loc=New Maps|pp=209–212}} 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.{{rp|78}}

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

Though selling close to two million units for all of 1986, Nintendo only managed to increase the total to 4.4 million units by 1990, falling well short of internal projections.{{rp|76}} By then, the Disk System was rendered obsolete due to advancements in ROM cartridge production: memory mapping chips{{efn|Nintendo officially referred to such chips as "memory management controllers" (MMC); they were originally described as "multi-memory controllers" in their patents.{{harvnb|Altice|2015|p=347}}}} for expanded data storage capacity, battery-backed {{abbrlink|SRAM|static random-access memory}} for game saving, and declining overall production costs. Nintendo alluded to a Western release for the Disk System, going so far as to successfully file a U.S. patent for it and having the Famicom's cartridge pins used by its RAM Adapter for enhanced audio rerouted to the NES's little-used bottom expansion port. However, such a release never materialized due to its reception in Japan.{{harvnb|Altice|2015|p=194}} Most of its games were re-released with workarounds on cartridge for both the Famicom and NES, without the enhanced audio. Although the last game for the Disk System was released in December 1992, Nintendo continued repair and rewrite services for it until September 2003.

= NES Test Station =

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|image1=NES Test Station & SNES Counter Tester 20160814.jpg

|caption1=The NES Test station (lower left), SNES counter tester (lower right), SNES test cart (upper right), and the original TV that came with the unit (upper left)

|image2=Nes Test Station AC test.jpg

|caption2=NES test station AC adapter Pass or Fail test demonstration

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

The NES Test Station's front has a Game Pak slot and connectors for testing various components (AC adapter, RF switch, Audio/Video cable, NES Control Deck, accessories and games), with a centrally-located selector knob to choose which component to test. The unit itself weighs approximately 11.7 pounds without a TV. It connects to a television via a combined A/V and RF Switch cable. By actuating the green button, a user can toggle between an A/V Cable or RF Switch connection. The television it is connected to (typically 11" to 14") is meant to be placed atop it.{{Cite web |last=Mike |title=Nintendo World Class Service {{!}} Nintendo Player |url=http://www.nintendoplayer.com/nintendo-world-class-service/ |url-status=dead |archive-url=https://archive.today/20130907024748/http://www.nintendoplayer.com/nintendo-world-class-service/ |archive-date=September 7, 2013 |access-date=September 5, 2013 |website=NintendoPlayer}}

In 1991, Nintendo provided an add-on called the "Super NES Counter Tester" that tests Super NES components and games. The Super NES Counter Tester is a standard Control Deck on a metal fixture with the connection from the back of the unit re-routed to the front. These connections may be made directly to the test station or to the TV, depending on what is to be tested.{{Citation needed|date=June 2023}}

Games

{{See also|List of Nintendo Entertainment System games|List of Famicom Disk System games|List of cancelled NES games}}

= Game Pak =

{{Main|Nintendo Entertainment System Game Pak}}

File:NES-Cartridge.jpgs") 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.{{Cite web |last=Edwards |first=Benj |date=November 14, 2005 |title=How to Tell if a Copy of Gyromite has a Famicom Adapter in it |url=http://www.vintagecomputing.com/index.php/archives/23 |url-status=live |archive-url=https://web.archive.org/web/20081211173458/http://www.vintagecomputing.com/index.php/archives/23 |archive-date=December 11, 2008 |access-date=October 20, 2008 |website=Vintage Computing and Gaming}} Early NES cartridges are held together with five small slotted screws. Games released after 1987 were redesigned slightly to incorporate two plastic clips molded into the plastic itself, removing the need for the top two screws.{{Cite web |title=eBay Guides – What's a Five Screw Nintendo NES game 5 screw huh |url=http://reviews.ebay.com/What-apos-s-a-Five-Screw-Nintendo-NES-game-5-screw-huh_W0QQugidZ10000000007353586 |url-status=dead |archive-url=https://web.archive.org/web/20111226231913/http://reviews.ebay.com/What-apos-s-a-Five-Screw-Nintendo-NES-game-5-screw-huh_W0QQugidZ10000000007353586 |archive-date=December 26, 2011 |access-date=October 20, 2008 |publisher=Reviews.ebay.com}}

The back of the cartridge bears a label with handling instructions. Production and software revision codes were imprinted as stamps on the back label to correspond with the software version and producer. All licensed NTSC and PAL cartridges are a standard shade of gray plastic, with the exception of The Legend of Zelda and Zelda II: The Adventure of Link, which were manufactured in gold-plastic carts. Unlicensed carts were produced in black, robin egg blue, and gold, and are all slightly different shapes than standard NES cartridges. Nintendo also produced yellow-plastic carts for internal use at Nintendo Service Centers, although these "test carts" were never made available for purchase. All licensed US cartridges were made by Nintendo, Konami, and Acclaim. For promotion of DuckTales: Remastered, Capcom sent 150 limited-edition gold NES cartridges with the original game, featuring the Remastered art as the sticker, to different gaming news agencies. The instruction label on the back includes the opening lyric from the show's theme song, "Life is like a hurricane".{{Cite magazine |last=Hilliard |first=Kyle |date=August 7, 2013 |title=Capcom's Golden DuckTales Promotional Cartridge Is Actually DuckTales |url=https://www.gameinformer.com/b/news/archive/2013/08/07/capcom-39-s-golden-ducktales-promotional-cartridge-is-actually-ducktales.aspx |url-status=live |archive-url=https://web.archive.org/web/20130808234730/http://www.gameinformer.com/b/news/archive/2013/08/07/capcom-39-s-golden-ducktales-promotional-cartridge-is-actually-ducktales.aspx |archive-date=August 8, 2013 |access-date=August 7, 2013 |magazine=Game Informer |publisher=GameStop}}

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.{{rp|61}} This allowed these companies to develop customized chips designed for specific purposes, such as superior sound and graphics.

= Third-party licensing =

File:Famicom Family logo.svg

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.[https://web.archive.org/web/20080320090353/http://archive.gamespy.com/articles/june03/dumbestmoments/index23.shtml GameSpy.com – Article]. Web.archive.org (March 20, 2008). Retrieved on August 23, 2013. Some of the Nintendo platform-control measures were adopted in a less stringent way by later console manufacturers such as Sega, Sony, and Microsoft.

To this end, a 10NES authentication chip is in every console and in every licensed cartridge. If the console's chip can not detect a counterpart chip inside the cartridge, the game does not load.{{rp|247}} Nintendo portrayed these measures as intended to protect the public against poor-quality games,{{r|keizer198809}} and placed a golden seal of approval on all licensed games released for the system.

Nintendo found success with Japanese arcade manufacturers such as Konami, Capcom, Taito, and Namco, which signed on as third-party developers. However, they found resistance with US game developers including Atari Games, Activision, Electronic Arts, and Epyx refusing Nintendo's one-sided terms. Acclaim Entertainment, a fledgling game publisher founded by former Activision employees, was the first major third-party licensee in the United States to sign on with Nintendo in late 1987. Atari Games (through Tengen) and Activision signed on soon after.

Nintendo was not as restrictive as Sega, which did not permit third-party publishing until Mediagenic in late summer 1988.{{Cite magazine |last=Kunkel |first=Bill |last2=Worley |first2=Joyce |last3=Katz |first3=Arnie |date=November 1988 |title=Video Gaming World |magazine=Computer Gaming World |page=54}} 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.{{rp|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.{{Cite news |last=Keizer, Gregg |date=September 1988 |title=Games Hot, but Cartridges Cool |url=https://archive.org/stream/1988-09-compute-magazine/Compute_Issue_100_1988_Sep#page/n7/mode/2up |access-date=November 10, 2013 |work=Compute! |page=8}} GameSpy noted that Nintendo's "iron-clad terms" made the company many enemies during the 1980s. Some developers tried to circumvent the five game limit by creating additional company brands like Konami's Ultra Games label; others tried circumventing the 10NES chip.

{{further | #Unlicensed games}}

Nintendo was accused of antitrust violations because of the strict licensing requirements.{{Cite web |last=U.S. Court of Appeals |last2=Federal Circuit |year=1992 |title=Atari Games Corp. v. Nintendo of America Inc. |url=http://digital-law-online.info/cases/24PQ2D1015.htm |url-status=live |archive-url=https://web.archive.org/web/20110808062812/http://digital-law-online.info/cases/24PQ2D1015.htm |archive-date=August 8, 2011 |access-date=March 30, 2005 |website=Digital Law Online}} The United States Department of Justice and several states began probing Nintendo's business practices, leading to the involvement of Congress and the Federal Trade Commission (FTC). The FTC conducted an extensive investigation which included interviewing hundreds of retailers. During the FTC probe, Nintendo changed the terms of its publisher licensing agreements to eliminate the two-year rule and other restrictive terms. Nintendo and the FTC settled the case in April 1991, with Nintendo required to send vouchers giving a $5 discount off to a new game, to every person that had purchased an NES game between June 1988 and December 1990. GameSpy remarked that Nintendo's punishment was particularly weak given the case's findings, although it has been speculated that the FTC did not want to damage the video game industry in the United States.

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

== Unlicensed games ==

Companies that refused to pay the licensing fee or were rejected by Nintendo found ways to circumvent the console's authentication system. Most of these companies created circuits that use a voltage spike to temporarily disable the 10NES chip.{{rp|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 lockout chip to develop its own "Rabbit" chip. Tengen also obtained a description of the lockout chip from the United States Patent and Trademark Office by falsely claiming that it was required to defend against present infringement claims. Nintendo successfully sued Tengen for copyright infringement. Tengen's antitrust claims against Nintendo were never decided.

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

= Game rentals =

As the Nintendo Entertainment System grew in popularity and entered millions of American homes, some small video rental shops began buying their own copies of NES games, and renting them out to customers for around the same price as a video cassette rental for a few days. Nintendo received no profit from the practice beyond the initial cost of their game, and unlike movie rentals, a newly released game could hit store shelves and be available for rent on the same day. Nintendo took steps to stop game rentals, but did not take any formal legal action until Blockbuster Video began to make game rentals a large-scale service. Nintendo claimed that allowing customers to rent games would significantly hurt sales and drive up the cost of games.[http://articles.mcall.com/1989-09-09/news/2700327_1_nintendo-video-game-rent The Morning Call – Article] {{Webarchive|url=https://web.archive.org/web/20131017021919/http://articles.mcall.com/1989-09-09/news/2700327_1_nintendo-video-game-rent |date=October 17, 2013 }}. Retrieved on August 26, 2013. Nintendo lost the lawsuit,[http://www.1up.com/features/trials-and-tribulations?pager.offset=1 1UP.com – Article] {{webarchive|url=https://web.archive.org/web/20131017023035/http://www.1up.com/features/trials-and-tribulations?pager.offset=1 |date=October 17, 2013 }}. Retrieved on August 26, 2013. but did win on a claim of copyright infringement.[http://articles.sun-sentinel.com/1989-08-13/business/8902250572_1_nintendo-blockbuster-video-games SunSentinel – Article] {{Webarchive|url=https://web.archive.org/web/20130509163855/http://articles.sun-sentinel.com/1989-08-13/business/8902250572_1_nintendo-blockbuster-video-games |date=May 9, 2013 }}. Retrieved on August 26, 2013. Blockbuster was banned from including photocopies of original, copyrighted instruction booklets with its rented games. In compliance with the ruling, Blockbuster produced original short instructions—usually in the form of a small booklet, card, or label stuck on the back of the rental box—that explained the game's basic premise and controls. Video rental shops continued the practice of renting video games.

Reception

By 1988, industry observers stated that the NES's popularity had grown so quickly that the market for Nintendo cartridges was larger than that for all home computer software.{{Cite magazine |date=June 1988 |title=The Nintendo Threat? |magazine=Computer Gaming World |page=50}}{{rp|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.{{Cite news |last=Ferrell, Keith |date=July 1989 |title=Just Kids' Play or Computer in Disguise? |url=https://archive.org/stream/1989-07-compute-magazine/Compute_Issue_110_1989_Jul#page/n29/mode/2up |access-date=November 11, 2013 |work=Compute! |page=28}} "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.{{Cite news |last=Keizer, Gregg |date=July 1989 |title=Editorial License |url=https://archive.org/stream/1989-07-compute-magazine/Compute_Issue_110_1989_Jul#page/n5/mode/2up |access-date=November 11, 2013 |work=Compute! |page=4}}

[[File:NES Famicom PAL NTSC European American Japanese.jpg|thumb|Comparison of NES from different regions.

From top: Japanese Famicom, European NES and American NES

]]

In June 1989, Nintendo of America's vice president of marketing Peter Main, said that the Famicom was present in 37% of Japan's households.{{Cite news |last=Freitag |first=Michael |date=June 8, 1989 |title=Talking Deals; How Nintendo Can Help A.T.&T. |url=https://www.nytimes.com/1989/06/08/business/talking-deals-how-nintendo-can-help-at-t.html |url-status=live |archive-url=https://web.archive.org/web/20150208043438/http://www.nytimes.com/1989/06/08/business/talking-deals-how-nintendo-can-help-at-t.html |archive-date=February 8, 2015 |access-date=February 7, 2015 |work=International New York Times |issn=0362-4331}} By 1990, 30% of American households owned the NES, compared to 23% for all personal computers.{{Cite magazine |date=December 1990 |title=Fusion, Transfusion or Confusion / Future Directions In Computer Entertainment |url=http://www.cgwmuseum.org/galleries/index.php?year=1990&pub=2&id=77 |url-status=live |archive-url=https://web.archive.org/web/20200110025625/http://www.cgwmuseum.org/galleries/index.php?year=1990&pub=2&id=77 |archive-date=January 10, 2020 |access-date=November 17, 2013 |magazine=Computer Gaming World |page=26}} By 1990, the NES had outsold all previously released consoles worldwide.{{Cite web |last=Nielsen, Martin |year=1997 |title=The Nintendo Entertainment System (NES) FAQ v3.0A |url=http://classicgaming.gamespy.com/View.php?view=ConsoleMuseum.Detail&id=27 |url-status=dead |archive-url=https://web.archive.org/web/20081006165957/http://classicgaming.gamespy.com/View.php?view=ConsoleMuseum.Detail&id=27 |archive-date=October 6, 2008 |access-date=July 16, 2007 |website=ClassicGaming.com's Museum}}{{Better source needed|date=January 2014}} The slogan for this brand was "It can't be beaten".{{rp|345}} The Nintendo Entertainment System was not available in the Soviet Union.

In the early 1990s, gamers predicted that competition from technologically superior systems such as the 16-bit Sega Genesis would mean the immediate end of the NES's dominance. Instead, during the first year of Nintendo's successor console the Super Famicom (named Super Nintendo Entertainment System outside Japan), the Famicom remained the second highest-selling video game console in Japan, outselling the newer and more powerful NEC PC Engine and Sega Mega Drive by a wide margin.{{Cite magazine |date=December 1993 |title=International Outlook |magazine=Electronic Gaming Monthly |publisher=EGM Media, LLC |pages=96–98 |issue=53}} The console remained popular in Japan and North America until late 1993, when the demand for new NES software abruptly plummeted. The final licensed Famicom game released in Japan is Takahashi Meijin no Bōken Jima IV (Adventure Island IV), in North America is Wario's Woods, and in Europe is The Lion King in 1995.{{Cite web |last=Turner |first=Benjamin |last2=Christian Nutt |date=July 18, 2003 |title=8-Bit Memories, 1988–1994 |url=http://archive.gamespy.com/articles/july03/famicom/index27.shtml |archive-url=https://web.archive.org/web/20090520014623/http://archive.gamespy.com/articles/july03/famicom/index27.shtml |archive-date=May 20, 2009 |access-date=June 30, 2010 |website=GameSpy.com |page=27}} In the wake of ever decreasing sales and the lack of new games, Nintendo of America officially discontinued the NES by 1995.{{Cite magazine |date=March 1995 |title=CES ProNews Flashes! |magazine=GamePro |publisher=IDG |page=156 |issue=68 |quote=[Nintendo vice president of marketing Peter] Main also officially announced that the die-hard NES platform has 'retired.'}} Nintendo produced new Famicom units in Japan until September 25, 2003,{{Cite web |last=Niizumi |first=Hirohiko |date=May 30, 2003 |title=Nintendo to end Famicom and Super Famicom production |url=http://www.gamespot.com/news/nintendo-to-end-famicom-and-super-famicom-production-6029220 |url-status=live |archive-url=https://web.archive.org/web/20120619095027/http://www.gamespot.com/news/nintendo-to-end-famicom-and-super-famicom-production-6029220 |archive-date=June 19, 2012 |access-date=January 4, 2009 |website=GameSpot}} and continued to repair Famicom consoles until October 31, 2007, attributing the discontinuation of support to insufficient supplies of parts.{{Cite news |date=October 31, 2007 |title=Nintendo's classic Famicom faces end of road |url=http://afp.google.com/article/ALeqM5jAJfrC1k8lDKLOCGJu4VonjOYxBg |url-status=dead |archive-url=https://web.archive.org/web/20071105193128/http://afp.google.com/article/ALeqM5jAJfrC1k8lDKLOCGJu4VonjOYxBg |archive-date=November 5, 2007 |access-date=November 9, 2007 |publisher=AFP}}{{Cite web |date=October 16, 2007 |script-title=ja:初代「ファミコン」など公式修理サポート終了 |url=http://www.itmedia.co.jp/news/articles/0710/16/news102.html |url-status=live |archive-url=https://web.archive.org/web/20071023183833/http://www.itmedia.co.jp/news/articles/0710/16/news102.html |archive-date=October 23, 2007 |access-date=January 20, 2008 |website=ITmedia News |publisher=ITmedia |language=ja}}

The NES was initially not as successful in Europe during the late 1980s, when it was outsold by the Master System in the United Kingdom.{{Cite magazine |date=August 3, 1989 |title=The rise and rise of Nintendo |url=https://archive.org/details/NewComputerExpress039/page/n1/mode/1up |magazine=New Computer Express |page=2 |issue=39 (August 5, 1989)}} 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.{{Cite magazine |date=November 1990 |title=The Complete Machine Guide |url=https://archive.org/details/Complete_Guide_to_Consoles_Volume_IV_1990_EMAP_Publishing_GB/page/n7/mode/2up |magazine=Computer + Video Games: Complete Guide to Consoles |pages=7–23 |volume=4}} 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.{{Cite magazine |date=March 1995 |title=Finance & Business |url=https://www.scribd.com/doc/208776076/Screen-Digest?secret_password=2ntzw5zfrtsy8kxequmg |url-status=live |archive-url=https://archive.today/20211124142424/https://www.scribd.com/doc/208776076/Screen-Digest?secret_password=2ntzw5zfrtsy8kxequmg |archive-date=November 24, 2021 |access-date=May 23, 2021 |magazine=Screen Digest |pages=56–62}}

Legacy

File:Nintendo Famicom Tietokonemuseo.JPG 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,{{rp|280}} so many believed at first that the NES would soon fade.{{r|keizer198907}} Before the NES and Famicom, Nintendo was known as a moderately successful Japanese toy and playing card manufacturer, but the consoles' popularity helped the company grow into an internationally recognized name almost synonymous with video games as Atari had been,{{Cite news |last=McGill |first=Douglas C. |date=December 4, 1988 |title=Nintendo Scores Big |url=https://www.nytimes.com/1988/12/04/business/nintendo-scores-big.html |url-status=live |archive-url=https://web.archive.org/web/20210715052111/https://www.nytimes.com/1988/12/04/business/nintendo-scores-big.html |archive-date=July 15, 2021 |access-date=July 1, 2010 |work=The New York Times}} and set the stage for Japanese dominance of the video game industry.{{Cite episode |title=Smart Bomb: Inside the Video Game Industry |url=https://www.npr.org/templates/story/story.php?storyId=5011925 |series=Talk of the Nation |series-link=Talk of the Nation |network=National Public Radio |date=November 14, 2005 |access-date=April 4, 2018 |url-status=live |archive-url=https://web.archive.org/web/20181108025659/https://www.npr.org/templates/story/story.php?storyId=5011925 |archive-date=November 8, 2018}} 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.{{rp|306–307}}

The NES hardware design is also very influential. Nintendo chose the name "Nintendo Entertainment System" for the US market and redesigned the system so it would not give the appearance of a child's toy. The front-loading cartridge input allowed it to be used more easily in a TV stand with other entertainment devices, such as a videocassette recorder.{{Cite press release |title=Nintendo Wins Emmy Award |date=July 16, 2007 |publisher=Nintendo |url=http://register.nintendo.com/newsarticle?page=newsArchive&articleid=Q_m8EAksWkrkwRE1kPUQ4Jeago7fOXTL&page=archive |access-date=October 24, 2007 |url-status=live |archive-url=https://web.archive.org/web/20230207094556/https://my.nintendo.com/ |archive-date=February 7, 2023}}National Academy of Television Arts And Sciences. {{Cite web |title=Outstanding Achievement in Technical/Engineering Development Awards |url=http://www.emmyonline.org/tech/applications/engineering_award_winners_rev6.pdf |archive-url=https://web.archive.org/web/20080228191914/http://www.emmyonline.org/tech/applications/engineering_award_winners_rev6.pdf |archive-date=February 28, 2008}}{{Cite web |title=Nintendo Wins Emmy For DS And Wii Engineering |url=http://news.sky.com/story/565392/nintendo-wins-emmy-for-ds-and-wii-engineering |archive-url=https://web.archive.org/web/20121011171547/http://news.sky.com/story/565392/nintendo-wins-emmy-for-ds-and-wii-engineering |archive-date=October 11, 2012 |access-date=October 2, 2012 |website=Sky News |publisher=News.sky.com}}

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.,{{Cite book |last=Kohler |first=Chris |title=Power-Up: How Japanese Video Games Gave the World an Extra Life |publisher=Brady Games |year=2004 |isbn=0-7440-0424-1 |location=Indianapolis, Indiana}}|{{rp|57}} The Legend of Zelda{{rp|353}} and Metroid,{{rp|357}} Capcom's Mega Man{{Cite web |last=Turner |first=Benjamin |last2=Christian Nutt |date=July 18, 2003 |title=8-Bit Memories, 1988–1994 |url=http://archive.gamespy.com/articles/july03/famicom/index20.shtml |archive-url=https://web.archive.org/web/20090520014618/http://archive.gamespy.com/articles/july03/famicom/index20.shtml |archive-date=May 20, 2009 |access-date=June 30, 2010 |website=GameSpy.com |page=20}} franchise, Konami's Castlevania{{rp|358}} franchise, Square's Final Fantasy,|{{rp|95}} and Enix's Dragon Quest|{{rp|222}} franchises.

NES imagery, especially its controller, has become a popular motif for a variety of products,{{Cite web |last=Edwards |first=Benj |date=August 19, 2007 |title=VC&G Review: Nintendo Power Mints |url=http://www.vintagecomputing.com/index.php/archives/355 |url-status=live |archive-url=https://web.archive.org/web/20110927161143/http://www.vintagecomputing.com/index.php/archives/355 |archive-date=September 27, 2011 |access-date=July 1, 2010 |website=Vintage Computing and Gaming}}{{Cite web |date=June 2016 |title=Special edition Nintendo Vans prove your inner nerd never died |url=https://www.engadget.com/2016/06/01/vans-nintendo-collection/ |url-status=live |archive-url=https://web.archive.org/web/20160703151700/https://www.engadget.com/2016/06/01/vans-nintendo-collection/ |archive-date=July 3, 2016 |access-date=July 24, 2016}} including Nintendo's Game Boy Advance.

At the Tokyo Game Show in 2023, the Famicom was bestowed "The Minister of Economy, Trade and Industry Award" in honour of the console's influence and laying down the foundations for the games industry.{{Cite web |last=Hagues |first=Alana |date=September 21, 2023 |title=The Famicom Just Won An Award At The Tokyo Game Awards 2023 |url=https://www.nintendolife.com/news/2023/09/the-famicom-just-won-an-award-at-the-tokyo-game-awards-2023 |url-status=live |archive-url=https://web.archive.org/web/20230921185021/https://www.nintendolife.com/news/2023/09/the-famicom-just-won-an-award-at-the-tokyo-game-awards-2023 |archive-date=September 21, 2023 |access-date=September 21, 2023 |website=Nintendo Life}}{{Cite web |last=Robinson |first=Andy |date=September 21, 2023 |title=Monster Hunter Rise: Sunbreak named 2023's best game at Japan Game Awards |url=https://www.videogameschronicle.com/news/monster-hunter-rise-sunbreak-named-2023s-best-game-at-japan-game-awards/ |url-status=live |archive-url=https://web.archive.org/web/20230921185010/https://www.videogameschronicle.com/news/monster-hunter-rise-sunbreak-named-2023s-best-game-at-japan-game-awards/ |archive-date=September 21, 2023 |access-date=September 21, 2023 |website=Video Games Chronicle}}

The NES library includes some influential games. Super Mario Bros. is the forerunner of side-scrolling games, while The Legend of Zelda had mostly influenced action-adventure games and helped popularizing the save data in video games. Other two influential games are Metroid and Castlevania II, which had established the metroidvania genre.{{Citation needed|date=May 2024}}

In 2011, IGN named the NES the greatest video game console of all time.{{Cite web |date=2011 |title=Nintendo Entertainment System (NES) is number 1 – IGN |url=https://www.ign.com/top-25-consoles/1.html |url-status=live |archive-url=https://web.archive.org/web/20220710162108/https://www.ign.com/top-25-consoles/1.html |archive-date=July 10, 2022 |access-date=July 10, 2022 |website=IGN}}

= Emulation =

{{further|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.{{Cite web |title=The History of NES Emulation |url=https://www.retroreversing.com/nes-emulation |access-date=29 April 2025 |website=Retroreversing.com |language=English}} 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.Fayzullin, Marat [http://fms.komkon.org/iNES/ "iNES"] {{Webarchive|url=https://web.archive.org/web/20141211131614/http://fms.komkon.org/iNES/ |date=December 11, 2014 }}. Retrieved on January 10, 2015. 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.{{Citation needed|date=January 2022}}

= Re-release =

{{Main|NES Classic Edition}}

On July 14, 2016, Nintendo announced the November 2016 launch of a miniature replica of the NES, named the Nintendo Entertainment System: NES Classic Edition in the United States and Nintendo Classic Mini: Nintendo Entertainment System in Europe and Australia.{{Cite news |last=Biggs |first=Tim |date=July 15, 2016 |title=Nintendo announces mini NES console with 30 games included |url=http://www.smh.com.au/technology/games/nintendo-announces-mini-nes-console-with-30-games-included-20160714-gq67aa.html |url-status=live |archive-url=https://web.archive.org/web/20160717091622/http://www.smh.com.au/technology/games/nintendo-announces-mini-nes-console-with-30-games-included-20160714-gq67aa.html |archive-date=July 17, 2016 |access-date=July 15, 2016 |work=The Sydney Morning Herald}} 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.{{Cite news |last=Kamen |first=Matt |date=July 14, 2016 |title=Nintendo unveils the Classic Mini loaded with 30 NES games |url=https://www.wired.co.uk/article/nintendos-classic-mini-brings-back-nes-masterpieces |url-status=live |archive-url=https://web.archive.org/web/20180623004754/https://www.wired.co.uk/article/nintendos-classic-mini-brings-back-nes-masterpieces |archive-date=June 23, 2018 |access-date=July 14, 2016}}{{Cite news |last=Paul |first=Ian |date=July 14, 2016 |title=Nintendo's releasing a miniature NES console packed with 30 classic games |url=http://www.pcworld.com/article/3095790/hardware/nintendos-releasing-a-miniature-nes-console-packed-with-30-classic-games.html |url-status=live |archive-url=https://web.archive.org/web/20160715075807/http://www.pcworld.com/article/3095790/hardware/nintendos-releasing-a-miniature-nes-console-packed-with-30-classic-games.html |archive-date=July 15, 2016 |access-date=July 14, 2016}} 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.{{Cite web |last=Ashcraft |first=Brian |date=September 12, 2017 |title=Nintendo Bringing Back The NES Classic In 2018 |url=https://kotaku.com/nintendo-bringing-back-the-nes-classic-in-2018-1803771394 |url-status=live |archive-url=https://web.archive.org/web/20180808135910/https://kotaku.com/nintendo-bringing-back-the-nes-classic-in-2018-1803771394 |archive-date=August 8, 2018 |access-date=August 8, 2018 |website=Kotaku.com}}{{Cite web |last=Shanley |first=Patrick |date=December 11, 2018 |title=Nintendo of America President on Switch's Big Risk, 'Smash Bros.' Success and Classic Consoles' Future |url=https://www.hollywoodreporter.com/heat-vision/nintendo-president-smash-bros-classic-console-future-switch-1167948 |url-status=live |archive-url=https://web.archive.org/web/20181212064355/https://www.hollywoodreporter.com/heat-vision/nintendo-president-smash-bros-classic-console-future-switch-1167948 |archive-date=December 12, 2018 |access-date=December 13, 2018 |website=The Hollywood Reporter}}

See also

Notes

{{Notelist}}

= Transliterations =

{{Reflist|group="note"}}

References

= Citations =

{{reflist}}

= Sources =

{{div col|colwidth=35em}}

{{refbegin}}

  • {{Cite magazine |last=Sachiko |first=Sugai |date=September 12, 1994 |title=【任天堂「ファミコン」はこうして生まれた】 第6回:業務用ゲーム機の挫折をバネにファミコンの実現に挑む |trans-title=How the Famicom Was Born – Making the Famicom a Reality |magazine=Nikkei Electronics |publisher=Nikkei Business Publications |lang=ja}}
  • {{cite book |last1=Sheff |first1=David |last2=Eddy |first2=Andy |title=Game Over, Press Start to Continue: How Nintendo Conquered the World |date=April 1, 1999 |publisher=Cyber Active |isbn=0-9669617-0-6 |url=https://archive.org/details/0966961706}}

{{refend}}

{{div col end}}

Bibliography

{{refbegin}}

  • {{Cite book |last=Altice |first=Nathan |url=https://books.google.com/books?id=GBXqCAAAQBAJ |title=I Am Error: The Nintendo Family Computer/Entertainment System Platform |publisher=MIT Press |year=2015 |isbn=978-0-262-02877-6 |access-date=September 2, 2021 |archive-url=https://web.archive.org/web/20200111212138/https://books.google.com/books?id=GBXqCAAAQBAJ |archive-date=January 11, 2020 |url-status=live |via=Google Books}}

{{refend}}