We're right on the
cusp of another generation of game consoles, and whether you're an Xbox One fanperson or a PlayStation 4 zealot you probably know
what's coming if you've been through a few of these cycles. The systems will
launch in time for the holidays, it will have one or two decent launch titles,
there will be perhaps a year or two when the new console and the old console
coexist on store shelves, and then the "next generation" becomes the
current generation—until we do it all again a few years from now.
For gamers
born in or after the 1980s, this cycle has remained familiar even as old console
makers have bowed out (Sega, Atari) and new ones have taken their place (Sony,
Microsoft).
It wasn't always this
way.
The system that began
this cycle, resuscitating the American video game industry and setting up the
third-party game publisher system as we know it, was the original Nintendo
Entertainment System (NES), launched in Japan on July 15, 1983 as the Family
Computer (or Famicom). Today, in celebration of the original Famicom's
30th birthday, we'll be taking a look back at what the console accomplished,
how it worked, and how people are (through means both legal and illegal)
keeping its games alive today.
From Japanese
beginnings to American triumphs
The Famicom wasn't
Nintendo's first home console—that honor goes to the Japan-only "Color TV
Game" consoles, which were inexpensive units designed to play a few
different variations of a single, built-in game. It was, however, Nintendo's
first console to use interchangeable game cartridges.
The original Japanese
Famicom looked like some sort of hovercar with controllers stuck to it. The
top-loading system used a 60-pin connector to accept its 3-inch high, 5.3-inch
wide cartridges and originally had two hardwired controllers that could be
stored in cradles on the side of the device (unlike the NES' removable
controllers, these were permanently wired to the Famicom).
The second controller
had an integrated microphone in place of its start and select buttons. A 15-pin
port meant for hardware add-ons was integrated into the front of the
system—we'll talk more about the accessories that used this port in a bit.
After an initial hardware recall related to a faulty circuit on the
motherboard, the console became quite successful in Japan based on the strength
of arcade ports like Donkey Kong Jr. and original titles like Super
Mario Bros.
Enlarge / An early prototype of what
would become the North American version of the Famicom. The Nintendo Advanced
Video System communicated with its peripherals wirelessly through infrared.
The North American
version of the console was beset by several false starts, to say nothing of
unfavorable marketing conditions. A distribution agreement with then-giant
Atari fell through at the last minute after Atari executives saw a version of
Nintendo's Donkey Kong running on Coleco's Adam computer at
the 1983 Consumer Electronics Show (CES). By the time Atari was ready to
negotiate again, the 1983 video game crash had crippled the American market,
killing what would have been the "Nintendo Enhanced Video System"
before it had a chance to live.
Nintendo decided to go
its own way. By the time 1985's CES rolled around, the company was ready to
show a prototype of what had become the Nintendo Advanced Video System (AVS).
This system was impressive in its ambition and came with accessories including
controllers, a light gun, and a cassette drive that were all meant to interface
with the console wirelessly, via infrared. The still-terrible market for video
games made such a complex (and, likely, expensive) system a tough sell, though,
and after a lukewarm reception, Nintendo went back to the drawing board to work
on what would become the Nintendo Entertainment System we still know and love
today.
Enlarge / By late 1985, Nintendo had
settled on the console design that most American readers will be the most
familiar with.
What Nintendo went to
market with in October 1985 wasn't just a console redesigned for a new
territory, but a comprehensive re-branding strategy meant to convince
Westerners that the NES wasn't like those old video game consoles that had
burned them a few years before. This new Famicom was billed as an
"entertainment system" that required you to insert "game
paks" into a "control deck," not some pedestrian video game
console that took cartridges. The console's hardware followed suit—it was still
marketed to kids, but the grey boxy Nintendo Entertainment System looked much
more mature than the bright, toy-like Famicom. At the same time, accessories
like R.O.B. the robot assured parents that this wasn't just for "video
games"—still dirty words to many consumers.
Note the drastic differences between
American and Japanese game cartridges. The disk card pictured here was intended
for use with the Japan-only Famicom Disk System.
Each of the titles in
the relatively strong 18-game launch lineup (remember, at this point the system
had been humming along for more than two years in Japan) also featured box art
that accurately depicted the graphics of the game inside, unlike the
disappointing exaggerations of the Atari 2600 version of Pac-Man or
the infamous E.T.
The final building
block in the NES rebuild of the North American game industry was the way
Nintendo handled third-party developers. In the Atari era, everyone from Sears to Quaker
Oats tried to grab a slice of the gaming pie. The fact that
basically anyone could design and sell hastily-coded Atari 2600 games with no
interference from or cooperation with Atari led to a game market flooded with
shovelware and to clearance bins filled with unsellable dreck. This in turn led
to gun-shy retailers and consumers.
Nintendo clamped down
on this hard. Third parties had to be licensed to develop games for Nintendo's
system, and Nintendo's licensing terms both prohibited developers from
releasing games for other consoles and confined them to releasing just two
games a year. Other restrictions, mostly aimed at weeding out religious and
other "inappropriate" content, were also imposed—memorably, these
restrictions resulted in the Super Nintendo port of Mortal Kombat where
all the kombatantscombatants ooze "sweat" instead of
blood. Developers agreed to the restrictions in order to get access to a base
of NES fans rabid for new software. (Many of Nintendo's restrictions weren't
relaxed until the early '90s when it was losing developers to its first
credible competition, the Sega Genesis.)
Licensed games
received both a printed Seal of Quality on their boxes and access to the
proprietary 10NES lockout hardware, a chip on the cartridge's circuit board
that checked in with a corresponding chip on the console's. While not
foolproof, in the early days of the NES the 10NES hardware helped to combat the
flood of low-quality software that had killed off Atari and its ilk.
Not all developers
were happy with these terms, but fighting Nintendo was an uphill battle. The
most significant challenge to the 10NES system came from Tengen, a subsidiary
of Atari Games. Rather than try to circumvent 10NES, Tengen used Nintendo's
copyright documents to reverse-engineer the chip and create its own compatible
version, codenamed "Rabbit." Nintendo sued for patent infringement and,
at least in part because Tengen didn't use a clean room design in Rabbit, the
judge ruled in Nintendo's favor.
Enlarge / The 10NES chip would
prevent the system from booting if its security check failed. It was important
in the early days, but NESes with dirty or worn connectors are prone to failing
its check—this led to the dreaded grey blinking screen that I've probably spent
hours of my life looking at. The redesigned top-loading NES shipped without a
10NES chip, and some people who repair older NES consoles recommend snapping
off the fourth pin of the chip to disable the check entirely, as shown here.
Salvaged Circuitry
And the rest is really
history. The NES was the undisputed leader in the US for several years and
wasn't seriously challenged until Sega's Genesis kicked off the 16-bit era. In
some territories like Europe and South America, the 8-bit Sega Master System
had gained a stronger foothold, but it was a relative rarity in the US. A new
top-loading version of the NES and the Famicom with a redesigned controller was
launched in both America and Japan in 1993 after the introduction of the Super
Nintendo, but by then the stream of high-profile software had slowed to a trickle.
The system was produced until 1995 in the US but lived to see its 20th birthday
in Japan before being discontinued in 2003.
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