Skip to content
— CH. 1 · THE CONSOLE THAT SAVED AN INDUSTRY —

Nintendo Entertainment System

14 min listen · Ch. 1 of 7
7 sections
  • The Nintendo Entertainment System launched in New York City on the 18th of October 1985, into a market that trade press had declared dead. Electronic Games magazine reported in March 1985 that the video game market in America had "virtually disappeared", and warned that Nintendo's push into North America "could be a miscalculation." Two years earlier, the crash of 1983 had devastated the industry, leaving retailers so burned by unsold inventory that many refused to stock game consoles at all. Nintendo would go on to sell 61.91 million NES units worldwide, shift 30 percent of American households onto the console by 1990, and pioneer a third-party licensing model that still shapes the games business today.

    The machine began not as the NES but as the Family Computer, known in Japan as the Famicom. Its designer, engineer Masayuki Uemura, was charged by Nintendo president Hiroshi Yamauchi with building something radical: a home system priced below the competition that could run arcade games. Yamauchi's target price was 9,800 yen, less than 75 US dollars, against rival machines that sold for the equivalent of 200 to 350 dollars. What followed was a decade-long story of product recalls, antitrust settlements, format wars, a thriving black market of clones, and a catalog of games that launched some of the most enduring franchises in entertainment history.

  • In 1978, Hiroshi Yamauchi split Nintendo into separate research and development divisions and appointed Masayuki Uemura to lead Nintendo Research and Development 2. Yamauchi's vision was unusual for the era: he wanted a home computer disguised as a toy, something children would adopt so enthusiastically that Nintendo could become the sole provider of software for it.

    The hardware team settled on 2,000 bytes of RAM and modeled the graphics processor after chips found in Namco's Galaxian (1979) and Nintendo's own Donkey Kong (1981). A test model was completed in October 1982. Because 65xx CPUs were not manufactured in Japan at that time, no development software existed and had to be built from scratch. Early Famicom games were coded on a PC-8001 computer, and programmers used LEDs on a grid with a digitizer to design graphics, since no dedicated software tools existed.

    During development, Yamauchi stripped out peripherals, keyboard, data ports, modem, and expanded memory to keep costs down. Yet he insisted on retaining a low-cost circuit allowing the CPU to send or receive unmodified signals, leaving a door open for future expansions. Some Nintendo engineers privately called the console "Yamauchi's Trojan Horse": it entered homes as a simple gaming device and yet contained capabilities far beyond its apparent function. A 1989 corporate report later acknowledged, "In the initial stages of the system's development, we foresaw these possibilities... we built a data communications function into the system." Lead engineer Masayuki Uemura credited luck for this foresight; colleague Genyo Takeda remarked that Uemura's lack of experience allowed him to attempt what others might have deemed unfeasible.

    The name Famicom came from Uemura's wife, who argued that the system was neither a personal computer nor a home computer but something different, something that could be called a family computer. The red and white color scheme came from Yamauchi spotting a billboard for DX Antenna, a Japanese antenna manufacturer, and simply liking those colors.

  • On the 15th of July 1983, the Famicom launched in Japan at a price that was still higher than originally planned but less than half that of rival consoles. It shipped with three games, all ports of popular Nintendo arcade titles: Donkey Kong (1981), Donkey Kong Jr. (1982), and Popeye (1982). Within two months, 500,000 units had sold.

    Then reports emerged of consoles crashing during gameplay. Uemura and engineer Gunpei Yokoi traced the fault to a defective integrated circuit that could lock under specific data conditions. Staff proposed replacing only the affected units. Yamauchi considered the idea and rejected it with a single directive: "Recall them all." The full recall and revised motherboard cost Nintendo short-term pain but preserved consumer trust ahead of the critical New Year selling season.

    After the revised model shipped, the Famicom's rise was swift. By the end of 1984 it had become the best-selling game console in Japan, spawning what was called the "Famicom Boom." Retailers were overwhelmed with demand, queues formed for new game releases, and games sold out instantly. Fourteen rival console manufacturers exited the Japanese market. Sega's SG-1000, which had launched in Japan on the same day as the Famicom, failed to gain traction. The phenomenon became known as "Nintendomania."

    Nintendo had launched the Famicom with first-party games only. In 1984, after being approached by Namco and Hudson Soft, the company agreed to allow third-party titles. Developers paid a 30 percent fee to cover console licensing and production costs, establishing a revenue model that would shape the industry for decades.

  • Nintendo initially planned to bring the Famicom to North America through a distribution deal with Atari. The agreement was expected to close at the Summer Consumer Electronics Show in June 1983. During the show, Atari discovered that Coleco was demonstrating an unlicensed port of Donkey Kong on its Adam computer. Atari, believing this violated its exclusive license for the game, delayed the deal. Shortly afterward, Atari CEO Ray Kassar was fired, the deal collapsed, and Nintendo decided to go it alone.

    Nintendo first rebranded the console as the Advanced Video System, or AVS, positioning it as a home computer with a built-in keyboard, cassette-based data drive, and infrared wireless controllers to distance it from the failed image of game consoles. The AVS was shown at the Winter CES in January 1985 to a lukewarm response.

    Nintendo of America designers Lance Barr and Don James received the prototype from Japan and nicknamed it "the lunchbox." Their redesign added a two-tone gray color scheme, a front-loading zero-insertion-force slot modeled after a videocassette recorder, and detachable wired controllers using proprietary seven-pin connectors. Marketing manager Gail Tilden coined alternative terms for the hardware to avoid the language of prior consoles: cartridges became "Game Paks" and the unit itself became the "Control Deck." Nintendo also heavily promoted accessories, particularly the Zapper light gun and the Robotic Operating Buddy, known as R.O.B., to position the system as cutting-edge rather than as a toy.

    To secure shelf space after the 1983 crash had made retailers wary, Nintendo contracted with toy company Worlds of Wonder. WoW salesman Jim Whims recalled delivering a pointed ultimatum to retailers: "if you want to sell Teddy Ruxpin and you want to sell Lazer Tag, you're gonna sell Nintendo as well." After a successful first year, Nintendo of America ended the deal and hired WoW's sales team directly.

    The launch line-up for the October 1985 New York test market included 17 games, among them Super Mario Bros., Duck Hunt, and Excitebike. A nationwide North American release followed on the 27th of September 1986.

  • By 1988, the NES's market position was so dominant that industry observers noted the market for Nintendo cartridges was larger than all home computer software combined. Compute! reported in 1989 that Nintendo had sold seven million NES systems in 1988 alone, nearly as many as the total number of Commodore 64s sold in that system's first five years.

    Nintendo enforced this position through strict third-party licensing terms. Publishers had to sign contracts obligating them to develop exclusively for the NES, order a minimum of 10,000 cartridges, and release no more than five games per year. Nintendo was the sole manufacturer of all cartridges, and publishers had to pay in full before cartridges were produced. Cartridges could not be returned, meaning publishers bore all inventory risk. Some lost more money in distress sales of remaining inventory at the end of the NES era than they ever earned in profits.

    The global 1988 shortage of DRAM and ROM chips reportedly led Nintendo to fulfill only about 25 percent of publishers' cartridge requests on average. Some developers created additional company labels to circumvent the five-game-per-year limit; Konami, for instance, operated the Ultra Games label for this purpose.

    The United States Department of Justice, several states, Congress, and ultimately the Federal Trade Commission opened investigations into these practices. The FTC's probe included interviewing hundreds of retailers. Nintendo and the FTC settled in April 1991. Nintendo was required to send vouchers offering a five-dollar discount on a new game to every person who had purchased an NES game between June 1988 and December 1990. The 10NES lockout chip at the center of this system had a secondary consequence: it produced the notorious blinking red power light, in which the console appeared to turn itself on and off repeatedly when the chip failed to detect a valid counterpart inside the cartridge.

  • Outside Japan and North America, the NES had a more complicated story. Nintendo had anticipated a 25 percent market share in Europe. The console arrived in Scandinavia on the 1st of September 1986, distributed by Bergsala, but most European countries did not receive it until 1987. In France it launched in October 1987; in the Netherlands in the last quarter of 1987; in Spain likely in 1988. In the United Kingdom, the ZX Spectrum had already established a strong home computing and gaming culture, and the Spectrum's affordability and local software support severely limited NES penetration. The Master System outsold the NES across most of Europe through the late 1980s.

    In Poland, the NES did not officially arrive until the 6th of October 1994, the same day as the SNES and Game Boy. In Brazil, the official launch came as late as 1993 through Playtronic, after the market had already been saturated by unlicensed clones. The most successful Brazilian clone was the Phantom System by Gradiente. In India, the console was sold as the Samurai Electronic TV Game System by Samurai Electronics, which initially moved 3,000 units per month before bootleg competition cut that figure to 300 units per month in the early 1990s. In Russia, the unlicensed Dendy clone, produced in Taiwan by Steepler, became the most popular console of its time, selling six million units.

    In China, a reported 30 million units of Famicom clones were sold until late 1995. In Poland, the Pegasus clone distributed by Bobmark International sold more than a million units. Nintendo eventually struck a formal arrangement with Steepler in November 1994, permitting continued Dendy sales in Russia in exchange for also distributing the SNES. The NES Classic Edition, a miniature emulation-based replica announced on the 14th of July 2016, with 30 pre-installed games, briefly revived the hardware in 2016-17 before being discontinued and then briefly revived again on the 29th of June 2018, before a permanent discontinuation by December of that year.

  • Several franchises that defined the medium had their origins on the Famicom and NES. Super Mario Bros. (1985), The Legend of Zelda (1986), Dragon Quest (1986), and Final Fantasy (1987) all debuted on the platform. Capcom's Mega Man, Konami's Castlevania, Square's Final Fantasy, and Enix's Dragon Quest all launched on the system. The Legend of Zelda and Zelda II: The Adventure of Link were distinguished even at retail by their gold-colored cartridges, while all other licensed US cartridges came in gray plastic.

    In Japan, Nintendo also launched the Famicom Disk System on the 21st of February 1986, at a retail price of 15,000 yen, to address the cost and capacity limitations of ROM cartridges. The Disk System offered more than triple the data storage of the then-largest cartridge, introduced game save capability, and enabled lower retail prices. Disk Writer kiosks let consumers rewrite games onto their old disks at retail stores. Disk Fax kiosks let players submit high scores for contests, predating online leaderboards by years. Despite selling close to two million Disk System units in 1986, Nintendo only reached 4.4 million total units by 1990, falling short of internal projections. Capcom's cartridge release of Makaimura just four months after the Disk System launched already surpassed the disk format's capacity, and the format was gradually abandoned.

    Nintendo discontinued the NES in North America and Europe on the 14th of August 1995, and discontinued Famicom production in Japan on the 25th of September 2003, the date of the last Famicom unit ever manufactured, serial number HN11033309. That unit was loaned to the organizers of Level X, a video game exhibition held from the 4th of December 2003, to the 8th of February 2004, at the Tokyo Metropolitan Museum of Photography. At the Tokyo Game Show in 2023, the Famicom received "The Minister of Economy, Trade and Industry Award" in recognition of the console's lasting influence on the industry.

Common questions

When was the Nintendo Entertainment System released in the United States?

The NES launched in a limited test market in New York City on the 18th of October 1985, followed by Los Angeles in February 1986, and a full nationwide North American release on the 27th of September 1986.

How many Nintendo Entertainment System consoles were sold worldwide?

Nintendo sold 61.91 million NES and Famicom consoles worldwide. By 1990, the NES was present in 30 percent of households in the United States, and the Famicom was present in 37 percent of households in Japan as of June 1989.

Who designed the original Famicom hardware?

Engineer Masayuki Uemura designed the Famicom under the direction of Nintendo president Hiroshi Yamauchi. Yamauchi tasked Uemura with building a system priced at around 9,800 yen, less than 75 US dollars, that could outperform competitors priced at the equivalent of 200 to 350 dollars.

Why did Nintendo recall the original Famicom in Japan?

Shortly after the Famicom's July 1983 launch in Japan, reports emerged of consoles crashing during gameplay. Uemura and engineer Gunpei Yokoi traced the fault to a defective integrated circuit that could lock under specific data conditions. Yamauchi ordered a full product recall and released a revised model with a new motherboard.

What was the Nintendo 10NES lockout chip and why was it used?

The 10NES was a lockout chip Nintendo included in every NES console and licensed cartridge for western markets. It prevented the console from running cartridges that lacked a matching chip, allowing Nintendo to enforce quality control and restrict unlicensed games. A chip authentication failure produced the notorious blinking red power light symptom. Nintendo and the Federal Trade Commission settled antitrust complaints related to the chip's licensing requirements in April 1991.

What games launched with the Nintendo Entertainment System in North America?

The NES launched in New York City in October 1985 with 17 games, including Super Mario Bros., Duck Hunt, Excitebike, Ice Climber, Golf, Baseball, Pinball, Soccer, Tennis, and Kung Fu, among others.

All sources

195 references cited across the entry

  1. 5NewsNew components add some Zap to video gamesMartin Levin — November 20, 1985
  2. 10BookGame OverDavid Sheff — Random House — 1993
  3. 12BookCore Techniques and Algorithms in Game ProgrammingDaniel Sanchez-Crespo — New Riders Games — September 8, 2003
  4. 13Nintendo HistoryNintendo of Europe
  5. 15The man who made the NESMartin Robinson — March 15, 2020
  6. 19Magazineファミコン開発物語雅晴 高野 — Nikkei Business Publications — January 16, 1995
  7. 22NewsFeature: How ColecoVision Became the King of KongDamien McFerran — September 18, 2010
  8. 23Magazineファミコン開発物語雅晴 高野 — Nikkei Business Publications — January 16, 1995
  9. 27BookThe Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the WorldSteven L. Kent — Prima Publishing — 2001
  10. 28Epic's Battle With Apple and Google Actually Dates Back to Pac-ManTakahashi Mochizuki et al. — August 25, 2020
  11. 29MagazineNintendo's Final SolutionMarch 1985
  12. 30JournalConsole video games and global corporations: Creating a hybrid cultureMia Consalvo — 2006
  13. 31BookBeyond Donkey Kong: A History of Nintendo Arcade GamesKen Horowitz — McFarland & Company — July 30, 2020
  14. 33BookBeyond Donkey Kong: A History of Nintendo Arcade GamesKen Horowitz — McFarland & Company — July 30, 2020
  15. 34MagazineSpringsteen Sweeps JB AwardsNovember 23, 1985
  16. 35Lance Barr InterviewChad Margetts & M. Noah Ward — Nintendojo — May 31, 2005
  17. 37NES
  18. 3825 Smartest Moments in GamingGameSpy — July 21–25, 2003
  19. 39MagazineOct. 18, 1985: Nintendo Entertainment System LaunchesChris Kohler — October 18, 2010
  20. 40NewsVideo Games, Once Zapped, In ComebackAndrew Pollack — September 27, 1986
  21. 41BookSupercade: A Visual History of the Videogame Age, 1971–1984Van Burnham — MIT Press — 2001
  22. 42NewsNew Nintendo system way ahead of the fieldEdward J. Semrad — October 5, 1985
  23. 43Super Mario's Release Date is Missing!Dayton, David — October 18, 2010
  24. 45Computer game cartridge security circuit
  25. 46A complete history of Nintendo console launchesOli Welch — February 24, 2017
  26. 47The Lie That Helped Build NintendoJoe Skrebels — December 9, 2019
  27. 48Historien om Bergsala – 20 år med NintendoTobias Bjarneby — September 29, 2006
  28. 49Computerspel komt terugNovember 11, 1988
  29. 50BookL'histoire de Nintendo Vol. 3 : 1983-2016 Famicom/Nintendo Entertainment SystemFlorent Gorges — Omaké books — 2018
  30. 52MagazineNES, la caja magica de 8-bitsAxel Springer SE — July 14, 2017
  31. 54JournalNINTENDO O KOSMOS TOU 2.000
  32. 57BookBajtek 1994 11November 1994
  33. 59NewsСоглашение Steepler и NintendoИгорь Пичугин — November 1, 1994
  34. 61Mike Hayes on life after SegaEdge Magazine — August 17, 2012
  35. 62Master System x NESFlavio Barboni — TechTudo — July 13, 2013
  36. 63Playtronic, a históriaNintendopedia Brasilis — 2018
  37. 64O NES no BrasilNoviello, Renato — The Nes Archive — 2000
  38. 65Korea's NES, N64 and Super ComboyEnthusiast Gaming — February 9, 2008
  39. 69NewsVideo machines increase power to hold marketSteven Kosek et al. — June 27, 1986
  40. 71NewsPicking Out a Home Video Game SystemAndree Brooks — May 4, 1991
  41. 72NewsHottest titles for the toy of the late '80sDennis Lynch — October 21, 1988
  42. 73NewsGames People PlayBruce Fellman — April 16, 1989
  43. 74NewsNintendo announces FY88 resultsRichard Linder et al. — October 28, 1988
  44. 75MagazineNintendo PowerDecember 1996
  45. 76NewsNintendo to end Famicom and Super Famicom productionHirohiko Niizumi — May 30, 2003
  46. 77写真で綴るレベルX~完全保存版!圭太 川島 — February 18, 2004
  47. 78Magazine編集長の目/企画者からのメッセージNintendo — January 2004
  48. 79NewsSpot On: Famicom makes history in JapanDan Tochen — CNET Networks — December 2, 2003
  49. 80Newsテレビゲームの展覧会「レベルX」本日から開催!Softbank Publishing — December 4, 2003
  50. 81MagazineInside Nintendo's Classic Game ConsoleBenj Edwards — IDG — August 7, 2008
  51. 82MagazineInside the Nintendo Entertainment SystemBenj Edwards — IDG — October 14, 2010
  52. 83The Famicom LegacyJeremy Parish — July 13, 2013
  53. 85NES Game Pak TroubleshootingNintendo of America, Inc.
  54. 86MagazineInternational NewsSendai Publishing — December 1993
  55. 87MagazineThe New NESNintendo of America — October 1993
  56. 88ファミコン内蔵テレビ 19C-C1Fは1983年10月25日に発売(14型は一足はやく10/4発売)当初は「8ビットマイコン内蔵 マイコンピュータテレビ」という名でデビュー。今年でちょうど、30周年です。Sharp Corporation — October 25, 2013
  57. 89This Nintendo Was Inside A Television SetLuke Plunkett — April 1, 2011
  58. 90NewsShow gives gadget-lover glimpse of futureDan Gutman — June 17, 1985
  59. 92MagazineFamicom TitlerFuture Publishing — September 5, 2019
  60. 95中国软件行业协会电子游戏机分会秘书长
  61. 96JournalPara Llegar Al Final, Hay Que Tener Muchas Vidas Y Ser Los Mejores
  62. 100Nintendo Redivivus: how to resuscitate an old friendRob Nelson — February 12, 2003
  63. 101Did Blowing into Nintendo Cartridges Really Help?Chris Higgins — Mental Floss, Inc. — September 24, 2012
  64. 103NewsThe Games Played For Nintendo's SalesAnthony Ramirez — December 21, 1989
  65. 104JournalThe Nintendo Entertainment System and the 10NES Chip: Carving the Video Game Industry in SiliconCasey O'Donnell — 2011
  66. 105Altice (2015) p. 94Altice — 2015
  67. 106BookThe NES Encyclopedia: Every Game Released for the Nintendo Entertainment SystemChris Scullion — Pen and Sword Books — 2019
  68. 107NewsNew NES Cartridge Released, Sells Out ImmediatelyDaemon Hatfield — February 23, 2010
  69. 108Altice (2015) p. 49Altice — 2015
  70. 109Altice (2015) p. 27–30Altice — 2015
  71. 111Memory cartridge having a multi-memory controller with memory bank switching capabilities and data processing apparatus
  72. 112Altice (2015) p. 35Altice — 2015
  73. 114French NES – with RGB outputSketcz — December 11, 2009
  74. 115Hardware Classics: Nintendo AV FamicomDamien McFerran — February 18, 2013
  75. 116Nintendo Hardware Refreshes Through The AgesGavin Lane — July 12, 2021
  76. 117Altice (2015) p. 250–253Altice — 2015
  77. 118NES Sounds as InstrumentsSebastian Urrea — July 29, 2015
  78. 119BookNintendo Entertainment System Instruction BookletNintendo of America — 1989
  79. 120Altice (2015) p. 356Altice — 2015
  80. 122Metal Storm: All About the HardwareChristian Nutt et al. — 2003
  81. 123InterviewThe Troubled Early Days of FamicomMasayuki Uemura — Nintendo
  82. 124BookRetro Gaming Hacks: Tips & Tools for Playing the ClassicsChris Kohler — O'Reilly Media — October 2005
  83. 126MagazineReach Out and Touch Your DataHoward Eglowstein — McGraw-Hill — July 1990
  84. 127Every Nintendo Controller Generation, RankedNicholas Scotti — June 16, 2022
  85. 130Enter the NESChristian Nutt et al. — 2003
  86. 131MagazineTake ControlNintendo of America — June 1993
  87. 134BookNES Max Instruction ManualNintendo of America — 1988
  88. 135BookNES Advantage Instruction ManualNintendo of America — 1987
  89. 136Gotta Love That Fresh "AV Famicom Smell"Benj Edwards — February 23, 2006
  90. 137Nintendo's plans for a NES knitting machine accessory revealedSam Byford — The Verge — 2012-08-31
  91. 140Five Famicom Peripherals That Never Escaped JapanJohn Markley — July 15, 2015
  92. 141MagazineVGL: Koji Kondo InterviewChris Kohler — March 11, 2007
  93. 142NewsStock Link by NintendoOctober 3, 1989
  94. 144MagazineRetroinspection: Famicom Disk SystemImagine Publishing — April 2010
  95. 145Altice (2015) p. 164–167Altice — 2015
  96. 146Magazineディスクシステムとは?Nintendo — August 2004
  97. 149Famicom Disk SystemDanny Bivens — October 26, 2011
  98. 150Altice (2015) p. 209–212Altice — 2015
  99. 151Altice (2015) p. 347Altice — 2015
  100. 152Altice (2015) p. 194Altice — 2015
  101. 156MagazineVideo Gaming WorldBill Kunkel et al. — November 1988
  102. 157NewsGames Hot, but Cartridges CoolKeizer, Gregg — September 1988
  103. 158Atari Games Corp. v. Nintendo of America Inc.U.S. Court of Appeals et al. — 1992
  104. 162MagazineThe Nintendo Threat?June 1988
  105. 163NewsJust Kids' Play or Computer in Disguise?Ferrell, Keith — July 1989
  106. 164NewsEditorial LicenseKeizer, Gregg — July 1989
  107. 165NewsTalking Deals; How Nintendo Can Help A.T.&T.Michael Freitag — June 8, 1989
  108. 167MagazineInternational OutlookSendai Publishing — December 1993
  109. 1688-Bit Memories, 1988–1994Benjamin Turner et al. — July 18, 2003
  110. 169MagazineCES ProNews Flashes!IDG — March 1995
  111. 170Nintendo to end Famicom and Super Famicom productionHirohiko Niizumi — May 30, 2003
  112. 171NewsNintendo's classic Famicom faces end of roadAFP — October 31, 2007
  113. 172ITmedia NewsITmedia — October 16, 2007
  114. 173MagazineThe rise and rise of NintendoAugust 3, 1989
  115. 174MagazineThe Complete Machine GuideNovember 1990
  116. 175MagazineFinance & BusinessMarch 1995
  117. 176NewsNintendo Scores BigDouglas C. McGill — December 4, 1988
  118. 178Press releaseNintendo Wins Emmy AwardNintendo — July 16, 2007
  119. 181BookPower-Up: How Japanese Video Games Gave the World an Extra LifeChris Kohler — Brady Games — 2004
  120. 1828-Bit Memories, 1988–1994Benjamin Turner et al. — July 18, 2003
  121. 183VC&G Review: Nintendo Power MintsBenj Edwards — August 19, 2007
  122. 185NewsRevenge of Pac-Man: Vintage Games Are BackStephen Totilo — June 3, 2004
  123. 195Nintendo Bringing Back The NES Classic In 2018Brian Ashcraft — September 12, 2017