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| type = [[Home video game console]] | | type = [[Home video game console]] | ||
| generation = [[Third generation of video game consoles|Third generation]] | | generation = [[Third generation of video game consoles|Third generation]] | ||
− | | releasedate = [[Japan|JP]] | + | | releasedate = {{vgrelease|[[Japan|JP]]|{{Start date|1983|07|15}}|[[North America|NA]]|{{Start date|1985|10|18}}<ref>{{cite web|url=https://www.wired.com/2010/10/1018nintendo-nes-launches/|title=Oct. 18, 1985: Nintendo Entertainment System Launches|date=October 18, 2010|work=[[Wired (magazine)|WIRED]]|accessdate=June 11, 2015}}</ref>|EU|{{Start date|1986|09|01}} {{cref|a}}|EU/[[Australasia|AU]]|1987|[[Brazil|BR]]|1993}} |
− | | lifespan = 1983–2003 | + | | lifespan = 1983–2003<ref>{{cite web|url=http://www.nintendo.co.jp/ir/library/historical_data/pdf/consolidated_sales_e1509.pdf|format=PDF|title=Nintendo Co., Ltd. : Consolidated Sales Transition by Region|website=Nintendo.co.jp|accessdate=August 8, 2018}}</ref> |
− | | price = [[Japanese yen|¥]]14,800 (Japan) <br />$179 (US Deluxe Set) | + | | price = [[Japanese yen|¥]]14,800 (Japan) <br />$179 (US Deluxe Set)<ref name="US Price">{{cite news |first=Martin |last=Levin |title=New components add some Zap to video games |work=San Bernardino County Sun |page=A-4 |date=November 20, 1985 }}</ref> |
− | | discontinued=NA | + | | discontinued={{vgrelease|NA|{{End date|1995|08|14}}<ref name="Museum"/><ref>L'Histoire de Nintendo volume 3 p. 113 (Ed. Pix'n Love, 2011)</ref>|JP|{{End date|September 25, 2003}}<ref name="famicom">[https://web.archive.org/web/20140329053251/http://www.gamespot.com/articles/nintendo-to-end-famicom-and-super-famicom-production/1100-6029220/ Nintendo to end Famicom and Super Famicom production]. GameSpot.com (May 30, 2003). Retrieved on August 23, 2013.</ref>}} |
− | | unitssold = Worldwide: 61.91 million <br />Japan: 19.35 million <br />Americas: 34.00 million <br />Other: 8.56 million | + | | unitssold = Worldwide: 61.91 million <br />Japan: 19.35 million <br />Americas: 34.00 million <br />Other: 8.56 million<ref name="consolidatedsales">{{cite web|url=https://www.nintendo.co.jp/ir/library/historical_data/pdf/consolidated_sales_e0912.pdf |title=Consolidated Sales Transition by Region |accessdate=February 14, 2010 |date=January 27, 2010 |publisher=First console by Nintendo |format=PDF |archiveurl=https://www.webcitation.org/5nXieXX2B?url=http://www.nintendo.co.jp/ir/library/historical_data/pdf/consolidated_sales_e0912.pdf |archivedate=February 14, 2010 |deadurl=yes |df= }}</ref> |
− | | media = [[ROM cartridge]] ("Game Pak") | + | | media = [[ROM cartridge]] ("Game Pak"){{cref|b}} |
| cpu = [[Ricoh 2A03]] [[8-bit]] processor ([[MOS Technology 6502]] core) | | cpu = [[Ricoh 2A03]] [[8-bit]] processor ([[MOS Technology 6502]] core) | ||
− | | controllers = 2 controller ports<br />1 expansion slot | + | | controllers = 2 controller ports{{cref|c}} <br />1 expansion slot |
− | |topgame=*''[[Super Mario Bros.]]'' ([[Pack-in game|pack-in]]), 40.24 million <small>(as of September 13, 2010)</small> | + | |topgame=*''[[Super Mario Bros.]]'' ([[Pack-in game|pack-in]]), 40.24 million <small>(as of September 13, 2010)</small><ref>{{Cite web|url=http://www.theguardian.com/technology/gamesblog/2010/sep/13/games-gameculture|title=Super Mario Bros: 25 Mario facts for the 25th anniversary|last=Stuart|first=Keith|date=September 13, 2010|website=the Guardian|language=en|access-date=November 2, 2018}}</ref> |
− | * ''[[Super Mario Bros. 3]]'' (pack-in), 18 million <small>(as of July 27, 2008)</small> | + | * ''[[Super Mario Bros. 3]]'' (pack-in), 18 million <small>(as of July 27, 2008)</small><ref>{{cite web|url=https://www.telegraph.co.uk/news/newstopics/howaboutthat/2463142/Super-Mario-Bros-voted-greatest-computer-game-ever.html|title=Super Mario Bros voted greatest computer game ever|date=July 27, 2008|work=[[The Daily Telegraph]]|accessdate=July 22, 2010}}</ref> |
− | * ''[[Super Mario Bros. 2]]'', <br />10 million | + | * ''[[Super Mario Bros. 2]]'', <br />10 million<ref>{{cite web|url=http://tech.uk.msn.com/features/article.aspx?cp-documentid=4825211|archiveurl=https://web.archive.org/web/20080309234939/http://tech.uk.msn.com/features/article.aspx?cp-documentid=4825211|archivedate=March 9, 2008|title=The games that sold consoles|first=Patrick|last=Goss|publisher=MSN|accessdate=September 24, 2011}}</ref> |
| predecessor = [[Color TV-Game]] | | predecessor = [[Color TV-Game]] | ||
| successor = [[Super Nintendo Entertainment System]] | | successor = [[Super Nintendo Entertainment System]] | ||
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==Introduction== | ==Introduction== | ||
− | The '''Nintendo Entertainment System''' (or '''NES''' for short) is an [[8-bit]] [[home video game console]] developed and manufactured by [[Nintendo]]. It is a remodeled export version of the company's '''Family Computer''' ('''FC''') platform in [[Japan]], also known as the '''Famicom''' for short, which launched on July 15, 1983. In the U.S. the NES was launched through test markets in New York City and Los Angeles in 1985, before being given a full nationwide launch in 1986. The NES was launched in Europe during 1986 and 1987, and Australia in 1987. Brazil saw only unlicensed clones until the official local release in 1993. In South Korea, it was packaged as the '''Hyundai Comboy''' and distributed by [[SK Hynix]] which then was known as [[Hyundai|Hyundai Electronics]]; the Comboy was released in 1989. | + | The '''Nintendo Entertainment System''' (or '''NES''' for short) is an [[8-bit]] [[home video game console]] developed and manufactured by [[Nintendo]]. It is a remodeled export version of the company's '''Family Computer''' ('''FC'''){{efn|In Japanese, ファミリーコンピュータ (''Famirī Konpyūta'').}} platform in [[Japan]], also known as the '''Famicom'''{{efn|In Japanese, ファミコン (''Famikon'').}} for short, which launched on July 15, 1983. In the U.S. the NES was launched through test markets in New York City and Los Angeles in 1985, before being given a full nationwide launch in 1986. The NES was launched in Europe during 1986 and 1987, and Australia in 1987. Brazil saw only unlicensed clones until the official local release in 1993. In South Korea, it was packaged as the '''Hyundai Comboy'''{{efn|In Hangul, 현대 컴보이 (''Hyeondae Keomboi'').}} and distributed by [[SK Hynix]] which then was known as [[Hyundai|Hyundai Electronics]]; the Comboy was released in 1989. |
− | The [[List of million-selling game consoles|best-selling gaming console]] of its time, the NES helped revitalize the US video game industry following the [[North American video game crash of 1983]]. With the NES, Nintendo introduced a now-standard [[business model]] of licensing [[Video game developer|third-party developers]], authorizing them to produce and distribute titles for Nintendo's platform. It was succeeded by the [[Super Nintendo Entertainment System]]. | + | The [[List of million-selling game consoles|best-selling gaming console]] of its time,<ref name="dominate">{{cite book |title=Game Over |last=Sheff |first=David |authorlink=David Sheff |year=1993 |publisher=Random House |location=New York |isbn=0-679-40469-4 |page=349}}</ref>{{cref|e}} the NES helped revitalize the US video game industry following the [[North American video game crash of 1983]].<ref>{{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}}{{subscription required}}</ref> With the NES, Nintendo introduced a now-standard [[business model]] of licensing [[Video game developer|third-party developers]], authorizing them to produce and distribute titles for Nintendo's platform.<ref>{{cite book|last=Sanchez-Crespo |first=Daniel |title=Core Techniques and Algorithms in Game Programming|date=September 8, 2003|publisher=New Riders Games|isbn=0-13-102009-9|page=14}}</ref> It was succeeded by the [[Super Nintendo Entertainment System]]. |
==Hardware== | ==Hardware== | ||
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<!-- Famicom --> | <!-- Famicom --> | ||
− | The original Japanese Famicom was 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. | + | The original Japanese Famicom was 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.<ref name="InsideFamicom">{{cite web| url = http://www.pcworld.com/article/148391-7/inside_nintendos_classic_game_console.html| archiveurl = https://web.archive.org/web/20100702061320/http://www.pcworld.com/article/148391-7/inside_nintendos_classic_game_console.html| archivedate = July 2, 2010| title = Inside Nintendo's Classic Game Console| first = Benj| last = Edwards| date = August 7, 2008| publisher = ''[[PC World]]''| accessdate = June 23, 2010}}</ref> |
<!-- NES --> | <!-- NES --> | ||
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<!-- PAL-A --> | <!-- PAL-A --> | ||
− | In the UK, Italy and Australia which share the PAL-A region, two versions of the NES were released; the "Mattel Version" and "NES Version". When the NES was first released in those countries, it was distributed by Mattel and Nintendo decided to use a lockout chip specific to those countries, different from the chip used in other European countries. When Nintendo took over European distribution in 1990, it produced consoles that were then labelled "NES Version"; therefore, the only differences between the two are the text on the front flap and texture on the top/bottom of the casing. | + | In the UK, Italy and Australia which share the PAL-A region, two versions of the NES were released; the "Mattel Version" and "NES Version".<ref>{{cite web |url=http://www.blisteredthumbs.net/2010/12/gycw-nes-ports-1-contra/ |title=Guru Larry's Retrospective on the regional variations and releases of the European Nintendo Entertainment System |publisher=Blisteredthumbs.net |accessdate=October 2, 2012 |deadurl=yes |archiveurl=https://web.archive.org/web/20120927105841/http://www.blisteredthumbs.net/2010/12/gycw-nes-ports-1-contra/ |archivedate=September 27, 2012 |df=mdy-all }}</ref> When the NES was first released in those countries, it was distributed by Mattel and Nintendo decided to use a lockout chip specific to those countries, different from the chip used in other European countries. When Nintendo took over European distribution in 1990, it produced consoles that were then labelled "NES Version"; therefore, the only differences between the two are the text on the front flap and texture on the top/bottom of the casing. |
<!-- NES-101 --> | <!-- NES-101 --> | ||
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<!-- HVC-101 --> | <!-- HVC-101 --> | ||
[[File:New Famicom.jpg|link=File:New Famicom.jpg|right|thumb|The HVC-101 control deck alongside its similarly redesigned HVC-102 [[game controller]].]] | [[File:New Famicom.jpg|link=File:New Famicom.jpg|right|thumb|The HVC-101 control deck alongside its similarly redesigned HVC-102 [[game controller]].]] | ||
− | In December 1993, the Famicom received a similar redesign. It also loads cartridges through a covered slot on the top of the unit and uses non-hardwired controllers. Because HVC-101 used composite video output instead of being RF only like the HVC-001, Nintendo marketed the newer model as the '''AV Famicom'''. Since the new controllers don't have microphones on them like the second controller on the original console, certain games such as the Disk System version of ''The Legend of Zelda'' and ''[[Raid on Bungeling Bay]]'' will have certain tricks that cannot be replicated when played on an HVC-101 Famicom without a modded controller. In October 1987, Nintendo had also released a 3D graphic capable headset called the [[Famicom 3D System]] (HVC-031). This peripheral accessory was never released outside Japan. | + | In December 1993, the Famicom received a similar redesign. It also loads cartridges through a covered slot on the top of the unit and uses non-hardwired controllers. Because HVC-101 used composite video output instead of being RF only like the HVC-001, Nintendo marketed the newer model as the {{nihongo|'''AV Famicom'''|AV仕様ファミコン|Eibui Shiyō Famikon}}. Since the new controllers don't have microphones on them like the second controller on the original console, certain games such as the Disk System version of ''The Legend of Zelda'' and ''[[Raid on Bungeling Bay]]'' will have certain tricks that cannot be replicated when played on an HVC-101 Famicom without a modded controller. In October 1987, Nintendo had also released a 3D graphic capable headset called the [[Famicom 3D System]] (HVC-031). This peripheral accessory was never released outside Japan. |
===Design flaws=== | ===Design flaws=== | ||
[[File:Nintendo-Entertainment-System-NES-Deconstruction-03.jpg|link=File:Nintendo-Entertainment-System-NES-Deconstruction-03.jpg|thumb|right|The VCR-like loading mechanism of the NES led to problems over time. The design wore connector pins out quickly and could easily become dirty, resulting in difficulties with the NES reading game cards.]] | [[File:Nintendo-Entertainment-System-NES-Deconstruction-03.jpg|link=File:Nintendo-Entertainment-System-NES-Deconstruction-03.jpg|thumb|right|The VCR-like loading mechanism of the NES led to problems over time. The design wore connector pins out quickly and could easily become dirty, resulting in difficulties with the NES reading game cards.]] | ||
− | When Nintendo released the NES in the US, the design styling was 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 [[North American video game crash of 1983|video game crash of 1983]]. One result of this philosophy was 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 [[Videocassette recorder|VCR]]. The newly designed 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. Frequent insertion and removal of cartridges caused the pins to wear out from repeated usage over the years and the ZIF design proved more prone to interference by dirt and dust than an industry-standard card edge connector. These design issues were not alleviated by Nintendo’s choice of materials; the console slot nickel connector springs would wear due to design and the game cartridge copper connectors were also prone to [[tarnish]]ing. Many players would try to alleviate issues in the game caused by this corrosion by blowing into the cartridges, then reinserting them, which actually hurt the copper connectors by speeding up the tarnishing. | + | When Nintendo released the NES in the US, the design styling was 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 [[North American video game crash of 1983|video game crash of 1983]]. One result of this philosophy was 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 [[Videocassette recorder|VCR]]. The newly designed 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. Frequent insertion and removal of cartridges caused the pins to wear out from repeated usage over the years and the ZIF design proved more prone to interference by dirt and dust than an industry-standard card edge connector.<ref name="zif">{{cite web | first=Benj | last=Edwards | title=No More Blinkies: Replacing the NES's 72-Pin Cartridge Connector | url=http://www.vintagecomputing.com/index.php/archives/13 | work=Vintage Computing and Gaming | date=November 7, 2005 | accessdate=June 3, 2007}}</ref> These design issues were not alleviated by Nintendo’s choice of materials; the console slot nickel connector springs would wear due to design and the game cartridge copper connectors were also prone to [[tarnish]]ing.<ref name="corrosion">{{cite web | first=Rob | last=Nelson | title=Nintendo Redivivus: how to resuscitate an old friend | url=https://arstechnica.com/features/2003/02/nintendo/ | work=Ars Technica | date=February 12, 2003 | accessdate=June 3, 2007}}</ref> Many players would try to alleviate issues in the game caused by this corrosion by blowing into the cartridges, then reinserting them, which actually hurt the copper connectors by speeding up the tarnishing.<ref name="mental">{{cite web | url=http://mentalfloss.com/article/12589/did-blowing-nintendo-cartridges-really-help | title=Did Blowing into Nintendo Cartridges Really Help? | publisher=Mental Floss, Inc. | accessdate=August 6, 2014 | last1=Higgins |first1= Chris}}</ref><ref name="nerdist">{{cite web | url=http://www.nerdist.com/2014/07/we-blow-into-video-game-cartridges-because-of-weird-psychology/ | title=We Blow Into Video Game Cartridges Because of Weird Psychology | date=July 1, 2014 | accessdate=August 6, 2014 | author=Hill, Kyle}}</ref> |
===Lockout=== | ===Lockout=== | ||
[[File:Nintendo-10NES-Lockout-Chip.jpg|link=File:Nintendo-10NES-Lockout-Chip.jpg|thumb|right|The 10NES authentication chip contributed to the system's reliability problems. The circuit was ultimately removed from the remodeled NES 2.]] | [[File:Nintendo-10NES-Lockout-Chip.jpg|link=File:Nintendo-10NES-Lockout-Chip.jpg|thumb|right|The 10NES authentication chip contributed to the system's reliability problems. The circuit was ultimately removed from the remodeled NES 2.]] | ||
− | The Famicom contained no lockout hardware and, as a result, unlicensed cartridges (both legitimate and bootleg) were extremely common throughout Japan and the Far East. The original NES (but not the top-loading [[Nintendo Entertainment System (Model NES-101)|NES-101]]) contained the [[10NES]] lockout chip, which significantly increased the challenges faced by unlicensed developers. Tinkerers at home 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, as well as bootlegs and converted imports. NES consoles sold in different regions had different lockout chips, so games marketed in one region would not work on consoles from another region. Known regions are: USA/Canada (3193 lockout chip), most of Europe (3195), Asia (3196) and UK, Italy and Australia (3197). Since two types of lockout chip were used in Europe, European NES game boxes often had an "A" or "B" letter on the front, indicating whether the game is compatible with UK/Italian/Australian consoles (A), or the rest of Europe (B). Rest-of-Europe games typically had text on the box stating "This game is not compatible with the Mattel or NES versions of the Nintendo Entertainment System". Similarly, UK / Italy / Australia games stated "This game is only compatible with the Mattel or NES versions of the Nintendo Entertainment System". | + | The Famicom contained no lockout hardware and, as a result, unlicensed cartridges (both legitimate and bootleg) were extremely common throughout Japan and the Far East.<ref name="lockout">{{cite news |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|accessdate=June 28, 2010|date =December 21, 1989|work=New York Times | first=Anthony | last=Ramirez}}</ref> The original NES (but not the top-loading [[Nintendo Entertainment System (Model NES-101)|NES-101]]) contained the [[10NES]] lockout chip, which significantly increased the challenges faced by unlicensed developers. Tinkerers at home 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, as well as bootlegs and converted imports. NES consoles sold in different regions had different lockout chips, so games marketed in one region would not work on consoles from another region. Known regions are: USA/Canada (3193 lockout chip), most of Europe (3195), Asia (3196) and UK, Italy and Australia (3197). Since two types of lockout chip were used in Europe, European NES game boxes often had an "A" or "B" letter on the front, indicating whether the game is compatible with UK/Italian/Australian consoles (A), or the rest of Europe (B). Rest-of-Europe games typically had text on the box stating "This game is not compatible with the Mattel or NES versions of the Nintendo Entertainment System". Similarly, UK / Italy / Australia games stated "This game is only compatible with the Mattel or NES versions of the Nintendo Entertainment System". |
Pirate cartridges for the NES were rare, but Famicom ones were common and widespread in Asia. Most were produced in Hong Kong or Taiwan, and they usually featured [[Multicart|a variety of small (32k or less) games]] which were selected from a menu and bank switched. Some were also hacks of existing games (especially ''Super Mario Bros.''), and a few were cartridge conversions of Famicom Disk System titles such as the Japanese ''Super Mario Bros. 2''. | Pirate cartridges for the NES were rare, but Famicom ones were common and widespread in Asia. Most were produced in Hong Kong or Taiwan, and they usually featured [[Multicart|a variety of small (32k or less) games]] which were selected from a menu and bank switched. Some were also hacks of existing games (especially ''Super Mario Bros.''), and a few were cartridge conversions of Famicom Disk System titles such as the Japanese ''Super Mario Bros. 2''. | ||
− | Problems with the [[10NES]] lockout chip frequently resulted in the console's most infamous problem: 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. Dirty, aging and bent connectors would often disrupt the communication, resulting in the blink effect. Alternatively, the console would turn on but only show a solid white, gray, or green screen. Users attempted to solve this problem 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. These attempted solutions often became notable in their own right and are often remembered alongside the NES. Many of the most frequent attempts to fix this problem instead ran the risk of damaging the cartridge and/or system. In 1989, Nintendo released an official NES Cleaning Kit to help users clean malfunctioning cartridges and consoles. | + | Problems with the [[10NES]] lockout chip frequently resulted in the console's most infamous problem: 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.<ref name="song">{{cite book |title=Game Over |last=Sheff |first=David |authorlink=David Sheff |year=1993 |publisher=Random House |location=New York |isbn=0-679-40469-4 |page=247}}</ref> Dirty, aging and bent connectors would often disrupt the communication, resulting in the blink effect.<ref name="zif"/> Alternatively, the console would turn on but only show a solid white, gray, or green screen. Users attempted to solve this problem 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. These attempted solutions often became notable in their own right and are often remembered alongside the NES. Many of the most frequent attempts to fix this problem instead ran the risk of damaging the cartridge and/or system.<ref>{{cite web |title=Did Blowing into Nintendo Cartridges Really Help? |url=http://mentalfloss.com/article/12589/did-blowing-nintendo-cartridges-really-help |website=MentalFloss |accessdate=July 12, 2018 |language=en |date=September 24, 2012}}</ref> In 1989, Nintendo released an official NES Cleaning Kit to help users clean malfunctioning cartridges and consoles. |
With the release of the top-loading [[Nintendo Entertainment System (Model NES-101)|NES-101]] (NES 2) toward the end of the NES' lifespan, Nintendo resolved the problems by switching to a standard [[card edge connector]] and eliminating the lockout chip. All of the Famicom systems used standard card edge connectors, as did Nintendo’s subsequent cartridge-based game consoles, the [[Super Nintendo Entertainment System]] and the [[Nintendo 64]]. | With the release of the top-loading [[Nintendo Entertainment System (Model NES-101)|NES-101]] (NES 2) toward the end of the NES' lifespan, Nintendo resolved the problems by switching to a standard [[card edge connector]] and eliminating the lockout chip. All of the Famicom systems used standard card edge connectors, as did Nintendo’s subsequent cartridge-based 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 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. In practice, the authorization process consisted of nothing more than paying a fee to Nintendo for the privilege. In a recent | + | 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. In practice, the authorization process consisted of nothing more than paying a fee to Nintendo for the privilege. In a recent{{when|date=July 2016}} trend, many sites have sprung up to offer Nintendo repair parts, guides, and services that replace those formerly offered by the authorized repair centers. |
===Famicom 3D System=== | ===Famicom 3D System=== | ||
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For its [[central processing unit|CPU]], the NES uses the [[Ricoh 2A03]], an [[8-bit]] [[microprocessor]] based on a [[MOS Technology 6502]] core, running at 1.79 MHz for the NTSC NES and 1.66 MHz for the PAL version. | For its [[central processing unit|CPU]], the NES uses the [[Ricoh 2A03]], an [[8-bit]] [[microprocessor]] based on a [[MOS Technology 6502]] core, running at 1.79 MHz for the NTSC NES and 1.66 MHz for the PAL version. | ||
− | The NES contains 2 [[kilobyte|kB]] of onboard work [[Random-access memory|RAM]]. A game cartridge may contain expanded RAM to increase this amount. The size of NES games varies from 8 kB (Galaxian) to 1 MB (''Metal Slader Glory''), but 128 to 384 kB was the most common. | + | The NES contains 2 [[kilobyte|kB]] of onboard work [[Random-access memory|RAM]].<ref>{{Cite news|url=https://www.japantimes.co.jp/news/2013/07/15/reference/nintendo-brought-arcade-games-into-homes-30-years-ago/|title=Nintendo brought arcade games into homes 30 years ago|last=Hongo|first=Jun|date=July 15, 2013|work=The Japan Times Online|access-date=August 1, 2018|language=en-US|issn=0447-5763}}</ref> A game cartridge may contain expanded RAM to increase this amount. The size of NES games varies from 8 kB (Galaxian) to 1 MB (''Metal Slader Glory''), but 128 to 384 kB was the most common. |
− | The NES uses a custom-made [[Picture Processing Unit]] (PPU) developed by [[Ricoh]]. All variations of the PPU feature 2 [[kilobyte|kB]] of video RAM, 256 bytes of on-die "object attribute memory" (OAM) to store the positions, colors, and tile indices of up to 64 [[Sprite (computer graphics)|sprites]] on the screen, and 28 bytes of on-die palette RAM to allow selection of background and sprite colors. The console's 2 kB of onboard RAM may be used for tile maps and attributes on the NES board and 8 kB of tile pattern ROM or RAM may be included on a cartridge. The system has an available [[Palette (computing)|color palette]] of 48 colors and 6 grays. Up to 25 simultaneous colors may be used without writing new values mid-frame: a background color, four sets of three tile colors and four sets of three sprite colors. The NES palette is based on NTSC rather than RGB values. A total of 64 sprites may be displayed onscreen at a given time without reloading sprites mid-screen. The standard [[display resolution]] of the NES is 256 horizontal pixels by 240 vertical pixels. | + | The NES<ref>{{cite web|url=http://problemkaputt.de/everynes.htm|title=NES Specifications|website=Problemkaputt.de|accessdate=November 28, 2015}}</ref> uses a custom-made [[Picture Processing Unit]] (PPU) developed by [[Ricoh]]. All variations of the PPU feature 2 [[kilobyte|kB]] of video RAM, 256 bytes of on-die "object attribute memory" (OAM) to store the positions, colors, and tile indices of up to 64 [[Sprite (computer graphics)|sprites]] on the screen, and 28 bytes of on-die palette RAM to allow selection of background and sprite colors. The console's 2 kB of onboard RAM may be used for tile maps and attributes on the NES board and 8 kB of tile pattern ROM or RAM may be included on a cartridge. The system has an available [[Palette (computing)|color palette]] of 48 colors and 6 grays. Up to 25 simultaneous colors may be used without writing new values mid-frame: a background color, four sets of three tile colors and four sets of three sprite colors. The NES palette is based on NTSC rather than RGB values. A total of 64 sprites may be displayed onscreen at a given time without reloading sprites mid-screen. The standard [[display resolution]] of the NES is 256 horizontal pixels by 240 vertical pixels. |
− | Video output connections varied from one model of the console to the next. The original HVC-001 model of the Family Computer featured only [[RF modulator|radio frequency (RF) modulator]] output. When the console was released in North America and Europe, support for composite video through [[RCA connector]]s was added in addition to the RF modulator. The HVC-101 model of the Famicom dropped the RF modulator entirely and adopted composite video output via a proprietary 12-pin "multi-out" connector first introduced for the Super Famicom/Super Nintendo Entertainment System. Conversely, the North American re-released NES-101 model most closely resembled the original HVC-001 model Famicom, in that it featured RF modulator output only. Finally, the PlayChoice-10 utilized an inverted RGB video output. | + | Video output connections varied from one model of the console to the next. The original HVC-001 model of the Family Computer featured only [[RF modulator|radio frequency (RF) modulator]] output. When the console was released in North America and Europe, support for composite video through [[RCA connector]]s was added in addition to the RF modulator. The HVC-101 model of the Famicom dropped the RF modulator entirely and adopted composite video output via a proprietary 12-pin "multi-out" connector first introduced for the Super Famicom/Super Nintendo Entertainment System. Conversely, the North American re-released NES-101 model most closely resembled the original HVC-001 model Famicom, in that it featured RF modulator output only.<ref name="20years" /> Finally, the PlayChoice-10 utilized an inverted RGB video output. |
The stock NES supports a total of five sound channels, two of which are pulse channels with 4 pulse width settings, one is a triangle wave generator, another is a noise generator (often used for percussion), and the 5th one plays low-quality digital samples. | The stock NES supports a total of five sound channels, two of which are pulse channels with 4 pulse width settings, one is a triangle wave generator, another is a noise generator (often used for percussion), and the 5th one plays low-quality digital samples. | ||
− | The NES supports expansion chips contained in certain cartridges to add sound channels and help with data processing. Developers can add these chips to their games, such as the Konami VRC6, Konami VRC7, Sunsoft 5B, Namco 163, and two more by Nintendo itself: the Nintendo FDS wave generator (a modified Ricoh RP2C33 chip <!-- (including [[Programmable sound generator|PSG]] + [[DPCM]]) --> with ''single-cycle wave [[table-lookup synthesis|table-lookup sound]]'' support), and the Nintendo [[Memory Management Controller]] 5 (MMC5). Due to wiring differences between the Famicom and NES, a stock NES console is incapable of passing through audio generated by expansion chips utilizing additional sound channels, but can be modified to regain this capability. | + | The NES supports expansion chips contained in certain cartridges to add sound channels and help with data processing. Developers can add these chips to their games, such as the Konami VRC6, Konami VRC7, Sunsoft 5B, Namco 163, and two more by Nintendo itself: the Nintendo FDS wave generator (a modified Ricoh RP2C33 chip <!-- (including [[Programmable sound generator|PSG]] + [[DPCM]]) --> with ''single-cycle wave [[table-lookup synthesis|table-lookup sound]]'' support), and the Nintendo [[Memory Management Controller]] 5 (MMC5).<ref>{{cite web|url=http://www.famitracker.com/wiki/index.php?title=Sound_hardware|title=Sound hardware|website=Famitracker.com|accessdate=November 28, 2015}}</ref> Due to wiring differences between the Famicom and NES, a stock NES console is incapable of passing through audio generated by expansion chips utilizing additional sound channels, but can be modified to regain this capability.<ref>{{cite web|url=http://www.retrofixes.com/2014/05/open-hidden-sound-channels-in-nes.html|title=Open Hidden Sound Channels in the NES|website=Retrofixes.com|accessdate=January 15, 2018}}</ref><ref>{{cite web|url=https://curriculumcrasher.com/2017/01/24/nes-expanded-audio-100k-pot-mod/|title=NES Expanded Audio: 100k Pot Mod|website=Curriculumcrasher.com|accessdate=January 15, 2018}}</ref> |
+ | |||
+ | {{further | Memory management controller}} | ||
===Accessories=== | ===Accessories=== | ||
+ | {{See also|List of Nintendo Entertainment System accessories}} | ||
[[File:Nintendo-Entertainment-System-NES-Controller-FL.jpg|link=File:Nintendo-Entertainment-System-NES-Controller-FL.jpg|thumb|right|In addition to featuring a revised color scheme that matched the more subdued tones of the console itself, NES controllers could be unplugged. They nevertheless lacked the microphone featured in Famicom controllers.]] | [[File:Nintendo-Entertainment-System-NES-Controller-FL.jpg|link=File:Nintendo-Entertainment-System-NES-Controller-FL.jpg|thumb|right|In addition to featuring a revised color scheme that matched the more subdued tones of the console itself, NES controllers could be unplugged. They nevertheless lacked the microphone featured in Famicom controllers.]] | ||
===={{anchor|Game_controllers}}Controllers==== | ===={{anchor|Game_controllers}}Controllers==== | ||
− | The [[game controller]] used for both the NES and the Famicom featured 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. Additionally, the controllers utilized the cross-shaped [[D-pad|joypad]], designed by Nintendo employee [[Gunpei Yokoi]] for Nintendo [[Game & Watch]] systems, to replace the bulkier [[joystick]]s on earlier gaming consoles’ controllers. | + | The [[game controller]] used for both the NES and the Famicom featured 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.<ref name="NESBooklet">{{cite book | title =Nintendo Entertainment System Instruction Booklet | publisher =Nintendo | year =1989 | page =5 }}</ref> Additionally, the controllers utilized the cross-shaped [[D-pad|joypad]], designed by Nintendo employee [[Gunpei Yokoi]] for Nintendo [[Game & Watch]] systems, to replace the bulkier [[joystick]]s on earlier gaming consoles’ controllers.<ref name="Dpad">{{cite book |last=Kent |first=Steven L. |authorlink=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |year=2001 |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4|page=279}}</ref> |
− | 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 square A and B buttons. This was changed to the circular designs because of the square buttons being caught in the controller casing when pressed down and glitches within the hardware causing the system to freeze occasionally while playing a game. | + | 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 square A and B buttons.<ref name="20years">{{cite web|author1=Nutt, Christian |author2=Turner, Benjamin |year=2003|title=Metal Storm: All About the Hardware.|work=Nintendo Famicom—20 years of fun | url=http://archive.gamespy.com/articles/july03/famicom/index5.shtml | archiveurl=https://web.archive.org/web/20051223161204/http://archive.gamespy.com/articles/july03/famicom/index5.shtml | archivedate=December 23, 2005|accessdate=May 21, 2006}}</ref> This was changed to the circular designs because of the square buttons being caught in the controller casing when pressed down and glitches within the hardware causing the system to freeze occasionally while playing a game. |
− | Instead of the Famicom's hardwired controllers, the NES features two custom 7-pin ports on the front of the console to support swappable and potentially third-party controllers. The controllers bundled with the NES are identical and include the START and SELECT buttons, allowing some NES versions of games, such as ''[[The Legend of Zelda (video game)|The Legend of Zelda]]'', to use the START button on the second controller to save the game at any time. The NES controllers lack the microphone, which is used on the Famicom version of ''Zelda'' to kill certain enemies, or for singing with karaoke games. | + | Instead of the Famicom's hardwired controllers, the NES features two custom 7-pin ports on the front of the console to support swappable and potentially third-party controllers. The controllers bundled with the NES are identical and include the START and SELECT buttons, allowing some NES versions of games, such as ''[[The Legend of Zelda (video game)|The Legend of Zelda]]'', to use the START button on the second controller to save the game at any time. The NES controllers lack the microphone, which is used on the Famicom version of ''Zelda'' to kill certain enemies, or for singing with karaoke games.<ref name="InsideFamicom"/> |
[[File:Nintendo-Entertainment-System-NES-Zapper-Gray-L.jpg|link=File:Nintendo-Entertainment-System-NES-Zapper-Gray-L.jpg|thumb|right|The NES Zapper, a [[light gun]] accessory]] | [[File:Nintendo-Entertainment-System-NES-Zapper-Gray-L.jpg|link=File:Nintendo-Entertainment-System-NES-Zapper-Gray-L.jpg|thumb|right|The NES Zapper, a [[light gun]] accessory]] | ||
− | A number of special controllers were designed for use with specific games, though were not very popular. Such devices include the Zapper light gun, the [[R.O.B.]], and the [[Power Pad]]. The original Famicom features a deepened [[D-subminiature|DA-15]] expansion port on the front of the unit, which is used to connect most auxiliary devices. On the NES, these special controllers are generally connected to one of the two control ports on the front of the console. | + | A number of special controllers were designed for use with specific games, though were not very popular. Such devices include the Zapper light gun, the [[R.O.B.]],<ref>{{cite book |last=Kent |first=Steven L. |authorlink=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |year=2001 |publisher=Prima Publishing |location=Roseville, California |isbn=0-7615-3643-4|page=297}}</ref> and the [[Power Pad]].<ref>{{cite book |title=Game Over |last=Sheff |first=David |authorlink=David Sheff |year=1993 |publisher=Random House |location=New York |isbn=0-679-40469-4 |page=226}}</ref><ref>{{cite web|author1=Nutt, Christian |author2=Turner, Benjamin |year=2003|title=Metal Storm: All About the Hardware.|work=Nintendo Famicom—20 years of fun | url=http://archive.gamespy.com/articles/july03/famicom/index8.shtml | archiveurl=https://web.archive.org/web/20090520014633/http://archive.gamespy.com/articles/july03/famicom/index8.shtml | archivedate=May 20, 2009|accessdate=July 23, 2010}}</ref> The original Famicom features a deepened [[D-subminiature|DA-15]] expansion port on the front of the unit, which is used to connect most auxiliary devices.<ref name="InsideFamicom"/> On the NES, these special controllers are generally connected to one of the two control ports on the front of the console. |
Nintendo made two advanced controllers for the NES called [[NES Advantage]] and the [[NES Max]]. Both controllers have a Turbo feature, where one press of the button represents multiple automatic rapid presses. This feature allows players to shoot much faster in shooter games. The NES Advantage has two knobs that adjust the firing rate of the turbo button from quick to Turbo, as well as a "Slow" button that slows down compatible games by rapidly pausing the game. The NES Max has a non-adjustable Turbo feature and no "Slow" feature, and has a wing-like handheld shape and a sleek directional pad. Turbo functionality exists on the [[NES Satellite]], the [[NES Four Score]], and the [[U-Force]]. Other accessories include the Power Pad and the [[Power Glove]], which is featured in the movie ''[[The Wizard (1989 film)|The Wizard]]''. | Nintendo made two advanced controllers for the NES called [[NES Advantage]] and the [[NES Max]]. Both controllers have a Turbo feature, where one press of the button represents multiple automatic rapid presses. This feature allows players to shoot much faster in shooter games. The NES Advantage has two knobs that adjust the firing rate of the turbo button from quick to Turbo, as well as a "Slow" button that slows down compatible games by rapidly pausing the game. The NES Max has a non-adjustable Turbo feature and no "Slow" feature, and has a wing-like handheld shape and a sleek directional pad. Turbo functionality exists on the [[NES Satellite]], the [[NES Four Score]], and the [[U-Force]]. Other accessories include the Power Pad and the [[Power Glove]], which is featured in the movie ''[[The Wizard (1989 film)|The Wizard]]''. | ||
− | Near the end of the NES's lifespan, upon the release of the AV Famicom and the top-loading NES 2, the design of the game controllers was modified slightly. Though the original button layout was retained, the controller's shape resembles that of the SNES's controller. In addition, the AV Famicom dropped the hardwired controllers in favor of detachable controller ports. The controllers included with the Famicom AV have 90 cm (3 feet) long cables, compared to the 180 cm (6 feet) of NES controllers. | + | Near the end of the NES's lifespan, upon the release of the AV Famicom and the top-loading NES 2, the design of the game controllers was modified slightly. Though the original button layout was retained, the controller's shape resembles that of the SNES's controller. In addition, the AV Famicom dropped the hardwired controllers in favor of detachable controller ports. The controllers included with the Famicom AV have 90 cm (3 feet) long cables, compared to the 180 cm (6 feet) of NES controllers.<ref name="AVFamicom">{{cite web |first =Benj |last=Edwards |url=http://www.vintagecomputing.com/index.php/archives/73 |title=Gotta Love That Fresh "AV Famicom Smell" |work=Vintage Computing and Gaming |date=February 23, 2006 |accessdate=July 1, 2010}}</ref> |
− | 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. | + | 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.<ref name="GBA">{{cite news |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|accessdate=July 24, 2016|date =June 3, 2004|work=New York Times | first=Stephen | last=Totilo}}</ref> |
====Japanese accessories==== | ====Japanese accessories==== | ||
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A number of [[Peripheral|peripheral devices]] and software packages were released for the Famicom. Few of these devices were ever released outside Japan. | A number of [[Peripheral|peripheral devices]] and software packages were released for the Famicom. Few of these devices were ever released outside Japan. | ||
− | ''[[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 program their own games, which can be saved on an included cassette recorder. Nintendo of America rejected releasing ''Famicom BASIC'' in the US because it did not think it fit their primary marketing demographic of children. | + | ''[[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 program their own games, which can be saved on an included cassette recorder.<ref>{{cite web |url=https://www.wired.com/gamelife/2007/03/vgl_koji_kondo_/ |title=VGL: Koji Kondo Interview |first=Chris |last=Kohler |date=March 11, 2007 |work=Wired.com |publisher=Condé Nast |accessdate=July 19, 2010}}</ref> Nintendo of America rejected releasing ''Famicom BASIC'' in the US because it did not think it fit their primary marketing demographic of children.<ref>{{cite book |title=Game Over |last=Sheff |first=David |authorlink=David Sheff |year=1993 |publisher=Random House |location=New York |isbn=0-679-40469-4 |page=162}}</ref> |
− | The [[Famicom Modem]] connected a Famicom to a now defunct proprietary network in Japan which provided content such as financial services. A dialup modem was never released for NES. | + | The [[Famicom Modem]] connected a Famicom to a now defunct proprietary network in Japan which provided content such as financial services.<ref name="Modem">{{cite news |title=Stock Link by Nintendo |url= https://www.nytimes.com/1989/10/03/business/stock-link-by-nintendo.html |newspaper=New York Times |date=October 3, 1989 |accessdate=June 30, 2010 }}</ref> A dialup modem was never released for NES. |
=====Family Computer Disk System===== | =====Family Computer Disk System===== | ||
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[[File:FC-Twin-Console-Set-H.jpg|link=File:FC-Twin-Console-Set-H.jpg|thumb|right|Pirated clones of NES hardware remained in production for many years after the original had been discontinued. Some clones play cartridges from multiple systems, such as this [[FC Twin]] that plays NES and SNES games.]] | [[File:FC-Twin-Console-Set-H.jpg|link=File:FC-Twin-Console-Set-H.jpg|thumb|right|Pirated clones of NES hardware remained in production for many years after the original had been discontinued. Some clones play cartridges from multiple systems, such as this [[FC Twin]] that plays NES and SNES games.]] | ||
− | A thriving market of unlicensed NES hardware [[Clone (computing)|clones]] emerged during the climax of the console's popularity. Initially, such clones were popular in markets where Nintendo never issued a legitimate version of the console. In particular, the [[Dendy (console)|Dendy]], an unlicensed hardware clone produced in Taiwan and sold in the former [[Soviet Union]], 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. A range of Famicom clones was marketed in Argentina during the late 1980s and early 1990s under the name of [[Family Game NES Clone|"Family Game"]], resembling the original hardware design. The [[Micro Genius]] ([[Simplified Chinese characters|Simplified Chinese]]: 小天才) was marketed in Southeast Asia as an alternative to the Famicom; Samurai was the popular [[PAL]] alternative to the NES; and in Central Europe, especially Poland, the [[Pegasus (console)|Pegasus]] was available. Samurai was also available in India in early 90s which was the first instance of console gaming in India. Since 1989, there were many Brazilian clones of NES, and the very popular Phantom System (with hardware superior to the original console) caught the attention of Nintendo itself. | + | A thriving market of unlicensed NES hardware [[Clone (computing)|clones]] emerged during the climax of the console's popularity. Initially, such clones were popular in markets where Nintendo never issued a legitimate version of the console. In particular, the [[Dendy (console)|Dendy]] ({{lang-ru|link=no|Де́нди}}), an unlicensed hardware clone produced in Taiwan and sold in the former [[Soviet Union]], 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. A range of Famicom clones was marketed in Argentina during the late 1980s and early 1990s under the name of [[Family Game NES Clone|"Family Game"]], resembling the original hardware design. The [[Micro Genius]] ([[Simplified Chinese characters|Simplified Chinese]]: 小天才) was marketed in Southeast Asia as an alternative to the Famicom; Samurai was the popular [[PAL]] alternative to the NES; and in Central Europe, especially Poland, the [[Pegasus (console)|Pegasus]] was available. Samurai was also available in India in early 90s which was the first instance of console gaming in India. Since 1989, there were many Brazilian clones of NES, and the very popular Phantom System (with hardware superior to the original console) caught the attention of Nintendo itself. |
[[File:RetroUSB-AVS-Console-wController-FL.jpg|link=File:RetroUSB-AVS-Console-wController-FL.jpg|thumb|right|The RetroUSB AVS, an [[Field-programmable gate array|FPGA-based]] hardware clone of the NES that outputs 720p via [[HDMI]].]] | [[File:RetroUSB-AVS-Console-wController-FL.jpg|link=File:RetroUSB-AVS-Console-wController-FL.jpg|thumb|right|The RetroUSB AVS, an [[Field-programmable gate array|FPGA-based]] hardware clone of the NES that outputs 720p via [[HDMI]].]] | ||
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In 1991, Nintendo provided an add-on called the "Super NES Counter Tester" that tests Super Nintendo components and games. The SNES Counter Tester is a standard SNES on a metal fixture with the connection from the back of the SNES re-routed to the front of the unit. These connections may be made directly to the test station or to the TV, depending on what is to be tested. | In 1991, Nintendo provided an add-on called the "Super NES Counter Tester" that tests Super Nintendo components and games. The SNES Counter Tester is a standard SNES on a metal fixture with the connection from the back of the SNES re-routed to the front of the unit. These connections may be made directly to the test station or to the TV, depending on what is to be tested. | ||
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