Denemek ALTIN - Özgür
INSIDE THE Nintendo ENTERTAINMENT SYSTEM
Retro Gamer
|Issue 248
FOR MANY PLAYERS, NINTENDO’S 8-BIT HARDWARE WAS THE DEFINING CONSOLE OF ITS GENERATION. WE SPEAK TO NES DEVELOPMENT VETERANS ABOUT DEVELOPING THE GAMES MILLIONS GREW UP WITH, AND FIND OUT HOW A NEW GENERATION OF CODERS DEVELOP FOR THE SYSTEM TODAY

The Nintendo Entertainment System, and its Japanese counterpart the Famicom, need no introduction – if you’re reading this magazine, you’ll know that the 8-bit hardware catapulted Nintendo to a position of global leadership in the videogame business, and hosted the first iterations of countless classic series. Though marketing played an important role in this commercial and cultural success, it wouldn’t have been possible without the hardware. After all, the ColecoVision and the Atari 5200 were less than a year old when the Famicom launched in Japan in 1983, and the 3DO and Atari Jaguar were on the market by the time developers finally abandoned the NES in 1994. A machine simply can’t stay relevant for that long without hardware that’s flexible enough and capable enough to keep up with the changing tastes of gamers. But the NES wasn’t just a titan of its time – plenty of developers are creating new games for the hardware, pushing it harder than ever with modern development tools.
Two CPUs and their derivatives dominated the home hardware scene of the Eighties – the Zilog Z80, as seen in the ZX Spectrum, ColecoVision and Master System, and the MOS Technology 6502, which featured in the Atari 5200, Apple II and Commodore 64. Nintendo’s engineer Masayuki Uemura opted for the 6502 for the NES, primarily because it was small enough that a chip could also include sound capabilities. In 2016, the late engineer told Retro Gamer that this choice caused “a huge problem within the company” as Nintendo’s hit arcade game
Bu hikaye Retro Gamer dergisinin Issue 248 baskısından alınmıştır.
Binlerce özenle seçilmiş premium hikayeye ve 9.000'den fazla dergi ve gazeteye erişmek için Magzter GOLD'a abone olun.
Zaten abone misiniz? Oturum aç
Retro Gamer'den DAHA FAZLA HİKAYE

Retro Gamer
007 night fire
THE LATE-NINETIES AND EARLY NOUGHTIES WERE THE GOLDEN YEARS OF JAMES BOND VIDEOGAMES. AT THE CENTRE OF IT ALL IS THE MUCH-LOVED 2002 RELEASE NIGHTFIRE. THE GAME'C CO COMPOSER, AND LIFELONG BOND FAN, JEFF TYMOSCHUK KEENLY PAID HOMAGE TO THE SERIES' ICONIC MUSIC WITH HIS OWN REFERENCE-LADEN SOUNDTRACK
3 mins
Issue 278

Retro Gamer
THE MAKING OF OPERATION WOLF
FEW ARCADE GAMES WERE AS IMPOSING, AS ICONIC OR AS INFLUENTIAL AS TAITO'S HIT COIN-OP THAT REDEFINED THE LIGHTGUN GENRE. IN THIS EXCLUSIVE INTERVIEW, THE GAME'S DIRECTOR TOSHIAKI KATO REVEALS THE UNTOLD STORY BEHIND THE MAKING OF THIS ARCADE MILESTONE
11 mins
Issue 278

Retro Gamer
Hardware Heaven
Following the enormous success of the DS, Nintendo didn't feel the need to reinvent the wheel.
1 min
Issue 278

Retro Gamer
OFFICIAL UK PLAYSTATION MAGAZINE #31
THE PLAYSTATION HAD TAKEN THE WORLD BY STORM AND BUILT AN EARLY LIBRARY OF ICONIC TITLES. NOW THEY WERE GETTING SEQUELS, WHICH WOULD BUILD ON THEIR FOUNDATIONS AND DELIVER SOME OF THE BEST GAMES EVER MADE. THIS MONTH'S DISC FEATURES ONE OF THEM
2 mins
Issue 278

Retro Gamer
Burnout Dominator
HEY, HEY, YOU, YOU, I DON'T LIKE YOUR SOUNDTRACK
1 mins
Issue 278
Retro Gamer
FEELING THE FORCE
Darran looks back at his longtime affection for Star Wars
3 mins
Issue 278

Retro Gamer
The Bat Man of Best Buy
There was a time, before online preorders, when a console launch felt like a holiday. You circled the date on the calendar, started saving up your money and cleared your schedule as if the whole thing was a proper vacation. And back then, scarcity wasn't much of a concern. As long as you had a retailer nearby and some patience, you had a fair shot. Then came the Flippers.
2 mins
Issue 278

Retro Gamer
Wing Commander
CHRIS ROBERTS DOES STAR WARS
1 mins
Issue 278

Retro Gamer
VERY SMALL VECTREX
David Oghia tells all about the upcoming mini console
3 mins
Issue 278

Retro Gamer
THE MAKING OF LUMINES
FOR OVER 20 YEARS, TETSUYA MIZUGUCHI HAS CHASED THE DREAM OF SYNESTHETIC GAMING WITH SUCH TITLES AS REZ, CHILD OF EDEN, TETRIS EFFECT AND LUMINES. WITH LUMINES ARISE JUST WEEKS AWAY, WE TALK TO THE LEGENDARY GAME CREATOR ABOUT THE MAKING OF HIS ORIGINAL MUSICAL PUZZLER
9 mins
Issue 278
Translate
Change font size