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Nintendo Entertainment System, or NES, is an 8-bit video game console released by Nintendo in North America, Brazil, Europe, Asia, and Australia. Its Japanese equivalent is known as the Nintendo Family Computer () or Famicom (). The most successful gaming console of its time in Asia and North America (Nintendo claims to have sold over 60 million NES units worldwide•), it helped revitalize the video game industry following the video game crash of 1983, and set the standard for subsequent consoles in everything from game design (the first modern platform game, Super Mario Bros., was the system’s first "killer game") to business practices. The NES was the first console for which the manufacturer openly courted third-party developers.
History
Bundle packages For its North American release, the NES was released in two different configurations, or "bundles." The console deck itself was identical, but each bundle was packaged with different Game Paks and accessories. The first of these sets, the Control Deck, retailed from US$199.99, and included the console itself, two game controllers, and a Super Mario Bros. game pak. The second bundle, the Deluxe Set, retailed for $249.99 and consisted of the console, a R.O.B., a NES Zapper, and two game paks: Duck Hunt and Gyromite. For the remainder of the NES's commercial lifespan in North America, Nintendo frequently repackaged the console in new configurations to capitalize on newer accessories or popular game titles. Subsequent bundle packages included the NES Action Set, released in November 1988 for $199.99, which replaced both of the earlier two sets, and included the console, the NES Zapper, two game controllers, and a multicart version of Super Mario Bros. and Duck Hunt. The Action Set became the most successful of the packages released by Nintendo. One month later, in December 1988, to coincide with the release of the Power Pad floor mat controller, Nintendo released a new Power Set bundle, consisting of the console, the Power Pad, the NES Zapper, two controllers, and a multicart containing Super Mario Bros., Duck Hunt, and World Class Track Meet.• Regional differences Although the Japanese Famicom and the international NES included essentially the same hardware, there were certain key differences between the two systems: Game controllers The game controller used for the both the NES and Famicom featured a brick-like design with a simple four button layout: two round buttons labelled "B" and "A," a "Start" button, and a "Select" button. Additionally, the controllers utilized the cross-shaped D-pad, designed by Nintendo employee Gunpei Yokoi for Nintendo Game & Watch systems, to replace the bulkier joysticks on earlier gaming consoles' controllers. The original model Famicom featured two game controllers, both of which were hardwired to the back of the console. The second controller lacked the "Start" and "Select" buttons, but featured a small microphone. Relatively few games made use of this feature. The earliest produced Famicom units initially had squared A and B buttons. • Hardware design flaws When Nintendo released the NES in the United States, the design styling was deliberately different from that of other game consoles. Nintendo wanted to distinguish their product from those of competitors, and to avoid the generally poor reputation that game consoles had acquired following the video game crash of 1983. One result of this philosophy was a front-loading zero insertion force (ZIF) cartridge socket designed to resemble the front-loading mechanism of a VCR. The ZIF connector worked quite well when both the connector and the cartridges were clean and the pins on the connector were new. Unfortunately, the ZIF connector was not truly zero insertion force. When a user inserted the cartridge into the NES, the force of pressing the cartridge down and into place bent the contact pins slightly, as well as pressing the cartridge’s ROM board back into the cartridge itself. Repeated insertion and removal of cartridges caused the pins to wear out relatively quickly, and the ZIF design proved far more prone to interference by dirt and dust than an industry-standard card edge connector. Exacerbating the problem was Nintendo’s choice of materials; the slot connector that the cartridge was actually inserted into was made of a cheap alloy that was highly prone to corrosion. Add-on peripherals like the popular Game Genie cheat cartridge tended to further exacerbate this problem by bending the front-loading mechanism during gameplay. Problems with the 10NES lockout chip frequently resulted in the system’s most infamous problem: the blinking red power light, in which the system appears to turn itself on and off repeatedly. The lockout chip was quite finicky, requiring precise timing in order to permit the system to boot. Dirty, aging, and bent connectors would often disrupt the timing, resulting in the blink effect. User attempts to solve this problem ranged from blowing air onto the cartridge connectors to slapping the side of the system after inserting a cartridge. Many of the most frequent attempts to fix this problem ran the risk of damaging the cartridge and/or system. Blowing on the cartridge connectors was, in most cases, no better than removing and reinserting the cartridge, and tended to increase the rate of oxidation resulting in browning of the printed circuit board, while slapping the side of the system after inserting the cartridge could potentially damage the console. In 1989, Nintendo released an official NES Cleaning Kit to help users clean malfunctioning cartridges and consoles. A more successful technique used to keep the contact pins properly aligned was to load the game cartridge as shallowly as possible into the NES, so that the back of the cartridge would scrape the inside of the NES as it was pushed down into place. This would often allow the game to be initialized more successfully than simply sliding the cartridge all the way in. When Nintendo released the top-loading NES 2 toward the end of the NES’s lifespan, they fixed the problem by switching to a standard card edge connector, and eliminated the lockout chip. All of the Famicom systems used standard card edge connectors, as did Nintendo’s subsequent game consoles, the Super Nintendo Entertainment System and the Nintendo 64. In response to these hardware flaws, "Nintendo Authorized Repair Centers" sprang up across the United States. According to Nintendo, the authorization program was designed to ensure that the machines were properly repaired. Nintendo would ship the necessary replacement parts only to shops that had enrolled in the authorization program. In practice, the authorization process consisted of nothing more than paying a fee to Nintendo for the privilege. Third-party licensing Nintendo’s near monopoly on the home video game market left it with a degree of influence over the industry exceeding even that of Atari during its heyday in the early 1980s. Many of Nintendo’s business practices during this period were heavily criticized, and may have played some role in the erosion of Nintendo’s market share throughout the 1990s. Unlike Atari, who never actively courted third-party developers, and went so far as to go to court to attempt to force Activision to cease production of Atari 2600 games, Nintendo had anticipated and encouraged the involvement of third-party software developers—but strictly on Nintendo’s terms. To this end, a 10NES authentication chip was placed in every console, and in every officially licensed cartridge. If the console’s chip could not detect a counterpart chip inside the cartridge, the game would not be loaded. Nintendo combined this with a marketing campaign introducing the Nintendo Seal of Quality. Commercials featured a purple-robed wizard instructing consumers that the Nintendo Seal of Quality was the only assurance that a game was any good—and, by implication, that any game without the Seal of Quality was bad. In reality, the seal only meant that the developer had paid the license fee; it had nothing to do with the quality of the game. The business side of this was that game developers were now forced to pay a license fee to Nintendo, to submit to Nintendo’s quality assurance process, to buy developer kits from Nintendo, and to utilize Nintendo as the manufacturer for all cartridges and packaging. Nintendo tested and manufactured all games at its own facilities (either for part of the fee or for an additional cost), reserved the right to dictate pricing, censored material it believed to be unacceptable, decided how many cartridges of each game it would manufacture, and placed limits on how many titles it would permit a publisher to produce over a given time span (five per year). This last restriction led several publishers to establish or utilize subsidiaries to circumvent Nintendo’s policies (examples including Konami’s subsidiary Ultra, and Acclaim Entertainment’s subsidiary LJN). These practices were intended not only to keep developers on a short leash, but also to manipulate the market itself: in 1988, Nintendo started orchestrating intentional game shortages in order to increase consumer demand. Referred as "inventory management" by Nintendo of America public relations executive Peter Main, Nintendo would refuse to fill all retailer orders. Retailers, many of whom derived a large percentage of their profit from sales of Nintendo-based hardware and software (at one point, Toys "R" Us reported 17% of its sales and 22% of its profits were from Nintendo merchandise), could do little to stop these practices. In 1988, over 33 million NES cartridges were sold in the United States, but estimates suggest that the realistic demand was closer to 45 million. Because Nintendo controlled the production of all cartridges, it was able to enforce these rules on its third-party developers. These extremely restricted production runs would end up damaging several smaller software developers: even if demand for their games was high, they could only produce as much profit as Nintendo allowed.• Hardware clones A thriving market of unlicensed NES hardware clones emerged during the heyday of the console’s popularity. Initially, such clones were popular in markets where Nintendo never issued a legitimate version of the system. In particular, the Dendy (), an unlicensed hardware clone produced in Russia and other nations of the former Soviet Union, emerged as the most popular video game console of its time in that setting, and enjoyed a degree of fame roughly equivalent to the that experienced by the NES/Famicom in North America and Japan. Yabo released the FC Game Console in 2002 legally when copyrights expired. The unlicensed clone market has persisted, and even flourished, following Nintendo’s discontinuation of the NES. As the NES fades into memory, many such systems have adopted case designs which mimic more recent game consoles. NES clones resembling the Sega Genesis, the Super Nintendo Entertainment System, and even current systems like the Nintendo GameCube, the Sony PlayStation 2 and the Microsoft Xbox have been produced. Some of the more exotic of these systems have gone beyond the functionality of the original hardware, and have included variations such as a portable system with a color LCD (e.g. Pocket Famicom). Others have been produced with certain specialized markets in mind, including various "educational computer packages" which include copies of some of the NES’s educational titles and come complete with a clone of the Famicom BASIC keyboard, transforming the system into a rather primitive personal computer.• Technical specifications
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