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Nintendo Entertainment System
The Nintendo Entertainment System (NES) is an 8-bit home video game console developed and marketed by Nintendo. It was released in Japan on July 15, 1983, as the Family Computer (Famicom), and released as the redesigned NES in test markets in the United States on October 18, 1985, followed by a nationwide launch on September 27, 1986. The NES was distributed in Europe, Australia, and parts of Asia throughout the 1980s under various names. As a third-generation console, it mainly competed with Sega's Master System.
Nintendo president Hiroshi Yamauchi called for a simple, cheap console that could run arcade games on cartridges. The Famicom was designed by Masayuki Uemura, with its controller design reused from Nintendo's portable Game & Watch hardware. The western NES model was designed by Lance Barr and Don James to resemble a video cassette recorder. To aid the console's acceptance in stores, Nintendo released add-ons such as the Zapper, a light gun for shooting games, and R.O.B., a toy robot.
The NES is regarded as one of the most influential gaming consoles. It helped revitalize the American gaming industry following the video game crash of 1983, and pioneered a now-standard business model of licensing third-party developers to produce and distribute games. Several games released for the NES, including Super Mario Bros. (1985), The Legend of Zelda (1986), Metroid (1986), and Mega Man (1987), became major franchises.
While the NES dominated Japanese and North American markets, it performed less well in Europe, where it faced strong competition from the Master System, as well as the Commodore 64 and ZX Spectrum home computers. With 61.91 million units sold, it is the 14th-best-selling console of all time. Nintendo ceased production of the NES in 1995 and the Famicom in 2003. It was succeeded in 1990 by the Super Nintendo Entertainment System.
The video game industry experienced rapid growth and popularity from the late 1970s to the early 1980s, marked by the golden age of arcade games and the second generation of consoles. Games like Space Invaders (1978) became a phenomenon across arcades worldwide, while home consoles such as the Atari 2600, alongside home computers such as the Commodore 64 and the Intellivision acquired footholds in the American market. Many companies emerged to capitalize on the growing industry, including the card and toy company Nintendo.
Nintendo president Hiroshi Yamauchi realized that breakthroughs in the electronics industry meant that entertainment products could be produced at lower prices. Companies such as Atari and Magnavox were already selling gaming devices for use with television sets to moderate success. Yamauchi negotiated a license with Magnavox for the patents on the technology used in the Magnavox Odyssey. Since Nintendo's operation was not yet sophisticated enough to design its own hardware, Yamauchi forged an alliance with Mitsubishi Electric and hired several Sharp Electronics employees to assist in developing the Color TV-Game 6 and the Color TV-Game 15 in Japan. This was followed the handheld Game & Watch series. The successes of these consoles gave Yamauchi the confidence to expand Nintendo's influence in the fledgling video game industry.
In 1978, Yamauchi split Nintendo into separate research and development divisions. He appointed Masayuki Uemura as head of Nintendo Research & Development 2. Yamauchi, through extensive discussions with Uemura and other engineers, recognized the potential of the developing console beyond gaming. He envisioned a home computer system disguised as a toy, which could significantly expand Nintendo's reach if it became popular with children. This popularity would drive demand for games, with Nintendo as the sole provider. Indeed, by 1980 several systems had already been released in Japan by both American and Japanese companies. Yamauchi tasked Uemura with developing a system that would be superior to its competitors and difficult to replicate for at least a year. Uemura's main challenge was economic rather than technological; Yamauchi wanted the system to be affordable enough for widespread household adoption, aiming for a price of ¥9,800 (less than $75) compared to existing machines priced at ¥30,000 to ¥50,000 ($200 to $350). The new system had to outperform other systems, both Japanese and American, while being significantly more affordable.
As development progressed on the new video game system, engineers sought Yamauchi's guidance on its features. They questioned whether to include a disk drive, keyboard, data port, as well as the potential for a modem, expanded memory, and other computer-like capabilities. Yamauchi ultimately instructed Uemura to prioritize simplicity and affordability, omitting these peripherals entirely. Game cartridges, which Uemura saw as "less intimidating" to consumers, were chosen as the format. The team designed the system with 2,000 bytes of random-access memory (RAM).
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Nintendo Entertainment System
The Nintendo Entertainment System (NES) is an 8-bit home video game console developed and marketed by Nintendo. It was released in Japan on July 15, 1983, as the Family Computer (Famicom), and released as the redesigned NES in test markets in the United States on October 18, 1985, followed by a nationwide launch on September 27, 1986. The NES was distributed in Europe, Australia, and parts of Asia throughout the 1980s under various names. As a third-generation console, it mainly competed with Sega's Master System.
Nintendo president Hiroshi Yamauchi called for a simple, cheap console that could run arcade games on cartridges. The Famicom was designed by Masayuki Uemura, with its controller design reused from Nintendo's portable Game & Watch hardware. The western NES model was designed by Lance Barr and Don James to resemble a video cassette recorder. To aid the console's acceptance in stores, Nintendo released add-ons such as the Zapper, a light gun for shooting games, and R.O.B., a toy robot.
The NES is regarded as one of the most influential gaming consoles. It helped revitalize the American gaming industry following the video game crash of 1983, and pioneered a now-standard business model of licensing third-party developers to produce and distribute games. Several games released for the NES, including Super Mario Bros. (1985), The Legend of Zelda (1986), Metroid (1986), and Mega Man (1987), became major franchises.
While the NES dominated Japanese and North American markets, it performed less well in Europe, where it faced strong competition from the Master System, as well as the Commodore 64 and ZX Spectrum home computers. With 61.91 million units sold, it is the 14th-best-selling console of all time. Nintendo ceased production of the NES in 1995 and the Famicom in 2003. It was succeeded in 1990 by the Super Nintendo Entertainment System.
The video game industry experienced rapid growth and popularity from the late 1970s to the early 1980s, marked by the golden age of arcade games and the second generation of consoles. Games like Space Invaders (1978) became a phenomenon across arcades worldwide, while home consoles such as the Atari 2600, alongside home computers such as the Commodore 64 and the Intellivision acquired footholds in the American market. Many companies emerged to capitalize on the growing industry, including the card and toy company Nintendo.
Nintendo president Hiroshi Yamauchi realized that breakthroughs in the electronics industry meant that entertainment products could be produced at lower prices. Companies such as Atari and Magnavox were already selling gaming devices for use with television sets to moderate success. Yamauchi negotiated a license with Magnavox for the patents on the technology used in the Magnavox Odyssey. Since Nintendo's operation was not yet sophisticated enough to design its own hardware, Yamauchi forged an alliance with Mitsubishi Electric and hired several Sharp Electronics employees to assist in developing the Color TV-Game 6 and the Color TV-Game 15 in Japan. This was followed the handheld Game & Watch series. The successes of these consoles gave Yamauchi the confidence to expand Nintendo's influence in the fledgling video game industry.
In 1978, Yamauchi split Nintendo into separate research and development divisions. He appointed Masayuki Uemura as head of Nintendo Research & Development 2. Yamauchi, through extensive discussions with Uemura and other engineers, recognized the potential of the developing console beyond gaming. He envisioned a home computer system disguised as a toy, which could significantly expand Nintendo's reach if it became popular with children. This popularity would drive demand for games, with Nintendo as the sole provider. Indeed, by 1980 several systems had already been released in Japan by both American and Japanese companies. Yamauchi tasked Uemura with developing a system that would be superior to its competitors and difficult to replicate for at least a year. Uemura's main challenge was economic rather than technological; Yamauchi wanted the system to be affordable enough for widespread household adoption, aiming for a price of ¥9,800 (less than $75) compared to existing machines priced at ¥30,000 to ¥50,000 ($200 to $350). The new system had to outperform other systems, both Japanese and American, while being significantly more affordable.
As development progressed on the new video game system, engineers sought Yamauchi's guidance on its features. They questioned whether to include a disk drive, keyboard, data port, as well as the potential for a modem, expanded memory, and other computer-like capabilities. Yamauchi ultimately instructed Uemura to prioritize simplicity and affordability, omitting these peripherals entirely. Game cartridges, which Uemura saw as "less intimidating" to consumers, were chosen as the format. The team designed the system with 2,000 bytes of random-access memory (RAM).