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{{About|the Nintendo corporation|the third-generation video game console from the company|Nintendo Entertainment System}}
{{pp-vandalism|small=yes}}
{{Use mdydmy dates|date=OctoberJune 2018}}
{{Infobox company
| name = Nintendo Co., Ltd.
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| [[Consumer electronics]]
}}
| founded = {{Start date and age|df=yes|1889|09|23}}
| founder = [[Fusajiro Yamauchi]]
| hq_location_city = [[Kyoto]]
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| [[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=April 26, April 2018}}</ref>
| revenue_year = 2018
| operating_income = {{increase}} {{yen|177.557 billion}}
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| 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=July 14, July 2012}}</ref>
| num_employees_year = 2018
| divisions = {{Unbulleted list
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}}
 
'''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=July 29, July 2016}}</ref>
 
Founded on 23 September 23, 1889 by [[Fusajiro Yamauchi]], it originally produced handmade [[hanafuda]] [[playing card]]s.<ref>{{cite web |url=https://www.nintendo.co.jp/corporate/outline/index.html |title=Company History |publisher=Nintendo |language=Japanese |accessdate=29 July 29, 2006}}</ref><ref>{{cite web |url=https://www.nintendo.com/corp/history.jsp |title=Company History |publisher=Nintendo |accessdate=4 June 4, 2006}}</ref> By 1963, the company had tried several small niche businesses, such as cab services and [[love hotel]]s.<ref>{{cite web |url=http://www.n-sider.com/articleview.php?articleid=45 |title=Nintendo History Lesson: The Lucky Birth |publisher=N-Sider |accessdate=4 June 4, 2006}}</ref> 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 [[Video game industry|industry]] and Japan's third most-valuable company with a market value of over $85 billion.<ref>{{cite news |url=https://www.reuters.com/article/companyNewsAndPR/idUST30751820071015 |title=Nintendo sets $85 bln high score, thanks to Wii, Nintendo DS |publisher=Reuters |date=15 October 15, 2007 |accessdate=25 May 25, 2011 |first=Kiyoshi |last=Takenaka}}</ref> From 1992 until 2016, Nintendo was also the majority shareholder for the [[Seattle Mariners]] of [[Major League Baseball]].
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=== 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 23, 1889.<ref>{{cite web |last1=Kohler |first1=Chris |title=September 23, 1889: Success Is in the Cards for Nintendo |url=https://www.wired.com/2010/09/0923nintendo-founded/ |website=Wired |accessdate=30 June 30, 2017}}</ref> 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.<ref name="Business Insider, Before Mario">{{cite news |url=http://www.businessinsider.com/before-mario-nintendos-playing-cards-toys-and-love-hotels-2011-8 |title=Before Mario: Nintendo's Playing Cards, Toys, and Love Hotels |author=Modojo |publisher=''[[Business Insider]]'' |date=11 August 11, 2011 |accessdate=23 October 23, 2015}}</ref> In 1949, the company adopted the name Nintendo Karuta Co., Ltd.,{{efn|{{Nihongo||任天堂骨牌株式会社|Nintendō karuta kabushikigaisha|lead=yes}}}} doing business as The Nintendo Playing Card Co. outside Japan. Nintendo continues to manufacture playing cards in Japan<ref>{{cite web |url=https://www.nintendo.co.jp/n09/index.html |title=Nintendo's card game product |publisher=nintendo |accessdate=24 September 24, 2016}}</ref> and organizes its own [[contract bridge]] tournament called the "Nintendo Cup".<ref>{{cite web |url=http://www.jcbl.or.jp/english/tournament.html |archiveurl=https://web.archive.org/web/20080624174252/http://www.jcbl.or.jp/english/tournament.html |archivedate=24 June 24, 2008 |title=List of Japan contract bridge league tournaments |publisher=jcbl |language=japanese |accessdate=24 September 24, 2016}}</ref> The word ''Nintendo'' can be translated as "leave luck to heaven", or alternatively as "the temple of free hanafuda".<ref>{{cite web |url=http://staff.science.uva.nl/~egoris/teaching/spring2005/week%201%20intro/Example%20Nintendo.doc |title=Nintendo Corporation, Limited |accessdate=22 February 22, 2011 |format=doc |deadurl=yes |archiveurl=https://web.archive.org/web/20120722181708/http://staff.science.uva.nl/~egoris/teaching/spring2005/week%201%20intro/Example%20Nintendo.doc |archivedate=22 July 22, 2012}}</ref><ref>{{cite web |last=Ashcraft |first=Brian |url=http://kotaku.com/nintendo-probably-doesnt-mean-what-you-think-it-does-5649625 |title='Nintendo' Probably Doesn't Mean What You Think It Does |work=[[Kotaku]] |date=3 August 3, 2017 |accessdate=4 August 4, 2017}}</ref>
 
=== 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 1, 2011 |title=Nintendo History |publisher=Nintendo of Europe GmbH |accessdate=27 May 27, 2014}}</ref> 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 [[Taxicab|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.<ref>{{cite web |url=http://gadgets.ndtv.com/games/features/as-nintendo-turns-125-6-things-you-may-not-know-about-this-gaming-giant-596606 |title=As Nintendo turns 125, 6 things you may not know about this gaming giant |work=NDTV Gadgets |publisher=[[NDTV]] |date=23 September 23, 2014 |accessdate=14 July 14, 2015}}</ref> All of these ventures eventually failed, and after the 1964 [[1964 Summer Olympics|Tokyo Olympics]], playing card sales dropped, and Nintendo's stock price plummeted to its lowest recorded level of [[Japanese yen|¥]]60.<ref>{{cite web |url=https://books.google.com/books?id=4S7dvvs_0nIC&pg=PT44 |title=Freelancers!: A Revolution in the Way We Work |work=[[Google Books]]}}</ref><ref>{{cite web |url=https://books.google.com/books?id=M-pGHGDm5a4C&pg=PA12 |title=The Story of Nintendo |work=[[Google Books]]}}</ref>
 
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=May 11, May 2013 |publisher=[[CBS]] |date= |accessdate=June 13, June 2010}}</ref> 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.<ref name="CBS, Names" />
 
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=August 10, August 2009 |title=Iwata Asks-Punch-Out!! |publisher=Nintendo |accessdate=July 7, July 2009}}</ref> and several more games followed. Nintendo had some small success with this venture, but the release of ''[[Donkey Kong (video game)|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 ===
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[[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 6, 2007 |magazine=The Escapist |accessdate=27 May 27, 2014}}</ref> 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 (video game)|Donkey Kong]]'' version. Proven to be popular, the design was patented by Nintendo. It later earned a [[Technology & Engineering Emmy Award]].<ref>{{cite web |url=http://news.sky.com/story/565392/nintendo-wins-emmy-for-ds-and-wii-engineering |title=Nintendo Wins Emmy For DS And Wii Engineering |publisher=News.sky.com |date=9 January 9, 2008 |accessdate=30 August 30, 2010 |deadurl=yes |archiveurl=https://web.archive.org/web/20121011171547/http://news.sky.com/story/565392/nintendo-wins-emmy-for-ds-and-wii-engineering |archivedate=11 October 11, 2012}}</ref><ref>{{cite web |last=Magrino |first=Tom |url=http://www.gamespot.com/articles/ces-08-nintendo-wins-second-emmy/1100-6184421/ |title=CES '08: Nintendo wins second Emmy |publisher=Gamespot.com |date=8 January 8, 2008 |accessdate=30 August 30, 2010}}</ref>
 
<!-- 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]]'', March 10, March 2009, p. 3.</ref>
 
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 21, 1989, and in North America on 31 July 31, 1989. [[Nintendo of America]] [[President (corporate title)|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: 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 21, 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 23, 1991 and in Europe in 1992. Its main rival was the 16-bit [[Sega Genesis|Mega Drive]], known in North America as Genesis, which had been advertised aggressively against the nascent 8-bit NES. A [[Console wars|console war]] between Sega and Nintendo ensued during the early 1990s.<ref>[[#CITEREFKent2001|Kent (2001)]], p. 431. "''Sonic'' was an immediate hit, and many consumers who had been loyally waiting for Super NES to arrive now decided to purchase Genesis.... The fiercest competition in the [[history of video games]] was about to begin."</ref> 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 [[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=May 17, May 2012 |url=http://uk.retro.ign.com/articles/894/894511p1.html |title=IGN Presents the History of Rare |publisher=IGN |date=July 29, July 2008 |first=Rus |last=McLaughlin |archiveurl=https://web.archive.org/web/20080805122442/http://uk.retro.ign.com/articles/894/894511p1.html |archivedate=August 5, August 2008 |deadurl=no}}</ref> 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 [[List of best-selling Super Nintendo Entertainment System video games|best-selling game in the SNES library]].<ref name="IGN, Rare History" /> In September 1994, Nintendo, along with six other video game giants including Sega, [[Electronic Arts]], Atari, [[Acclaim Entertainment|Acclaim]], Philips, and [[3DO Company|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 [[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 25, 1995. Web. 24 May 24, 2012.</ref> The system sold poorly and was quietly discontinued.<ref>Boyer, Steven. "A Virtual Failure: Evaluating the Success of Nintendos Virtual Boy." Velvet Light Trap.64 (2009): 23-33. ProQuest Research Library. Web. 24 May 24, 2012.</ref> Amid the system's failure, Yokoi retired from Nintendo.<ref>{{cite web |url=http://www.gamepro.com/article/features/111823/the-10-worst-selling-consoles-of-all-time-page-2-of-2/ |title=The 10 Worst-Selling Consoles of All Time |accessdate=12 June 12, 2010 |first=Blake |last=Snow |publisher=[[GamePro]] |date=4 May 4, 2007 |archiveurl=https://web.archive.org/web/20110607134204/http://www.gamepro.com/article/features/111823/the-10-worst-selling-consoles-of-all-time-page-2-of-2/ |archivedate=7 June 7, 2011}}</ref> 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 [[Remake (software)|remakes]].
 
=== 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 24, 2012.</ref> 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 4, 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 [[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=December 17, December 2004 |accessdate=July 19, July 2007}}</ref>
 
=== 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 24, 2002,<ref>{{cite web |publisher=IGN |date=24 May 24, 2002 |accessdate=19 July 19, 2015 |title=Yamauchi Retires |url=http://www.ign.com/articles/2002/05/24/yamauchi-retires}}</ref><ref>{{cite web |first=Lucas M. |last=Thomas |publisher=IGN |date=24 May 24, 2012 |accessdate=19 July 19, 2015 |title=Hiroshi Yamauchi: Nintendo's Legendary President |url=http://www.ign.com/articles/2012/05/25/hiroshi-yamauchi-nintendos-legendary-president}}</ref> [[Satoru Iwata]] became first Nintendo president who was unrelated to the Yamauchi family through blood or marriage since its founding in 1889.<ref>{{cite news |url=http://hosted2.ap.org/APDEFAULT/495d344a0d10421e9baa8ee77029cfbd/Article_2015-07-12-AS--Japan-Obit-Nintendo%20President/id-62869fddfd054d72b98981cf64a6cfab |title=Nintendo President Satoru Iwata Dies of Tumor |first=Yuri |last=Kageyama |date=July 12, July 2015 |accessdate=12 July 12, 2015 |work=Associated Press |location=Tokyo, Japan |archivedate=1 August 1, 2015 |archiveurl=https://www.webcitation.org/6aRru22RK?url=http://hosted2.ap.org/APDEFAULT/495d344a0d10421e9baa8ee77029cfbd/Article_2015-07-12-AS--Japan-Obit-Nintendo%20President/id-62869fddfd054d72b98981cf64a6cfab |deadurl=yes}}</ref><ref>{{cite news |url=https://www.nytimes.com/2015/07/13/business/satoru-iwata-nintendo-chief-executive-dies-at-55.html |title=Satoru Iwata, Nintendo Chief Executive, Dies at 55 |first=Liam |last=Stack |date=13 July 13, 2015 |accessdate=13 July 13, 2015 |work=[[The New York Times]]}}</ref>
 
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.
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=== 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 27, 2006 |accessdate=27 May 27, 2014}}</ref><ref>{{cite web |title=Iwata, Yamauchi Speak Out on Nintendo DS |url=http://www.nintendoworldreport.com/news/9256/iwata-yamauchi-speak-out-on-nintendo-ds |date=13 February 13, 2004 |first=Jonathan |last=Metts |publisher=Nintendo Worldwide Report |accessdate=27 May 27, 2014}}</ref><ref>{{cite web |last=Constantine |first=John |title=Rise to Heaven: Five Years of Nintendo DS |url=http://www.1up.com/features/years-nintendo-ds |publisher=1UP.com |accessdate=27 May 27, 2014 |deadurl=yes |archiveurl=https://web.archive.org/web/20140612053102/http://www.1up.com/features/years-nintendo-ds |archivedate=12 June 12, 2014}}</ref> 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.
 
[[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 13, 2015}}</ref> which had been codenamed "Revolution" and was now renamed to "[[Wii]]".{{Citation needed|date=December 2015}} In August 2006, Nintendo published ES, a now-dormant, [[open source]] research [[operating system]] project designed around [[web application]] [[Application programming interface|integration]] but for no specific purpose.<ref>{{cite web |title=Inside Nintendo's ES Open-Source Operating System |url=http://www.gamasutra.com/php-bin/news_index.php?story=16503 |publisher=Gamasutra |date=4 December 4, 2007 |accessdate=28 December 28, 2015}}</ref><ref>{{cite web |title=ES operating system |publisher=Nintendo |url=https://code.google.com/p/es-operating-system/ |accessdate=28 December 28, 2015}}</ref>
 
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 1, 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 game]]s such as the [[Xenosaga]] and [[Baten Kaitos series]].<ref>{{cite web |last=Gantayat |first=Anoop |title=XENOSAGA DEVELOPER SWITCHES SIDES |url=http://uk.ign.com/articles/2007/04/27/xenosaga-developer-switches-sides |publisher=IGN |accessdate=25 May 25, 2014}}</ref>
 
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.
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{{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 25, 2014}}</ref> During the fourth quarter of 2012, Nintendo released the [[Wii U]]. It sold slower than expected,<ref>{{cite web |url=http://www.cnet.com/news/slow-wii-u-sales-send-nintendo-shares-into-a-downward-spiral/ |title=Slow Wii U sales send Nintendo shares into a downward spiral |accessdate=7 April 7, 2014 |date=19 January 19, 2014}}</ref> despite being the first eighth generation console. By September 2013, however, sales had rebounded.{{Clarify|date=May 2014}} 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 [[autostereoscopy|autostereoscopic]] 3D feature. Nintendo also released the [[Wii Mini]], a cheaper and non-networked redesign of the Wii.
 
On 25 September 25, 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.<ref>{{cite web|script-title=ja:パナソニック・任天堂、ゲーム機操作法を共同開発 |url=http://www.nikkei.com/article/DGXNASDD250K5_V20C13A9TJ1000/ |publisher=Nikkei |accessdate=25 May 25, 2014 |language=Japanese}}</ref> 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%.<ref>{{cite web |url=https://www.bbc.com/news/business-25941070 |title=Nintendo executives take pay cuts after profits tumble |accessdate=31 May 31, 2014 |date=29 January 29, 2014}}</ref>
 
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=January 11, January 2015 |date=January 9, January 2015}}</ref>
 
On 11 July 11, 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 16, 2015.<ref>{{cite web |url=https://www.bloomberg.com/news/articles/2015-07-12/nintendo-says-president-satoru-iwata-died-from-bile-duct-cancer |title=Satoru Iwata, Nintendo President Who Introduced Wii, Dies |author=Takashi Amano |work=[[Bloomberg News]] |publisher=[[Bloomberg L.P.]] |date=12 July 12, 2015 |accessdate=14 July 14, 2015}}</ref> 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".<ref>{{cite web |url=https://www.nintendo.co.jp/ir/pdf/2015/150914e.pdf |title=Notice Regarding Personnel Change of a Representative Director and Role Changes of Directors |publisher=Nintendo |accessdate=September 14, September 2015 |date=14 September 14, 2015 |deadurl=yes |archiveurl=https://www.webcitation.org/6bXQLoHCB?url=http://www.nintendo.co.jp/ir/pdf/2015/150914e.pdf |archivedate=14 September 14, 2015}}</ref>
 
=== 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 17, 2015, Nintendo announced a partnership with Japanese mobile developer [[DeNA]] to produce games for [[smart device]]s.<ref>{{cite web |last1=Russell |first1=Jon |title=Nintendo Partners With DeNA To Bring Its Games And IP To Smartphones |url=https://techcrunch.com/2015/03/17/nintendo-partners-with-dena-to-brings-its-games-and-ip-to-smartphones/ |website=TechCrunch |accessdate=17 March 17, 2015}}</ref><ref name="Nintendo, Presentation">{{cite web |url=https://www.nintendo.co.jp/corporate/release/en/2015/150317 |title=March 17, Wed. 2015 Presentation Title |work=nintendo.co.jp |accessdate=26 October 26, 2015}}</ref> The first of these, ''[[Miitomo]]'', was released in March 2016.<ref>{{cite web |last1=Kohler |first1=Chris |title=Mii Avatars Star in Nintendo's First Mobile Game This March |url=https://www.wired.com/2015/10/miitomo-nintendo-mobile/ |website=[[Wired (website)|Wired]] |publisher=[[Condé Nast]] |accessdate=29 October 29, 2015 |date=28 October 28, 2015}}</ref>
 
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 17, 2015}}</ref> [[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]]''.<ref name="WSJ, Amiibo">{{cite web |url=https://blogs.wsj.com/digits/2015/06/18/nintendos-reggie-fils-aime-talks-amiibo-and-the-skylanders-deal/ |title=Nintendo’s Reggie Fils-Aime Talks Amiibo and the 'Skylanders' Deal |last=Needleman |first=Sarah E. |website=WSJ|access-date=21 May 21, 2016}}</ref> 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 kit]]s (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.<ref name="WSJ, NX">{{cite web |last1=Mochizuki |first1=Takashi |title=Nintendo Begins Distributing Software Kit for New NX Platform |url=https://www.wsj.com/articles/nintendo-begins-distributing-software-kit-for-new-nx-platform-1444996588 |work=[[The Wall Street Journal]] |publisher=[[Dow Jones & Company]] |accessdate=26 October 26, 2015 |date=16 October 16, 2015}}</ref> At an investor's meeting on 27 April 27, 2016, Nintendo announced that the NX would be released worldwide in March 2017.<ref name="IGN, NX">{{cite web |last1=Reilly |first1=Luke |title=Nintendo NX Will Launch In March 2017 |url=http://ign.com/articles/2016/04/27/nintendo-nx-will-launch-in-march-2017/ |website=[[IGN]] |publisher=[[Ziff Davis]] |accessdate=27 April 27, 2016 |date=27 April 27, 2016}}</ref> 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.<ref name="VG247, NX">{{cite web |url=https://www.vg247.com/2016/05/16/nintendo-nx-is-neither-the-successor-to-the-wii-u-nor-to-the-3ds/ |title=Nintendo NX 'is neither the successor to the Wii U nor to the 3DS' |website=VG247.com|access-date=21 May 21, 2016}}</ref> 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.<ref>{{cite web |title=Report: Nintendo's fear of imitators kept NX out of E3 |url=http://www.polygon.com/2016/6/29/12059030/nintendo-nx-e3-no-show-virtual-reality-details |website=Polygon |accessdate=30 June 30, 2016}}</ref> The same day, Kimishima also revealed during a Q&A session with investors that they were also researching [[virtual reality]].<ref name="Kotaku, VR">{{cite web |last1=Ashcraft |first1=Brian |title=Report: Nintendo Is Researching VR |url=http://kotaku.com/report-nintendo-is-researching-vr-1782797521 |website=Kotaku |accessdate=30 June 30, 2016}}</ref>
 
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 8, 2015 |date=7 May 7, 2015}}</ref> In May 2016, Nintendo also expressed a desire to enter the animated film market.<ref>{{cite web |last1=GHOSHAL |first1=ABHIMANYU |title=Nintendo is getting into the movie business |url=https://thenextweb.com/insider/2016/05/16/nintendo-getting-movie-business/#gref |website=The Next Web |accessdate=16 May 16, 2016}}</ref> 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 Summer Olympics|2020 Tokyo Olympics]], whereas [[Universal Orlando|Universal Orlando Resort]] and [[Universal Studios Hollywood]] will get the themed area in an unspecified date after the Japanese version.<ref>{{cite web |last1=McWhertor |first1=Michael |title=Nintendo’s first Universal Studios park attraction is called Super Nintendo World |url=http://www.polygon.com/2016/12/12/13917504/super-nintendo-world-nintendo-universal-studios-japan-park-attraction |website=Polygon |accessdate=18 December 18, 2016}}</ref>
 
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=July 14, July 2016 |title=Nintendo is releasing a miniature NES with 30 built-in games |url=https://www.theverge.com/2016/7/14/12187296/nintendo-nes-classic-edition-announced-price-games |newspaper=[[The Verge]] |access-date=July 14, July 2016}}</ref>
 
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 25, 2016 |work=www.theguardian.com |title=Nintendo shares plummet after it points out it doesn't make Pokémon Go}}</ref><ref>{{citation |url=https://www.nintendo.co.jp/ir/pdf/2016/160722e.pdf |type=press release |title=Notice Regarding the Impact of "Pokémon GO" on the Consolidated Financial Forecast |date=22 July 22, 2016 |publisher=Nintendo}}</ref> 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]].<ref name="Bloomberg, Drop">{{citation |url=https://www.bloomberg.com/news/articles/2016-07-25/nintendo-may-have-further-to-fall-after-biggest-drop-in-26-years |title=Nintendo Faces More Pressure After Biggest Drop in 26 Years |first=Yuji |last=Nakamura |first2=Takashi |last2=Amano |date=25 July 25, 2016 |work=www.bloomberg.com}}</ref> 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.<ref name="Bloomberg, Drop" /><ref>{{cite web |title=Pokémon GO shows Nintendo the promise of mobile |url=http://www.ft.com/cms/s/2/237ab9e6-4724-11e6-b387-64ab0a67014c.html |newspaper=The FT |date=11 July 11, 2016 |accessdate=11 July 11, 2016}}</ref>
 
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=July 5, July 2016 |work=crosscut.com}}</ref><ref>{{citation |url=https://www.bloomberg.com/news/articles/2016-04-27/nintendo-to-sell-stake-in-mariners-to-mobile-phone-mogul-stanton |date=April 28, April 2016 |first=Peter |last=Robinson |first2=Rob |last2=Golum |work=www.bloomberg.com |title=Nintendo to Sell Mariners Stake to Stanton Ownership Group}}</ref>
 
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 10, 2016}}</ref> 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.<ref>{{cite web |url=https://www.theverge.com/2016/12/8/13878378/super-mario-run-iphone-nintendo-shigeru-miyamoto-interview |title=A Chat With Shigeru Miyamoto on the Eve of Super Mario Run, Nintendo's First Smartphone Game |first=Andrew |last=Webster |date=8 December 8, 2016 |accessdate=8 December 8, 2016 |work=[[The Verge]]}}</ref>
 
On 20 October 20, 2016, Nintendo released a preview trailer about the NX, revealing the official name to be the [[Nintendo Switch]].<ref>{{cite web |title=Nintendo: Switch is a home gaming system ‘first and foremost’ |url=http://www.polygon.com/2016/10/20/13347910/nintendo-switch-home-gaming-system |website=Polygon |accessdate=20 October 20, 2016}}</ref> 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.<ref>{{cite web |url=https://www.yahoo.com/tech/nintendo-switch-console-revealed-150845937.html |title=Nintendo unveils the Nintendo Switch, a hybrid console/handheld system |work=yahoo.com}}</ref> 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.<ref>{{cite web |url=http://www.macworld.com/article/3153384/gaming/nintendo-plans-to-release-2-or-3-mobile-games-a-year-after-super-mario-runs-success.html |title=Nintendo plans to release 2 or 3 mobile games a year after Super Mario Run's success |first=Michael |last=Simon |date=23 December 23, 2016 |accessdate=25 December 25, 2016 |work=[[MacWorld]]}}</ref>
 
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 14, 2017 |work=CNNMoney |date=14 November 14, 2017}}</ref><ref>{{cite news |title='Super Mario Bros.' Movie in the Works at Illumination Entertainment |url=http://collider.com/super-mario-movie-nintendo-illumination-entertainment/ |accessdate=14 November 14, 2017 |work=Collider |date=14 November 14, 2017}}</ref><ref>{{cite news |title=Super Mario Movie in the Works From Despicable Me Studio |url=http://www.slashfilm.com/mario-movie/ |accessdate=14 November 14, 2017 |work=Slashfilm |date=14 November 14, 2017}}</ref> 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.<ref>{{cite web |last1=Morris |first1=Chris |title=Nintendo's New President Marks Start of New Dynasty |url=http://fortune.com/2018/04/26/nintendo-shuntaro-furukawa-president-new-dynasty/ |website=Fortune.com |accessdate=26 April 26, 2018}}</ref>
 
== Products ==
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[[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=September 8, September 2003 |publisher=New Riders Games |isbn=0-13-102009-9 |page=14}}</ref> The NES was bundled with ''[[Super Mario Bros.]]'', one of the [[List of best-selling video games|best-selling video games of all time]], and received ports of Nintendo's most popular arcade games.<ref name="Japan Times, Secret" />
 
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}}
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[[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 6, 2006. Retrieved 19 November 19, 2013.</ref> the Super NES's [[List of Super NES enhancement chips|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]]''),<ref>{{cite web |url=http://www.ign.com/articles/2008/10/31/the-starglider-saga |title=The Starglider Saga |first=Travis |last=Fahs |date=31 October 31, 2008 |work=[[IGN]] |publisher=[[Ziff Davis]]}}</ref> starting with ''[[Star Fox (video game)|Star Fox]]'' in 1993. The SNES is the best-selling console of the [[History of video game consoles (fourth generation)|16-bit era]] although having experienced a relatively late start and fierce competition from [[Sega]]'s [[Sega Genesis|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]]''.
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[[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=April 3, April 2008 |publisher=IGN |accessdate=September 12, September 2008}}</ref> 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<ref>{{cite journal | title=A friendly discussion between the "Big 2" | others=[http://yomuka.wordpress.com/2013/03/29/itoi-miyamoto-interview-64dd/ Translation] | magazine=The 64DREAM | subjectlink1=Shigeru Miyamoto | subjectlink2=Shigesato Itoi | first1=Shigeru | last1=Miyamoto | first2=Shigesato | last2=Itoi | date=December 1997 | page=91}}</ref> by way of 64&nbsp;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 ====
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[[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=July 24, July 2009 |publisher=Nintendo}}</ref> The discs are similar to the [[miniDVD]] format, but the system was not designed to play standard [[DVD]]s or [[Compact disc|audio CDs]]. Nintendo introduced a variety of connectivity options for the GameCube. The GameCube's game library has sparse support for [[online game|Internet gaming]], a feature that requires the use of the aftermarket [[Nintendo 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 ====
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[[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=December 12, December 2012 |work=Eurogamer |accessdate=December 16, December 2012}}</ref><ref>{{cite journal |url=https://www.nintendo.com/consumer/downloads/WiiMiniOpMn_RVO_en.pdf |title=Nintendo Wii Mini Operations Manual |publisher=Nintendo of America |page=10 |accessdate=December 16, December 2012}}</ref>
 
==== Wii U ====
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[[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 13, 2012 |accessdate=13 September 13, 2012}}</ref> The Wii U is the first Nintendo console to support [[High-definition video|high-definition]] [[Video game graphics|graphics]]. The Wii U's primary [[Gamepad|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]].<ref>{{cite web |url=http://www.gamenguide.com/articles/1943/20120605/nintendo-wii-u-pro-controller-e3.htm |title=Nintendo Unveils Wii U Pro Controller before E3, Wireless but No Touch Screen |date=5 June 5, 2012 |publisher=GameNGuide}}</ref> The system is [[Backward compatibility|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 31, 2018, worldwide Wii U sales had totalled over 13 million units, with over 100 million games and other software for it sold.<ref name="Nintendo, Sales">{{cite web |url=https://www.nintendo.co.jp/ir/en/sales/hard_soft/index.html |title=IR Information : Sales Data – Hardware and Software Sales Units |publisher=Nintendo Co., Ltd. |accessdate=28 July 28, 2018}}</ref>
 
==== Nintendo Switch ====
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[[File:Nintendo-Switch-Console-Docked-wJoyConRB.jpg|thumb|right|200px|Nintendo's new hybrid console, the [[Nintendo Switch|Switch]].]]
 
On 17 March 17, 2015, 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" /> [[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]]''.<ref name="WSJ, Amiibo" /> In a later article on 16 October 16, 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 kit]]s (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]."<ref name="WSJ, NX" /> At an investor's meeting on 27 April 27, 2016, Nintendo announced that the NX would be released worldwide in March 2017.<ref name="IGN, NX" /> 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.<ref name="VG247, NX" /> 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."<ref>{{cite web |url=https://twitter.com/Cheesemeister3k/status/747981485831970817 |title=Cheesemeister on Twitter|access-date=29 June 29, 2016}}</ref><ref>{{cite news |url=http://bigstory.ap.org/article/eee6b9beb78a440eb74e54ea2bd1232a/new-vision-video-game-consoles |title=A new vision for video game consoles |last=Lang |first=Derrik J. |date=22 June 22, 2016 |work=Associated Press|access-date=29 June 29, 2016 |via=}}</ref> The same day, Kimishima revealed during a Q&A session with investors that they were also researching [[virtual reality]].<ref name="Kotaku, VR" /> On 19 October 19, 2016, Nintendo announced they would release a trailer for the console the following day.<ref>{{cite web |url=https://twitter.com/NintendoAmerica/status/788900063833493504 |title=Nintendo of America on Twitter |accessdate=19 October 19, 2016}}</ref> The next day, Nintendo unveiled the trailer that revealed the final name of the platform called Nintendo Switch.<ref>{{cite web |url=https://www.youtube.com/watch?v=f5uik5fgIaI |title=First Look at Nintendo Switch |author=Nintendo |date=20 October 20, 2016 |publisher=YouTube}}</ref> By March 2018, over 17 million Switch units had been sold worldwide.<ref>{{Cite news |url=https://venturebeat.com/2018/04/26/nintendo-switch-has-sold-nearly-18-million-consoles-crushing-14-million-target/ |title=Nintendo Switch has sold nearly 18 million consoles, crushing 14 million target |date=26 April 26, 2018 |work=VentureBeat|access-date=21 May 21, 2018 |language=en-US}}</ref>
 
=== Handheld consoles ===
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{{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=August 5, August 2017 |page=223}}</ref> It was the earliest Nintendo product to garner major success.<ref>{{cite web |url=http://us.wii.com/iwata_asks/mario25th/vol2_page1.jsp |title=Wii.com – Iwata Asks: Super Mario Bros. 25th Anniversary |publisher=Us.wii.com |date= |accessdate=March 23, March 2011}}</ref>
 
==== Game Boy ====
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{{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 4, 2007 |date=13 November 13, 2003 |work=[[IGN]] |publisher=IGN Entertainment, Inc.}}</ref> It was distinctive for its dual screens and a microphone, as well as a [[Touchscreen|touch-sensitive lower screen]]. The ''[[Nintendo DS Lite]]'' brought a smaller form factor<ref>{{cite web |last=Rojas |first=Peter |date=20 February 20, 2006 |url=https://www.engadget.com/2006/02/20/the-engadget-interview-reggie-fils-aime-executive-vice-preside/ |title=The Engadget Interview: Reggie Fils-Aime, Executive Vice President of Sales and Marketing for Nintendo |publisher=Engadget |accessdate=24 July 24, 2009}}</ref> while the ''[[Nintendo DSi]]'' features larger screens and two cameras,<ref>{{cite web |url=http://www.nintendodsi.com/meet-dsi.jsp |title=Explore Nintendo DSi |accessdate=24 July 24, 2009}}</ref> and was followed by an even larger model, the ''[[Nintendo DSi XL]]'', with a 90% bigger screen.<ref>{{cite web |url=http://www.mcvuk.com/news/37129/DSi-XL-gets-March-5th-launch |title=Nintendo DSi XL to launch on March 5 |first=Dave |last=Roberts |date=14 January 14, 2010 |work=MCV |publisher=Intent Media |accessdate=30 January 30, 2010}}</ref>
 
==== 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 23, 2010 |publisher=Nintendo |accessdate=23 March 23, 2010 |location=[[Minami-ku, Kyoto]]}}</ref> 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.<ref>{{cite press release |url=http://www.techspot.com/news/44226-nintendo-3DS-passes-1-million-units-sold-in-japan-finally.html |title=Nintendo 3DS passes 1 million units sold in Japan, finally |date=13 June 13, 2011 |publisher=TechSpot |accessdate=20 June 20, 2011}}</ref> 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.<ref>{{cite press release |url=http://www.hurriyetdailynews.com/n.php?n=nintendo-shares-leap-on-3ds-optimism-2011-08-23 |title=Nintendo shares leap on 3DS optimism |date=23 August 23, 2011 |publisher=Hurriyet Daily News |accessdate=26 October 26, 2011}}</ref> As of August 2013, the 3DS was the best selling console in the United States for four consecutive months.<ref>{{cite web |url=http://www.gamespot.com/articles/npd-3ds-outsells-xbox-360-ps3-in-august/1100-6414408/ |title=NPD: 3DS outsells Xbox 360, PS3 in August |publisher=GameSpot |date=12 September 12, 2013 |accessdate=17 October 17, 2013}}</ref> The ''[[Nintendo 3DS XL]]'' was introduced in August 2012 and includes a 90% larger screen, a 4&nbsp;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.<ref>{{cite web |title=Nintendo reveals the New Nintendo 3DS |first=Emily |last=Gera |date=August 29, August 2014 |url=http://www.polygon.com/2014/8/29/6082241/nintendo-reveals-the-new-nintendo-3ds |publisher=Polygon |accessdate=August 29, August 2014}}</ref>
 
== Company structure ==
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==== 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=June 28, June 2018}}</ref><ref>{{Cite web |url=https://www.nintendo.co.jp/ir/pdf/2018/180426_5e.pdf |title=Notice Regarding Changes of Representative Director and Other Management |date=April 26, April 2018 |publisher=Nintendo |access-date=June 28, June 2018}}</ref>
* [[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 1, 2011 |title=製品技術編(2) |work=社長が訊く 任天堂で働くということ |publisher=Nintendo Co., Ltd. |accessdate=1 January 1, 2011 |deadurl=no}}</ref> moved from its original Kyoto location{{efn|{{Coord|34|59|30.03|N|135|45|58.66|E|display=inline|format=dms}}}}{{Where|date=May 2014}} to a new office in [[Higashiyama-ku, Kyoto]],;{{efn|{{Coord|34|58|29.00|N|135|46|10.48|E|display=inline|format=dms}}}} in 2000, this became the [[research and development]] building when the head office relocated to its {{as of|2000|alt=present}} location in [[Minami-ku, Kyoto]].{{efn|{{Coord|34|58|11.89|N|135|45|22.33|E|display=inline|format=dms}}}}<ref>"[http://iwataasks.nintendo.com/interviews/#/3ds/starfox/0/2 Fushimi Inari Taisha and Fox]." Nintendo. Retrieved on 1 January 1, 2011. "12. Former head office: Before Nintendo's head office moved to Minami Ward, Kyoto City (its current location) in 2000, it was in Higashiyama Ward, Kyoto City. The former head office's location is now occupied by Nintendo Kyoto Research Center."</ref>
 
===== 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 17, 2007 |work=Hytrol.com |accessdate=17 September 17, 2008}}</ref> 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,<ref>{{cite web |url=https://www.nintendo.com/?country=CA&lang=en |title=Nintendo.com |publisher=Nintendo.com |date= |accessdate=9 October 9, 2012}}</ref> Nintendo of Canada is based in [[Vancouver]], [[British Columbia]] with a [[distribution center]] in [[Toronto]], [[Ontario]].{{citation needed|date=July 2017}} 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.<ref>{{cite web |last1=Schreier |first1=Jason |title=Nintendo's Secret Weapon |url=http://kotaku.com/inside-the-treehouse-the-people-who-help-make-nintendo-1301809672 |website=Kotaku |accessdate=2 August 2, 2017}}</ref>
 
===== 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 9, 2012 |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 1, 2011}}</ref> based in [[Großostheim]],<ref>{{cite web |url=https://www.nintendo.co.uk/Legal/Ambassador/Contact-946390.html |title=Contact |accessdate=24 July 24, 2009}}</ref> close to [[Frankfurt]], Germany. The company handles operations in Europe and [[South Africa]].<ref name="NOE, History" /> Nintendo of Europe's [[United Kingdom]] branch (Nintendo UK)<ref>{{cite web |url=https://www.nintendo.co.uk/Support/Contact/Repairs/General-Customer-Service-1106617.html |title=General Customer Service |publisher=Nintendo |date=29 August 29, 2012 |accessdate=9 October 9, 2012}}</ref> handles operations in that country and in [[Ireland]] from its headquarters in [[Windsor, Berkshire|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.<ref>{{cite web |url=http://www.gamesindustry.biz/articles/2014-06-06-130-jobs-lost-in-nintendo-of-europe-reshuffle |title=130 jobs lost in Nintendo of Europe reshuffle |first=Dan |last=Pearson |publisher=Games Industry |date=6 June 6, 2014 |accessdate=9 June 9, 2014}}</ref><ref>{{cite news |url=http://americasmarkets.usatoday.com/2014/06/06/nintendo-to-close-european-headquarters-lay-off-130/ |title=Nintendo to close European headquarters, lay off 130 |work=USA Today |date=6 June 6, 2014 |accessdate=9 June 9, 2014}}</ref>
 
===== Nintendo Australia =====
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===== 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=July 20, July 2014 |publisher=Nintendo Everything |date=June 28, June 2013}}</ref><ref>{{cite web |url=https://www.nintendo.co.jp/ir/pdf/2013/security_q1303.pdf#page=5 |title=関係会社の状況 |accessdate=July 20, July 2014 |publisher=Nintendo |date=June 28, June 2013}}</ref>
 
===== Nintendo of Korea =====
Nintendo's South Korean subsidiary was established on 7 July 7, 2006, and is based in Seoul.<ref>{{registration required|date=February 2011}}{{cite web |author=Paul, Loughrey |title=Nintendo establishes Korean subsidiary |url=http://www.gamesindustry.biz/articles/nintendo-establishes-korean-subsidiary}}</ref> 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 [[Chief executive officer|CEO]] Hiroyuki Fukuda. This did not affect any games scheduled for release in South Korea, and Nintendo continued operations there as usual.<ref>{{cite web |last=Ashcraft |first=Brian |title=Report: Nintendo of Korea Is Laying Off Most of Its Staff [Update] |url=http://kotaku.com/report-nintendo-of-korea-is-laying-off-most-of-its-sta-1767681089 |publisher=Kotaku |date=March 29, March 2016 |accessdate=26 October 26, 2016}}</ref><ref>{{cite web |last=McFerran |first=Damien |title=Nintendo Of Korea Lays Off 80 Percent Of Its Staff Following Sustained Losses |url=http://www.nintendolife.com/news/2016/03/nintendo_of_korea_lays_off_80_percent_of_its_staff_following_sustained_losses |publisher=[[Nintendo Life]] |date=29 March 29, 2016 |accessdate=26 October 26, 2016}}</ref>
 
=== 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=May 27, May 2014}}</ref> [[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 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]].
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=== 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=May 25, May 2011}}</ref> 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 (Nintendo Entertainment System)|Bionic Commando]]'' (though [[Nazi swastika|swastikas]] were eliminated in the US version), ''[[Smash TV]]'' and ''[[Golgo 13: Top Secret Episode]]'' contained human violence, the latter also containing implied [[Human sexuality|sexuality]] and [[Smoking|tobacco use]]; ''[[River City Ransom]]'' and ''[[Taboo: The Sixth Sense]]'' contained nudity, and the latter also contained religious images, as did ''[[Castlevania II: Simon's Quest|Castlevania II]]'' and ''[[Castlevania III: Dracula's Curse|III]]''.
 
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=October 17, October 2008 |title=IGN Presents the History of Mortal Kombat – Retro Feature at IGN |publisher=IGN |first=Travis |last=Fahs |accessdate=August 16, August 2010}}</ref> 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.<ref>{{cite web |url=http://www.mobygames.com/game/mortal-kombat-ii/cover-art/gameCoverId,22874 |title=''Mortal Kombat II'' cover artwork at MobyGames}}</ref>
 
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 25, 2011}}</ref> a practice which is also enforced by [[Sony Computer Entertainment|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 (series)|Doom]]'' and ''[[Doom 64]]'', ''[[BMX XXX]]'', the ''[[Resident Evil]]'' series, ''[[Killer7]]'', the ''[[Mortal Kombat]]'' series, ''[[Eternal Darkness: Sanity's Requiem]]'', ''[[BloodRayne]]'', ''[[Geist (video game)|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 (Game Boy)|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 [[Porting|port]] of ''[[Cruis'n USA]]''.<ref>{{cite web |url=http://ign64.ign.com/articles/060/060333p1.html |title=IGN: Nintendo to censor Cruis'n |date=8 October 8, 1996 |accessdate=24 July 24, 2009}}</ref> 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 [[Internationalization and localization|localization]]. 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 (video game)|No More Heroes]]'', ''[[The House of the Dead: Overkill]]'', and ''[[MadWorld]]'', the latter three of which were published exclusively for the console.
 
=== License guidelines ===
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=== 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=July 24, July 2009}}</ref> 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 Classic Edition|NES Mini]] and [[Super NES Classic Edition|SNES Mini]].{{cn|date=July 2018}} On July 19, 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.”<ref>{{cite web |last1=Plunkett |first1=Luke |title=Nintendo Suing Pirate Websites For Millions |url=https://kotaku.com/nintendo-suing-pirate-websites-for-millions-1827790323 |website=[[Kotaku]] |accessdate=July 24, 2018 |date=July 23, 2018}}</ref>
 
=== Seal of Quality ===
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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 &#124; Licensed and Unlicensed Products |publisher=Nintendo |date= |accessdate=March 9, March 2012}}</ref>
 
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=March 4, March 2008 |accessdate=July 7, July 2014 |author=Arendt, Susan}}</ref>
 
==== 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=September 2, September 2012}}</ref>
{{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=March 10, March 2011 |deadurl=yes |archiveurl=https://web.archive.org/web/20110308102348/http://www.nintendo.com.au/support/files/Wii_Manuals/WiiMotionPlusOperationsManual.pdf |archivedate=March 8, March 2011}}</ref>}}
 
=== 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=April 28, April 2017 |date=June 24, June 2008}}</ref>
 
=== 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 27, 2010 |accessdate=25 December 25, 2012}}</ref> 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.<ref>{{cite web |title=2012 Conflict Minerals Company Rankings |url=http://www.raisehopeforcongo.org/content/conflict-minerals-company-rankings |publisher=Enough Project |accessdate=5 April 5, 2013}}</ref>
 
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=April 19, April 2013}}</ref>
 
== 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=June 10, June 2011 |accessdate=March 7, March 2016}}</ref><ref>{{cite web |url=http://www.kotaku.com.au/2014/07/theres-no-such-thing-as-a-nintendo/ |title=There's No Such Thing As A Nintendo |last=Plunkett |first=Luke |publisher=Kotaku |date=July 7, July 2014 |accessdate=July 15, July 2016}}</ref>
 
== See also ==