Platform: Nintendo Entertainment System
Little Nemo: The Dream Master
Zoda's Revenge: StarTropics II
Tagin' Dragon
Super Mario Bros. 2
Jeopardy!
Star Trek: 25th Anniversary
The Adventures of Bayou Billy
Shockwave
10-Yard Fight
Wario's Woods
Klax
Snake's Revenge
Iron Tank: The Invasion of Normandy
Barbie
Armadillo
Adventures of Lolo
Devil World
Disney's DuckTales
Bomberman
Road Fighter
Who Framed Roger Rabbit
Blaster Master
Mega Man 2
Street Fighter
Star Trek V: The Final Frontier
Chubby Cherub
Journey to Silius
Rambo
Metal Storm
Dudes with Attitude
Tetris
Super C
Donkey Kong
Ninja Gaiden
Mega Man 3
Rod-Land
Yeah Yeah Beebiss I
Hatris
Disney's Darkwing Duck
Solstice: The Quest for the Staff of Demnos
Bomberman II
Dragon Warrior IV
Rampart
Son Son
A Boy and His Blob: Trouble on Blobolonia
Final Lap
MTV Remote Control
Mario Bros. Classic Serie
Adventures of Lolo 2
Nintendo World Championships 1990
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Many consoles in South Korea were released under alternate names and published by various Korean companies, including the Game Boy, Genesis, Master System, Game Gear, SNES and Nintendo 64.
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The Minnesota state lottery was considering using the NES to let people play the lottery. The player would use a game cartridge made by the company to play the lottery, and a modem that would allow them to communicate with the central computer. The plan eventually fell through due to concerns that minors would illegally purchase tickets.
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Nintendo was originally going to release a home computer in place of the NES. Known as the Advanced Video System, or the AVS, it was going to be a home computer with a heavy gaming twist.
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It should also be noted that at the time of manufacturing, red and white plastics were the cheapest color of plastic to produce.
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According to the Masayuki Uemura, one of Nintendo's hardware designers who oversaw the design of the Famicom, the reason the console was named the "Family Computer" was because during the '80s, words like "personal computer" and "home computer" became widespread in Japan, and the word 'Family' hadn't been used yet. Uemura also wanted to call it "Famicom" for short, after having it suggested to him by his wife, but the idea was rejected by Nintendo's then boss, believing "Family Computer" to be easier to understand, although the moniker was still colloquially used by many.
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Nintendo had strict licensing policies for the NES as a way to encourage quality over quantity, in hopes of avoiding the fate of Atari during the video game crash of 1983. Third parties were limited to releasing 5 titles per year for the NES, all titles had to be reviewed by Nintendo before they would be licensed, and the console had a system to lock out unauthorized games that did not contain the necessary patented chip as a way to enforce Nintendo's control.
A combination of third-party developer pushback, legal challenges, and competition from other console manufacturers such as Sega eventually forced them to relax their policies.
A combination of third-party developer pushback, legal challenges, and competition from other console manufacturers such as Sega eventually forced them to relax their policies.
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The Famicom comes built in with the 2A03 chip, and has five audio channels: two square waves, one triangle wave, one noise generator, and one digital sample (DPCM) channel. On top of this, six expansions were created by both Nintendo and third parties. They are:
• Famicom Disk System sound: adds an extra channel with custom wavetable capabilities. (Example: Zelda, Metroid, etc. Most but not all Disk System games)
• Nintendo MMC5: Adds two square waves identical to the 2A03 square waves and a PCM channel. This is the only expansion that the international NES could use. (Example: US/European Castlevania III)
• Konami VRC6: Adds two square waves but has 8 duty cycles (voices) instead of the standard 4. Also adds a sawtooth wave. (Example: Akumajou Densetsu (Japanese Castlevania III)
• Konami VRC7: Adds six FM channels with 15 built-in patches (instruments) and the ability to create 64 unique patches. (Example: Langrage Point)
• Namco 163: Adds up to eight channels with definable waves. (Example: Digital Devil Story: Megami Tensei II)
• Sunsoft 5B: Adds 3 50% pulse waves (stuck on one voice). Can be manipulated to generate noise, sawtooth, or triangle waves. (Example: Gimmick!)
• Famicom Disk System sound: adds an extra channel with custom wavetable capabilities. (Example: Zelda, Metroid, etc. Most but not all Disk System games)
• Nintendo MMC5: Adds two square waves identical to the 2A03 square waves and a PCM channel. This is the only expansion that the international NES could use. (Example: US/European Castlevania III)
• Konami VRC6: Adds two square waves but has 8 duty cycles (voices) instead of the standard 4. Also adds a sawtooth wave. (Example: Akumajou Densetsu (Japanese Castlevania III)
• Konami VRC7: Adds six FM channels with 15 built-in patches (instruments) and the ability to create 64 unique patches. (Example: Langrage Point)
• Namco 163: Adds up to eight channels with definable waves. (Example: Digital Devil Story: Megami Tensei II)
• Sunsoft 5B: Adds 3 50% pulse waves (stuck on one voice). Can be manipulated to generate noise, sawtooth, or triangle waves. (Example: Gimmick!)
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When the NES was first released in North America in 1985, it was only possible to purchase it from a few stores in New York and Los Angeles. This came soon after the great video game crash of 1983.
People expressing interest in the console wrote to Nintendo of America who provided them with information packs about the console, the games and peripherals that were available, and the then only three stores in North America which offered mail orders for the console.
People expressing interest in the console wrote to Nintendo of America who provided them with information packs about the console, the games and peripherals that were available, and the then only three stores in North America which offered mail orders for the console.
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The development of the controller was sparked by a letter from a mother of a handicapped girl requesting a controller that her daughter could use to "play the video games she loved." The development project took two years until it was finally released in April 1989, selling more than 100 units since then.
A number of the controllers were also present during the first Nintendo World Championship, for players that required it.
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