Nintendo

Nintendo Co., Ltd.[a] is a Japanese multinational consumer electronics and video game company headquartered in Kyoto. Nintendo is one of the world's largest video game companies by market capitalization, creating some of the best-known and top-selling video game franchises, such as Mario, The Legend of Zelda, and Pokémon.

Founded on 23 September 1889 by Fusajiro Yamauchi, it originally produced handmade hanafuda playing cards. By 1963, the company had tried several small niche businesses, such as cab services and love hotels. Abandoning previous ventures in favor of toys in the 1960s, Nintendo developed into a video game company in the 1970s, ultimately becoming one of the most influential in the industry and Japan's third most-valuable company with a market value of over $85 billion in 2007.[3]

Nintendo Co., Ltd.
Native name
任天堂株式会社
Nintendō kabushikigaisha
Formerly
  • Nintendo Karuta Co., Ltd.
  • The Nintendo Playing Card Co.
Public
Traded asTYO: 7974
Industry
Founded23 September 1889
FounderFusajiro Yamauchi
Headquarters,
Area served
Worldwide
Key people
Products
Production output
  • Hardware: Increase 21.45 million
  • Software: Decrease 99.15 million
 (2018)
Services
RevenueIncrease ¥1.056 trillion[1] (2018)
Increase ¥177.557 billion (2018)
Increase ¥139.590 billion (2018)
Total assetsIncrease ¥1.634 trillion (2018)
Total equityIncrease ¥1.324 trillion (2018)
Number of employees
Increase 5,869[2] (2018)
Divisions
Subsidiaries
Websitenintendo.com

History

Nintendo 1889
Nintendo's original headquarters in the Kyoto Prefecture in 1889
Nintendo former headquarter plate Kyoto
Former headquarters plate, from when Nintendo was solely a playing card production company

1889–1956: As a card company

Nintendo was founded as a playing card company by Fusajiro Yamauchi on 23 September 1889.[4] Based in Kyoto, the business produced and marketed Hanafuda cards. The handmade cards soon became popular, and Yamauchi hired assistants to mass-produce cards to satisfy demand.[5] In 1949, the company adopted the name Nintendo Karuta Co., Ltd.,[b] doing business as The Nintendo Playing Card Co. outside Japan. Nintendo continues to manufacture playing cards in Japan[6] and organizes its own contract bridge tournament called the "Nintendo Cup".[7] The word Nintendo can be translated as "leave luck to heaven", or alternatively as "the temple of free hanafuda".[8][9]

1956–1974: New ventures

In 1956, Hiroshi Yamauchi, grandson of Fusajiro Yamauchi, visited the U.S. to talk with the United States Playing Card Company, the dominant playing card manufacturer there. He found that the biggest playing card company in the world was using only a small office. Yamauchi's realization that the playing card business had limited potential was a turning point. He then acquired the license to use Disney characters on playing cards to drive sales.

In 1963, Yamauchi renamed Nintendo Playing Card Co. Ltd. to Nintendo Co., Ltd.[10] The company then began to experiment in other areas of business using newly injected capital during the period of time between 1963 and 1968. Nintendo set up a taxi company called Daiya. This business was initially successful. However, Nintendo was forced to sell it because problems with the labour unions were making it too expensive to run the service. It also set up a love hotel chain, a TV network, a food company (selling instant rice) and several other ventures.[11] All of these ventures eventually failed, and after the 1964 Tokyo Olympics, playing card sales dropped, and Nintendo's stock price plummeted to its lowest recorded level of ¥60.[12][13]

In 1966, Nintendo moved into the Japanese toy industry with the Ultra Hand, an extendable arm developed by its maintenance engineer Gunpei Yokoi in his free time. Yokoi was moved from maintenance to the new "Nintendo Games" department as a product developer. Nintendo continued to produce popular toys, including the Ultra Machine, Love Tester and the Kousenjuu series of light gun games. Despite some successful products, Nintendo struggled to meet the fast development and manufacturing turnaround required in the toy market, and fell behind the well-established companies such as Bandai and Tomy.[5] In 1973, its focus shifted to family entertainment venues with the Laser Clay Shooting System, using the same light gun technology used in Nintendo's Kousenjuu series of toys, and set up in abandoned bowling alleys. Following some success, Nintendo developed several more light gun machines (such as the light gun shooter game Wild Gunman) for the emerging arcade scene. While the Laser Clay Shooting System ranges had to be shut down following excessive costs, Nintendo had found a new market.

1974–1978: Early electronic era

Nintendo-Color-TV-Game-Blockbreaker-FL
The Color TV-Game was Nintendo's first foray into video gaming, which would soon become its primary focus

Nintendo's first venture into the video gaming industry was securing rights to distribute the Magnavox Odyssey video game console in Japan in 1974. Nintendo began to produce its own hardware in 1977, with the Color TV-Game home video game consoles. Four versions of these consoles were produced, each including variations of a single game (for example, Color TV Game 6 featured six versions of Light Tennis).

A student product developer named Shigeru Miyamoto was hired by Nintendo at this time.[14] He worked for Yokoi, and one of his first tasks was to design the casing for several of the Color TV-Game consoles. Miyamoto went on to create, direct and produce some of Nintendo's most famous video games and become one of the most recognizable figures in the video game industry.[14]

In 1975, Nintendo moved into the video arcade game industry with EVR Race, designed by their first game designer, Genyo Takeda,[15] and several more games followed. Nintendo had some small success with this venture, but the release of Donkey Kong in 1981, designed by Miyamoto, changed Nintendo's fortunes dramatically. The success of the game and many licensing opportunities (such as ports on the Atari 2600, Intellivision and ColecoVision) gave Nintendo a huge boost in profit and in addition, the game also introduced an early iteration of Mario, then known in Japan as Jumpman, the eventual company mascot.

1979–1988: First video game success

Game & Watch
The Game & Watch series was Nintendo's first worldwide success in video game consoles.

In 1979, Gunpei Yokoi conceived the idea of a handheld video game, while observing a fellow bullet train commuter who passed the time by interacting idly with a portable LCD calculator, which gave birth to Game & Watch.[16] In 1980, Nintendo launched Game & Watch—a handheld video game series developed by Yokoi. These systems do not contain interchangeable cartridges and thus the hardware was tied to the game. The first Game & Watch game, Ball, was distributed worldwide. The modern "cross" D-pad design was developed in 1982, by Yokoi for a Donkey Kong version. Proven to be popular, the design was patented by Nintendo. It later earned a Technology & Engineering Emmy Award.[17][18]

1988–1989: Nintendo Entertainment System and Game Boy

In 1983, Nintendo launched the Family Computer (colloquialized as "Famicom") home video game console in Japan, alongside ports of its most popular arcade games. In 1985, a cosmetically reworked version of the system known outside Japan as the Nintendo Entertainment System or NES, launched in North America. The practice of bundling the system along with select games helped to make Super Mario Bros. one of the best-selling video games in history.[19]

In 1988, Gunpei Yokoi and his team at Nintendo R&D1 conceived the new Game Boy handheld system, with the purpose of merging the two very successful ideas of the Game & Watch's portability along with the NES's cartridge interchangeability. Nintendo released the Game Boy in Japan on 21 April 1989, and in North America on 31 July 1989. Nintendo of America president Minoru Arakawa managed a deal to bundle the popular third-party game Tetris along with the Game Boy, and the pair launched as an instant success.

1989–1995: Super Nintendo Entertainment System and Virtual Boy

In 1989, Nintendo announced plans to release the successor to the Famicom, the Super Famicom. Based on a 16-bit processor, Nintendo boasted significantly superior hardware specifications of graphics, sound, and game speed over the original 8-bit Famicom. The Super Famicom was finally released relatively late to the market in Japan on 21 November 1990, and released as the Super Nintendo Entertainment System (officially abbreviated the Super NES or SNES and commonly shortened to Super Nintendo) in North America on 23 August 1991 and in Europe in 1992. Its main rival was the 16-bit Mega Drive, known in North America as Genesis, which had been advertised aggressively against the nascent 8-bit NES. A console war between Sega and Nintendo ensued during the early 1990s.[20] From 1990 to 1992, Nintendo opened World of Nintendo shops in the United States where consumers could test and buy Nintendo products.

In August 1993, Nintendo announced the SNES's successor, codenamed Project Reality. Featuring 64-bit graphics, the new system was developed as a joint venture between Nintendo and North-American-based technology company Silicon Graphics. The system was announced to be released by the end of 1995, but was subsequently delayed. Meanwhile, Nintendo continued the Nintendo Entertainment System family with the release of the NES-101, a smaller redesign of the original NES. Nintendo also announced a CD drive peripheral called the Super NES CD-ROM Adapter, which was co-developed first by Sony with the name "Play Station" and then by Philips. Bearing prototypes and joint announcements at the Consumer Electronics Show, it was on track for a 1994 release, but was controversially cancelled.

In 1995, Nintendo announced that it had sold one billion game cartridges worldwide,[21][22] ten percent of those being from the Mario franchise. Nintendo deemed 1994 the "Year of the Cartridge". To further their support for cartridges, Nintendo announced that Project Reality, which had now been renamed the Ultra 64, would not use a CD format as expected, but would rather use cartridges as its primary media format. Nintendo IRD general manager Genyo Takeda was impressed by video game development company Rare's progress with real-time 3D graphics technology, using state of the art Silicon Graphics workstations. As a result, Nintendo bought a 25% stake in the company, eventually expanding to 49%, and offered their catalogue of characters to create a CGI game around, making Rare Nintendo's first western-based second-party developer.[23] Their first game as partners with Nintendo was Donkey Kong Country. The game was a critical success and sold over eight million copies worldwide, making it the second best-selling game in the SNES library.[23] In September 1994, Nintendo, along with six other video game giants including Sega, Electronic Arts, Atari, Acclaim, Philips, and 3DO approached the United States Senate and demanded a ratings system for video games to be enforced, which prompted the decision to create the Entertainment Software Rating Board.

Aiming to produce an affordable virtual reality console, Nintendo released the Virtual Boy in 1995, designed by Gunpei Yokoi. The console consists of a head-mounted semi-portable system with one red-colored screen for each of the user's eyes, featuring stereoscopic graphics. Games are viewed through a binocular eyepiece and controlled using an affixed gamepad. Critics were generally disappointed with the quality of the games and the red-colored graphics, and complained of gameplay-induced headaches.[24] The system sold poorly and was quietly discontinued.[25] Amid the system's failure, Yokoi retired from Nintendo.[26] During the same year, Nintendo launched the Satellaview in Japan, a peripheral for the Super Famicom. The accessory allowed users to play video games via broadcast for a set period of time. Various games were made exclusively for the platform, as well as various remakes.

1996–2000: Nintendo 64 and Game Boy Color

In 1996, Nintendo released the Ultra 64 as the Nintendo 64 in Japan and North America. The console was later released in Europe and Australia in 1997. The Nintendo 64 continued what had become a Nintendo tradition of hardware design which is focused less on high performance specifications than on design innovations intended to inspire game development.[27] With its market shares slipping to the Sega Saturn and partner-turned-rival Sony PlayStation, Nintendo revitalized its brand by launching a $185 million marketing campaign centered around the "Play it Loud" slogan.[28] During the same year, Nintendo also released the Game Boy Pocket in Japan, a smaller version of the Game Boy that generated more sales for the platform. On 4 October 1997, famed Nintendo developer Gunpei Yokoi died in a car crash. In 1997, Nintendo released the SNS-101 (called Super Famicom Jr. in Japan), a smaller redesigned version of the Super Nintendo Entertainment System.

In 1998, the successor to the Game Boy, the Game Boy Color, was released. The system had improved technical specifications allowing it to run games made specifically for the system as well as games released for the Game Boy, albeit with added color. The Game Boy Camera and Printer were also released as accessories. In October 1998, Retro Studios was founded as an alliance between Nintendo and former Iguana Entertainment founder Jeff Spangenberg. Nintendo saw an opportunity for the new studio to create games for the upcoming GameCube targeting an older demographic, in the same vein as Iguana Entertainment's successful Turok series for the Nintendo 64.[29]

2001–2003 Game Boy Advance and GameCube

In 2001, Nintendo introduced the redesigned Game Boy Advance. The same year, Nintendo also released the GameCube to lukewarm sales, and it ultimately failed to regain the market share lost by the Nintendo 64. When Yamauchi, company president since 1949, retired on 24 May 2002,[30][31] Satoru Iwata became first Nintendo president who was unrelated to the Yamauchi family through blood or marriage since its founding in 1889.[32][33]

In 2003, Nintendo released the Game Boy Advance SP, a redesign of the Game Boy Advance that featured a clamshell design that would later be used in Nintendo's DS and 3DS handheld video game systems.

2004–2011: Nintendo DS and Wii

In 2004, Nintendo released the Nintendo DS, its fourth major handheld system. The DS is a dual screened handheld featuring touch screen capabilities, which respond to either a stylus or the touch of a finger. Former Nintendo president and now chairman Hiroshi Yamauchi was translated by GameScience as explaining, "If we can increase the scope of the industry, we can re-energise the global market and lift Japan out of depression – that is Nintendo's mission." Regarding lukewarm GameCube sales which had yielded the company's first reported operating loss in over 100 years, Yamauchi continued: "The DS represents a critical moment for Nintendo's success over the next two years. If it succeeds, we rise to the heavens, if it fails, we sink into hell."[34][35][36] Thanks to games such as Nintendogs and Mario Kart DS, the DS became a success. In 2005, Nintendo released the Game Boy Micro in North America, a redesign of the Game Boy Advance. The last system in the Game Boy line, it was also the smallest Game Boy, and the least successful. In the middle of 2005, Nintendo opened the Nintendo World Store in New York City, which would sell Nintendo games, present a museum of Nintendo history, and host public parties such as for product launches. The store was renovated and renamed as Nintendo New York in 2016.

Wii Remote Image
The Wii Remote, along with the Wii, was said to be revolutionary because of its motion detection capabilities

In the first half of 2006, Nintendo released the Nintendo DS Lite, a version of the original Nintendo DS with lighter weight, brighter screen, and better battery life. In addition to this streamlined design, its prolific subset of casual games appealed to the masses, such as the Brain Age series. Meanwhile, New Super Mario Bros. provided a substantial addition to the Mario series when it was launched to the top of sales charts. The successful direction of the Nintendo DS had a big influence on Nintendo's next home console (including the common Nintendo Wi-Fi Connection),[37] which had been codenamed "Revolution" and was now renamed to "Wii". In August 2006, Nintendo published ES, a now-dormant, open source research operating system project designed around web application integration but for no specific purpose.[38][39]

In the latter half of 2006, Nintendo released the Wii as the backward-compatible successor to the GameCube. Based upon intricate Wii Remote motion controls and a balance board, the Wii inspired several new game franchises, some targeted at entirely new market segments of casual and fitness gaming. Selling more than 100 million worldwide, the Wii was the best selling console of the seventh generation, regaining market share lost during the tenures of the Nintendo 64 and GameCube.

On 1 May 2007, Nintendo acquired an 80% stake on video game development company Monolith Soft, previously owned by Bandai Namco. Monolith Soft is best known for developing role-playing games such as the Xenosaga and Baten Kaitos series.[40]

During the holiday season of 2008, Nintendo followed up the success of the DS with the release of the Nintendo DSi in Japan. The system features a more powerful CPU and more RAM, two cameras, one facing towards the player and one facing outwards, and had an online distribution store called DSiWare. The DSi was later released worldwide during 2009. In the latter half of 2009, Nintendo released the Nintendo DSi XL in Japan, a larger version of the DSi. This updated system was later released worldwide in 2010.

2011–2015: Nintendo 3DS and Wii U

Nintendo-3DS-AquaOpen
An original model Nintendo 3DS

In 2011, Nintendo released the Nintendo 3DS, based upon a glasses-free stereoscopic 3D display. In February 2012, Nintendo acquired Mobiclip, a France-based research and development company specialized in highly optimized software technologies such as video compression. The company's name was later changed to Nintendo European Research & Development.[41] During the fourth quarter of 2012, Nintendo released the Wii U. It sold slower than expected,[42] despite being the first eighth generation console. By September 2013, however, sales had rebounded. Intending to broaden the 3DS market, Nintendo released 2013's cost-reduced Nintendo 2DS. The 2DS is compatible with but lacks the 3DS's more expensive but cosmetic autostereoscopic 3D feature. Nintendo also released the Wii Mini, a cheaper and non-networked redesign of the Wii.

On 25 September 2013, Nintendo announced it had purchased a 28% stake in a Panasonic spin-off company called PUX Corporation. The company specializes in face and voice recognition technology, with which Nintendo intends to improve the usability of future game systems. Nintendo has also worked with this company in the past to create character recognition software for a Nintendo DS touchscreen.[43] After announcing a 30% dive in profits for the April to December 2013 period, president Satoru Iwata announced he would take a 50% pay-cut, with other executives seeing reductions by 20%–30%.[44]

In January 2015, Nintendo announced its exit from the Brazilian market after four years of distributing products in the country. Nintendo cited high import duties and lack of local manufacturing operation as reasons for leaving. Nintendo continues its partnership with Juegos de Video Latinoamérica to distribute products to the rest of Latin America.[45]

On 11 July 2015, Iwata died from a bile duct tumor at the age of 55. Following his death, representative directors Genyo Takeda and Shigeru Miyamoto jointly led the company on an interim basis until the appointment of Tatsumi Kimishima as Iwata's successor on 16 September 2015.[46] In addition to Kimishima's appointment, the company's management organization was also restructured—Miyamoto was named "Creative Fellow" and Takeda was named "Technology Fellow".[47]

2015–present: Mobile and Nintendo Switch

Takashi Tezuka, Shigeru Miyamoto and Kōji Kondō
Longtime employees Takashi Tezuka, Shigeru Miyamoto, and Koji Kondo in 2015

On 17 March 2015, Nintendo announced a partnership with Japanese mobile developer DeNA to produce games for smart devices.[48][49] The first of these, Miitomo, was released in March 2016.[50]

On the same day, Nintendo announced a new "dedicated games platform with a brand new concept" with the codename "NX" that would be further revealed in 2016.[49][51] Reggie Fils-Aimé, president of Nintendo of America, referred to NX as "our next home console" in a June 2015 interview with The Wall Street Journal.[52] In a later article from October 2015, The Wall Street Journal relayed speculation from unnamed inside sources that the NX was intended to feature "industry leading" hardware specifications and be usable as both a home and portable console. It was also reported that Nintendo had begun distributing software development kits (SDKs) for it to third-party developers, with the unnamed source further speculating that these moves suggested that the company was on track to introduce it as early as 2016.[53] At an investor's meeting on 27 April 2016, Nintendo announced that the NX would be released worldwide in March 2017.[54] In an interview with Asahi Shimbun in May 2016, Kimishima stated that the NX was a new concept that would not succeed the 3DS or Wii U product lines.[55] At a shareholders' meeting following E3 2016, Shigeru Miyamoto stated that the company chose not to present the NX during the conference due to concerns that competitors could copy from it if they revealed it too soon.[56] The same day, Kimishima also revealed during a Q&A session with investors that they were also researching virtual reality.[57]

In May 2015, Universal Parks & Resorts announced that it was partnering with Nintendo to create attractions at Universal theme parks based upon Nintendo properties.[58] In May 2016, Nintendo also expressed a desire to enter the animated film market.[59] In November 2016, it was stated that the area to be created at Universal theme parks is known as Super Nintendo World, which will be completed by 2020 at Universal Studios Japan in time of the 2020 Tokyo Olympics, whereas Universal Orlando Resort and Universal Studios Hollywood will get the themed area in an unspecified date after the Japanese version.[60]

In July 2016, the company announced it was bringing back the NES in the form of the NES Classic Edition (called Nintendo Classic Mini in Europe). The plug-and-play console will support HDMI, two-player modes, and have a controller similar to the original NES controller. The controller would be able to connect to a Wii Remote for use with Wii and Wii U Virtual Console games. The NES Classic Edition came with 30 games pre-installed, including Final Fantasy, Kid Icarus, The Legend of Zelda, Zelda II: The Adventure of Link, and Dr. Mario, among others. It was released in November 2016. Additional controllers were also available.[61]

The July 2016 release of the Pokémon Go mobile app by Niantic caused shares in Nintendo to double, due to investor misunderstanding that the software was the property of Nintendo. Later that month, Nintendo released a statement clarifying its relation with Niantic, Nintendo stated it owned 32% of Pokémon intellectual property owner The Pokémon Company, and though it would receive some licensing and other revenues from the game it expected the impact on Nintendo's total income to be limited. As a result of the statement Nintendo's share price fell substantially, losing 17% in one day of trading.[62][63] After a reduction in shareprice from the Pokémon Go peak, the company was still valued at over 100 times its net income, a price–earnings ratio greatly exceeding the average on the Nikkei 225.[64] Analysts speaking to Bloomberg L.P. and the Financial Times both commented on the potential future value of Nintendo's IP if transferred to the mobile phone game business.[64][65]

In August 2016, Nintendo of America sold 90% of its controlling stake (55%) in the Seattle Mariners to a group of investors led by mobile phone businessman John Stanton for $640 million.[66][67]

After the announcement of the mobile game Super Mario Run in September 2016, Nintendo's stock soared to just under its recent high point after the release and success of Pokémon Go earlier in the year, something noted by journalists as even more significant than Pokémon Go, as Super Mario Run was developed in-house by Nintendo, which was not the case with Pokémon Go.[68] In a December 2016 interview prior to the release of Super Mario Run, Miyamoto explained that the company believed that with some of their game franchises, "the longer you continue to make a series, the more complex the gameplay becomes, and the harder it becomes for new players to be able to get into the series", and that the company sees mobile games with simplified controls, such as Super Mario Run, not only allows them to "make a game that the broadest audience of people could play", but to also reintroduce these properties to newer audiences and draw them to their consoles.[69]

On 20 October 2016, Nintendo released a preview trailer about the NX, revealing the official name to be the Nintendo Switch.[70] According to Fils-Aimé, the console gave game developers new abilities to bring their creative concepts to life by opening up the concept of gaming without limits.[71] In December 2016, Nintendo released Super Mario Run for iOS devices, with the game surpassing over 50 million downloads within a week of its release. Kimishima stated that Nintendo would release a couple of mobile games each year from then on.[72]

In September 2017, Nintendo announced a partnership with the Chinese gaming company Tencent to publish a global version of their commercially successful mobile game, Honor of Kings, for the Nintendo Switch. The announcement lead some to believe that Nintendo could soon have a bigger footprint in China, a region where the Switch is not sold and is largely dominated by Tencent.[73] In November 2017, it was reported that Nintendo would be teaming up with Illumination Entertainment, an animation division of Universal Pictures, to make an animated Mario film.[74][75][76] In April 2018, Nintendo announced that Kimishima would be stepping down as company president that June, with Shuntaro Furukawa, former managing executive officer and outside director of The Pokémon Company, succeeding him.[77]

In January 2019, Nintendo announced it had made $958 million in profit and $5.59 billion in revenue during 2018.[78]

In February 2019, Nintendo announced that Reggie Fils-Aimé would be stepping down as president of Nintendo of America on April 19, 2019 and his successor, Doug Bowser would assume the role.[79]

Products

Home consoles

Color TV-Game

Released in 1977, Japan's highest selling first generation console is Nintendo's Color TV Game, with over three million units sold.[80]

Nintendo Entertainment System

NES-Console-Set
The Nintendo Entertainment System, Nintendo's first major success in the home console market

The Nintendo Entertainment System (abbreviated as NES) is an 8-bit video game console, which released in North America in 1985, and in Europe throughout 1986 and 1987. The console was initially released in Japan as the Family Computer (abbreviated as Famicom) in 1983. The best-selling gaming console of its time,[81] the NES helped revitalise the US video game industry following the video game crash of 1983.[82] With the NES, Nintendo introduced a now-standard business model of licensing third-party developers, authorizing them to produce and distribute games for Nintendo's platform.[83] The NES was bundled with Super Mario Bros., one of the best-selling video games of all time, and received ports of Nintendo's most popular arcade games.[19]

Nintendo also produced a limited run of the NES Classic Edition in 2016. The NES Classic System was a dedicated console modeled after an NES with 30 built-in classic first- and third-party games from the NES library. By the end of its production in April 2017, Nintendo shipped over two million units.

Super Nintendo Entertainment System

The Super Nintendo Entertainment System (abbreviated as the Super NES or SNES) is a 16-bit video game console, which was released in North America in 1991, and in Europe in 1992. The console was initially released in Japan in 1990 as the Super Famicom, officially adopting the colloquially abbreviated name of its predecessor. The console introduced advanced graphics and sound capabilities compared with other consoles at the time. Soon, the development of a variety of enhancement chips which were integrated onto each new game cartridge's circuit boards, progressed the SNES's competitive edge. While even crude three-dimensional graphics had previously rarely been seen on home consoles,[84] the Super NES's enhancement chips suddenly enabled a new caliber of games containing increasingly sophisticated faux 3D effects as seen in 1991's Pilotwings and 1992's Super Mario Kart. Argonaut Games developed the Super FX chip in order to replicate 3D graphics from their earlier Atari ST and Amiga Starglider series on the Super NES (more specifically, Starglider 2),[85] starting with Star Fox in 1993. The SNES is the best-selling console of the 16-bit era although having experienced a relatively late start and fierce competition from Sega's Mega Drive/Genesis console.

Nintendo also released a limited run of the Super NES Classic Edition in September 2017 through the end of the year. Like the NES Classic Edition, the Super NES Classic Edition is a dedicated console with 21 built-in games from its library, including the never-before-released Starfox 2.

Nintendo 64

Nintendo-64-wController-L
The Nintendo 64, named for its 64-bit graphics, was Nintendo's first home console to feature 3D computer graphics

The Nintendo 64 was released in 1996, featuring 3D polygon model rendering capabilities and built-in multiplayer for up to four players. The system's controller introduced the analog stick and later introduced the Rumble Pak, an accessory for the controller that produces force feedback with compatible games. Both are the first such features to have come to market for home console gaming and eventually became the de facto industry standard.[86] Announced in 1995, prior to the console's 1996 launch, the 64DD ("DD" standing for "Disk Drive") was designed to enable the development of new genre of video games[87] by way of 64 MB writable magnetic disks, video editing, and Internet connectivity. Eventually released only in Japan in 1999, the 64DD peripheral's commercial failure there resulted in only nine games being released and precluded further worldwide release.

GameCube

GameCube-Console-Set
The GameCube was Nintendo's first home console to use optical discs as a primary storage medium

The GameCube (officially called Nintendo GameCube, abbreviated NGC in Japan and GCN in North America) was released in 2001, in Japan and North America, and in 2002 worldwide. The sixth-generation console is the successor to the Nintendo 64 and competed with Sony's PlayStation 2, Microsoft's Xbox, and Sega's Dreamcast. The GameCube is the first Nintendo console to use optical discs as its primary storage medium.[88] The discs are similar to the miniDVD format, but the system was not designed to play standard DVDs or audio CDs. Nintendo introduced a variety of connectivity options for the GameCube. The GameCube's game library has sparse support for Internet gaming, a feature that requires the use of the aftermarket GameCube Broadband Adapter and Modem Adapter. The GameCube supports connectivity to the Game Boy Advance, allowing players to access exclusive in-game features using the handheld as a second screen and controller.

Wii

Wii-Console
The Wii, Nintendo's best selling home video game console and first to use motion controls

The Wii was released during the holiday season of 2006 worldwide. The system features the Wii Remote controller, which can be used as a handheld pointing device and which detects movement in three dimensions. Another notable feature of the console is WiiConnect24, which enables it to receive messages and updates over the Internet while in standby mode.[89] It also features a game download service, called "Virtual Console", which features emulated games from past systems. Since its release, the Wii has spawned many peripheral devices, including the Wii Balance Board and Motion Plus, and has had several hardware revisions. The Wii Family Edition variant is identical to the original model, but is designed to sit horizontally and removes the GameCube compatibility. The Wii Mini is a smaller, redesigned Wii which lacks GameCube compatibility, online connectivity, the SD card slot and Wi-Fi support, and has only one USB port unlike the previous models' two.[90][91]

Wii U

Wii U Console and Gamepad
The Wii U, the successor to the Wii

The Wii U, the successor to the Wii, was released during the holiday season of 2012 worldwide.[92][93] The Wii U is the first Nintendo console to support high-definition graphics. The Wii U's primary controller is the Wii U GamePad, which features an embedded touchscreen. Each game may be designed to use this touchscreen as supplemental to the main TV, or as the only screen for Off-TV Play. The system supports most Wii controllers and accessories, and the more classically shaped Wii U Pro Controller.[94] The system is backward compatible with Wii software and accessories; this mode also utilizes Wii-based controllers, and it optionally offers the GamePad as its primary Wii display and motion sensor bar. The console has various online services powered by Nintendo Network, including: the Nintendo eShop for online distribution of software and content; and Miiverse, a social network which can be variously integrated with games and applications. As of 31 March 2018, worldwide Wii U sales had totalled over 13 million units, with over 100 million games and other software for it sold.[95]

Nintendo Switch

Nintendo-Switch-Console-Docked-wJoyConRB
Nintendo's new hybrid console, the Switch.

On 17 March 2015, Nintendo announced a new "dedicated games platform with a brand new concept" with the codename "NX" that would be further revealed in 2016.[49][51] Reggie Fils-Aimé, president of Nintendo of America, referred to NX as "our next home console" in a June 2015 interview with The Wall Street Journal.[52] In a later article on 16 October 2015, The Wall Street Journal relayed speculation from unnamed inside sources that, although the NX hardware specifications were unknown, it may be intended to feature "industry leading" hardware specifications and include both a console and a mobile unit that could either be used with the console or taken on the road for separate use. It was also reported that Nintendo had begun distributing software development kits (SDKs) for NX to third-party developers, with the unnamed source further speculating that these moves "[suggest that] the company is on track to introduce [NX] as early as [2016]."[53] At an investor's meeting on 27 April 2016, Nintendo announced that the NX would be released worldwide in March 2017.[54] In an interview with Asahi Shimbun in May 2016, Kimishima referred to the NX as "neither the successor to the Wii U nor to the 3DS", as well as it being a "new way of playing games," but it would "slow Wii U sales" upon reveal and dissemination.[55] In June 2016, Miyamoto stated that the reason Nintendo had not released any information on the "NX" up until that point was because they were afraid of imitators, saying he and Nintendo thought other companies could copy "an idea that [they're] working on."[96][97] The same day, Kimishima revealed during a Q&A session with investors that they were also researching virtual reality.[57] On 19 October 2016, Nintendo announced they would release a trailer for the console the following day.[98] The next day, Nintendo unveiled the trailer that revealed the final name of the platform called Nintendo Switch.[99] By March 2018, over 17 million Switch units had been sold worldwide.[100]

Handheld consoles

Game & Watch

Game & Watch is a line of handheld electronic games produced by Nintendo from 1980 to 1991. Created by game designer Gunpei Yokoi, each Game & Watch features a single game to be played on an LCD screen in addition to a clock, an alarm, or both.[101] It was the earliest Nintendo product to garner major success.[102]

Game Boy

Game-Boy-FL
The original Game Boy

After the success of the Game & Watch series, Yokoi developed the Game Boy handheld console, which was released in 1989. Eventually becoming the best-selling handheld of all time, the Game Boy remained dominant for more than a decade, seeing critically and commercially popular games such as Pokémon Yellow released as late as 1998 in Japan, 1999 in North America, and 2000 in Europe. Incremental updates of the Game Boy, including Game Boy Pocket, Game Boy Light and Game Boy Color, did little to change the original formula, though the latter introduced color graphics to the Game Boy line.

Game Boy Advance

The first major update to its handheld line since 1989, the Game Boy Advance features improved technical specifications similar to those of the SNES. The Game Boy Advance SP was the first revision to the GBA line and introduced screen lighting and a clam shell design, while later iteration, the Game Boy Micro, brought a smaller form factor.

Nintendo DS

Nintendo-DS-Lite-Black-Open
The Nintendo DS Lite is the best-selling handheld console of all time

Although originally advertised as an alternative to the Game Boy Advance, the Nintendo DS replaced the Game Boy line after its initial release in 2004.[103] It was distinctive for its dual screens and a microphone, as well as a touch-sensitive lower screen. The Nintendo DS Lite brought a smaller form factor[104] while the Nintendo DSi features larger screens and two cameras,[105] and was followed by an even larger model, the Nintendo DSi XL, with a 90% bigger screen.[106]

Nintendo 3DS

Nintendo-3DS-XL-angled
Nintendo 3DS XL

Further expanding the Nintendo DS line, the Nintendo 3DS uses the process of autostereoscopy to produce a stereoscopic three-dimensional effect without glasses.[107] Released to major markets during 2011, the 3DS got off to a slow start, initially missing many key features that were promised before the system launched.[108] Partially as a result of slow sales, Nintendo stock declined in value. Subsequent price cuts and game releases helped to boost 3DS and 3DS software sales and to renew investor confidence in the company.[109] As of August 2013, the 3DS was the best selling console in the United States for four consecutive months.[110] The Nintendo 3DS XL was introduced in August 2012 and includes a 90% larger screen, a 4 GB SD card and extended battery life. In August 2013, Nintendo announced the cost-reduced Nintendo 2DS, a version of the 3DS without the 3D display. It has a slate-like design as opposed to the hinged, clamshell design of its predecessors.

A hardware revision, New Nintendo 3DS, was unveiled in August 2014. It is produced in a standard-sized model and a larger XL model; both models feature upgraded processors and additional RAM, an eye-tracking sensor to improve the stability of the autostereoscopic 3D image, colored face buttons, and near-field communication support for native use of Amiibo products. The standard-sized model also features slightly larger screens, and support for faceplate accessories.[111]

Marketing

Nintendo of America has engaged in several high-profile marketing campaigns to define and position its brand. One of its earliest and most enduring slogans was "Now you're playing with power!", used first to promote its Nintendo Entertainment System. It modified the slogan to include "SUPER power" for the Super Nintendo Entertainment System, and "PORTABLE power" for the Game Boy. Its 1994 "Play It Loud!" campaign played upon teenage rebellion and fostered an edgy reputation. During the Nintendo 64 era, the slogan was "Get N or get out." During the GameCube era, the "Who Are You?" suggested a link between the games and the players' identities. The company promoted its Nintendo DS handheld with the tagline "Touching is Good." For the Wii, they used the "Wii would like to play" slogan to promote the console with the people who tried the games including Super Mario Galaxy and Super Paper Mario. The Nintendo 3DS used the slogan "Take a look inside". The Wii U used the slogan "How U will play next." The Nintendo Switch uses the slogan "Switch and Play" in North America, and "Play anywhere, anytime, with anyone" in Europe.

Company structure

Board of directors

Representative directors

Directors

  • Shinya Takahashi, senior managing executive officer, general manager of Entertainment Planning & Development, supervisor of business development and development administration & support
  • Ko Shiota, senior executive officer, general manager of Platform Technology Development and Hardware Development Department
  • Satoru Shibata, senior executive officer, general manager of marketing and licensing, in charge of Advertising Department and Global Marketing Department

Directors (audit and supervisory committee members)

  • Naoki Noguchi
  • Naoki Mizutani, outside director
  • Katsuhiro Umeyama, outside director
  • Masao Yamazaki, outside director

Executive officers

Senior executive officers

  • Shigeyuki Takahashi, general manager of General Affairs Division
  • Satoshi Yamato, president of sales
  • Hirokazu Shinshi, general manager of Manufacturing Division

Executive officers

  • Reggie Fils-Aimé, president and COO of Nintendo of America
  • Yoshiaki Koizumi, deputy general manager of Entertainment Planning & Development Division
  • Takashi Tezuka, senior officer of Entertainment Planning & Development Division
  • Hajime Murakami, general manager of Finance Administration Division, Finance Department and Payment Services Management Department

Divisions

Nintendo's internal research and development operations are divided into three main divisions: Nintendo Entertainment Planning & Development (or EPD), the main software development division of Nintendo, which focuses on video game and software development; Nintendo Platform Technology Development (or PTD), which focuses on home and handheld video game console hardware development; and Nintendo Business Development (or NBD), which focuses on refining business strategy and is responsible for overseeing the smart device arm of the business.

Entertainment Planning & Development (EPD)

The Nintendo Entertainment Planning & Development division is the primary software development division at Nintendo, formed as a merger between their former Entertainment Analysis & Development and Software Planning & Development divisions in 2015. Led by Shinya Takahashi, the division holds the largest concentration of staff at the company, housing more than 800 engineers and designers. The division is primarily located in the central Kyoto R&D building, where they are overseen by Katsuya Eguchi, and also has a studio in Tokyo overseen by Yoshiaki Koizumi.

Platform Technology Development (PTD)

The Nintendo Platform Technology Development division is a combination of Nintendo's former Integrated Research & Development (or IRD) and System Development (or SDD) divisions. Led by Ko Shiota, the division is responsible for designing hardware and developing Nintendo's operating systems, developer environment and internal network as well as maintenance of the Nintendo Network.

Business Development (NBD)

The Nintendo Business Development division was formed following Nintendo's foray into software development for smart devices such as mobile phones and tablets. They are responsible for refining Nintendo's business model for the dedicated video game system business, and for furthering Nintendo's venture into development for smart devices.

International divisions

Nintendo office

The exterior of Nintendo's main headquarters in Kyoto, Japan

Nintendo of America Headquarters

Nintendo of America headquarters in Redmond, Washington

Frankfurt Herriotstraße 4.20130511

Nintendo of Europe headquarters in Frankfurt, Germany

任天堂東京支店ビル

Nintendo's Tokyo office

Headquartered in Kyoto, Japan since the beginning, Nintendo Co., Ltd. oversees the organization's global operations and manages Japanese operations specifically. The company's two major subsidiaries, Nintendo of America and Nintendo of Europe, manage operations in North America and Europe respectively. Nintendo Co., Ltd.[114] moved from its original Kyoto location[c] to a new office in Higashiyama-ku, Kyoto,;[d] in 2000, this became the research and development building when the head office relocated to its present location in Minami-ku, Kyoto.[e][115]

Nintendo's North American subsidiary is based in Redmond, Washington. Originally, the American headquarters handled sales, marketing, and advertising. However, the office in Redwood City, California now directs those functions. The company maintains distribution centers in Atlanta (Nintendo Atlanta) and North Bend, Washington (Nintendo North Bend). The 380,000-square-foot (35,000 m2) Nintendo North Bend facility processes more than 20,000 orders a day to Nintendo customers, which include retail stores that sell Nintendo products in addition to consumers who shop Nintendo's web site.[116] Nintendo of America also operates two retail stores in the United States, Nintendo New York in Rockefeller Plaza, New York City, which is open to the public, and Nintendo Redmond, co-located at NOA headquarters in Redmond, Washington, which is open only to Nintendo employees and invited guests. Nintendo of America's Canadian branch, Nintendo of Canada, is based in Vancouver, British Columbia with a distribution center in Toronto, Ontario. Nintendo of America's localization team, dubbed Nintendo Treehouse, is composed of around eighty staff, who are responsible for translating text from Japanese to English, creating videos and marketing plans, and ensuring that Nintendo's games release in a polished state.[117]

Nintendo's European subsidiary was established in June 1990,[118] based in Großostheim,[119] close to Frankfurt, Germany. The company handles operations in Europe and South Africa.[118] Nintendo of Europe's United Kingdom branch (Nintendo UK)[120] handles operations in that country and in Ireland from its headquarters in Windsor, Berkshire. In June 2014, NOE initiated a reduction and consolidation process, yielding a combined 130 layoffs: the closing of its office and warehouse, and termination of all employment, in Großostheim; and the consolidation of all of those operations into, and terminating some employment at, its Frankfurt location.[121][122] As of July 2018, the company employs 850 people.[123]

Nintendo's Australian subsidiary is based in Melbourne, Victoria. It handles the publishing, distribution, sales and marketing of Nintendo products in Australia, New Zealand, and Oceania (Cook Islands, Fiji, New Caledonia, Papua New Guinea, Samoa, and Vanuatu). It also manufactures some Wii games locally. Nintendo Australia is also a third-party distributor of some games from Rising Star Games, Bandai Namco Entertainment, Atlus, The Tetris Company, Sega, Koei Tecmo, and Capcom.

A Chinese joint venture between its founder, Wei Yen, and Nintendo, manufactures and distributes official Nintendo consoles and games for the mainland Chinese market, under the iQue brand. The product lineup for the Chinese market is considerably different from that for other markets. For example, Nintendo's only console in China is the iQue Player, a modified version of the Nintendo 64. The company has not released its more modern GameCube or Wii to the market, although a version of the Nintendo 3DS XL was released in 2012. As of 2013, it is a 100% Nintendo-owned subsidiary.[124][125]

Nintendo's South Korean subsidiary was established on 7 July 2006, and is based in Seoul.[126] In March 2016, the subsidiary was heavily downsized due to a corporate restructuring after analyzing shifts in the current market, laying off 80% of its employees, leaving only ten people, including CEO Hiroyuki Fukuda. This did not affect any games scheduled for release in South Korea, and Nintendo continued operations there as usual.[127][128]

Subsidiaries

Although most of the Research & Development is being done in Japan, there are some R&D facilities in the United States and Europe that are focused on developing software and hardware technologies used in Nintendo products. Although they all are subsidiaries of Nintendo (and therefore first party), they are often referred to as external resources when being involved in joint development processes with Nintendo's internal developers by the Japanese personal involved. This can be seen in a variety of "Iwata asks..." interviews.[129] Nintendo Software Technology (NST) and Nintendo Technology Development (NTD) are located in Redmond, Washington, United States, while Nintendo European Research & Development (NERD) is located in Paris, France, and Nintendo Network Service Database (NSD) is located in Kyoto, Japan.

Most external first-party software development is done in Japan, since the only overseas subsidiary is Retro Studios in the United States. Although these studios are all subsidiaries of Nintendo, they are often referred to as external resources when being involved in joint development processes with Nintendo's internal developers by the Nintendo Entertainment Planning & Development (EPD) division. 1-Up Studio and Nd Cube are located in Tokyo, Japan, while Monolith Soft has one studio located in Tokyo and another in Kyoto. Retro Studios is located in Austin, Texas.

Nintendo also established The Pokémon Company alongside Creatures and Game Freak in order to effectively manage the Pokémon brand. Similarly, Warpstar Inc. was formed through a joint investment with HAL Laboratory, which was in charge of the Kirby: Right Back at Ya! animated series.

Logos

Nintendo - 1889

1889–1950

Nintendo - 1950

1950–1960

Nintendo - 1960

1960–1965

Nintendo - 1965

1965–1970

Nintendo - 1967

1967–1975

Nintendo - 1968

1968–1975

Nintendo Logo 1970

1970–1975

Nintendo - 1972

1972

Nintendo red logo

1975–2006

Nintendo gray logo

2006–2016

Nintendo

2016–present

Policy

Content guidelines

For many years, Nintendo had a policy of strict content guidelines for video games published on its consoles. Although Nintendo allowed graphic violence in its video games released in Japan, nudity and sexuality were strictly prohibited. Former Nintendo president Hiroshi Yamauchi believed that if the company allowed the licensing of pornographic games, the company's image would be forever tarnished.[130] Nintendo of America went further in that games released for Nintendo consoles could not feature nudity, sexuality, profanity (including racism, sexism or slurs), blood, graphic or domestic violence, drugs, political messages or religious symbols (with the exception of widely unpracticed religions, such as the Greek Pantheon).[131] The Japanese parent company was concerned that it may be viewed as a "Japanese Invasion" by forcing Japanese community standards on North American and European children. Despite the strict guidelines, some exceptions have occurred: Bionic Commando (though swastikas were eliminated in the US version), Smash TV and Golgo 13: Top Secret Episode contained human violence, the latter also containing implied sexuality and tobacco use; River City Ransom and Taboo: The Sixth Sense contained nudity, and the latter also contained religious images, as did Castlevania II and III.

A known side effect of this policy was the Genesis version of Mortal Kombat selling over double the number of the Super NES version, mainly because Nintendo had forced publisher Acclaim to recolor the red blood to look like white sweat and replace some of the more gory graphics in its release of the game, making it less violent.[132] By contrast, Sega allowed blood and gore to remain in the Genesis version (though a code was required to unlock the gore). Nintendo allowed the Super NES version of Mortal Kombat II to ship uncensored the following year with a content warning on the packaging.[133]

In 1994 and 2003, when the ESRB and PEGI (respectively) video game ratings systems were introduced, Nintendo chose to abolish most of these policies in favor of consumers making their own choices about the content of the games they played. Today, changes to the content of games are done primarily by the game's developer or, occasionally, at the request of Nintendo. The only clear-set rule is that ESRB AO-rated games will not be licensed on Nintendo consoles in North America,[134] a practice which is also enforced by Sony and Microsoft, its two greatest competitors in the present market. Nintendo has since allowed several mature-content games to be published on its consoles, including: Perfect Dark, Conker's Bad Fur Day, Doom and Doom 64, BMX XXX, the Resident Evil series, Killer7, the Mortal Kombat series, Eternal Darkness: Sanity's Requiem, BloodRayne, Geist, Dementium: The Ward, Bayonetta 2, Devil's Third and Fatal Frame: Maiden of Black Water. Certain games have continued to be modified, however. For example, Konami was forced to remove all references to cigarettes in the 2000 Game Boy Color game Metal Gear Solid (although the previous NES version of Metal Gear and the subsequent GameCube game Metal Gear Solid: The Twin Snakes both included such references, as did Wii game MadWorld), and maiming and blood were removed from the Nintendo 64 port of Cruis'n USA.[135] Another example is in the Game Boy Advance game Mega Man Zero 3, in which one of the bosses, called Hellbat Schilt in the Japanese and European releases, was renamed Devilbat Schilt in the North American localisation. In North America releases of the Mega Man Zero games, enemies and bosses killed with a saber attack would not gush blood as they did in the Japanese versions. However, the release of the Wii was accompanied by a number of even more controversial games, such as Manhunt 2, No More Heroes, The House of the Dead: Overkill, and MadWorld, the latter three of which were published exclusively for the console.

License guidelines

Nintendo of America also had guidelines before 1993 that had to be followed by its licensees to make games for the Nintendo Entertainment System, in addition to the above content guidelines.[130] Guidelines were enforced through the 10NES lock-out chip.

  • Licensees were not permitted to release the same game for a competing console until two years had passed.
  • Nintendo would decide how many cartridges would be supplied to the licensee.
  • Nintendo would decide how much space would be dedicated for articles, advertising, etc. in the Nintendo Power magazine.
  • There was a minimum number of cartridges that had to be ordered by the licensee from Nintendo.
  • There was a yearly limit of five games that a licensee may produce for a Nintendo console.[136] This rule was created to prevent market over-saturation, which had contributed to the North American video game crash of 1983.

The last rule was circumvented in a number of ways; for example, Konami, wanting to produce more games for Nintendo's consoles, formed Ultra Games and later Palcom to produce more games as a technically different publisher.[130] This disadvantaged smaller or emerging companies, as they could not afford to start additional companies. In another side effect, Square Co (now Square Enix) executives have suggested that the price of publishing games on the Nintendo 64 along with the degree of censorship and control that Nintendo enforced over its games, most notably Final Fantasy VI, were factors in switching its focus towards Sony's PlayStation console.

In 1993, a class action suit was taken against Nintendo under allegations that their lock-out chip enabled unfair business practices. The case was settled, with the condition that California consumers were entitled to a $3 discount coupon for a game of Nintendo's choice.[137]

Emulation

Nintendo is opposed to any third-party emulation of its video games and consoles, stating that it is the single largest threat to the intellectual property rights of video game developers.[138] However, emulators have been used by Nintendo and licensed third party companies as a means to re-release older games, with Virtual Console, which re-released classic games as downloadable titles, and with dedicated consoles like the NES Mini and SNES Mini. On 19 July 2018, Nintendo sued Jacob Mathias, the owner of ROM image distribution websites LoveROMs and LoveRetro, for "brazen and mass-scale infringement of Nintendo’s intellectual property rights.”[139] Nintendo settled with Mathias in November 2018 for over US$12 million along with relinguishing all ROM images in their ownership. While Nintendo is likely to have agreed to a smaller fine in private, the large amount was seen as a deterrent to prevent similar sites from sharing ROM images.[140]

Seal of Quality

Nintendo Official Seal
Seal in NTSC regions
Original Nintendo Seal of Quality emblem
Seal of Quality in PAL regions

The gold sunburst seal was first used by Nintendo of America, and later Nintendo of Europe. It is displayed on any game, system, or accessory licensed for use on one of its video game consoles, denoting the game has been properly approved by Nintendo. The seal is also displayed on any Nintendo-licensed merchandise, such as trading cards, game guides, or apparel, albeit with the words "Official Nintendo Licensed Product".[141]

In 2008, game designer Sid Meier cited the Seal of Quality as one of the three most important innovations in video game history, as it helped set a standard for game quality that protected consumers from shovelware.[142]

NTSC regions

In NTSC regions, this seal is an elliptical starburst named the "Official Nintendo Seal". Originally, for NTSC countries, the seal was a large, black and gold circular starburst. The seal read as follows: "This seal is your assurance that NINTENDO has approved and guaranteed the quality of this product." This seal was later altered in 1988: "approved and guaranteed" was changed to "evaluated and approved." In 1989, the seal became gold and white, as it currently appears, with a shortened phrase, "Official Nintendo Seal of Quality." It was changed in 2003 to read "Official Nintendo Seal."[141]

The seal currently reads:[143]

The official seal is your assurance that this product is licensed or manufactured by Nintendo. Always look for this seal when buying video game systems, accessories, games and related products.

PAL regions

In PAL regions, the seal is a circular starburst named the "Original Nintendo Seal of Quality." Text near the seal in the Australian Wii manual states:

This seal is your assurance that Nintendo has reviewed this product and that it has met our standards for excellence in workmanship, reliability and entertainment value. Always look for this seal when buying games and accessories to ensure complete compatibility with your Nintendo product.[144]

Charitable projects

In 1992, Nintendo teamed with the Starlight Children's Foundation to build Starlight Fun Center mobile entertainment units and install them in hospitals.[145] 1,000 Starlight Nintendo Fun Center units were installed by the end of 1995.[145] These units combine several forms of multimedia entertainment, including gaming, and serve as a distraction to brighten moods and boost kids' morale during hospital stays.[146]

Environmental record

Nintendo has consistently been ranked last in Greenpeace's "Guide to Greener Electronics" due to Nintendo's failure to publish information.[147] Similarly, they are ranked last in the Enough Project's "Conflict Minerals Company Rankings" due to Nintendo's refusal to respond to multiple requests for information.[148]

Like many other electronics companies, Nintendo offers a take-back recycling program which allows customers to mail in old products they no longer use. Nintendo of America claimed that it took in 548 tons of returned products in 2011, 98% of which was either reused or recycled.[149]

Trademark

During the peak of Nintendo's success in the video game industry in the 1990s, their name was ubiquitously used to refer to any video game console, regardless of the manufacturer. To prevent their trademark from becoming generic, Nintendo pushed usage of the term "game console", and succeeded in preserving their trademark.[150][151]

See also

Notes

  1. ^ Japanese: 任天堂株式会社 Hepburn: Nintendō kabushikigaisha
  2. ^ Nintendō karuta kabushikigaisha (Japanese: 任天堂骨牌株式会社)
  3. ^ 34°59′30.03″N 135°45′58.66″E / 34.9916750°N 135.7662944°E
  4. ^ 34°58′29.00″N 135°46′10.48″E / 34.9747222°N 135.7695778°E
  5. ^ 34°58′11.89″N 135°45′22.33″E / 34.9699694°N 135.7562028°E

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Bibliography

Further reading

External links

GameCube

The Nintendo GameCube, abbreviated NGC in Japan and GCN in Europe and North America, is a home video game console released by Nintendo in Japan and North America in 2001 and Europe and Australia in 2002. The sixth generation console is the successor to the Nintendo 64 and competed with Sony's PlayStation 2 and Microsoft's Xbox.

The GameCube is the first Nintendo console to use optical discs as its primary storage medium. The discs are in the miniDVD format and the system was not designed to play full sized DVDs or audio CDs. The console supports online gaming for a small number of games via the broadband or modem adapter and connects to the Game Boy Advance via the link cable, allowing players to access exclusive in-game features using the handheld as a second screen and controller.

The GameCube uses composite video cables to display games on the television; however, there are differences in the two models produced. The models produced before May of 2004 also had the ability to use the digital component AV cables and progressive scan and a second serial port. The nameplate on the top of the console reading "Nintendo GameCube" could also be removed. This model was known as "DOL-001". All said were removed in GameCube consoles produced between 2004-2007, and the later model was known as "DOL-101". The newer models also had firmware that disabled action replays and cheat codes and the laser reading the discs was improved, though it did not last as long as the "DOL-001" model's laser. The newer models came with a 48 watt AC adapter to power the console, while the original models came with a 46 watt AC adapter.Contemporary reception of the GameCube was generally positive. The console was praised for its controller, extensive software library and high-quality games, but was criticized for its exterior design and lack of features. Nintendo sold 21.74 million GameCube units worldwide before it was discontinued in 2007. Its successor, the Wii, some models of which have backward compatibility with most GameCube software, was released in November 2006.

Game Boy

The Game Boy is an 8-bit handheld game console which was developed and manufactured by Nintendo and first released on April 21, 1989 (1989-04-21), in North America on July 31, 1989 (1989-07-31), and in Europe on September 28, 1990 (1990-09-28). It is the first handheld console in the Game Boy line, created and published by Satoru Okada and Nintendo Research & Development 1. This same team, led by Gunpei Yokoi at the time, is credited with designing the Game & Watch series as well as several popular games for the Nintendo Entertainment System. Redesigned, but not entirely revamped, versions were released in 1996 and 1998 in the form of Game Boy Pocket and Game Boy Light (Japan only), respectively.

The Game Boy is Nintendo's second handheld game console, combining features from both the Nintendo Entertainment System and the Game & Watch (the first Nintendo handheld). It was sold either as a standalone unit, or bundled with the puzzle game Tetris.

During its early lifetime, the Game Boy mainly competed with Sega's Game Gear, Atari's Lynx, and NEC's TurboExpress. It outsold its rivals and became a significant success. The Game Boy and its successor, the Game Boy Color, have sold over 118 million units worldwide as of 2016. Upon the Game Boy's release in the United States, its entire shipment of one million units was sold within a few weeks. Production of the Game Boy and the Game Boy Color were discontinued in the early 2000s, being replaced by the Game Boy Advance, which was released in 2001.

Game Boy Advance

The Game Boy Advance (GBA) is a 32-bit handheld video game console developed, manufactured and marketed by Nintendo as the successor to the Game Boy Color. It was released in Japan on March 21, 2001, in North America on June 11, 2001, in Australia and Europe on June 22, 2001, and in mainland China on June 8, 2004 as iQue Game Boy Advance. Nintendo's competitors in the handheld market at the time were the Neo Geo Pocket Color, WonderSwan, GP32, Tapwave Zodiac, and the N-Gage. Despite the competitors' best efforts, Nintendo maintained a majority market share with the Game Boy Advance.

As of June 30, 2010, the Game Boy Advance series has sold 81.51 million units worldwide. Its successor, the Nintendo DS, was released in November 2004 and is also compatible with Game Boy Advance software.

Nintendo 3DS

The Nintendo 3DS is a handheld game console produced by Nintendo. It is capable of displaying stereoscopic 3D effects without the use of 3D glasses or additional accessories. Nintendo announced the console in March 2010 and officially unveiled it at E3 2010 on June 15. The console succeeds the Nintendo DS, featuring backward compatibility with older Nintendo DS video games. Its primary competitor was the PlayStation Vita from Sony.The handheld offers new features such as the StreetPass and SpotPass tag modes, powered by Nintendo Network; augmented reality, using its 3D cameras; and Virtual Console, which allows owners to download and play games originally released on older video game systems. It is also pre-loaded with various applications including these: an online distribution store called Nintendo eShop, a social networking service called Miiverse (Miiverse has been shut down, and cannot be accessed at this time.); an Internet Browser; the Netflix, Hulu Plus and YouTube streaming video services; Nintendo Video; a messaging application called Swapnote (known as Nintendo Letter Box in Europe and Australia); and Mii Maker.

The Nintendo 3DS was released in Japan on February 26, 2011, and worldwide beginning in March 2011. Less than six months later on July 28, 2011, Nintendo announced a significant price reduction from US$249 to US$169 amid disappointing launch sales. The company offered ten free Nintendo Entertainment System games and ten free Game Boy Advance games from the Nintendo eShop to consumers who bought the system at the original launch price. This strategy was considered a major success, and the console went on to become one of Nintendo's most successfully sold handheld consoles in the first two years of its release. As of September 30, 2018, the Nintendo 3DS family of systems combined have sold 73.53 million units.

Several redesigns have been made since; the Nintendo 3DS XL, a larger model, first released in Japan and Europe in July 2012, featuring a 90% larger screen. An "entry-level" version of the console, the Nintendo 2DS, with a fixed "slate" form factor and lacking autostereoscopic (3D) functionality, was released in Western markets in October 2013. The New Nintendo 3DS features a more powerful CPU, a second analog stick called the C-Stick, additional buttons, an improved camera, and other changes, and was first released in Japan in October 2014.

Nintendo 64

The Nintendo 64, stylized as NINTENDO64 and abbreviated as N64, is Nintendo's third home video game console for the international market. Named for its 64-bit central processing unit, it was released in June 1996 in Japan, September 1996 in North America and Brazil, March 1997 in Europe and Australia, and September 1997 in France. It is the last major home console to use the cartridge as its primary storage format until Nintendo's seventh console, the Nintendo Switch, released in 2017. The console was discontinued in mid-2002 following the launch of its successor, the GameCube, in 2001.

Codenamed "Project Reality", the Nintendo 64 design was mostly complete by mid-1995, but its launch was delayed until 1996, when Time named it Machine of the Year. It was launched with three games: Super Mario 64 and Pilotwings 64 (worldwide) and Saikyō Habu Shōgi (exclusive to Japan). As part of the fifth generation of gaming, the system competed primarily with the Sony PlayStation and the Sega Saturn. The suggested retail price at its United States launch was US$199.99, and 32.93 million units were sold worldwide. The console was released in a range of colors and designs over its lifetime. In 2015, IGN named it the 9th greatest video game console of all time.

Nintendo DS

The Nintendo DS, or simply DS, is a dual-screen handheld game console developed and released by Nintendo. The device went on sale in North America on November 21, 2004. The DS, short for "Developers' System" or "Dual Screen", introduced distinctive new features to handheld gaming: two LCD screens working in tandem (the bottom one featuring a touchscreen), a built-in microphone, and support for wireless connectivity. Both screens are encompassed within a clamshell design similar to the Game Boy Advance SP. The Nintendo DS also features the ability for multiple DS consoles to directly interact with each other over Wi-Fi within a short range without the need to connect to an existing wireless network. Alternatively, they could interact online using the now-defunct Nintendo Wi-Fi Connection service. Its main competitor was Sony's PlayStation Portable as part of the seventh generation era. It was likened to the Nintendo 64 from the 1990s, which led to several N64 ports such as Super Mario 64 DS and Diddy Kong Racing DS, among others.

Prior to its release, the Nintendo DS was marketed as an experimental, "third pillar" in Nintendo's console lineup, meant to complement the Game Boy Advance and GameCube. However, backward compatibility with Game Boy Advance titles and strong sales ultimately established it as the successor to the Game Boy series. On March 2, 2006, Nintendo launched the Nintendo DS Lite, a slimmer and lighter redesign of the original Nintendo DS with brighter screens. On November 1, 2008, Nintendo released the Nintendo DSi, another redesign with several hardware improvements and new features. All Nintendo DS models combined have sold 154.02 million units, making it the best selling handheld game console to date, and the second best selling video game console of all time behind Sony's PlayStation 2. The Nintendo DS line was succeeded by the Nintendo 3DS family in 2011, which maintains backward compatibility with nearly all Nintendo DS software.

Nintendo Direct

Nintendo Direct is an online presentation produced by Nintendo, where information regarding the company's content or franchises is presented, such as information about games and consoles. The presentations began in Japan and North America with the first edition on October 21, 2011, before later expanding to Europe, Australia, and South Korea.

Presentations are broadly done in both international and regional formats, with presenters varying by region and language. In Japan, Nintendo Directs were most commonly presented by Nintendo's global president Satoru Iwata until his death in 2015, with Yoshiaki Koizumi now serving as host. In North America, the videos are often presented by Nintendo of America president, Reggie Fils-Aimé, and Bill Trinen. European Directs are presented by Nintendo of Europe president, Satoru Shibata, with these presentations also being used for Australia. South Korea also airs its own exclusive Nintendo Directs hosted by Nintendo of Korea president, Hiroyuki Fukuda. Australia only aired the European output since 2012, but on September 24, 2014, they aired their first and only exclusive Nintendo Direct for their region hosted by Tom Enoki.

Nintendo Directs are frequently broadcast and localised internationally to several regions simultaneously. Until his death in 2015, Satoru Iwata was usually the presenter for these Directs, narrating in Japanese for the Japan Directs and in English for the other regions. Following Iwata's death, the format did not receive a worldwide host again until 2017, with Nintendo EPD's Yoshiaki Koizumi receiving the role. These presentations incorporated a new 'headline' format for announcements, with this section narrated in Japanese (in Japan) or English (elsewhere) by a secondary presenter. For North American broadcasts of Nintendo Directs, Koizumi's role is also dubbed into English. In Europe, Australia and South Korea, subtitles are used to translate Koizumi's role and the English narrator, where applicable.

Outside of the general Nintendo Direct presentations covering a range of titles, there are also Directs centred around specific titles or series. These are usually presented by the producer or director of the game or series, or employ a narrator.

Nintendo Entertainment System

The Nintendo Entertainment System (or NES for short) is an 8-bit home video game console developed and manufactured by Nintendo. It is a remodeled export version of the company's Family Computer (FC) platform in Japan, also known as the Famicom for short, which launched on July 15, 1983. The NES was launched through test markets in New York City and Los Angeles in 1985, before being given a wide release in the rest of North America and parts of Europe in 1986, followed by Australia and other European countries in 1987. Brazil saw only unlicensed clones until the official local release in 1993. In South Korea, it was packaged as the Hyundai Comboy and distributed by SK Hynix which then was known as Hyundai Electronics; the Comboy was released in 1989.

The best-selling gaming console of its time, the NES helped revitalize the US video game industry following the North American video game crash of 1983. With the NES, Nintendo introduced a now-standard business model of licensing third-party developers, authorizing them to produce and distribute titles for Nintendo's platform. It was succeeded by the Super Nintendo Entertainment System.

Nintendo Switch

The Nintendo Switch, commonly abbreviated as the Switch, is a video game console developed by Nintendo and was released on March 3, 2017. It is a hybrid console that can be used in both stationary and portable settings. In the home console mode, the main unit is inserted onto a docking station to connect to a television screen or monitor. Alternatively, for portable use, it can be removed from the dock and operated similarly to a tablet computer through its LCD touchscreen. It can also be placed in a standalone tabletop mode visible to several players. Its wireless Joy-Con controllers, which include standard buttons and directional analog sticks for user input, motion sensing, and high-definition tactile feedback, can attach to both sides of the console to support handheld-style play. They can also connect to a Grip accessory to provide a traditional home console gamepad form, or be used individually in the hand like the Wii Remote and Nunchuk, supporting local multiplayer modes. The Nintendo Switch's software supports online gaming through standard Internet connectivity, as well as local wireless ad hoc connectivity with other Switch consoles. Nintendo Switch games and software are available on both physical flash-based ROM cartridges and digital distribution via Nintendo eShop; the system does not use region locking. As an eighth-generation console, the Nintendo Switch competes with Microsoft's Xbox One and Sony's PlayStation 4.

Known in development by its codename NX, the concept of the Switch came about as Nintendo's reaction to several quarters of financial losses into 2014, attributed to poor sales of its previous console, the Wii U, and market competition from mobile gaming. Nintendo's then-president Satoru Iwata pushed the company towards mobile gaming and novel hardware. The Nintendo Switch's design is aimed at a wide demographic of video game players through the multiple modes of use. Nintendo opted to use more standard electronic components, such as a chipset based on Nvidia's Tegra line, to make development for the console easier for programmers and more compatible with existing game engines. As the Wii U had struggled to gain external support, leaving it with a weak software library, Nintendo preemptively sought the support of many third-party developers and publishers to help build out the Switch's game library alongside Nintendo's own first-party titles, including many independent video game studios. While Nintendo initially anticipated around 100 titles for its first year, over 320 titles from first-party, third-party, and independent developers were released by the end of 2017.

The Nintendo Switch was unveiled in October 2016 and was released in most areas worldwide on March 3, 2017. The console shipped nearly three million in the first month of its launch, exceeding Nintendo's initial projection of two million, and within a year of release achieved over 14 million units sold worldwide, outselling total lifetime sales of the Wii U. By the start of 2018, the Switch became the fastest-selling home console in both Japan and the United States. As of December 2018, Nintendo Switch has sold more than 32 million units worldwide. Switch sales have been strongly tied to sales of Nintendo's first-party titles, with five games, The Legend of Zelda: Breath of the Wild, Super Smash Bros. Ultimate, Super Mario Odyssey, Mario Kart 8 Deluxe, and Pokémon: Let's Go having sold over ten million units each.

Pokémon (video game series)

Pokémon is a series of video games developed by Game Freak and published by Nintendo as part of the Pokémon media franchise. First released in 1996 in Japan for the Game Boy, the main series of role-playing video games (RPGs), also referred as the "core series" by their developers, has continued on each generation of Nintendo's handhelds.

The games are commonly released in pairs, each with slight variations, with a remake of the games usually released a few years after the original versions for another console. While the main series consists of RPGs, a big number of spin-off games based on the series have been developed by various companies, encompassing other genres such as action role-playing, puzzle, fighting, and digital pet games.

Including spin-offs, as of November 24, 2017, more than 300 million Pokémon games have been sold worldwide on handheld and home consoles, across 76 titles. This makes Pokémon the second best-selling video game franchise, behind Nintendo's own Mario franchise. In addition, Pokémon Go has had over 800 million mobile game downloads worldwide.

Shigeru Miyamoto

Shigeru Miyamoto (Japanese: 宮本 茂, Hepburn: Miyamoto Shigeru, pronounced [mijamoto ɕiɡeɾɯ]; born November 16, 1952) is a Japanese video game designer and producer for the video game company Nintendo, currently serving as one of its representative directors. He is best known as the creator of some of the most critically acclaimed and best-selling video games and franchises of all time, such as Mario, The Legend of Zelda, Star Fox, F-Zero, Donkey Kong and Pikmin.

Miyamoto originally joined Nintendo in 1977, when the company was beginning its foray into video games and starting to abandon the playing cards it had made since 1889. His games have been prominently showcased and widely anticipated as flagship titles of every Nintendo video game console, with his earliest work appearing on arcade machines in the late 1970s. He managed Nintendo's Entertainment Analysis & Development software division, which developed many of the company's first-party titles. As a result of Nintendo president Satoru Iwata's death in July 2015, Miyamoto fulfilled the role of acting president alongside Genyo Takeda until being formally appointed as the company's "Creative Fellow" a few months later.

Super Nintendo Entertainment System

The Super Nintendo Entertainment System (SNES), also known as the Super NES or Super Nintendo, is a 16-bit home video game console developed by Nintendo that was released in 1990 in Japan and South Korea, 1991 in North America, 1992 in Europe and Australasia (Oceania), and 1993 in South America. In Japan, the system is called the Super Famicom (SFC). In South Korea, it is known as the Super Comboy and was distributed by Hyundai Electronics. The system was released in Brazil on August 30, 1993, by Playtronic. Although each version is essentially the same, several forms of regional lockout prevent the different versions from being compatible with one another.

The SNES is Nintendo's second programmable home console, following the Nintendo Entertainment System (NES). The console introduced advanced graphics and sound capabilities compared with other systems at the time. The development of a variety of enhancement chips integrated in game cartridges helped to keep it competitive in the marketplace.

The SNES was a global success, becoming the best-selling console of the 16-bit era despite its relatively late start and the intense competition it faced in North America and Europe from Sega's Genesis console. The SNES remained popular well into the 32-bit era having sold 49.1 million worldwide by the time it was discontinued in 2003. (Comparative to the NES's 61.9 million). It continues to be popular among collectors and retro gamers, some of whom still make homebrew ROM images, in addition to its popularity in Nintendo's emulated rereleases, such as in Virtual Console environment.

Super Smash Bros.

Super Smash Bros. is a series of crossover fighting video games published by Nintendo, and primarily features characters from various franchises of theirs. The series was created by Masahiro Sakurai, who has directed every game in the series. The gameplay objective differs from that of traditional fighters in that the aim is to knock opponents off the stage instead of depleting life bars.

The original Super Smash Bros., released in 1999 for the Nintendo 64, had a small budget and was originally a Japan-only release, but its domestic success led to a worldwide release. The series achieved even greater success with the release of Super Smash Bros. Melee, which was released in 2001 for the GameCube and became the bestselling game on that system. A third installment, Super Smash Bros. Brawl, was released in 2008 for the Wii. Although HAL Laboratory had been the developer of the first two games, the third game was developed through the collaboration of several companies. The fourth installment, Super Smash Bros. for Nintendo 3DS and Wii U, were released in 2014 for the Nintendo 3DS and Wii U, respectively. The 3DS installment was the first for a handheld platform. A fifth installment, Super Smash Bros. Ultimate, was released in 2018 for the Nintendo Switch.

The series features many characters from Nintendo's most popular franchises, including Super Mario, Donkey Kong, The Legend of Zelda, Metroid, Star Fox, Kirby, Yoshi and Pokémon. The original Super Smash Bros. had only 12 playable characters, with the roster count rising for each successive game and later including third-party characters, with Ultimate containing every character playable in the previous games. Some characters are able to transform into different forms that have different styles of play and sets of moves. Every game in the series has been well received by critics, with much praise given to their multiplayer features, spawning a large competitive community that has been featured in several gaming tournaments.

Super Smash Bros. Ultimate

Super Smash Bros. Ultimate is a 2018 crossover fighting game developed by Bandai Namco Studios and Sora Ltd. and published by Nintendo for the Nintendo Switch. It is the fifth installment in the Super Smash Bros. series, succeeding Super Smash Bros. for Nintendo 3DS and Wii U. The game follows the series' traditional style of gameplay: controlling one of various characters, players must use differing attacks to weaken their opponents and knock them out of an arena. It features a wide variety of game modes, including a campaign for a single-player and multiplayer versus modes. Ultimate includes every playable character from previous Super Smash Bros. games—ranging from Nintendo's mascots to characters from third-party franchises—and several newcomers.

By December 2015, planning for a new Super Smash Bros. game had begun, with full development starting after the completion of 3DS/Wii U's downloadable content (DLC). Series creator and director Masahiro Sakurai returned along with Bandai Namco Studios and Sora, the studios that developed 3DS/Wii U. The return of the studios sped up the preparation process. Sakurai's goal with Ultimate was to include every character from previous games despite the various development and licensing problems this would cause. Various well-known video game music composers contributed to the soundtrack, with Hideki Sakamoto writing the main theme, "Lifelight".

Nintendo teased Ultimate in March 2018 and revealed it at E3 2018 the following June. It was released worldwide on December 7, 2018, and will be supported after release with DLC adding new characters and related stages. Ultimate received universal acclaim, with some critics calling it the best Super Smash Bros. game. They praised its amount of content and fine-tuning of existing Smash gameplay elements, although its online mode received some criticism. Ultimate is also the fastest-selling Switch and Nintendo game of all time, shipping 12.08 million copies in under a month.

The Legend of Zelda

The Legend of Zelda is a fantasy action-adventure video game franchise created by Japanese game designers Shigeru Miyamoto and Takashi Tezuka. It is primarily developed and published by Nintendo, although some portable installments and re-releases have been outsourced to Capcom, Vanpool, and Grezzo. The series' gameplay incorporates action-adventure and elements of action RPG games.

The series centers on Link, the elf-like player character and chief protagonist. Link is often given the task of rescuing Princess Zelda and the kingdom of Hyrule from Ganon, an evil warlord turned demon who is the principal antagonist of the series; however, other settings and antagonists have appeared in several games. The plots commonly involve a relic known as the Triforce, a set of three golden triangles representing the virtues of Courage, Wisdom and Power that together are omnipotent. The protagonist in each game is usually not the same incarnation of Link, but a few exceptions exist.

Since the original Legend of Zelda was released in 1986, the series has expanded to include 19 entries on all of Nintendo's major game consoles, as well as a number of spin-offs. An American animated TV series based on the games aired in 1989 and individual manga adaptations commissioned by Nintendo have been produced in Japan since 1997. The Legend of Zelda is one of Nintendo's most prominent and successful franchises; many of its games are considered by critics to be among the greatest video games of all time.

Video game console

A video game console is a computer device that outputs a video signal or visual image to display a video game that one or more people can play.

The term "video game console" is primarily used to distinguish a console machine primarily designed for consumers to use for playing video games, in contrast to arcade machines or home computers. An arcade machine consists of a video game computer, display, game controller (joystick, buttons, etc.) and speakers housed in large chassis. A home computer is a personal computer designed for home use for a variety of purposes, such as bookkeeping, accessing the Internet and playing video games. While arcades and computers are generally expensive or highly “technical” devices, video game consoles were designed with affordability and accessibility to the general public in mind.

Unlike similar consumer electronics such as music players and movie players, which use industry-wide standard formats, video game consoles use proprietary formats which compete with each other for market share. There are various types of video game consoles, including home video game consoles, handheld game consoles, microconsoles and dedicated consoles. Although Ralph Baer had built working game consoles by 1966, it was nearly a decade before the Pong game made them commonplace in regular people's living rooms. Through evolution over the 1990s and 2000s, game consoles have expanded to offer additional functions such as CD players, DVD players, Blu-ray disc players, web browsers, set-top boxes and more.

Wii

The Wii ( WEE; known unofficially as the Nintendo Wii) is a home video game console released by Nintendo on November 19, 2006. As a seventh-generation console, the Wii competed with Microsoft's Xbox 360 and Sony's PlayStation 3. Nintendo states that its console targets a broader demographic than that of the two others. As of the first quarter of 2016, the Wii led its generation over the PlayStation 3 and Xbox 360 in worldwide sales, with more than 101 million units sold; in December 2009, the console broke the sales record for a single month in the United States.The Wii introduced the Wii Remote controller, which can be used as a handheld pointing device and which detects movement in three dimensions. The console runs games supplied on Wii optical discs. It also supported the now discontinued WiiConnect24 service, which enabled Wii to receive messages and updates over the Internet while in standby mode. Like other seventh-generation consoles it supported a service, called "Virtual Console", that downloaded emulated games from past Nintendo consoles, support for online video streaming such as BBC iPlayer, and other services provided by Nintendo over the Internet. Internet services were withdrawn; since 31 January 2019 only re-download of games, system software update, and transfer of data between Wii and Wii U continued to be available, to be withdrawn at an unspecified future date. Wii Points could no longer be purchased after March 2018, and could not be used and were permanently lost from 31 January 2019.The Wii succeeded the GameCube; early models are fully backward-compatible with all GameCube games and most accessories. Nintendo first spoke of the console at the E3 2004 press conference and later unveiled it at E3 2005. Nintendo CEO Satoru Iwata revealed a prototype of the controller at the September 2005 Tokyo Game Show. At E3 2006, the console won the first of several awards. By December 8, 2006, it had completed its launch in the four key markets.

Later models are no longer compatible with Nintendo GameCube. In late 2011, Nintendo released a reconfigured model, the "Wii Family Edition", which was not released in Japan. The Wii Mini, Nintendo's first major console redesign since the compact SNES, succeeded the standard Wii model and was released first in Canada on December 7, 2012. The Wii Mini can only play Wii optical discs, as it has neither GameCube compatibility nor any networking capabilities; this model was not released in Japan, Australia, or New Zealand. The Wii's successor, the Wii U, was released on November 18, 2012. On October 20, 2013, Nintendo confirmed it had discontinued production of the Wii in Japan and Europe.

Wii U

The Wii U ( WEE YOO) is a home video game console developed by Nintendo, and the successor to the Wii. The console was released in November 2012 and was the first eighth-generation video game console, as it competed with Microsoft's Xbox One and Sony's PlayStation 4.

The Wii U is the first Nintendo console to support HD graphics. The system's primary controller is the Wii U GamePad, which features an embedded touchscreen, and combines directional buttons, analog sticks, and action buttons. The screen can be used either as a supplement to the main display (either providing an alternate, asymmetric gameplay experience, or a means of local multiplayer without resorting to a split screen), or in supported games, to play the game directly on the GamePad independently of the television. The Wii U is backward compatible with all Wii software and accessories – games can support any combination of the GamePad, Wii Remote, Nunchuk, Balance Board, or Nintendo's more traditionally designed Classic Controller or Wii U Pro Controller for input. Online functionality centers around the Nintendo Network platform and Miiverse, an integrated social networking service which allows users to share content in game-specific communities.

The Wii U was met with a generally positive reception, including praise for its GamePad controller, improvements to online functionality over the Wii, backwards compatibility with existing Wii software and controllers, affordability in comparison to other eighth-generation consoles, and non-reliance on a subscription for online functionality. However, the Wii U received criticism in several areas, including the GamePad's battery life and issues with the console's user interface and functionality, along with a weak lineup of launch titles and a lack of clear vision. The Wii U was met with slow consumer adoption, with low sales primarily credited to a weak lineup of launch titles, limited third-party support, and poor marketing. Wii U production officially ended in January 2017. On March 3, 2017, Nintendo released a new console, the Nintendo Switch, although the Wii U was noted for pioneering several concepts that were refined in the Switch.

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