Content deleted Content added
m Dating maintenance tags: {{Use mdy dates}} |
Reverted to revision 863585251 by Zacharyalejandro: WP:DATERET violation; they use ymd in Japan, so it makes little sense to enforce mdy, the objectively less popular one (obly used in America and 50% of Canada). (TW) |
||
Line 1:
{{About|the Nintendo corporation|the third-generation video game console from the company|Nintendo Entertainment System}}
{{pp-vandalism|small=yes}}
{{Use
{{Infobox company
| name = Nintendo Co., Ltd.
Line 22:
| [[Consumer electronics]]
}}
| founded = {{Start date and age|df=yes|1889|09|23}}
| founder = [[Fusajiro Yamauchi]]
| hq_location_city = [[Kyoto]]
Line 48:
| [[Nintendo eShop]]
}}
| revenue = {{increase}} {{yen|1.056 trillion|link=yes}}<ref>{{cite web |url=https://www.nintendo.co.jp/ir/pdf/2018/180426e.pdf |title=Consolidated Financial Statements |accessdate=
| revenue_year = 2018
| operating_income = {{increase}} {{yen|177.557 billion}}
Line 59:
| equity_year = 2018
| owner = <!-- or: | owners = -->
| num_employees = {{increase}} 5,501<ref>{{cite web |url=https://www.nintendo.co.jp/corporate/en/outline/index.html |script-title=ja:会社概要|trans-title=Company Profile |language=Japanese |publisher=Nintendo Co., Ltd. |accessdate=
| num_employees_year = 2018
| divisions = {{Unbulleted list
Line 79:
}}
'''Nintendo Co., Ltd.'''{{efn|{{Nihongo||任天堂株式会社|Nintendō kabushikigaisha|lead=yes}}}} is a [[Japan]]ese multinational consumer electronics and video game company headquartered in [[Kyoto]]. Nintendo is one of the world's largest [[Lists of video game companies|video game companies]] by market capitalization, creating some of the best-known and top-selling video game franchises, such as ''[[Mario (franchise)|Mario]]'', ''[[The Legend of Zelda]]'', and ''[[Pokémon]]''.<ref>{{cite web |last1=Sarkar |first1=Patricia |title=Biggest Gaming Companies |url=https://geeks.media/biggest-gaming-companies |website=GEEKS |accessdate=
Founded on 23 September
{{TOClimit|limit=3}}
Line 89:
=== 1889–1956: As a card company ===
[[File:Nintendo 1889.jpg|thumb|right|Nintendo's original headquarters in the Kyoto Prefecture in 1889]]
Nintendo was founded as a [[playing card]] company by [[Fusajiro Yamauchi]] on 23 September
=== 1956–1974: New ventures ===
[[File:Nintendo former headquarter plate Kyoto.jpg|thumb|left|Former headquarters plate, from when Nintendo was solely a playing card production company]]
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.<ref>{{cite web |url=https://www.nintendo.co.uk/NOE/en_GB/service/nintendo_history_9911.html |deadurl=yes |archiveurl=https://www.webcitation.org/5vQB0bQ5E?url=http://www.nintendo.co.uk/NOE/en_GB/service/nintendo_history_9911.html |archivedate=1 January
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.{{citation needed|date=October 2015}} 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]].<ref name="Business Insider, Before Mario" /> 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 ===
[[File:Nintendo-Color-TV-Game-Blockbreaker-FL.png|left|thumb|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.<ref name="CBS, Names">{{cite news |title=Famous Names in Gaming |url=http://www.cbsnews.com/2316-100_162-1673418-2.html |archiveurl=https://web.archive.org/web/20130511085030/http://www.cbsnews.com/2316-100_162-1673418-2.html |archivedate=
In 1975, Nintendo moved into the video [[arcade game]] industry with ''[[EVR Race]]'', designed by their first game designer, [[Genyo Takeda]],<ref>{{cite web |url=http://us.wii.com/iwata_asks/punchout/vol1_page1.jsp |archiveurl=https://web.archive.org/web/20090810124557/http://us.wii.com/iwata_asks/punchout/vol1_page1.jsp |archivedate=
=== 1979–1988: First video game success ===
Line 111:
[[File:Game & Watch.png|thumb|The ''[[Game & Watch]]'' series was Nintendo's first worldwide success in [[video game console]]s]]
<!-- 1979–1982: Game & Watch -->
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]]''.<ref>{{cite web |first=Lara |last=Crigger |url=http://www.escapistmagazine.com/articles/view/issues/issue_87/490-Searching-for-Gunpei-Yokoi |title=The Escapist: Searching for Gunpei Yokoi |date=6 March
<!-- 1983–1987: Nintendo Entertainment System (NES) -->=== 1988–1989: NES, Game Boy, and ''Super Mario Bros.'' ===
In 1983, Nintendo launched the [[Nintendo Entertainment System|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 [[List of best-selling video games|best-selling video games in history]].<ref name="Japan Times, Secret">Nagata, Kazuaki, "[http://www.japantimes.co.jp/news/2009/03/10/news/nintendo-secret-its-all-in-the-game/ Nintendo secret: It's all in the game]", ''[[The Japan Times]]'',
In 1988, Gunpei Yokoi and his team at [[Nintendo Research & Development 1|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
=== 1989–1995: SNES and Virtual Boy ===
In 1989, Nintendo announced plans to release the successor to the Famicom, the [[Super Famicom]]. Based on a [[16-bit]] [[CPU|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
In August 1993, Nintendo announced the SNES's successor, codenamed ''Project Reality''. Featuring [[History of video game consoles (fifth generation)|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 [[Compact disc|CD]] drive peripheral called the [[SNES-CD|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,<ref>{{cite magazine |last= |first= |title=Tidbits... |magazine=[[Electronic Gaming Monthly]] |issue=78 |publisher=[[Ziff Davis]] |date=January 1996 |page=24}}</ref><ref>{{cite magazine |last= |first= |title=Quick Hits |magazine=[[GamePro]] |issue=89 |publisher=[[International Data Group|IDG]] |date=February 1996 |page=17}}</ref> ten percent of those being from the [[Mario franchise|''Mario'' franchise]].{{citation needed|date=June 2015}} 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 Integrated Research & Development|Nintendo IRD]] general manager [[Genyo Takeda]] was impressed by video game development company [[Rare (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 [[Video game development party#Second-party developer|second-party developer]].<ref name="IGN, Rare History">{{cite web |accessdate=
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 [[stereoscopy|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.<ref>Frischling, Bill. "Sideline Play." The Washington Post (1974-Current file): 11. ProQuest Historical Newspapers: The Washington Post (1877–1995). 25 October
=== 1996–2000: Nintendo 64 and Game Boy Color ===<!-- 1996–1997: Nintendo 64 / Game Boy Pocket / SNS-101 -->
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.<ref>{{cite magazine |last= |first= |title=Ultra 64 Tech Specs |magazine=[[Next Generation (magazine)|Next Generation]] |issue=14 |publisher=[[Imagine Media]] |date=February 1996 |page=40 |quote=[[Genyo Takeda]]: I think that the reason why we are not emphasizing benchmark performance figures is that Nintendo has a kind of history where the hardware design is just to give the creator and designer some inspiration to make the games. Evaluating hardware has to be done by playing games. That's Nintendo's philosophy.}}</ref> With its market shares slipping to the [[Sega Saturn]] and partner-turned-rival [[Sony]] [[PlayStation (console)|PlayStation]], Nintendo revitalized its brand by launching a $185 million marketing campaign centered around the "Play it Loud" slogan.<ref>Miller, Cyndee. "Sega Vs. Nintendo: This Fights almost as Rough as their Video Games." Marketing News 28.18 (1994): 1-. ABI/INFORM Global; ProQuest Research Library. Web. 24 May
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 [[Game Boy Printer|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: Dinosaur Hunter|Turok]]'' series for the Nintendo 64.<ref>{{cite web |url=http://www.n-sider.com/articleview.php?articleid=423&page=1 |title=History of Retro Studios |last=Wade |first=Kenneth Kyle |publisher=N-sider |date=
=== 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
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.
Line 139:
=== 2004–2011: Nintendo DS and Wii ===
{{Main|Nintendo DS|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."<ref>{{cite web |title=Nikkei talks with Nintendo's Yamauchi and Iwata |publisher=GameScience |url=http://game-science.com/news/000406.html |deadurl=yes |archiveurl=https://web.archive.org/web/20060127211555/http://game-science.com/news/000406.html |archivedate=27 January
[[File:Wii Remote Image.jpg|thumb|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 game]]s appealed to the masses, such as the ''[[Brain Age (series)|Brain Age]]'' series. Meanwhile, ''[[New Super Mario Bros.]]'' provided a substantial addition to the [[Super Mario|''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]]),<ref>{{cite journal |magazine=Famitsu |title=The Zen of Wi-Fi |date=March 2006 |url=http://www.famitsu.com/game/news/2006/03/25/103,1143298259,50588,0,0.html |others=[http://famitsu.blogspot.com/2006/03/zen-of-wi-fi.html Translation] |language=Japanese |accessdate=13 November
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 [[Wii Balance Board|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 of video game consoles|seventh generation]], regaining market share lost during the tenures of the Nintendo 64 and GameCube.
<!-- 2007–2008: Acquisitions -->
On 1 May
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.
Line 154:
{{Main|Nintendo 3DS|Wii U}}
[[File:Nintendo-3DS-AquaOpen.png|thumb|An original model Nintendo 3DS]]
In 2011, Nintendo released the [[Nintendo 3DS]], based upon a [[autostereoscopic|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.<ref>{{cite web |last=Fletcher |title=Nintendo acquires video research/middleware company Mobiclip |url=http://www.joystiq.com/2012/02/14/nintendo-acquires-video-research-middleware-company-mobiclip/ |publisher=Joystiq |accessdate=25 May
On 25 September
In January 2015, Nintendo announced its exit from the Brazilian market after four years of distributing products in the country. Nintendo cited high import [[Duty (economics)|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]].<ref>{{cite web |last1=Nutt |first1=Christian |title=Nintendo exits the Brazilian market, citing high import duties |url=http://www.gamasutra.com/view/news/233909/Nintendo_exits_the_Brazilian_market_citing_high_import_duties.php |website=[[Gamasutra]] |publisher=[[UBM plc]] |accessdate=
On 11 July
=== 2015–present: Mobile and Nintendo Switch ===
{{Main|Nintendo mobile games|Nintendo Switch}}
[[File:Takashi Tezuka, Shigeru Miyamoto and Kōji Kondō.jpg|thumb|Longtime employees [[Takashi Tezuka]], [[Shigeru Miyamoto]], and [[Koji Kondo]] in 2015]]
On 17 March
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.<ref name="Nintendo, Presentation" /><ref name="CNET, NX">{{cite web |last1=Westaway |first1=Luke |title=Nintendo will make games for phones, new 'NX' system |url=http://www.cnet.com/news/mario-set-for-smartphones-as-nintendo-forges-new-mobile-deal/ |website=CNet |accessdate=17 March
In May 2015, [[Universal Parks & Resorts]] announced that it was partnering with Nintendo to create attractions at Universal theme parks based upon Nintendo properties.<ref>{{cite web |last1=Kohler |first1=Chris |title=Nintendo, Universal Team Up For Theme Park Attractions |url=https://www.wired.com/2015/05/nintendo-turns-profit/ |website=[[Wired (website)|Wired]] |publisher=[[Condé Nast]] |accessdate=8 May
In July 2016, the company announced it was bringing back the [[Nintendo Entertainment System|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 (video game)|Final Fantasy]]'', ''[[Kid Icarus]]'', ''[[The Legend of Zelda (video game)|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.<ref>{{cite news |last=Webster |first=Andrew |date=
The July 2016 release of the ''[[Pokémon Go]]'' mobile app by [[Niantic, Inc|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.<ref>{{citation |url=https://www.theguardian.com/technology/2016/jul/25/pokemon-go-nintendo-shares-tokyo-stock-exchange-niantic |first=Alex |last=Hern |date=25 July
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 W. Stanton|John Stanton]] for $640 million.<ref>{{citation |url=http://crosscut.com/2016/07/new-owner-could-mean-mean-quick-changes-for-seattle-mariners/ |title=New owner could mean quick changes for Seattle Mariners |first=Art |last=Thiel |date=
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''.<ref>{{cite web |last1=Kohler |first1=Chris |title=Nintendo’s Stock Jumps, Again, for Mobile Mario |url=https://www.wired.com/2016/09/nintendo-mario-iphone-stock/ |website=Wired |accessdate=10 September
On 20 October
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.<ref>{{cite news |title=Nintendo's Tencent Partnership Could Open Door to Switch In China: WSJ |url=https://www.rollingstone.com/glixel/news/nintendo-eyes-china-with-tencent-partnership-wsj-w504209 |work=Rolling Stone}}</ref> 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.<ref>{{cite news |last1=Pallotta |first1=Frank |title='Super Mario Bros.' animated movie in the works at Illumination Entertainment |url=http://money.cnn.com/2017/11/14/media/super-mario-bros-movie/index.html |accessdate=14 November
== Products ==
Line 195:
[[File:Nes-console-with-controller.jpg|thumb|right|200px|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 [[List of million-selling game consoles|best-selling gaming console]] of its time,<ref>{{cite book |title=Game Over |last=Sheff |first=David |authorlink=David Sheff |year=1993 |publisher=Random House |location=New York |isbn=0-679-40469-4 |page=349}}</ref> the NES helped revitalize the US video game industry following the [[North American video game crash of 1983|video game crash of 1983]].<ref>{{cite journal |last=Consalvo |first=Mia |year=2006 |title=Console video games and global corporations: Creating a hybrid culture |journal=New Media Society |volume=8 |issue=1 |pages=117–137 |doi=10.1177/1461444806059921}}{{subscription required}}</ref> With the NES, Nintendo introduced a now-standard [[business model]] of licensing [[Video game developer|third-party developers]], authorizing them to produce and distribute games for Nintendo's platform.<ref>{{cite book |last=Sanchez-Crespo |first=Daniel |title=Core Techniques and Algorithms in Game Programming |date=
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.{{citation needed|date=May 2018}}
Line 203:
[[File:SNES-Mod1-Console-Set.jpg|thumb|right|200px|The [[Super Nintendo Entertainment System]], the successor to the [[Nintendo Entertainment System]]]]
The '''Super Nintendo Entertainment System''' (abbreviated as the '''Super NES''' or '''SNES''') is a [[History of video game consoles (fourth generation)|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 [[List of Super NES enhancement chips|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 [[3D computer graphics|three-dimensional]] graphics had previously rarely been seen on home consoles,<ref>Gibson, Nick. [http://www.sega-16.com/2006/11/f-22-interceptor-advanced-tactical-fighter/ "F-22 Interceptor (Genesis)"] ''Sega-16'', 6 November
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]]''.
Line 211:
[[File:Nintendo-64-wController-L.jpg|thumb|right|200px|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 computer graphics|3D polygon model rendering]] capabilities and built-in [[Multiplayer video game|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 [[Haptic technology|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 standard|''de facto'' industry standard]].<ref>{{cite web |url=http://www.ign.com/articles/2008/04/03/happy-birthday-rumble-pak |title=IGN: Happy Birthday, Rumble Pak |first=Levi |last=Buchanan |date=
==== GameCube ====
Line 217:
[[File:GameCube-Console-Set.png|thumb|right|200px|The [[GameCube]] was Nintendo's first home console to use [[optical disc]]s 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 [[History of video game consoles (sixth generation)|sixth-generation console]] is the successor to the [[Nintendo 64]] and competed with Sony's [[PlayStation 2]], Microsoft's [[Xbox (console)|Xbox]], and Sega's [[Dreamcast]]. The GameCube is the first Nintendo console to use [[optical disc]]s as its primary storage medium.<ref>{{cite web |url=https://www.nintendo.com/corp/history.jsp |title=Nintendo – Corporate Information – Company History |accessdate=
==== Wii ====
Line 223:
[[File:Wii-Console.png|thumb|200px|The [[Wii]], Nintendo's best selling home video game console and first to use [[Motion controller|motion controls]]]]
The '''Wii''' was released during the holiday season of 2006 worldwide. The system features the [[Wii Remote]] [[Game controller|controller]], which can be used as a handheld [[pointing device]] and which [[accelerometer|detects movement]] in [[three-dimensional space|three dimensions]]. Another notable feature of the console is [[WiiConnect24]], which enables it to receive messages and updates over the Internet while in [[Sleep mode|standby mode]].<ref>{{cite web |url=https://www.nintendo.co.jp/event/e3_2006/speech/english.html |title=メディアブリーフィング 社長スピーチ抜粋(英語原文) : E3 2006 : Nintendo |website=www.nintendo.co.jp}}</ref> 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 [[Wii#Revisions|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.<ref>{{cite web |url=http://www.eurogamer.net/articles/df-hardware-nintendo-wii-mini-review |title=Nintendo Wii Mini review |last=Leadbetter |first=Richard |date=
==== Wii U ====
Line 229:
[[File:Wii U Console and Gamepad.png|thumb|right|200px|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.<ref>{{cite news |url=http://www.metro.co.uk/tech/games/888470-wii-u-confirmed-for-europe-this-year |title=Wii U confirmed for Europe this year |newspaper=Metro}}</ref><ref>{{cite web |url=http://wiiu.dcemu.co.uk/wiiu-price-and-release-date-announced-491879.html |title=WiiU Price and Release Date Announced |publisher=WiiU News |date=13 September
==== Nintendo Switch ====
Line 235:
[[File:Nintendo-Switch-Console-Docked-wJoyConRB.jpg|thumb|right|200px|Nintendo's new hybrid console, the [[Nintendo Switch|Switch]].]]
On 17 March
=== Handheld consoles ===
Line 242:
{{Main|Game & Watch}}
{{Expand section|date=March 2014}}
'''Game & Watch''' is a line of [[handheld electronic game]]s produced by Nintendo from [[1980s in video gaming|1980 to 1991]]. Created by game designer [[Gunpei Yokoi]], each ''Game & Watch'' features a single game to be played on an [[Liquid crystal display|LCD]] screen in addition to a clock, an alarm, or both.<ref>{{cite book |last=Slade |first=G. |title=Made to Break: Technology and Obsolescence in America |publisher=Harvard University Press |year=2009 |isbn=978-0-674-04375-6 |url=https://books.google.com/books?id=9GdxQSLeFmYC&pg=PA223 | access-date=
==== Game Boy ====
Line 255:
{{Main|Nintendo DS|Nintendo DS family}}
[[File:Nintendo-DS-Lite-Black-Open.jpg|thumb|200px|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.<ref>{{cite web |url=http://www.ign.com/articles/2003/11/14/nintendo-going-back-to-the-basics |title=Nintendo Going Back to the Basics. Full story about the company offering a new system in 2004. |accessdate=4 October
==== Nintendo 3DS ====
{{Main|Nintendo 3DS|Nintendo 3DS family}}
[[File:Nintendo-3DS-XL-angled.jpg|200px|thumb|Nintendo 3DS XL]]
Further expanding the Nintendo DS line, the '''[[Nintendo 3DS]]''' uses the process of [[autostereoscopy]] to produce a [[Stereoscopy|stereoscopic]] three-dimensional effect without [[3D viewer|glasses]].<ref>{{cite press release |url=https://www.nintendo.co.jp/ir/pdf/2010/100323e.pdf |title=Launch of New Portable Game Machine |date=23 March
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.<ref>{{cite web |title=Nintendo reveals the New Nintendo 3DS |first=Emily |last=Gera |date=
== Company structure ==
Line 273:
==== Representative directors ====
* [[Shuntaro Furukawa]], [[President (corporate title)|President]]<ref>{{Cite web |url=https://www.nintendo.co.jp/corporate/en/officer/index.html |title=Directors/Executive Officers |publisher=Nintendo |access-date=
* [[Shigeru Miyamoto]], Fellow
Line 321:
===== Nintendo Co., Ltd. =====
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.<ref>{{cite web |url=https://www.nintendo.co.jp/jobs/work_at_nintendo/interview05-02/contents02.html |archiveurl=https://www.webcitation.org/5vQBDu3BO?url=http://www.nintendo.co.jp/jobs/work_at_nintendo/interview05-02/contents02.html |archivedate=1 January
===== Nintendo of America =====
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|Redwood City]], [[California]] now directs those functions. The company maintains distribution centers in [[Atlanta]] (Nintendo Atlanta) and [[North Bend, Washington]] ([[Nintendo North Bend]]). The {{convert|380000|sqft|m2|adj=on}} Nintendo North Bend facility processes more than 20,000 orders a day to Nintendo customers, which include [[Retail|retail stores]] that sell Nintendo products in addition to [[consumer]]s who [[Online shopping|shop]] Nintendo's web site.<ref>{{cite web |author=R.H. Brown Co. Inc. |year=2007 |title=Case Studies |url=http://www.hytrol.com/casestudy.cfm?id=35 |archiveurl=https://web.archive.org/web/20070817205829/http://www.hytrol.com/casestudy.cfm?id=35 |archivedate=17 August
===== Nintendo of Europe =====
Nintendo's European subsidiary was established in June 1990,<ref name="NOE, History">{{cite web |url=https://www.nintendo.co.uk/NOE/en_GB/service/nintendo_history_9911.html |title=History |publisher=Nintendo |date= |accessdate=9 October
===== Nintendo Australia =====
Line 335:
===== iQue =====
{{Main|iQue}}
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.<ref>{{cite web |url=http://nintendoeverything.com/up-to-date-listing-of-nintendo-subsidiaries/ |title=Up-to-date listing of Nintendo subsidiaries |accessdate=
===== Nintendo of Korea =====
Nintendo's South Korean subsidiary was established on 7 July
=== 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.<ref>{{cite web |title=Wii U: Internet Browser |url=http://iwataasks.nintendo.com/interviews/#/wiiu/internet-browser/0/2 |accessdate=
Most external [[First-party developer|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]].
Line 366:
=== 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 [[Pornography|pornographic]] games, the company's image would be forever tarnished.<ref name="Game Over 1993">''[[Game Over (book)|Game Over]]'', David Sheff, 1993.</ref> Nintendo of America went further in that games released for Nintendo consoles could not feature nudity, sexuality, [[profanity]] (including [[racism]], [[sexism]] or [[Hate speech|slurs]]), blood, graphic or [[domestic violence]], [[drug]]s, political messages or [[Religious symbolism|religious symbols]] (with the exception of widely unpracticed religions, such as the [[Greek mythology|Greek Pantheon]]).<ref>{{cite web |url=http://www.filibustercartoons.com/Nintendo.php |title=Nintendo of America Content Guidelines |publisher=Filibustercartoons.com |date= |accessdate=
A known side effect of this policy was the [[Sega Genesis|Genesis]] version of ''[[Mortal Kombat (1992 video game)|Mortal Kombat]]'' selling over double the number of the Super NES version, mainly because Nintendo had forced publisher [[Acclaim Entertainment|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.<ref>{{cite web |url=http://uk.retro.ign.com/articles/919/919357p10.html |archiveurl=https://web.archive.org/web/20081017054400/http://uk.retro.ign.com/articles/919/919357p10.html |archivedate=
In 1994 and 2003, when the [[Entertainment Software Rating Board|ESRB]] and [[Pan European Game Information|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,<ref>{{cite web |url=https://www.nintendo.com/consumer/buyers_guide.jsp |title=Nintendo of America Customer Service – Nintendo Buyer's Guide |publisher=Nintendo.com |date= |accessdate=25 May
=== License guidelines ===
Line 386:
=== Emulation ===
{{Expand section|date=October 2014}}
Nintendo is opposed to any third-party [[Video game console emulator|emulation]] of its video games and consoles, stating that it is the single largest threat to the [[intellectual property]] rights of video game developers.<ref>{{cite web |url=https://www.nintendo.com/corp/legal.jsp#roms |title=Nintendo – Corporate Information – Legal Information (Copyrights, Emulators, ROMs, etc.) |accessdate=
=== Seal of Quality ===
Line 400:
}}
The gold sunburst seal was first used by [[#Offices and locations|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 console]]s, 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".<ref name="Nintendo, Seal">{{cite web |url=https://www.nintendo.com/consumer/licensed.jsp |title=Customer Service | Licensed and Unlicensed Products |publisher=Nintendo |date= |accessdate=
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]].<ref>{{cite news |url=https://www.wired.com/2008/03/sid-meier-names/ |title=Civilization Creator Lists Three Most Important Innovations in Gaming |work=Wired |date=
==== 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."<ref name="Nintendo, Seal" />
The seal currently reads:<ref>{{cite journal |title=Nintendo 3DS XL Operations Manual |url=https://www.nintendo.com/consumer/downloads/SPR_EN_NA.pdf |publisher=Nintendo |accessdate=
{{Quote|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 [[Australians|Australian]] [[Wii]] manual states:
{{Quote|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.<ref>{{cite web |url=https://www.nintendo.com.au/support/files/Wii_Manuals/WiiMotionPlusOperationsManual.pdf |title=Wii MotionPlus Operations Manual |publisher=Nintendo |date=2009 |accessdate=
=== 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.<ref name="GamePro, Quick Hits">{{cite magazine |last= |first= |title=Quick Hits |magazine=[[GamePro]] |issue=88 |publisher=[[International Data Group|IDG]] |date=January 1996 |page=23}}</ref> 1,000 Starlight Nintendo Fun Center units were installed by the end of 1995.<ref name="GamePro, Quick Hits" /> 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.<ref>{{cite web |last=Alexander |first=Leigh |title=Nintendo Hooks Up Hospitalized Kids With Wii Fun Centers |url=http://kotaku.com/5019333/nintendo-hooks-up-hospitalized-kids-with-wii-fun-centers |website=Kotaku |accessdate=
=== Environmental record ===
Nintendo has consistently been ranked last in [[Greenpeace]]'s "Guide to Greener Electronics" due to Nintendo's failure to publish information.<ref>{{cite web |title=Greenpeace Still Says Nintendo Is Bad For the Environment |url=http://kotaku.com/5549072/greenpeace-still-says-nintendo-is-bad-for-the-environment/ |publisher=Kokaku |last=Ashcraft |first=Brian |date=27 May
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.<ref>{{cite web |title=Nintendo Product Recycling and Take Back Program |url=https://www.nintendo.com/consumer/recycle.jsp |publisher=Nintendo |accessdate=
== 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 trademark|generic]], Nintendo pushed usage of the term "game console", and succeeded in preserving their trademark.<ref>{{cite news |url=https://www.independent.co.uk/news/business/analysis-and-features/genericide-when-brands-get-too-big-2295428.html |title='Genericide': When brands get too big |work=[[The Independent]] |date=
== See also ==
|