Nintendo Entertainment System: Difference between revisions

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|jptrans=Famirī Konpyūta
|jptrans=Famirī Konpyūta
|console=Nintendo Entertainment System.png
|console=Nintendo Entertainment System.png
|consolesize=300px
|consolesize=310px
|caption=North American model
|caption=North American model
|jprelease=July 15, 1983
|jprelease=July 15, 1983
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==History==
==History==
[[File:Famicom 1983.png|380px|left|thumb|The Nintendo Famicom.]]
[[File:Famicom 1983.png|390px|left|thumb|The Nintendo Famicom.]]
Since before the success of their {{wp|Game & Watch}} line of systems and their venerable arcade games such as ''[[mariowiki:Donkey Kong (game)|Donkey Kong]]'' and ''[[mariowiki:Mario Bros. (game)|Mario Bros.]]'', the president of NCL (Nintendo of {{wp|Japan}}) at the time, Hiroshi Yamauchi, had tasked a team of engineers with creating a home computer gaming system. Due to the [[wikipedia:Video game crash of 1983|video game crash of 1983]] in America, Nintendo had an opportunity to enter a milion-dollar industry with their console, since the crash that destroyed the console playing field over in America had not affected Japan in the slightest. One of Yamauchi's desires for the console was to keep the system's price point at around 9,800 yen, or 71.27 American dollars (worth roughly 221.03 US dollars in 2023). One of the console's engineers (and one of Nintendo's wisest advisors and technical gurus), Masayuki Uemera, had the technological capabilities to make the console a 16-bit system; but since Yamauchi wanted the price to be as low as possible, Uemera made the system an 8-bit machine instead, while Yamauchi further lowered the costs for the console by way of brutal negotiations. One such tactic was promising the Japanese electronics company {{wp|Ricoh}} a sale of three million semiconductors, but only on the condition that they each be priced at 2,000 yen each. <ref> https://www.google.com/books/edition/Super_Mario/9_JvDwAAQBAJ?hl=en&gbpv=0</ref> In this manner, Nintendo's new system could be more powerful than its competitors while still being the cheapest one out of all of them.
Since before the success of their {{wp|Game & Watch}} line of systems and their venerable arcade games such as ''[[mariowiki:Donkey Kong (game)|Donkey Kong]]'' and ''[[mariowiki:Mario Bros. (game)|Mario Bros.]]'', the president of NCL (Nintendo of {{wp|Japan}}) at the time, Hiroshi Yamauchi, had tasked a team of engineers with creating a home computer gaming system. Due to the [[wikipedia:Video game crash of 1983|video game crash of 1983]] in America, Nintendo had an opportunity to enter a milion-dollar industry with their console, since the crash that destroyed the console playing field over in America had not affected Japan in the slightest. One of Yamauchi's desires for the console was to keep the system's price point at around 9,800 yen, or 71.27 American dollars (worth roughly 221.03 US dollars in 2023). One of the console's engineers (and one of Nintendo's wisest advisors and technical gurus), Masayuki Uemera, had the technological capabilities to make the console a 16-bit system; but since Yamauchi wanted the price to be as low as possible, Uemera made the system an 8-bit machine instead, while Yamauchi further lowered the costs for the console by way of brutal negotiations. One such tactic was promising the Japanese electronics company {{wp|Ricoh}} a sale of three million semiconductors, but only on the condition that they each be priced at 2,000 yen each. <ref> https://www.google.com/books/edition/Super_Mario/9_JvDwAAQBAJ?hl=en&gbpv=0</ref> In this manner, Nintendo's new system could be more powerful than its competitors while still being the cheapest one out of all of them.


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The hotline, with "Gameplay Counselors" manning the lines on an hourly basis and ready to help any hapless young man with a difficult play session on his NES, further cemented Nintendo's "caring" reputation among its customers. <ref>https://www.google.com/books/edition/Super_Mario/9_JvDwAAQBAJ?hl=en&gbpv=0</ref> <ref>https://www.google.com/books/edition/_/gxyXUi336egC?hl=en&sa=X&ved=2ahUKEwiwnND9-ruAAxVfI0QIHbheCmEQre8FegQIAxAY</ref> <ref>https://www.google.com/books/edition/Power_Up/lD4fDQAAQBAJ?hl=en&gbpv=0</ref>  
The hotline, with "Gameplay Counselors" manning the lines on an hourly basis and ready to help any hapless young man with a difficult play session on his NES, further cemented Nintendo's "caring" reputation among its customers. <ref>https://www.google.com/books/edition/Super_Mario/9_JvDwAAQBAJ?hl=en&gbpv=0</ref> <ref>https://www.google.com/books/edition/_/gxyXUi336egC?hl=en&sa=X&ved=2ahUKEwiwnND9-ruAAxVfI0QIHbheCmEQre8FegQIAxAY</ref> <ref>https://www.google.com/books/edition/Power_Up/lD4fDQAAQBAJ?hl=en&gbpv=0</ref>  
[[File:NINTENDO POWER.png|thumb|left|The first Nintendo Power issue, released in July/August of 1988. The cover is based off of ''{{mw|Super Mario Bros. 2}}'' and features clay models of both [[mariowiki:Mario (character)|Mario]] and {{mw|Wart}} from the game.]]




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