About the Family Computer (Famicom) / NES
The Family Computer — Famicom — launched in Japan on July 15, 1983. As the Nintendo Entertainment System (NES) it reached North America in 1985 and Europe in 1986. It rescued a collapsed video game market in North America and established the modern home console industry. Its library defined foundational genres: the action platformer, the action RPG, the adventure game, the shoot-'em-up. The hardware that launched Super Mario Bros., The Legend of Zelda, Metroid, and Dragon Quest — in a single generation.
Historical Context
By 1983, the North American video game market had collapsed — revenues fell from $3.2 billion in 1983 to $100 million in 1985, driven by oversaturation and low-quality software. Nintendo released the NES in North America in 1985 positioned as a "toy" with the R.O.B. accessory to avoid retailer resistance. The gamble worked: the NES revived the industry. In Japan, the Famicom launched in a different context — the consumer electronics boom of the early 1980s. It competed against home computers like the Sharp X68000 and PC-88 but became dominant by offering dedicated gaming at a lower price. By 1990, the Famicom had sold over 60 million units worldwide.
Form & Feel
The Famicom is immediately recognisable: a red-and-white plastic chassis — deep burgundy red on the top half, cream white on the lower — with a top-loading cartridge slot and two hardwired controllers that store neatly in channels along either side of the console. Those controllers cannot be unplugged; they are part of the machine. The Player 1 controller carries A and B buttons, a D-pad, and Start/Select. Player 2 is subtly different: it omits Start and Select, and in their place carries a small built-in microphone — used by a handful of games, including Zelda II, for voice input. The D-pad itself is the invention that changed everything. Designed by Nintendo engineer Gunpei Yokoi for the Game & Watch handhelds, it arrived in the Famicom as a cross-shaped directional control that fit naturally under the left thumb. Before the D-pad, joysticks were the standard — tall, awkward, and unsuited for precise two-dimensional movement. The D-pad became the template every controller that followed would imitate.
The World It Was Born Into
The Famicom launched on July 15, 1983, into a Japan that was experiencing a consumer electronics boom. Sony's Walkman had just reshaped personal audio. Home computers — Sharp's MZ series, NEC's PC-88, Fujitsu's FM-7 — were gaining ground among hobbyists. The Famicom was priced at ¥14,800 at launch, positioning itself below home computers and above toys. It launched with three games, all ports of Nintendo's own arcade hits: Donkey Kong, Donkey Kong Jr., and Popeye. The context in North America was entirely different. The crash of 1983 had made "video game" a phrase that retailers actively avoided. Atari's collapse — driven by low-quality licensed games, most famously the Pac-Man and E.T. ports — had burned the entire industry's credibility. When Nintendo brought the NES to North America in 1985, it arrived not as a "video game system" but as the Advanced Video System, packaged with R.O.B. (Robotic Operating Buddy) and the Zapper light gun, positioned deliberately in the toy aisles of stores like Sears, Macy's, and Toys 'R' Us. Nintendo even offered retailers a 90-day no-cost trial with buyback guarantees for unsold units. The strategy worked.
How It Was Built — and Why
At the heart of the Famicom is the Ricoh 2A03 — an 8-bit CPU based on the MOS Technology 6502, running at 1.79 MHz (NTSC). Ricoh deliberately disabled the 6502's BCD (Binary Coded Decimal) mode, reportedly to avoid paying royalties to MOS Technology on the patented feature. Alongside the CPU sits the Ricoh 2C02, the Picture Processing Unit, which handles all graphics rendering — background tilemaps, four independent sprite channels, and a 52-colour palette. Together, they form an architecture that was straightforward to program for, contributing directly to the explosion of third-party software. The system's most consequential engineering decision, however, was the mapper system. Cartridges could contain additional chips — Memory Management Controllers (MMC) — that extended the console's address space, added audio channels, or provided additional processing. The MMC1 alone was used in over 220 games; the MMC3 in nearly 190. This meant that the Famicom's hardware, released in 1983, was still producing visually and technically ambitious games in 1994. The machine's practical lifespan was over a decade — powered by cartridge-side hardware that the console's designers had not yet imagined at launch.
The Belief Behind the Machine
"A game console exists for everyone — not just those who can read a manual."
When Hiroshi Yamauchi, Nintendo's president, tasked engineer Masayuki Uemura with designing the Famicom, the original brief was ambitious: a 16-bit system that could function as a full home computer, with a keyboard and floppy drive. Yamauchi rejected it. He wanted something simpler, cheaper, and — crucially — something that did not look like a computer. Computers were intimidating. Computers were for hobbyists. What Yamauchi wanted was a toy that happened to play games. That instinct shaped everything: the price point (¥14,800 — less than half the cost of competing home computers), the cartridge format over disk (game cartridges felt "less intimidating" to consumers, in Uemura's own words), the colourful red-and-white housing designed to sit on a living room shelf rather than a computer desk. Nintendo's belief was that games belonged in the family living room, accessible to everyone — children, parents, grandparents — not locked behind a keyboard in a study. This philosophy did not begin with the Famicom, but the Famicom made it real at scale. Every Nintendo console that followed — Super Famicom, Nintendo 64, GameCube, Wii — carries some echo of that original conviction: the machine exists for the joy of play, not the performance of technology.
The Sounds and Images of an Era
The Famicom defined a generation of play. These videos capture the machine as it was — on television, at startup, in the shops.
Game Commercials Collection
Famicom CM
Disk System CM
Disk Rewrite Service CM
Coming soon — the shop owner's personal note on this console. Taisei Shimizu has shipped Famicom and NES units to collectors around the world. His note will appear here.
Games in the Museum
Each entry includes a shop owner's note, collector's guide, maintenance tips, and memory prompts — inviting players around the world to share their stories.
Family Computer (Famicom) / NES
Super Mario Bros.
スーパーマリオブラザーズ
Super Mario Bros. (1985) is the game that defined the side-scrolling platform genre and remains one …
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The Legend of Zelda
ゼルダの伝説
The Legend of Zelda (1986) is the game that defined the action-adventure genre. Created by Shigeru M…
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Dragon Quest
ドラゴンクエスト
Dragon Quest (1986) is the game that established the Japanese role-playing game (JRPG) genre on home…
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Metroid
メトロイド
Metroid (1986) introduced Samus Aran — an armoured bounty hunter later revealed to be female — to th…
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Castlevania
悪魔城ドラキュラ
Castlevania (Akumajo Dracula, 1986) is the first entry in Konami's gothic action-platformer series. …
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