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Nintendo Entertainment System models

Nintendo Entertainment System models is a science topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand Nintendo Entertainment System models rather than just read about it. In short: The Nintendo Entertainment System (NES), an 8-bit third-generation home video game console produced by Nintendo, had numerous model variants produced throughout its lifetime. It was originally released on July 15, 1983 as the Family Computer (and widely known as the Famicom) in Japan, with design work led by Masayuki Uemura.

Nintendo Entertainment System models — main illustration
Nintendo Entertainment System models — illustration

Key takeaways

  • Nintendo Entertainment System models belongs to science; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect Nintendo Entertainment System models to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of Nintendo Entertainment System models from memory before moving on to harder problems.

Reference excerpt

The Nintendo Entertainment System (NES), an 8-bit third-generation home video game console produced by Nintendo, had numerous model variants produced throughout its lifetime. It was originally released on July 15, 1983 as the Family Computer (and widely known as the Famicom) in Japan, with design work led by Masayuki Uemura. Nintendo intentionally redesigned it as the NES in North America in an attempt to avoid the stigma of video game consoles lingering from the video game crash the same year; while it was initially conceptualized as a home computer, it was ultimately modeled after a videocassette recorder (VCR) for its debut there on October 18, 1985. Subsequently, the NES was exported to Europe and Oceania via local distributors. Uemura's former employer Sharp Corporation, which previously collaborated with Nintendo on the Game & Watch, released three officially licensed Famicom variants in Japan: a CRT television with a built-in Famicom, a console that combined the Famicom and Famicom Disk System hardware in one package, and a console dedicated to video production. Only the television variant was given a release in North America. Meanwhile, Nintendo produced two arcade variants of the console: the Nintendo VS. System, released in 1984 to gauge consumer interest in the United States for then-unreleased Famicom games; and the PlayChoice-10, released in 1986 as a demonstration unit for NES games. After the release of the Super Nintendo Entertainment System (SNES) on November 21, 1990, Nintendo released a compact, redesigned version of the NES/Famicom in late 1993. The company elected to revert to the top-loading cartridge slot with the NES due to reliability issues with the original front-loading slot. It was the sole design in production when the console was discontinued on September 25, 2003.

Original variants

Family Computer

According to Uemura, video games were an unfamiliar concept to Japanese toy stores when they were introduced; the stores did not consider carrying them since they required televisions, which the stores did not sell at the time. Rather than targeting the educational market with PC-like styling, Uemura styled the Famicom like a toy as a cheaper option. While Uemura's team intended to use an inexpensive steel case, they switched to a durable plastic due to the fragility of the steel case. The red, gold, and white color scheme, chosen by Yamauchi, was inspired by two objects that used similar schemes: a scarf that he liked, and a set-top TV antenna from a company called DX Antenna. Other design considerations took into account the lifestyles and attitudes of Japanese consumers at the time. Uemura had considered PC-like styling for the console, but elected to use a horizontally oriented design suited for placement on the floor; he felt Japanese consumers would prefer the latter as more relaxing. The controllers were designed to make the console's adoption among Japanese consumers easier; despite arriving on the market later than its competitors, the Game & Watch-inspired design provided a familiar control scheme for those who had already played one of its handheld electronic games, especially with the inclusion of a D-pad for versatility across game genres. They were also intentionally hardwired with short cables to keep players close to the console (and the TV by extension), ideal for Japanese houses due to their smaller layout compared to their American counterparts.

Nintendo Entertainment System

Seeking to market the Famicom worldwide after its 1983 release in Japan, Nintendo forged a tentative distribution and rights agreement with Atari to market it outside the country as the Nintendo Enhanced Video System; however, both sides never consummated the deal as planned at the Summer CES in June 1983 due to a series of events that culminated in Atari collapsing amid the video game crash that year. Despite the pessimism of North American retailers, Yamauchi was still convinced that a launch there was feasible, so he ordered the introduction of a Famicom-based arcade system called the Nintendo VS. System the following year to gauge interest in the console's games there; the success of the system in North America encouraged Yamauchi to move forward with the launch. Under the direction of Lance Barr and Don James, the former of which then held the position of "Design & Brand Director" at Nintendo of America (NOA), the Famicom was initially redesigned to resemble a home computer; christened the Nintendo Advanced Video System (AVS), it featured peripherals such as a computer keyboard, a musical keyboard, a tape drive, infrared wireless controllers, and a folding light gun. The console itself featured a Famicom-like top-loading system and cartridges, whereas the controller's D-pad had a square shape similar to that of Sega's Master System. The AVS was shown off at the Winter CES in January 1985, planned for a June release, to middling fanfare. Chief among the concerns identified by Nintendo was the lingering stigma from the 1983 crash and the high price point the console was likely to command. After a cost-reduced revision of the AVS by Barr was showcased at the Summer CES that June as the Nintendo Entertainment System (NES), Nintendo subsequently conceived a new design for the NES with colorations from Barr and James. Known among Nintendo employees as the "lunch box", the design—credited to engineer Masayuki Yukawa—included a front-loading cartridge mechanism that was modeled after a videocassette recorder, mainly intended to further remove the console from the stigma of its contemporaries. Uemura later revealed in 2020 that the redesign was also intended to prevent a short circuit via direct contact with the hardware during cartridge insertion, which was especially problematic in a household full of static-inducing furniture in a semi-arid climate, as was the case in much of the Great Plains. While most of the peripherals that accompanied the AVS were scrapped, the light gun was kept, albeit in a cost-reduced form as the NES Zapper. To further dissuade consumers from perceiving the NES as a console, Nintendo introduced the Nintendo Video Robot, a toy robot that acted as a second player in two games; the presence of the robot, which was eventually named the Robotic Operating Buddy (R.O.B.) by advertising manager Gail Tilden, helped convince reluctant toy shops to place orders for the NES before it launched in New York City on October 18, 1985.

PAL versions

… excerpt ends here. Continue reading the full article.

Illustrations

Nintendo Entertainment System models illustration
Nintendo Entertainment System models illustration
Nintendo Entertainment System models: AC power socket and RGB AV port on a French NES
AC power socket and RGB AV port on a French NES
Nintendo Entertainment System models illustration
Nintendo Entertainment System models illustration

Worked examples

Example 1 — a first encounter with Nintendo Entertainment System models

Start with the simplest possible case. Write down what Nintendo Entertainment System models claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In science, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to Nintendo Entertainment System models before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about Nintendo Entertainment System models ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of Nintendo Entertainment System models

In research
Nintendo Entertainment System models appears in science research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses Nintendo Entertainment System models in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
Nintendo Entertainment System models is common in secondary-school and first-year university syllabi. It links to neighbouring topics Nintendo Entertainment System, so understanding it makes those chapters shorter.
In everyday life
Look for Nintendo Entertainment System models outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.

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How to study Nintendo Entertainment System models in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what Nintendo Entertainment System models means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain Nintendo Entertainment System models out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is Nintendo Entertainment System models in simple terms?

The Nintendo Entertainment System (NES), an 8-bit third-generation home video game console produced by Nintendo, had numerous model variants produced throughout its lifetime. It was originally released on July 15, 1983 as the Family Computer (and widely known as the Famicom) in Japan, with design w…

Why does Nintendo Entertainment System models matter?

Because it connects several science ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study Nintendo Entertainment System models?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on Nintendo Entertainment System models.

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