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===Electronic era=== | ===Electronic era=== | ||
[[File:NintendoLogo2006-2017.jpg|thumb|left|Nintendo's logo from | [[File:NintendoLogo2006-2017.jpg|thumb|left|Nintendo's logo from 2004 to 2017. This logo would be standardized in 2006.]] | ||
After their toy venture proved a great success, Nintendo | After their toy venture proved a great success, Nintendo sought other industries to enter for more creative opportunities and profit. They saw the rise of arcades and amusement machines in the early 1970s and saw them as a natural evolution from toys. Their first attempt at these amusement machines was ''Laser Clay Shooting System'' in 1973, a shooting gallery where players would use a light gun to shoot images projected onto a wall. The game was a financial success and prompted Nintendo to make more games for arcades like ''Wild Gunman'' in 1974, ''EVR Race'' in 1975, ''Sky Hawk'' and ''Duck Hunt'' in 1976, and ''Block Fever'' in 1978. Nintendo also noticed the booming home console market around this time and developed relationships with {{s|wikipedia|Mitsubishi}} electronics, who would help design the consoles, and {{s|wikipedia|Magnavox}}, who agreed to license their hardware to Nintendo to create the [[Color TV-Game]] line of gaming consoles starting in 1977. Gunpei Yokoi would notice a bored salaryman on the train fiddling with a calculator and came up with the idea to make a game console that can fit in a pocket. This became the {{uv|Game & Watch}} line of LCD handheld games. While not the first of their kind, they were by far the most successful at the time and were the first real big break into the video game industry for Nintendo. | ||
However, their arcade division was not doing as well as the rest of the company, with each release seeing diminishing returns. The 1980 release of {{s|wikipedia|Radar Scope}} was seen as a particularly disastrous financial flop and put Nintendo into serious financial trouble. In a desperate effort to course correct, executives assigned relative newcomer [[Shigeru Miyamoto]] to make a new game out of the Radar Scope arcade board for a quick and cheap turnaround. The game he made would turn into {{uv|Donkey Kong}}, which became an unprecedented success and would change the course of video game history by making Nintendo a household name outside of Japan for the first time. | However, their arcade division was not doing as well as the rest of the company, with each release seeing diminishing returns. The 1980 release of {{s|wikipedia|Radar Scope}} was seen as a particularly disastrous financial flop and put Nintendo into serious financial trouble. In a desperate effort to course correct, executives assigned relative newcomer [[Shigeru Miyamoto]] to make a new game out of the Radar Scope arcade board for a quick and cheap turnaround. The game he made would turn into {{uv|Donkey Kong}}, which became an unprecedented success and would change the course of video game history by making Nintendo a household name outside of Japan for the first time. | ||
By 1983, more successful arcade games released like ''Donkey Kong Jr.'', ''Popeye'', and ''Mario Bros'', and the Game & Watch line received new installments on a nearly monthly basis. At this point, Nintendo wanted to expand their home console division with a more powerful machine that can accept cartridges for a theoretically infinite number of games. The final product was the Family Computer system (often shortened to Famicom), which swept Japan on July 15, 1983, as the best-selling video game console at the time, easily overtaking all competition. This success is attributed to the large variety of quality exclusive titles, which includes ports of existing arcade games, original titles like {{uv|Balloon Fight}}, {{uv|Ice Climber}}, {{uv|Excite}}bike, and a clause for third party developers that want to make games for a Nintendo console mandating they only make games for Nintendo consoles. However, Nintendo hesitated to release the system internationally, as the 1983 video game crash was in full effect and the fear of a financial disappointment was present in the company. To prevent this, Nintendo established branch named Nintendo of America to research the market and find a way to make the console launch a success. This branch eventually came up with the plan of redesigning the console into the “Nintendo Entertainment System” and market it as a toy instead of an electronic system, as well as bundle it with the Zapper, the Robotic Operating Buddy ([[R.O.B.]]) and the games ''Super Mario Bros. '' and {{uv|Duck Hunt}}. The launch was a great success and is often credited for reversing the video game crash. While it was not dominant in every region of the world, Nintendo more or less had a monopoly on the industry through the 1980s. | {{ImageCaption|File:Nintendo office.jpg|File:Nintendo-of-america-headquarters-in-redmond-wa.jpg|width1=x150px|width2=x150px|align=right|caption=Left: Nintendo's main headquarters in Kyoto, Japan.<br>Right: Nintendo of America's headquarters in Redmond, Washington.}} | ||
By 1983, more successful arcade games released like ''Donkey Kong Jr.'', ''Popeye'', and ''Mario Bros'', and the Game & Watch line received new installments on a nearly monthly basis. At this point, Nintendo wanted to expand their home console division with a more powerful machine that can accept cartridges for a theoretically infinite number of games. The final product was the Family Computer system (often shortened to Famicom), which swept Japan on July 15, 1983, as the best-selling video game console at the time, easily overtaking all competition. This success is attributed to the large variety of quality exclusive titles, which includes ports of existing arcade games, original titles like {{uv|Balloon Fight}}, {{uv|Ice Climber}}, {{uv|Excite}}bike, and a clause for third party developers that want to make games for a Nintendo console mandating they only make games for Nintendo consoles. However, Nintendo hesitated to release the system internationally, as the 1983 video game crash was in full effect and the fear of a financial disappointment was present in the company. To prevent this, Nintendo established a branch named Nintendo of America to research the market and find a way to make the console launch a success. This branch eventually came up with the plan of redesigning the console into the “Nintendo Entertainment System” and market it as a toy instead of an electronic system, as well as bundle it with the Zapper, the Robotic Operating Buddy ([[R.O.B.]]) and the games ''Super Mario Bros. '' and {{uv|Duck Hunt}}. The launch was a great success and is often credited for reversing the video game crash. While it was not dominant in every region of the world, Nintendo more or less had a monopoly on the industry through the 1980s. | |||
Many iconic franchises were born on this console, such as {{uv|The Legend of Zelda}}, {{uv|Metroid}}, {{uv|Kid Icarus}}, {{uv|Dragon Quest}}, {{uv|Final Fantasy}}, and {{uv|Mega Man}}. In 1986, Nintendo released the Famicom Disk System, which used writable disks to make new innovations like more processing power and save states. This accessory did not release outside of Japan, so games for the system had to find creative ways to make equivalent experiences for international audiences like passwords and battery pak save files. | Many iconic franchises were born on this console, such as {{uv|The Legend of Zelda}}, {{uv|Metroid}}, {{uv|Kid Icarus}}, {{uv|Dragon Quest}}, {{uv|Final Fantasy}}, and {{uv|Mega Man}}. In 1986, Nintendo released the Famicom Disk System, which used writable disks to make new innovations like more processing power and save states. This accessory did not release outside of Japan, so games for the system had to find creative ways to make equivalent experiences for international audiences like passwords and battery pak save files. | ||
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In 1990, Nintendo created a full successor to the Famicom, titled the Super Famicom, which was released in 1991 as the Super Nintendo Entertainment System. Alongside now-legacy franchises getting new installments, many franchises started on this system like {{uv|F-Zero}}, {{uv|Star Fox}}, the {{uv|Yoshi}} sub-series and many RPG franchises by the companies that now make up [[Square Enix]]. A few accessories were released for the system like the Super Game Boy and the Japan-exclusive Satelleview online distribution service. Despite the initial success, [[Sega]] with their Genesis system and the pack-in game {{uv|Sonic the Hedgehog}} briefly overtook Nintendo in market share, with some companies defecting from Nintendo due to the increasingly dated and draconic exclusivity clause. Nintendo did retake their dominance by the end of the generation, but their status as a monopoly was hit and they never fully recovered. | In 1990, Nintendo created a full successor to the Famicom, titled the Super Famicom, which was released in 1991 as the Super Nintendo Entertainment System. Alongside now-legacy franchises getting new installments, many franchises started on this system like {{uv|F-Zero}}, {{uv|Star Fox}}, the {{uv|Yoshi}} sub-series and many RPG franchises by the companies that now make up [[Square Enix]]. A few accessories were released for the system like the Super Game Boy and the Japan-exclusive Satelleview online distribution service. Despite the initial success, [[Sega]] with their Genesis system and the pack-in game {{uv|Sonic the Hedgehog}} briefly overtook Nintendo in market share, with some companies defecting from Nintendo due to the increasingly dated and draconic exclusivity clause. Nintendo did retake their dominance by the end of the generation, but their status as a monopoly was hit and they never fully recovered. | ||
In 1993, Nintendo announced a new system named the Ultra 64 at the time. Though the console did not release until 1996, many events occurred in the interim. Also in 1993, Nintendo was collaborating with Sony to develop a compact disc add-on to the Super Famicom, though the deal fell through when Nintendo believed they were treated unfavorably in the contract. Nintendo then partnered with Philips, and that deal also fell through, though not before several games based on Nintendo properties were made for the Philips | In 1993, Nintendo announced a new system named the Ultra 64 at the time. Though the console did not release until 1996, many events occurred in the interim. Also in 1993, Nintendo was collaborating with Sony to develop a compact disc add-on to the Super Famicom, though the deal fell through when Nintendo believed they were treated unfavorably in the contract. Nintendo then partnered with Philips, and that deal also fell through, though not before several games based on Nintendo properties were made for the Philips CD-i. Sony, burned by the deal falling through, decided to create their own console, which released in 1994 as the PlayStation, which grew to be Nintendo’s greatest rival in the video game industry. In 1995, Nintendo released a system to sate fans when the Ultra 64 was delayed several times. This console was the Virtual Boy, a “portable” console that utilized glasses-free 3D technology. The console was a massive flop due to the unintuitive design, lack of games, and actual health hazards due to the red and black display and said unintuitive design. The Virtual Boy lasted less than a year before being discontinued. | ||
In 1996, the Nintendo 64 finally released. Alongside legacy franchises getting new genre defining entries like ''Super Mario 64'' and ''The Legend of Zelda: Ocarina of Time'', a few franchises were born on this system like {{uv|Banjo-Kazooie}}, ''Mario Party'' and ''[[Super Smash Bros.]] '' However, there was an exodus of third-party developers to competitors like the PlayStation, resulting in a very small game library, especially for a major console. This is often attributed to the exclusivity clause that still exists, the unorthodox proprietary hardware, expensive cartridges with small storage space, and compact discs being the preferred method of distribution. This resulted in significantly lower sales than previous generations, though the system pioneered many innovations like analog stick controls and built-in four player multiplayer that are now industry standard today. | In 1996, the Nintendo 64 finally released. Alongside legacy franchises getting new genre defining entries like ''Super Mario 64'' and ''The Legend of Zelda: Ocarina of Time'', a few franchises were born on this system like {{uv|Banjo-Kazooie}}, ''Mario Party'' and ''[[Super Smash Bros.]] '' However, there was an exodus of third-party developers to competitors like the PlayStation, resulting in a very small game library, especially for a major console. This is often attributed to the exclusivity clause that still exists, the unorthodox proprietary hardware, expensive cartridges with small storage space, and compact discs being the preferred method of distribution. This resulted in significantly lower sales than previous generations, though the system pioneered many innovations like analog stick controls and built-in four player multiplayer that are now industry standard today. | ||
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In 2006, Nintendo released the [[Wii]]. After the failure of the GameCube, Nintendo decided to shift gears and go after a new demographic. Realizing the industry was leaning heavily into the hardcore gaming audience, the more casual end of the spectrum was being neglected. With the seed already planted with the DS and its growing library of games that were more lifestyle and multipurpose programs, Nintendo built this new home console for those that have never played video games before or those that had not played a game in years, with an emphasis on content meant for families and lighter experiences. While the internal specs of the Wii were not significantly more powerful than the GameCube, the main gimmick was the Wii remote primarily using motion controls, which opened the door for unique and intuitive control schemes for those without the reflexes or dexterity for typical controllers. The Wii went on to be the best-selling console of its generation and was the second-best selling Nintendo console for well over a decade. Famous franchises from this console include the {{uv|Mii}} series starring the titular player created characters, {{uv|Wii Fit}}, ''Mario & Sonic at the Olympic Games'', {{uv|Xenoblade Chronicles}}, and the introduction the [[Wii Shop Channel]] where players can download new and old games through the internet. | In 2006, Nintendo released the [[Wii]]. After the failure of the GameCube, Nintendo decided to shift gears and go after a new demographic. Realizing the industry was leaning heavily into the hardcore gaming audience, the more casual end of the spectrum was being neglected. With the seed already planted with the DS and its growing library of games that were more lifestyle and multipurpose programs, Nintendo built this new home console for those that have never played video games before or those that had not played a game in years, with an emphasis on content meant for families and lighter experiences. While the internal specs of the Wii were not significantly more powerful than the GameCube, the main gimmick was the Wii remote primarily using motion controls, which opened the door for unique and intuitive control schemes for those without the reflexes or dexterity for typical controllers. The Wii went on to be the best-selling console of its generation and was the second-best selling Nintendo console for well over a decade. Famous franchises from this console include the {{uv|Mii}} series starring the titular player created characters, {{uv|Wii Fit}}, ''Mario & Sonic at the Olympic Games'', {{uv|Xenoblade Chronicles}}, and the introduction the [[Wii Shop Channel]] where players can download new and old games through the internet. | ||
In 2011, Nintendo released the [[Nintendo 3DS]]. A full successor to the DS, its selling point was all the features that console and all of its revisions introduced, along with improved performance and graphical fidelity and a screen that can produce glasses-free 3D visuals. Despite the upward swing in both home and handheld console sales before it, the 3DS failed to reach its projected sales figures soon after launch. To combat this, the system received a significant price cut and first party releases were continuously pumped out to regain goodwill from disgruntled customers. The 3DS | In 2011, Nintendo released the [[Nintendo 3DS]]. A full successor to the DS, its selling point was all the features that console and all of its revisions introduced, along with improved performance and graphical fidelity and a screen that can produce glasses-free 3D visuals. Despite the upward swing in both home and handheld console sales before it, the 3DS failed to reach its projected sales figures soon after launch. To combat this, the system received a significant price cut and first party releases were continuously pumped out to regain goodwill from disgruntled customers. The 3DS would recover and go on to outperform all of its competition, though only selling about half the units of its predecessor through its revisions. Famous franchises from this console include the many StreetPass games, {{uvm3|Bravely Default}}, ''Yo-Kai Watch'', and the introduction of a revamped version of the Wii Shop Channel titled the [[Nintendo eShop]]. | ||
In 2012, Nintendo released the [[Wii U]], a successor to the Wii. This was the first Nintendo Console to support true high-definition visuals, and continued the legacy of the Wii by introducing a game pad that can act as a second screen for games. Due to brand confusion and the convoluted nature of the console making it difficult for developers to work with, the console’s launch was again disappointing. Unlike the 3DS alongside it, the Wii U never fully recovered from its fumbled launch. The Wii U is currently Nintendo’s worst-selling home console and second worst-selling console of all time, with only the Virtual Boy performing worse. Famous franchises from this console include {{uv|Splatoon}}, and ''Super Mario Maker''. | In 2012, Nintendo released the [[Wii U]], a successor to the Wii. This was the first Nintendo Console to support true high-definition visuals, and continued the legacy of the Wii by introducing a game pad that can act as a second screen for games. Due to brand confusion and the convoluted nature of the console making it difficult for developers to work with, the console’s launch was again disappointing. Unlike the 3DS alongside it, the Wii U never fully recovered from its fumbled launch. The Wii U is currently Nintendo’s worst-selling home console and second worst-selling console of all time, with only the Virtual Boy performing worse. Famous franchises from this console include {{uv|Splatoon}}, and ''Super Mario Maker''. | ||
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{{clr}} | {{clr}} | ||
== | ==In ''[[Super Smash Bros.]]''== | ||
Nintendo is the publisher of ''Super Smash Bros.'' and owns the rights to all content represented in the game. The game began life as a prototype created by [[Masahiro Sakurai]] and [[Satoru Iwata]] in their spare time titled ''Dragon King: The Fighting Game'', and originally featured no pre-existing Nintendo characters. However, Sakurai hit on the idea of including fighters from different Nintendo franchises in order to provide 'atmosphere' which he felt was necessary for a home console fighting game. The two made a prototype in secret without knowledge or permission from Nintendo, fearing the concept would immediately be shot down. This prototype with [[Mario]], [[Donkey Kong]], [[Samus]] and [[Fox]] as playable characters on placeholder stages was pitched to Nintendo and approved for HAL Laboratory to enter full development production.<ref>{{cite web|url=http://us.wii.com/iwata_asks/ssbb/vol7_page1.jsp|title=Wii.com - Iwata Asks: ''Super Smash Bros. Brawl''|accessdate=2008-01-31}}</ref> The game had a small budget and little promotion, and was originally a Japan-only release, but its huge success saw the game released worldwide.<ref>{{cite web|url=http://www.n-sider.com/articleview.php?articleid=120|title=''Super Smash Bros. Melee''|publisher=N-Sider}}</ref> The game was released on January 21, 1999 in Japan and in the Americas on April 26 for [[Nintendo 64]], which Nintendo developed. | |||
== | |||
The | |||
== | ==In ''[[Super Smash Bros. Melee]]''== | ||
Nintendo returns as publisher and again owns the rights to all content represented in-game. HAL Laboratory returned as lead developer, with Masahiro Sakurai as the head of the production. The game was one of the first games released on the [[Nintendo GameCube]], which Nintendo developed, and highlighted the advancement in graphics from the Nintendo 64. | |||
The | The game is notorious for having an extremely short 13 month development cycle to be released as close to the launch of the GameCube as possible. Sakurai would later admit that his lifestyle during that time was "destructive." During development, he took no holidays, weekends were very short, and the average work "day" was around 40 hours. | ||
== | ==In ''[[Super Smash Bros. Brawl]]''== | ||
At the E3 | Nintendo again returns as publisher, though does not own the rights to all content in-game for the first time. Namely, content owned by [[Konami]], and [[Sega]] appear for the first time. At the pre-E3 2005 press conference, the president of Nintendo, Satoru Iwata, announced the next installment of ''Super Smash Bros.'' was not only already in development for their next gaming console, but would hopefully be a launch title with Wi-Fi compatibility for online play.<ref name="E3 2005">{{cite web|last=Casamassina|first=Matt|authorlink=Matt Casamassina| date=2005-05-17|url=http://wii.ign.com/articles/670/670552p1.html|title=E3 2005: ''Smash Bros.'' For Revolution|publisher=IGN|accessdate=2006-05-03}}</ref> Shortly after the announcement, [[Masahiro Sakurai]], who prior left HAL Laboratory to form [[Sora Ltd.]], was called up and offered a position as the game's director.<ref>{{cite web|url=http://cube.ign.com/articles/667/667525p1.html|title=''Smash Bros. Revolution'' Director Revealed|author=IGN Staff|accessdate=2007-06-21|date=2005-11-16|publisher=IGN}}</ref> HAL Laboratory was not a lead developer for the first time, with those responsibilities instead primarily going to [[Game Arts]], [[Paon]] and [[Monolith Soft]] and Sakurai overseeing as director. The game released for the [[Wii]], which Nintendo developed, in Japan on January 31, 2008, in the Americas on March 9, and in the PAL region on June 27. | ||
==In ''[[Super Smash Bros. 4]]''== | |||
Nintendo again returns as publisher, though third-parties like Sega own the rights to some content in-game alongside newcomers [[Capcom]] and [[Bandai Namco]]. At the E3 2011 conference, Satoru Iwata announced that a new ''Super Smash Bros.'' title was planned for the [[Nintendo 3DS]] and [[Wii U]], both of which Nintendo developed. Development began after Masahiro Sakurai completed development of ''Kid Icarus: Uprising''. It was revealed that [[Bandai Namco]] would be lead developer. | |||
The 3DS version was originally supposed to release in summer of 2014, but was delayed and released in Japan on September 13, 2014, and in Western regions on October 3. The Wii U version was released first in the Americas on November 21, in PAL regions on November 28, and in Japan on December 6. The 3DS and Wii U versions differ in features and stages, but retain the same gameplay, and allow for data transfer of custom characters between both versions and use of the 3DS as a controller for the Wii U version. They are the first video games with [[amiibo]] support, and the first ''Super Smash Bros.'' games with {{SSB4|DLC}}, which released periodically until February 2016. This content introduced more third parties like [[Square Enix]] and [[PlatinumGames]]. | |||
==In ''[[Super Smash Bros. Ultimate]]''== | |||
Nintendo again returns as publish, with Sora Ltd. and Bandai Namco returning as lead developers. All veteran third parties return with their respective content. The game released on December 8, 2018 for [[Nintendo Switch]], which Nintendo developed. Nintendo was the decision maker on what {{SSBU|DLC}} content would be made. As DLC was being rolled out, more third parties were introduced, including [[Atlus]], [[Microsoft]] (through [[Rare Ltd.]] and [[Mojang Studios]]), [[SNK]], and [[Disney]]. | |||
==Trivia== | ==Trivia== | ||
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|{{Art-bulbapedia}} | |{{Art-bulbapedia}} | ||
|{{Art-fireemblemwiki}} | |{{Art-fireemblemwiki}} | ||
|{{Art-fzerowiki}} | |||
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|{{Art-goldensununiverse}} | |{{Art-goldensununiverse}} | ||
|{{Art-harddrop}} | |{{Art-harddrop}} | ||
|{{Art-icaruspedia}} | |||
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|{{Art-inkipedia}} | |{{Art-inkipedia}} | ||
|{{Art-lylatwiki}} | |{{Art-lylatwiki}} | ||
|{{Art-metroidwiki}} | |||
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|{{Art-nookipedia}} | |{{Art-nookipedia}} | ||
|{{Art-pikipedia}} | |{{Art-pikipedia}} | ||
|{{Art-starfywiki}} | |||
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|{{Art-strategywiki}} | |{{Art-strategywiki}} | ||
|{{Art-supermariowiki}} | |{{Art-supermariowiki}} | ||
|{{Art-warswiki}} | |||
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|{{Art-wikibound}} | |{{Art-wikibound}} | ||
|{{Art-wikirby}} | |{{Art-wikirby}} | ||
|{{Art-xenoserieswiki}} | |||
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|{{Art-zeldawiki}} | |{{Art-zeldawiki}} | ||
|} | |} | ||
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*[http://twitter.com/NintendoAmerica Nintendo of America] on {{s|wikipedia|Twitter}} <small>(English)</small> | *[http://twitter.com/NintendoAmerica Nintendo of America] on {{s|wikipedia|Twitter}} <small>(English)</small> | ||
*[http://www.youtube.com/user/Nintendo Nintendo of America] on {{s|wikipedia|YouTube}} <small>(English)</small> | *[http://www.youtube.com/user/Nintendo Nintendo of America] on {{s|wikipedia|YouTube}} <small>(English)</small> | ||
{{Companies}} | {{Companies}} | ||
[[Category:Nintendo|*]] | [[Category:Nintendo|*]] | ||
[[Category:Game developers]] | [[Category:Game developers]] |
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