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The Nintendo Entertainment System (NES)

How has it influenced design and culture?

Iconic Characters and Franchises

Mario & Super Mario Brothers

The Legend of Zelda

Mario has been featured in 200 games of various genres. At least 31 different Mario games have sold more than a million copies each since 1995.

Nintendo’s Legacy, Impact and Influence

Other notable franchises

18 released expansions and has influenced the culture of two generations.

Impact on society and gaming

Interaction and demographics

  • Video games have become a part of society and culture.
  • Online gaming has connected the global population is ways that were never thought possible.
  • Nintendo shifted the perception of video games
  • No longer confined to an individual solitary experience.
  • Introduced the hand held touch screen long before mobile phones.

The NES's popularity

  • "Final Fantasy" with 14 expansions
  • "Tetris" which since has spawned many of the popular puzzle games played on social media.
  • "SimCity" which has an astonishing 35 expansions and variations, as well as spawning 18 versions of "The Sims"
  • Spawned various cartoons
  • Two movies
  • Countless clothing apparel lines
  • Cooking supplies
  • And even a Mario shower head

Nintendo's Influence

  • The NES is one of the most influential video game systems ever produced.
  • Nintendo holds 125 Guinness World Records.
  • Nearly every major game system after the NES has copied and adapted their designs.
  • NES imagery, especially its controller, is some of the most recognizable symbols of the 1980s

Lineage - Before and After the NES

1st Generation platforms (1947-1977)

2nd Generation platforms (1977-1983)

  • Until the creation of the “Fairchild Channel F,” platforms were created for only 1 game. Which became a deterrant for mass consumption.
  • The birth of digital gaming

3rd Generation consoles 8-bit (1983-1995)

  • Began with the introduction of the NES and included five other systems

7th Generation (2005-present)

8th Gen. was just Introduced

  • Wii U

7th Gen. Introduced four consoles such as:

  • Xbox 360

  • Wii

6th Generation 128-bit (1998-2012)

5th Gen 32-bit and 64-bit (1993-2006)

4th Generation 16-bit (1987-1996)

6th Gen. Introduced four consoles such as:

  • Sega Dreamcast

  • Xbox

5th Gen. Introduced fourteen consoles such as:

  • PlayStation

  • Nintendo64

Marketing the Style of Innovation

Changing the perception of video games

  • Nintendo's marketing aimed to regain consumer and retailer confidence.
  • Nintendo of America marketed the NES console primarily to children
  • Gimmick to portray the NES as novel and different from previous game consoles

Controller design

  • The NES's color scheme was two different shades of gray, with black trim.
  • The design styling was deliberately different from that of other game consoles.
  • The Japanese Famicom version featured 2-hardwired controllers, each having a different layout.

  • Nintendo evolved the NES controller for the American market.

NES

Packaging

  • 'Seal of Quality'
  • Artwork with a very close representation of the actual graphics
  • The label was gray for standard games
  • The “Carts” were a standard shade of gray plastic

Historical reference - what else was happening at the time?

1980 Ronald Reagan is elected President

1980 Mount St. Helens erupts

1981 Iranian hostage crisis ends

1981 assassination attempt on Pope John Paul II

1981 first woman appointed to Supreme Court

1981 AIDS is identified

1985 hole in ozone layer discovered

1985 Titanic wreck found

1986 challenger space shuttle explodes

1986 Chernobyl nuclear accident

1987 “Black Monday” stock market crash

1987 The Berlin Wall comes down

1987 DNA first used to convict criminals

1988 Pan Am flight 103 bombed over Lockerbie

1989 Exxon Valdez oil spill

1989 students massacred in China’s Tiananmen Square

  • In 1983 Nintendo released the “Family Computer” later dubbed the “Famicom”
  • Nintendo watched and learned from the 1983 crash.

Japan

Long term

  • Dominance in the home console market shifted from the United States to Japan.
  • The Institution of controls over third-party software development and licensing restrictions ensured future oversaturation and poor quality were minimized.
  • Many retailers ignored video games for several years, deemed it a fad.

1980 The first exhibitions of Neo-Expressionist art are held in New York.

1980 John Lennon assassinated

1980 IBM launches the Personal Computer ("PC")

1981 MTV airs

1982 E.T. is released

1982 Michael Jackson releases "Thriller"

1982 Cabbage Patch Kids are popular

1983 video game crash

1984 pg-13 movie rating is created

1984 Apple Macintosh computer is introduced

1985 The L.A. County Museum of Art organizes an exhibition of the "pictures generation"

1985 the NES launched in North America

1986 laptops become available

Music/Entertainment/Art

Effects

Video game crash of 1983

  • There were several reasons for the crash, but the main cause was super-saturation of the market with hundreds of mostly low-quality games that were hastily produced by inexperienced companies seeking to cash in on the booming industry.
  • It began with a failed lawsuit by Atari against third party developers.
  • A flooded market of poor titles
  • Competition from home computers
  • Atari’s poor leadership
  • Pac-man craze
  • E.T. voted "Worst game ever produced" by PC world, Electronic gaming monthly and other publications.

Events/political/news

The rise of the Famicom

  • In June of 1985, Nintendo unveiled its American version of the Famicom at the Consumer Electronics Show (CES).
  • The American press was skeptical

U.S.

Generations of platforms leading to the NES

Case Design

4th Gen. Introduced seven consoles such as:

  • Sega Genesis

  • Super Nintendo
  • Just announced 11/18/2012

8th Generation (2012-present)

Generations since the inception of NES

Immediate effect

  • Flooded market and insufficient shelf space
  • Many publishers went under, and retailers were stuck with a surplus
  • Video game business was abandoned, and its market disappeared
  • Revenues had peaked at around $3.2 billion in 1983. Then dropped to around $100 million by 1985.
  • The Japanese Famicom was predominantly white plastic, with dark red trim.

Famicom

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