Nintendo Entertainment System: Diferenzas entre revisións

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A '''Nintendo Entertainment System''', ou '''NES''', é unha [[videoconsola]] de [[8-bit]] de [[Nintendo]] que saiu a venda en [[Norte América]], [[Brasil]], [[Europa]], [[Asia]], e [[Australia]]. O equivalente no [[Xapón]] é coñecido como '''Nintendo Family Computer''' (任天堂ファミリーコンピュータ), ou '''Famicom''' (ファミコン). A NES é a máis exitosa videoconsola do seu tempo tanto en Asia coma en Norte América, axudao a revitalizar a industria dos videoxogos seguindo o [[video game crash of 1983]], e estableceu os estandards para as seguintes consolas tanto no diseño de videoxogos (tivo o primeiro xogo de plataformas [[xogo de plataformas]], ''[[Super Mario Bros.]]'', foi o primeiro grande éxito da consola. A NES foi a primeira consola na que o fabricante optou por permitir o desenvolvemento de xogos por terceiros.
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Nintendo comezou a negociar con [[Atari]] para sacar á venda a Famicom baixo a marca de Atari. Esta chamaríase "Nintendo Enhanced Video System." Este acordo rematou finalmente<ref>debido a que Atari pechou as negociacións con Nintendo en resposta
 
Nintendo entered into negotiations with [[Atari]] to release the Famicom under Atari’s name as the name "Nintendo Enhanced Video System." This deal eventually fell through<ref>Atari broke off negotiations with Nintendo in response to [[Coleco|Coleco’s]] unveiling of a unlicensed port of ''Donkey Kong'' for their [[Coleco Adam]] computer system. Although the game had been produced without Nintendo’s permission or support, Atari took its release as a sign that Nintendo was dealing with one of their major competitors in the market.</ref>, and Atari decided to concentrate on its own next-generation 8-bit console, the [[Atari 7800]].<ref>{{citeCite web | title=The History of the Nintendo Entertainment System or Famicom | work=Nintendo Land | url=http://www.nintendoland.com/home2.htm?nes/history.htm | format=http | accessdate=February 12 | accessyear=2006}}</ref> Subsequent plans to market a Famicom console in North America featuring a keyboard, cassette data recorder, wireless joystick controller, and a special [[BASIC programming language|BASIC]] cartridge under the name "Nintendo Advanced Video System" likewise fell through. Finally, in June 1985 Nintendo unveiled its American version of the Famicom at the [[Consumer Electronics Show]] (CES). With a completely redesigned case and a new name, the Nintendo Entertainment System proved to be just as popular in America as the Famicom was in Japan, and played a major role in revitalizing interest in the video game industry. Originally Nintendo only released 50,000 units in New York City, and because of its great success it was released nationwide. Nintendo rolled out its first systems to limited American markets on October 18, 1985, following up with a nationwide release of the console in February of the following year.<ref>{{citeCite book | first = Van | last = Burnham | year = 2001 | title = Supercade: A Visual History of the Videogame Age, 1971–1984 | pages = p. 375 | publisher = MIT Press | location = Cambridge, Massachusetts | id = ISBN 0-26-252420-1 }}</ref> The console was released in two different packages: a full-featured $249 USD "Deluxe Set" which came packaged with the [[R.O.B.]], the NES Zapper, two game controllers, and two games (''[[Duck Hunt]]'', and ''Gyromite''), and a scaled-down $199 "Action Set," which omitted the R.O.B. and ''Gyromite'' and included a ''Super Mario Bros.''/''Duck Hunt'' [[multicart]].<ref name="liedholm1">{{citeCite web | author=Liedholm, Marcus and Mattias | title=History of the Nintendo Entertainment System or Famicom | work=Nintendo Land | url=http://www.nintendoland.com/home2.htm?nes/history.htm | format=http | accessdate=February 12 | accessyear=2006}}</ref>
 
For the rest of the decade, Nintendo was the undisputed master of the American and Japanese gaming markets, and its game titles were breaking sales records. However, the console did not attain the same level of success in the rest of the western world. In Europe and Australia, the system was released to two separate marketing regions (A and B). Mattel handled distribution for region A, which consisted of the United Kingdom, Australia, and Italy. Distribution in region B, consisting of the rest of mainland Europe, was handled by a number of different companies, with Nintendo responsible for most cartridge releases. Not until 1990 did Nintendo's newly created European branch take over distribution throughout Europe.<ref name="europe">{{citeCite web | title=European information | format=http | work=[http://nindb.classicgaming.gamespy.com/ Nintendo Database] | url=http://nindb.classicgaming.gamespy.com/nes/nes_eu.shtml | accessdate=May 4 | accessyear=2006}}</ref> This enabled competitor Sega to outperform the NES with its Sega Master System in many countries. Despite this, by 1990 the NES had become the best-selling console in video game history.<ref>{{citeCite web | author=Nielsen, Martin | year=1997 | title=The Nintendo Entertainment System (NES) FAQ v3.0A | format=http | work=ClassicGaming.com's Museum | url=http://www.classicgaming.com/museum/faqs/nesfaq.shtml | accessdate=January 5 | accessyear=2005}}</ref>
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As the 1990s dawned, however, renewed competition from technologically superior systems such as the [[16-bit]] [[Sega Mega Drive/Sega Genesis|Sega Genesis]] (known as the Sega Mega Drive outside of North America) marked the end of the NES’s dominance. Eclipsed by Nintendo’s own [[Super Nintendo Entertainment System]] (SNES), the NES’s user base gradually waned. Nintendo continued to support the system in America through the first half of the decade, even releasing a new version of the console, the [[NES 2]], to address many of the design flaws in the original NES hardware. By 1995, though, in the wake of ever decreasing sales and the lack of new software titles, Nintendo of America officially discontinued the NES. Despite this, Nintendo of Japan kept producing new Nintendo Famicoms for a niche market up until October 2003, when Nintendo of Japan officially discontinued the line.
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Although the Japanese Famicom and the international NES included essentially the same hardware, there were certain key differences between the two systems:
* ''Different case design''. The Famicom featured a top-loading cartridge slot, a 15-[[pin]] expansion port located on the unit’s front panel for accessories (as the controllers were hard-wired to the back of the console), and a red and white color scheme. The NES featured a front-loading cartridge slot (often jokingly compared to a [[toaster]]), and a more subdued gray, black and red color scheme. An expansion port was found on the bottom of the unit, and the cartridge connector pinout was changed.
* ''60-pin vs. 72-pin cartridges''. The original Famicom and the re-released [[AV Family Computer]] both utilized a 60-pin cartridge design, which resulted in slightly smaller cartridges than the NES (and the [[NES 2]]), which utilized a 72-pin design. Four pins were used for the [[10NES]] lockout chip.<ref>{{citeCite web | author=Hernandez, Christopher | title=Nintendo NES / Famicom | format=http | work=Dark Watcher's Console History | url=http://darkwatcher.psxfanatics.com/console/nes.htm | accessdate=January 5 | accessyear=2005}}</ref> Ten pins were added that connected a cartridge directly to the expansion port on the bottom of the unit. Finally, two pins that allowed cartridges to provide their own sound expansion chips were removed, a regrettable decision. Many early games (such as ''StackUp'') released in North America were simply Famicom cartridges attached to an adapter (such as the [[T89 Cartridge Converter]]) to allow them to fit inside the NES hardware. Nintendo did this to reduce costs and inventory by using the same cartridge boards in America and Japan.
* A number of [[peripheral device]]s and [[Computer software|software]] packages were released in for the Famicom. Few of these devices were ever released outside of Japan.
** <span id="fds">''[[Famicom Disk System]] (FDS)''</span>. Although not included with the original system, a popular floppy disk drive peripheral was released for the Famicom in Japan only. Nintendo never released the Famicom Disk System outside of Japan, citing concerns about software bootlegging. Notable games released for the FDS include ''[[Doki Doki Panic]]'', a special edition of ''[[Metroid]]'', and the original ''[[Super Mario Bros.: The Lost Levels|Super Mario Bros. 2]]''.<ref>Many titles produced for the Famicom Disk System were subsequently [[porting|ported]] to cartridge format for international release. Such games include ''Doki Doki Panic'' (rebranded as ''[[Super Mario Bros. 2]]'') and [[Konami]]’s ''[[Castlevania]]'' series. The original version of ''[[Super Mario Bros.: The Lost Levels|Super Mario Bros. 2]]'' was released for the FDS in Japan, and didn't see an international release until ''[[Super Mario All-Stars]]'' for the Super Nintendo Entertainment System (where it was retitled ''Super Mario Bros.: The Lost Levels'').</ref>
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* ''External [[sound chip]]s''. The Famicom had two cartridge pins that allowed cartridges to provide external sound enhancements. They were originally intended to facilitate the Famicom Disk System’s external sound chip. These pins were removed from the cartridge port of the NES, and relocated to the bottom expansion port. As a result, individual cartridges could not make use of this functionality, and many NES [[Software localization|localizations]] suffered from inferior sound compared to their equivalent Famicom versions. ''[[Castlevania III: Dracula's Curse|Castlevania III: Dracula’s Curse]]'' is a notable example of this problem.
* <span id="hardwired">''Hardwired controllers''</span>. The Famicom’s original design includes [[hardwired]], non-removable controllers. In addition, the second controller featured an internal [[microphone]] for use with certain games. Both the controllers and the microphone were subsequently dropped from the redesigned AV Famicom in favor of the two seven-pin controller ports on the front panel used in the NES from its inception.
* ''Lockout circuitry''. 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 NES 2) 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 (a process now legal with the expiration of the NES patent) would cut power to the chip, removing all effects and greatly improving the console’s ability to play legal games, as well as bootlegs and converted imports.<ref>{{citeCite web | author=Horton, Kevin | title=The Infamous Lockout Chip | format=http | work=BlueTech | url=http://www.tripoint.org/kevtris/mappers/lockout/ | accessdate=January 5 | accessyear=2005}}</ref> The European release of the console used a [[regional lockout]] system that prevented cartridges released in region A from being played on region B consoles, and vice versa.<ref name="europe" />
* ''Audio/video output''. The original Famicom featured an [[RF modulator]] plug for audio/video output, while the original NES featured both an RF modulator and [[RCA connector|RCA]] [[composite video|composite]] output cables. The AV Famicom featured only RCA composite output, and the top-loading NES featured only RF modulator output.
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The business side of this was that game developers were now forced to pay a license fee to Nintendo, to submit to Nintendo’s [[quality assurance]] process, to buy [[software development kit|developer kits]] from Nintendo, and to utilize Nintendo as the manufacturer for all cartridges and packaging. Nintendo tested and manufactured all games at its own facilities (either for part of the fee or for an additional cost), reserved the right to dictate pricing, censored material it believed to be unacceptable, decided how many cartridges of each game it would manufacture, and placed limits on how many titles it would permit a publisher to produce over a given time span (five per year). This last restriction led several publishers to establish or utilize [[subsidiary|subsidiaries]] to circumvent Nintendo’s policies (examples including [[Konami]]’s subsidiary [[Ultra (company)|Ultra]], and [[Acclaim Entertainment]]’s subsidiary [[LJN]]).
 
These practices were intended not only to keep developers on a short leash, but also to manipulate the market itself: in 1988, Nintendo started orchestrating intentional game shortages in order to increase consumer demand. Referred as "inventory management" by Nintendo of America public relations executive Peter Main, Nintendo would refuse to fill all retailer orders. Retailers, many of whom derived a large percentage of their profit from sales of Nintendo-based hardware and software (at one point, [[Toys "R" Us]] reported 17% of its sales and 22% of its profits were from Nintendo merchandise), could do little to stop these practices. In 1988, over 33 million NES cartridges were sold in the United States, but estimates suggest that the realistic demand was closer to 45 million. Because Nintendo controlled the production of all cartridges, they were able to enforce these rules on their third-party developers. These extremely restricted production runs would end up damaging several smaller software developers: even if demand for their games was high, they could only produce as much profit as Nintendo allowed.<ref>{{citeCite web | author=GaZZwa | title=History of Videogames (part 2) | format=http | work=Gaming World | url=http://www.gamingw.net/articles/74 | accessdate=January 7 | accessyear=2005}}</ref>
 
Several companies began producing unlicensed games, either refusing to pay the licensing fee or manufacturing their own cartridges after having been rejected by Nintendo. Most of these companies created circuits that used a voltage spike to knock out the authentication unit in the NES. [[Atari Games]] created a line of NES products under the name [[Tengen (company)|Tengen]], and took a different tack: the company 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 in a legal case. Tengen then used these documents to design their ''Rabbit'' chip, which duplicated the function of the [[10NES]]. Nintendo sued Tengen for these actions, and Tengen lost because of the fraudulent use of the published patent. Tengen’s [[antitrust]] claims against Nintendo were never finally decided. <ref>{{citeCite web | author=U.S. Court of Appeals, Federal Circuit | year=1992 | title=Atari Games Corp. v. Nintendo of America Inc. | format=http | work=Digital Law Online | url=http://digital-law-online.info/cases/24PQ2D1015.htm | accessdate=March 30 | accessyear=2005}}</ref>
 
A few unlicensed games released in Europe and Australia came in the form of a [[dongle]] that would be connected to a licensed game, in order to use the licensed game’s [[10NES]] lockout chip for authentication.
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==Hardware clones==
A thriving market of unlicensed NES hardware [[Clone (computer science)|clones]] emerged during the heyday of the console’s popularity, and has continued to exist, and even flourish, following Nintendo’s discontinuation of the NES itself. Such clones continue to be sold even now. But as the NES fades into memory, these systems have tended to adopt case designs which mimic the most popular gaming consoles of their time. NES clones resembling the Sega Genesis, the Super Nintendo Entertainment System, and even current systems like the [[Nintendo GameCube]], the [[PlayStation 2|Sony PlayStation 2]] and the [[Microsoft Xbox]] have been produced. Some of the more exotic of these systems have gone beyond the functionality of the original hardware, and have included variations such as a portable system with a color LCD (e.g. [[Pocket Famicom]]). Others have been produced with certain specialized markets in mind, including various "educational computer packages" which include copies of some of the NES’s educational titles and come complete with a clone of the Famicom BASIC keyboard, transforming the system into a rather primitive [[personal computer]].<ref>{{citeCite web | author=Davidson, Michael | title=Famicom Clones / Pirate Multicarts and Other Weirdness | format=http | work=Obscure Pixels | url=http://homepages.ihug.co.nz/~pinwhiz/famicom.htm | accessdate=January 5 | accessyear=2005}}</ref>
 
As was the case with unlicensed software titles, Nintendo has typically gone to the courts to prohibit the manufacture and sale of unlicensed cloned hardware. Many of the clone vendors have included built-in copies of licensed Nintendo software, which constitutes copyright infringement in most countries. As recently as 2004, Nintendo of America has filed suit against manufacturers of the [[Power Player Super Joy III]], an NES clone system that had been sold in [[North America]], [[Europe]], and [[Australia]].
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==Notes and references==
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==External links==