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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, 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]].
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==Games==
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{{see also|List of Nintendo Entertainment System games|List of Family Computer games|List of Family Computer Disk System games}}
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The Nintendo Entertainment System offered a number of groundbreaking titles. ''[[Super Mario Bros.]]'' pioneered [[Side-scrolling video game|side-scrollers]] while ''[[The Legend of Zelda]]'' helped popularize battery-backed save functionality.
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===Game Pak===
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{{main article|Nintendo Entertainment System Game Pak}}
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[[File:NES-Cartridge.jpg|thumb|right|upright|North American and PAL NES cartridges (or "Game Paks") are significantly larger than Japanese Famicom cartridges.]]
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The NES uses a 72-pin design, as compared with 60 pins on the Famicom. To reduce costs and inventory, some early games released in North America were simply Famicom cartridges attached to an adapter to fit inside the NES hardware.<ref name="Adapters"/> Originally, NES cartridges were held together with five small [[Socket head screw|slotted screws]]. Games released after 1987 were redesigned slightly to incorporate two plastic clips molded into the plastic itself, removing the need for the top two screws.<ref>{{cite web|url=http://reviews.ebay.com/What-apos-s-a-Five-Screw-Nintendo-NES-game-5-screw-huh_W0QQugidZ10000000007353586 |title=eBay Guides – What's a Five Screw Nintendo NES game 5 screw huh |publisher=Reviews.ebay.com |accessdate=October 20, 2008}}</ref>
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The back of the cartridge bears a label with handling instructions. Production and software revision codes were imprinted as stamps on the back label to correspond with the software version and producer. All licensed NTSC and PAL cartridges are a standard shade of gray plastic, with the exception of ''[[The Legend of Zelda (video game)|The Legend of Zelda]]'' and ''[[Zelda II: The Adventure of Link]]'', which were manufactured in gold-plastic carts. Unlicensed carts were produced in black, robin egg blue, and gold, and are all slightly different shapes than standard NES cartridges. Nintendo also produced yellow-plastic carts for internal use at Nintendo Service Centers, although these "test carts" were never made available for purchase. All licensed US cartridges were made by Nintendo, Konami and Acclaim. For promotion of ''[[DuckTales: Remastered]]'', Capcom sent 150 limited-edition gold NES cartridges with the original game, featuring the ''Remastered'' art as the sticker, to different gaming news agencies. The instruction label on the back included the opening lyric from the [[DuckTales|show]]'s theme song, "Life is like a hurricane".<ref>{{cite web|url=http://www.gameinformer.com/b/news/archive/2013/08/07/capcom-39-s-golden-ducktales-promotional-cartridge-is-actually-ducktales.aspx|title=Capcom's Golden DuckTales Promotional Cartridge Is Actually DuckTales|last=Hilliard|first=Kyle|work=Game Informer|publisher=GameStop|date=August 7, 2013|accessdate=August 7, 2013}}</ref>
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Japanese (Famicom) cartridges are shaped slightly differently. Unlike NES games, official Famicom cartridges were produced in many colors of plastic. Adapters, similar in design to the popular accessory [[Game Genie]], are available that allow Famicom games to be played on an NES. In Japan, several companies manufactured the cartridges for the Famicom.<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=61}}</ref> This allowed these companies to develop their own customized chips designed for specific purposes, such as chips that increased the quality of sound in their games.
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===Third-party licensing===
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[[File:Famicom Family logo.svg|thumb|right|The Famicom Family mark started appearing in games and peripherals released from 1988 and onward that were approved by Nintendo for compatibility with official Famicom consoles and derivatives.]]
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Nintendo's near monopoly on the home video game market left it with a degree of influence over the industry. Unlike Atari, which never actively courted third-party developers (and even went to court in an attempt to force [[Activision]] to cease production of [[Atari 2600]] games), Nintendo had anticipated and encouraged the involvement of third-party software developers; strictly on Nintendo's terms.<ref name="archive1">[https://web.archive.org/web/20080320090353/http://archive.gamespy.com/articles/june03/dumbestmoments/index23.shtml GameSpy.com – Article]. Web.archive.org (March 20, 2008). Retrieved on August 23, 2013.</ref> Some of the Nintendo platform-control measures were adopted by later console manufacturers such as Sega, Sony, and Microsoft, although not as stringent.
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To this end, a [[10NES]] authentication chip was placed in every console and another was placed in every officially licensed cartridge. If the console's chip could not detect a counterpart chip inside the cartridge, the game would not load.<ref name="song" /> Nintendo portrayed these measures as intended to protect the public against poor-quality games,{{r|keizer198809}} and placed a [[Nintendo Seal of Quality|golden seal of approval]] on all licensed games released for the system.
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Nintendo was not as restrictive as Sega, which did not permit third-party publishing until [[Mediagenic]] in late summer 1988.<ref name="cgw198811">{{cite news | title=Video Gaming World | work=Computer Gaming World | date=November 1988 |last1=Kunkel |first1= Bill |last2=Worley |first2= Joyce |last3=Katz |first3= Arnie | page=54}}</ref> Nintendo's intention was to reserve a large part of NES game revenue for itself. Nintendo required that it be the sole manufacturer of all cartridges, and that the publisher had to pay in full before the cartridges for that game be produced. Cartridges could not be returned to Nintendo, so publishers assumed all the risk. As a result, some publishers lost more money due to distress sales of remaining inventory at the end of the NES era than they ever earned in profits from sales of the games. Because Nintendo controlled the production of all cartridges, it was able to enforce strict rules on its third-party developers, which were required to sign a contract by Nintendo that would obligate these parties to develop exclusively for the system, order at least 10,000 cartridges, and only make five games per year.<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 |pages=214–215}}</ref> A [[chip famine|1988 shortage of DRAM and ROM chips]] also reportedly caused Nintendo to only permit 25% of publishers' requests for cartridges. This was an average figure, with some publishers receiving much higher amounts and others almost none.<ref name="keizer198809">{{cite news | url=https://archive.org/stream/1988-09-compute-magazine/Compute_Issue_100_1988_Sep#page/n7/mode/2up | title=Games Hot, but Cartridges Cool | work=Compute! | date=September 1988 | accessdate=November 10, 2013 | author=Keizer, Gregg | page=8}}</ref> [[GameSpy]] noted that Nintendo's "iron-clad terms" made the company many enemies during the 1980s. Some developers tried to circumvent the five game limit by creating additional company brands like [[Konami]]'s [[Ultra Games]] label; others tried circumventing the 10NES chip.<ref name="archive1" />
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{{further | #Unlicensed games}}
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Nintendo was accused of [[Competition law|antitrust]] behavior because of the strict licensing requirements.<ref name="U.S. Court of Appeals, Federal Circuit 1992">{{cite web |author1=U.S. Court of Appeals |author2=Federal Circuit |year=1992 |title=Atari Games Corp. v. Nintendo of America Inc. |work=Digital Law Online |url=http://digital-law-online.info/cases/24PQ2D1015.htm |accessdate=March 30, 2005}}</ref> The [[United States Department of Justice]] and several states began probing Nintendo's business practices, leading to the involvement of Congress and the [[Federal Trade Commission]] (FTC). The FTC conducted an extensive investigation which included interviewing hundreds of retailers. During the FTC probe, Nintendo changed the terms of its publisher licensing agreements to eliminate the two-year rule and other restrictive terms. Nintendo and the FTC settled the case in April 1991, with Nintendo required to send vouchers giving a $5 discount off to a new game, to every person that had purchased a NES title between June 1988 and December 1990. GameSpy remarked that Nintendo's punishment was particularly weak giving the case's findings, although it has been speculated that the FTC did not want to damage the video game industry in the United States.<ref name="archive1" />
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With the NES near its end of its life many third-party publishers such as [[Electronic Arts]] supported upstart competing consoles with less strict licensing terms such as the [[Sega Genesis]] and then the [[PlayStation (console)|PlayStation]], which eroded and then took over Nintendo's dominance in the home console market, respectively. Consoles from Nintendo's rivals in the post-SNES era had always enjoyed much stronger third-party support than Nintendo, which relied more heavily on first-party games.
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====Unlicensed games====
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<!-- Deleted image removed: [[File:Templeofdoomtengen.png|thumb|Most unlicensed game cartridges differed from the standard gray cartridges.]] -->
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Companies that refused to pay the licensing fee or were rejected by Nintendo found ways to circumvent the console's authentication system. Most of these companies created circuits that used a voltage spike to temporarily disable the 10NES chip.<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=286}}</ref> A few unlicensed games released in Europe and Australia came in the form of a [[Software protection dongle|dongle]] to connect to a licensed game, in order to use the licensed game's 10NES chip for authentication. To combat unlicensed games, Nintendo of America threatened retailers who sold them with losing their supply of licensed titles and multiple revisions were made to the NES PCBs to prevent unlicensed games from working.
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[[Atari Games]] took a different approach with its line of NES products, [[Tengen (company)|Tengen]]. The company attempted to [[Reverse engineering|reverse engineer]] the lockout chip to develop its own "Rabbit" chip. Tengen also obtained a description of the lockout chip from the [[United States Patent and Trademark Office]] by falsely claiming that it was required to defend against present infringement claims. Nintendo successfully sued Tengen for [[copyright]] infringement. Tengen's [[Competition law|antitrust]] claims against Nintendo were never decided.<ref name="U.S. Court of Appeals, Federal Circuit 1992" />
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[[Color Dreams]] produced [[Christian video games]] under the subsidiary name [[Wisdom Tree]]. It was never sued by Nintendo as the company probably feared a [[public relations]] backlash.<ref>{{cite book|last=Kent|first=Steven L.| authorlink=Steven L. Kent|title=The Ultimate History of Video Games: From Pong to Pokémon and Beyond- The Story That Touched Our Lives and Changed the World|origyear=2001|edition=First|publisher=Prima Publishing|location=Roseville, California|isbn=0-7615-3643-4|page=400|year=2001|quote=Wisdom Tree presented Nintendo with a prickly situation. The general public did not seem to pay close attention to the court battle with Atari Games, and industry analysts were impressed with Nintendo's legal acumen; but going after a tiny company that published innocuous religious games was another story.}}</ref>
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===Emulation===
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{{further|List of video game emulators#Nintendo Entertainment System}}
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The NES can be [[Video game console emulator|emulated]] on many other systems, most notably the PC. The first emulator was the Japanese-only Pasofami. It was soon followed by iNES, which was available in English and was cross-platform, in 1996. It was described as being the first NES emulation software that could be used by a non-expert.<ref name=iNES>Fayzullin, Marat [http://fms.komkon.org/iNES/ "iNES"]. Retrieved on January 10, 2015.</ref> [[NESticle]], a popular [[MS-DOS]] emulator, was released on April 3, 1997. There have since been many other emulators. The [[Virtual Console]] for the [[Wii]], [[Nintendo 3DS]] and [[Wii U]] also offers emulation of many NES games.
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===Game rentals===
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As the Nintendo Entertainment System grew in popularity and entered millions of American homes, some small [[video rental shop]]s began buying their own copies of NES games, and renting them out to customers for around the same price as a [[Videotape|video cassette]] rental for a few days. Nintendo received no profit from the practice beyond the initial cost of their game, and unlike movie rentals, a newly released game could hit store shelves and be available for rent on the same day. Nintendo took steps to stop game rentals, but didn't take any formal legal action until [[Blockbuster LLC|Blockbuster Video]] began to make game rentals a large-scale service. Nintendo claimed that allowing customers to rent games would significantly hurt sales and drive up the cost of games.<ref name="morningCall1">[http://articles.mcall.com/1989-09-09/news/2700327_1_nintendo-video-game-rent The Morning Call – Article]. Retrieved on August 26, 2013.</ref> Nintendo lost the lawsuit,<ref name="copySuit">[http://www.1up.com/features/trials-and-tribulations?pager.offset=1 1UP.com – Article] {{webarchive|url=https://web.archive.org/web/20131017023035/http://www.1up.com/features/trials-and-tribulations?pager.offset=1 |date=October 17, 2013 }}. Retrieved on August 26, 2013.</ref> but did win on a claim of copyright infringement.<ref name="sunSentinel1">[http://articles.sun-sentinel.com/1989-08-13/business/8902250572_1_nintendo-blockbuster-video-games SunSentinel – Article]. Retrieved on August 26, 2013.</ref> Blockbuster was banned from including original, copyrighted instruction booklets with their rented games. In compliance with the ruling, Blockbuster produced their own short instructions—usually in the form of a small booklet, card, or label stuck on the back of the rental box—that explained the game's basic premise and controls. Video rental shops continued the practice of renting video games and still do today.
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There were some risks with renting cartridge-based games. Most rental shops did not clean the connectors and they would become dirty over time. Renting and using a cartridge with dirty connectors posed a problem for consoles, especially the Nintendo Entertainment System which was particularly susceptible to operation problems and failures when its internal connectors became dirty (see the ''Design flaws'' section below).
  
 
==Hardware==
 
==Hardware==

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