nintendo wii u white gamepad w lcd touch screen made in china
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I’ve owned a Wii U for over four years, for my sins, and I’ve spent a few hours with the Nintendo Switch, so you might not expect me to find a picture of the two next to each other especially revelatory. But just look at this image — taken from an enlightening GameXplain video made with Shovel Knight developers Yacht Club Games — and think about what it signifies.
Both the Switch and the Wii U GamePad have 6.2-inch screens, but the newer system is dramatically thinner and more portable. This is despite the fact that the Switch screen unit actually contains the entire console hardware; to play it on the TV, you plug it into a dock with simple video-out capabilities, whereas the Wii U GamePad gets its images wirelessly beamed from a separate console.
The GamePad’s bulkiness isn’t a huge problem in use — you can’t take it outside of the house anyway, so Nintendo could focus on making it more comfortable to hold. But today, next to the Switch, it looks pretty embarrassing. There’s so much wasted space, the screen’s viewing angles are visibly much worse, and the glossy black plastic was a bad idea from the start.
Knowing that the Switch includes more powerful hardware in a more portable and versatile design, this image puts a strong case forward for how far Nintendo’s come in the past few years. I’m still not convinced that the Switch will be a broad success — CEO Tatsumi Kimishima told the Nikkei Shimbun this week that he expects it to sell as well as the original Wii, which seems hugely optimistic — but I am pretty convinced that its fundamental concept makes a lot more sense than the Wii U.
Plug in the HDMI cable to the Wii U console and power up the machine and you"ll instantly get an image on your HDTV display, but all the action takes place on the GamePad. First order of business is to sync the controller to the console, which is achieved in a similar manner to connecting an Xbox 360 controller: you press the sync button on the front of the console and then depress a recessed button on the underside of the tablet. From there it"s a simple matter of choosing your display settings: on the US unit, 480p, 720p, 1080i and 1080p are supported, and we wouldn"t be surprised to see 576p added on the PAL unit in order to facilitate Wii backwards compatibility, although we"ll let you know for sure once we see some kit.
The initial set-up also allows you to calibrate the bundled Wii sensor bar - a process that can be skipped - and you can also set up your Mii, which is a process remarkably similar to the standard Wii experience. You also get to set up an internet connection here. Working with the unit in an outbuilding, we were somewhat dismayed to find that our homeplugs didn"t work (your mileage may vary - we were using TP-Link kit), necessitating a move to the main building where we could access the main router more directly. There were no problems accessing this connection, and once hooked up the Wii U automatically scans for a system update. Be prepared for a bit of a wait though at this point should you choose to update: if you"ve just bought the machine and are anxious to get gaming, we"d recommend playing first and updating later as the process can be rather lengthy. Indeed, outside of gaming, keeping you hanging about seems to be a signature element of the Wii U OS.
"Viewing angles on the Wii U gamepad display are generally very good - a relief bearing in mind the quality of many lower-end LCD panels released in recent times."
Nintendo"s focus on using the GamePad as the centre of the experience - even in these initial stages - is a great idea. Simply going through the motions with the set-up procedure familiarises you with the tablet, and you can even use it as a TV remote (albeit limited to power on/off, input, volume and channel control). Despite the inexpensive parts, there are some pleasant surprises here: this clearly isn"t anything like as good as an iPad-style IPS display, but viewing angles are fairly decent and colour reproduction is OK, if not spectacular. The lack of multi-touch support is a serious issue - for the browser in particular - but overall responsiveness from the screen is fine.
We"ll be studying the latency in more depth soon with a bit more of a scientific approach, but our first hands-on impressions are positive, as games are equally as playable on the GamePad as they are on the big screen. Indeed, we have the feeling that the Wii U GamePad"s response may actually be superior to a great many HDTVs out there, something we"ll be quantifying in the upcoming days.
Image quality on the GamePad is an interesting topic. Up until now, nobody has really mentioned compression artefacts, but they are there if you look closely enough. Similar to the existing HD consoles, Wii U transmits an uncompressed 24-bit RGB HDMI signal to the HDTV via the HDMI connection, but a whole different process kicks in when the image is beamed over to the GamePad. Firstly, we see a downscale to 480p on mirrored content (though some titles render the second screen at native resolution - Nintendo Land amongst them) but beyond that we also have to factor in the compression system Nintendo uses - we have a sneaky suspicion it"s an MJPEG implementation of sorts.
Look really closely and you"ll see DCT artefacts on darker areas where the compression scheme has difficulty resolving intricate detail. This is almost unnoticeable (clearly Nintendo has a decent amount of bandwidth to play with), but the downsampling in chroma isn"t: pure reds/pinks in particular are demonstrably pixelated, losing definition compared to the original, even factoring in the resolution downscaling. Generally this is not a problem - the whole reason colour space is downscaled in the first place is that the human eye is more sensitive to changes in luminance than it is in colour - and most people won"t notice, but when Nintendo"s key franchise character features many red highlights, you might want to understand why he doesn"t look quite as crisp as he does on your HDTV, or why other elements on-screen don"t have the same issue.
Image quality on the gamepad is generally very good indeed, but there is a compression scheme in place that does result in some artifacting. On the far left we have a lossless 24-bit RGB grab of a portion of a screenshot. On the far right we have the gamepad mirror. Notice the pixelisation on the red elements of Mario"s hat. In the centre we"ve downscaled colourspace to YUV 4:2:0 and find a very close match to the gamepad rendition.
Range will be a more pressing concern for many. On a direct line of sight we had a solid connection to the main unit up until the 10m point. Mileage will vary according to location, but we had no problem maintaining that connection in a room directly above the console, but range clearly took a hit with warnings kicking in as we moved further away. But the fact it worked at all was a really pleasant surprise and it came across as a really strong feature for the console - so it"s a bit of a shame that not every game supports the mirroring function. Overall though, unless you"re gaming in Wayne Manor, you won"t have any connection issues with the GamePad in the same room, but don"t expect to be able to free-roam in your house with the controller. It"s pretty good - perfectly serviceable in fact - but we"re not talking Wi-Fi range here.
While the GamePad is a nice little piece of kit overall, it has a critical design flaw: battery life is horrendous. We booted up the Wii U this morning in order to apply the system update and explore the new OS functionality and found that the time available from the 5.6WHr cell was not enough to complete this process. We got just three hours of battery life until the red warning light appeared, another 25 minutes until the light started to flash ominously, then another five until the GamePad died completely, necessitating a recharge. With dire stamina like that, the mobility of the unit is compromised somewhat, and your instinct is to keep the AC adaptor close to hand. Bearing in mind that the GamePad is simply a dumb terminal, decoding AV transmissions and beaming back controller inputs, that level of battery life should be fairly uniform no matter what you"re doing - whether playing games or watching media. However, the screen can be turned off to extend battery life, but obviously this will make some games unplayable.
Plug in the HDMI cable to the Wii U console and power up the machine and you"ll instantly get an image on your HDTV display, but all the action takes place on the GamePad. First order of business is to sync the controller to the console, which is achieved in a similar manner to connecting an Xbox 360 controller: you press the sync button on the front of the console and then depress a recessed button on the underside of the tablet. From there it"s a simple matter of choosing your display settings: on the US unit, 480p, 720p, 1080i and 1080p are supported, and we wouldn"t be surprised to see 576p added on the PAL unit in order to facilitate Wii backwards compatibility, although we"ll let you know for sure once we see some kit.
The initial set-up also allows you to calibrate the bundled Wii sensor bar - a process that can be skipped - and you can also set up your Mii, which is a process remarkably similar to the standard Wii experience. You also get to set up an internet connection here. Working with the unit in an outbuilding, we were somewhat dismayed to find that our homeplugs didn"t work (your mileage may vary - we were using TP-Link kit), necessitating a move to the main building where we could access the main router more directly. There were no problems accessing this connection, and once hooked up the Wii U automatically scans for a system update. Be prepared for a bit of a wait though at this point should you choose to update: if you"ve just bought the machine and are anxious to get gaming, we"d recommend playing first and updating later as the process can be rather lengthy. Indeed, outside of gaming, keeping you hanging about seems to be a signature element of the Wii U OS.
"Viewing angles on the Wii U gamepad display are generally very good - a relief bearing in mind the quality of many lower-end LCD panels released in recent times."
Nintendo"s focus on using the GamePad as the centre of the experience - even in these initial stages - is a great idea. Simply going through the motions with the set-up procedure familiarises you with the tablet, and you can even use it as a TV remote (albeit limited to power on/off, input, volume and channel control). Despite the inexpensive parts, there are some pleasant surprises here: this clearly isn"t anything like as good as an iPad-style IPS display, but viewing angles are fairly decent and colour reproduction is OK, if not spectacular. The lack of multi-touch support is a serious issue - for the browser in particular - but overall responsiveness from the screen is fine.
We"ll be studying the latency in more depth soon with a bit more of a scientific approach, but our first hands-on impressions are positive, as games are equally as playable on the GamePad as they are on the big screen. Indeed, we have the feeling that the Wii U GamePad"s response may actually be superior to a great many HDTVs out there, something we"ll be quantifying in the upcoming days.
Image quality on the GamePad is an interesting topic. Up until now, nobody has really mentioned compression artefacts, but they are there if you look closely enough. Similar to the existing HD consoles, Wii U transmits an uncompressed 24-bit RGB HDMI signal to the HDTV via the HDMI connection, but a whole different process kicks in when the image is beamed over to the GamePad. Firstly, we see a downscale to 480p on mirrored content (though some titles render the second screen at native resolution - Nintendo Land amongst them) but beyond that we also have to factor in the compression system Nintendo uses - we have a sneaky suspicion it"s an MJPEG implementation of sorts.
Look really closely and you"ll see DCT artefacts on darker areas where the compression scheme has difficulty resolving intricate detail. This is almost unnoticeable (clearly Nintendo has a decent amount of bandwidth to play with), but the downsampling in chroma isn"t: pure reds/pinks in particular are demonstrably pixelated, losing definition compared to the original, even factoring in the resolution downscaling. Generally this is not a problem - the whole reason colour space is downscaled in the first place is that the human eye is more sensitive to changes in luminance than it is in colour - and most people won"t notice, but when Nintendo"s key franchise character features many red highlights, you might want to understand why he doesn"t look quite as crisp as he does on your HDTV, or why other elements on-screen don"t have the same issue.
Image quality on the gamepad is generally very good indeed, but there is a compression scheme in place that does result in some artifacting. On the far left we have a lossless 24-bit RGB grab of a portion of a screenshot. On the far right we have the gamepad mirror. Notice the pixelisation on the red elements of Mario"s hat. In the centre we"ve downscaled colourspace to YUV 4:2:0 and find a very close match to the gamepad rendition.
Range will be a more pressing concern for many. On a direct line of sight we had a solid connection to the main unit up until the 10m point. Mileage will vary according to location, but we had no problem maintaining that connection in a room directly above the console, but range clearly took a hit with warnings kicking in as we moved further away. But the fact it worked at all was a really pleasant surprise and it came across as a really strong feature for the console - so it"s a bit of a shame that not every game supports the mirroring function. Overall though, unless you"re gaming in Wayne Manor, you won"t have any connection issues with the GamePad in the same room, but don"t expect to be able to free-roam in your house with the controller. It"s pretty good - perfectly serviceable in fact - but we"re not talking Wi-Fi range here.
While the GamePad is a nice little piece of kit overall, it has a critical design flaw: battery life is horrendous. We booted up the Wii U this morning in order to apply the system update and explore the new OS functionality and found that the time available from the 5.6WHr cell was not enough to complete this process. We got just three hours of battery life until the red warning light appeared, another 25 minutes until the light started to flash ominously, then another five until the GamePad died completely, necessitating a recharge. With dire stamina like that, the mobility of the unit is compromised somewhat, and your instinct is to keep the AC adaptor close to hand. Bearing in mind that the GamePad is simply a dumb terminal, decoding AV transmissions and beaming back controller inputs, that level of battery life should be fairly uniform no matter what you"re doing - whether playing games or watching media. However, the screen can be turned off to extend battery life, but obviously this will make some games unplayable.
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Nintendo was founded in 1889 as Nintendo KarutaFusajiro Yamauchi and originally produced handmade public company, Nintendo distributed its first console, the Color TV-Game, in 1977. It gained international recognition with the release of Nintendo Entertainment System and
Since then, Nintendo has produced some of the most successful consoles in the video game industry, such as the Game Boy, the Super Nintendo Entertainment System, the Nintendo DS, the Wii, and the Switch. It has created numerous major franchises, including Mario, is internationally recognized. The company has sold more than 5.4 billion video games and over 800 million hardware units globally as of 2022.
Nintendo has multiple subsidiaries in Japan and abroad, in addition to business partners such as the Pokémon Company and HAL Laboratory. Nintendo and its staff have received awards including Emmy Awards for Technology & Engineering, Game Awards, Game Developers Choice Awards, and British Academy Games Awards. It is one of the wealthiest and most valuable companies in the Japanese market.
Nintendo"s original headquarters (1889–1950s) and workshop in Shimogyō-ku, Kyoto, c.1889. The right section was eventually rebuilt (pictured below), and the left section was reportedly demolished in 2004.
Nintendo was founded as Nintendo KarutaFusajiro Yamauchi in Shimogyō-ku, Kyoto, Japan, to produce and distribute (,playing card.hanafuda".yakuza-ran gaming parlors in Kyoto. Other card manufacturers had opted to leave the market not wanting to be associated with criminal ties, but Yamauchi persisted without such fears to become the primary producer of hanafuda within a few years.mass-produce to satisfy the demand.niche market, the slow and expensive manufacturing process, high product price, alongside long durability of the cards, which impacted sales due to the low replacement rate.Tengu, while also conducting product offerings in other cities such as Osaka, where card game profits were high. In addition, local merchants were interested in the prospect of a continuous renewal of decks, thus avoiding the suspicions that reusing cards would generate.
According to data from Nintendo, the company"s first western-style card deck was put on the market in 1902,Russo-Japanese War.Japan Tobacco—to market its cards to various cigarette stores throughout the country.Taishō era dated to 1915 was found, indicating that the company was named Yamauchi Nintendo, and used the Marufuku Nintendo Co. brand for its playing cards.
Japanese culture stipulated that for Nintendo Koppai to continue as a family business after Yamauchi"s retirement, Yamauchi had to adopt his son-in-law so that he could take over the business. As a result, Sekiryo Kaneda adopted the Yamauchi surname in 1907 and became the second president of Nintendo Koppai in 1929. By that time, Nintendo Koppai was the largest card game company in Japan.
In 1933, Sekiryo Kaneda established the company as a general partnership titled Yamauchi Nintendo & Co., Ltd.,Toba-kaidō train station.Hiroshi, born in 1927. However, Inaba abandoned his family and the company, so Hiroshi was made Sekiryo"s eventual successor.
World War II negatively impacted the company as Japanese authorities prohibited the diffusion of foreign card games, and as the priorities of Japanese society shifted, its interest in recreational activities waned. During this time, Nintendo was partly supported by a financial injection from Hiroshi"s wife Michiko Inaba, who came from a wealthy family.
In 1950, due to Sekiryo"s deteriorating health,strike. However, the measure had no major impact, as Hiroshi resorted to the dismissal of several dissatisfied workers.
In 1959, Nintendo contracted with Walt Disney to incorporate his company"s animated characters into the cards.market share, for which it relied on televised advertising campaigns.diversification led the company to list stock on the second section of the Osaka and Kyoto stock exchanges, in addition to becoming a public company and changing its name to Nintendo Co., Ltd. in 1963.¥150 million.
Although the company was experiencing a period of economic prosperity, the Disney cards and derived products made it dependent on the children"s market. The situation was exacerbated by the falling sales of its adult-oriented hanafuda cards caused by Japanese society gravitating toward other hobbies such as pachinko, bowling, and nightly outings.Tokyo Olympics, Nintendo"s stock price plummeted to its lowest recorded level of ¥60.
Yamauchi"s experience with the previous initiatives led him to increase Nintendo"s investment in a research and development department directed by Hiroshi Imanishi, an employee with a long history in other areas of the company. In 1969, Gunpei Yokoi joined the department and was responsible for coordinating various projects.Uji City, just outside of Kyoto,tabletop games such as chess, shogi, go, and mahjong, and other foreign games under the Nippon Game brand.
The early 1970s represented a watershed moment in Nintendo"s history as it released Japan"s first electronic toy—the Nintendo Beam Gun, an optoelectronic pistol designed by Masayuki Uemura.Magnavox to provide a light gun controller based on the Beam Gun design for the company"s new home video game console, the Magnavox Odyssey, in 1971.Ultra Hand, the Ultra Machine, the Ultra Scope, and the Love Tester, all designed by Yokoi. More than 1.2 million units of Ultra Hand were sold in Japan.Osaka stock exchange and opened a new headquarters.
The growing demand for Nintendo"s products led Yamauchi to further expand the offices, for which he acquired the surrounding land and assigned the production of cards to the original Nintendo building. Meanwhile, Yokoi, Uemura, and new employees such as Genyo Takeda, continued to develop innovative products for the company.Laser Clay Shooting System was released in 1973 and managed to surpass bowling in popularity. Though Nintendo"s toys continued to gain popularity, the 1973 oil crisis caused both a spike in the cost of plastics and a change in consumer priorities that put essential products over pastimes, and Nintendo lost several billion yen.
In 1974, Nintendo released skeet shooting arcade simulation consisting of a 16 mm image projector with a sensor that detects a beam from the player"s light gun. Both the Laser Clay Shooting System and Wild Gunman were successfully exported to Europe and North America.Bandai and Tomy, and their prices were high, which led to the discontinuation of some of their light gun products.
Yamauchi, motivated by the successes of Atari and Magnavox with their video game consoles,Mitsubishi Electric to develop similar products between 1975 and 1978, including the first microprocessor for video games systems, the Color TV-Game series, and an arcade game inspired by Othello.Shigeru Miyamoto joined Yokoi"s team with the responsibility of designing the casing for the Color TV-Game consoles.Nintendo Research & Development 1 and Nintendo Research & Development 2, respectively managed by Yokoi and Uemura.
Shigeru Miyamoto brought distinctive sources of inspiration, including the natural environment and regional culture of Sonobe, popular culture influences like Westerns and detective fiction, along with folk Shinto practices and family media.
Two key events in Nintendo"s history occurred in 1979: its American subsidiary was opened in New York City, and a new department focused on arcade game development was created. In 1980, one of the first handheld video game systems, the
Nintendo entered the arcade video game market with Sheriff, also known as Bandido in some regions, marked the first original video game made by Nintendo, was published by Sega and developed by Genyo Takeda and Shigeru Miyamoto.Radar Scope, rivaled platform video games that allowed the player character to jump.Mario and Nintendo"s official mascot. Mario was named after Mario Segale, the landlord of Nintendo"s offices in Tukwila, Washington.Donkey Kong was a financial success for Nintendo both in Japan and overseas, and led Coleco to fight Atari for licensing rights for porting to home consoles and personal computers.
In 1983, Nintendo opened a new production facility in Uji and was listed on the first section of the Tokyo Stock Exchange.ColecoVision,ROM cartridge format for video games as well as both a central processing unit and a picture processing unit.Family Computer, or Famicom, was released in Japan in July 1983 along with three games adapted from their original arcade versions: Donkey Kong, Sega"s SG-1000.
In the early 1980s, several video game consoles proliferated in the United States, as well as low-quality games produced by third-party developers,video game crash of 1983.video game industry, whose revenues went from over $3 billion to $100 million between 1983 and 1985.cartridges as Game Paks, and with a design reminiscent of a VCR.lockout chip in the Game Paks for control on its third party library to avoid the market saturation that had occurred in the United States.Nintendo Entertainment System, or NES, which was released in North America in 1985.Takashi Tezuka. Composer Koji Kondo reinforced the idea that musical themes could act as a complement to game mechanics rather than simply a miscellaneous element.Ricoh (Nintendo"s main source for semiconductors) and the Sharp Corporation.
In 1988, Gunpei Yokoi and his team at Nintendo R&D1 conceived the Game Boy, the first handheld video game console made by Nintendo. Nintendo released the Game Boy in 1989. In North America, the Game Boy was bundled with the popular third-party game Elektronorgtechnica.Sony to develop the Super Famicom CD-ROM Adapter, a peripheral for the upcoming Super Famicom capable of playing CD-ROMs.Philips, which would result in the CD-i,PlayStation console.
The first issue of Nintendo Space World trade show with the name Shoshinkai for the purpose of announcing and demonstrating upcoming Nintendo products.stores-within-a-store, which carried official Nintendo merchandise, were opened in the United States. According to company information, more than 25% of homes in the United States had an NES in 1989.
In the late 1980s, Nintendo"s dominance slipped with the appearance of NEC"s PC Engine and Sega"s Mega Drive, 16-bit game consoles with improved graphics and audio compared to the NES.Super Famicom, which launched in 1990. The first batch of 300,000 consoles sold out in hours.
In March 1990, the first Nintendo World Championship was held, with participants from 29 American cities competing for the title of "best Nintendo player in the world".Großostheim, Germany; in 1993, subsequent subsidiaries were established in the Netherlands (where Bandai had previously distributed Nintendo"s products), France, the United Kingdom, Spain, Belgium, and Australia.Seattle Mariners baseball team, and sold most of its shares in 2016.Super FX chip.
The proliferation of graphically violent video games, such as Interactive Digital Software Association and the Entertainment Software Rating Board, in whose development Nintendo collaborated during 1994. These measures also encouraged Nintendo to abandon the content guidelines it had enforced since the release of the NES.Nintendo Gateway System, an in-flight entertainment service available for airlines, cruise ships and hotels,Satellaview satellite modem peripheral for the Super Famicom, which allowed the digital transmission of data via a communications satellite in space.
In mid-1993, Nintendo and Silicon Graphics announced a strategic alliance to develop the Nintendo 64.NEC, Toshiba, and Sharp also contributed technology to the console.64-bit architecture.Midway Games, the arcade games some of the greatest of all time.
In 1995, Nintendo released the Virtual Boy, a console designed by Gunpei Yokoi with stereoscopic graphics. Critics were generally disappointed with the quality of the games and red-colored graphics, and complained of gameplay-induced headaches.Pocket Monsters Red and Green, known internationally as Pokémon Red and Blue, developed by Game Freak was released in Japan for the Game Boy, and established the popular : 191 The game went on to sell 31.37 million units,Rumble Pak, a plug-in device that connects to the Nintendo 64 controller and produces a vibration during certain moments of a game.
In 1998, the Game Boy Color was released. In addition to backward compatibility with Game Boy games, the console"s similar capacity to the NES resulted in select adaptations of games from that library, such as
In May 1999, with the advent of the PlayStation 2,IBM and Panasonic to develop the 128-bit Gekko processor and the DVD drive to be used in Nintendo"s next home console.
In 2001, two new Nintendo consoles were introduced: the Game Boy Advance, which was designed by Gwénaël Nicolas with stylistic departure from its predecessors,GameCube.miniDVD format of its games and Internet connectivity for a few games,Nintendo e-Reader, a Game Boy Advance peripheral that allows the transfer of data stored on a series of cards to the console.
In 2002, the Pokémon Mini was released. Its dimensions were smaller than that of the Game Boy Advance and it weighed 70 grams, making it the smallest video game console in history.Sega and Namco to develop Triforce, an arcade board to facilitate the conversion of arcade titles to the GameCube.Hiroshi Yamauchi announced his resignation as the president of Nintendo, and Satoru Iwata was selected by the company as his successor. Yamauchi would remain as advisor and director of the company until 2005,
In 2003, Nintendo released the Game Boy Advance SP, an improved version of the Game Boy Advance with a foldable case, an illuminated display, and a rechargeable battery. By the end of its production cycle in 2010, over 43.5 million units had been sold worldwide.Game Boy Player, a peripheral that allows Game Boy and Game Boy Advance games to be played on the GameCube.
In 2004, the last remnants of Nintendo"s original headquarters was reportedly demolished.Nintendo DS, which featured such innovations as dual screens – one of which being a touchscreen – and wireless connectivity for multiplayer play.Game Boy Micro, the last system in the Game Boy line.Nintendo World Store was inaugurated in New York City.
Nintendo"s next home console was conceived in 2001, although development commenced in 2003, taking inspiration from the Nintendo DS.blue ocean strategy" by developing a reduced performance console in contrast to the high-performance consoles of Sony and Microsoft to avoid directly competiting with them.Wii was released in November 2006,seventh-generation competitors,Wii Remote controller, equipped with an accelerometer system and infrared sensors that allow it to detect its position in a three-dimensional environment with the aid of a sensor bar;Wii MotionPlus expansion that increases the sensitivity of the main controller with the aid of gyroscopes.
Several accessories were released for the Wii from 2007 to 2010, such as the Wii Balance Board, the Wii Wheel and the WiiWare download service. In 2009, Nintendo Iberica S.A. expanded its commercial operations to Portugal through a new office in Lisbon.Nintendo DSi XL and Wii.
Following an announcement in March 2010,Nintendo 3DS in 2011. The console produces stereoscopic effects without 3D glasses.The Legend of Zelda with the orchestra concert tour The Legend of Zelda: Symphony of the Goddesses and the video game
In 2012 and 2013, two new Nintendo game consoles were introduced: the Wii U, with high-definition graphics and a GamePad controller with near-field communication technology,Nintendo 2DS, a version of the 3DS that lacks the clamshell design of Nintendo"s previous handheld consoles and the stereoscopic effects of the 3DS.amiibos.
On 25 September 2013, Nintendo announced its acquisition of a 28% stake in PUX Corporation, a subsidiary of Panasonic, for the purpose of developing facial, voice, and text recognition for its video games.duties. This did not affect the rest of Nintendo"s Latin American market due to an alliance with Juegos de Video Latinoamérica.
On 11 July 2015, Iwata died of bile duct cancer, and after a couple of months in which Miyamoto and Takeda jointly operated the company, Tatsumi Kimishima was named as Iwata"s successor on 16 September 2015.
The financial losses caused by the Wii U, along with Sony"s intention to release its video games to other platforms such as smart TVs, motivated Nintendo to rethink its strategy concerning the production and distribution of its properties.DeNA and Universal Parks & Resorts to extend its presence to smart devices and amusement parks respectively.mobile app for the iOS and Android systems, Niantic and having generated $115 million in revenue for Nintendo.Super Nintendo World opened at Universal Studios Japan in 2020.loyalty program My Nintendo replaced Club Nintendo.
The NES Classic Edition was released in November 2016. The console is a version of the NES based on emulation, HDMI, and the Wii remote.Super NES Classic Edition, was released in September 2017.
The Wii U"s successor in the eighth generation of video game consoles, the Nintendo Switch, was released in March 2017. The Switch features a hybrid design as a home and handheld console, Joy-Con controllers that each contain an accelerometer and gyroscope, and the simultaneous wireless networking of up to eight consoles.Nintendo Labo line was released, consisting of cardboard accessories that interact with the Switch and the Joy-Con controllers.
In 2018, Shuntaro Furukawa replaced Kimishima as company president,Doug Bowser succeeded Nintendo of America president Reggie Fils-Aimé.Tencent to distribute the Nintendo Switch in China starting in December.COVID-19 pandemic caused delays in the production and distribution of some of Nintendo"s products, the situation "had limited impact on business results"; in May 2020, Nintendo reported a 75% increase in income compared to the previous fiscal year, mainly contributed by the Nintendo Switch Online service.
Nintendo announced plans in June 2021 to convert its former Uji Ogura plant, where it had previously made playing and hanafuda cards, into a museum for the company to be completed by the 2023 fiscal year.
Nintendo is co-producing an animated film Universal Pictures and Illumination, with Miyamoto and Illumination CEO Chris Meledandri producing, set for release in April 2023.Mario film,Pikmin series, and Nintendo said that Dynamo would continue their goal of expanding into animation. Following the completion of the acquisition in October 2022, Nintendo renamed Dynamo as Nintendo Pictures.
In February 2022, Nintendo announced the acquisition of SRD Co., Ltd. (Systems Research and Development) after 40 years, a major contributor of Nintendo"s first-party games such as Donkey Kong and The Legend of Zelda until the 1990s, and then support studio since.
Nintendo"s central focus is the research, development, production, and distribution of entertainment products—primarily video game software and hardware and card games. Its main markets are Japan, America, and Europe, and more than 70% of its total sales come from the latter two territories.hardware units.
Since the launch of the Color TV-Game in 1977, Nintendo has produced and distributed home, handheld, dedicated and hybrid consoles. Each has a variety of accessories and controllers, such as the NES Zapper, the Game Boy Camera, the Super NES Mouse, the Rumble Pak, the Wii MotionPlus, the Wii U Pro Controller, and the Switch Pro Controller.
Nintendo"s first electronic games are arcade games. EVR Race (1975) was the company"s first electromechanical game, and platform game in history. Since then, both Nintendo and other development companies have produced and distributed an extensive catalogue of video games for Nintendo"s consoles. Nintendo"s games are sold in both removable media formats such as optical disc and cartridge, and online formats which are distributed via services such as the Nintendo eShop and the Nintendo Network.
Nintendo of America has engaged in several high-profile marketing campaigns to define and position its brand. One of its earliest and most enduring slogans was "Now you"re playing with power!", used first to promote its Nintendo Entertainment System.Super Nintendo Entertainment System, and "PORTABLE power" for the Game Boy.
Its 1994 "Play It Loud!" campaign played upon teenage rebellion and fostered an edgy reputation.Nintendo 64 era, the slogan was "Get N or get out".Wii U used the slogan "How U will play next".Nintendo Switch uses the slogan "Switch and Play" in North America, and "Play anywhere, anytime, with anyone" elsewhere.
During the peak of Nintendo"s success in the video game industry in the 1990s, its name was ubiquitously used to refer to any video game console, regardless of the manufacturer. To prevent its trademark from becoming generic, Nintendo pushed the term "game console", and succeeded in preserving its trademark.
Used since the 1960s, Nintendo"s most recognizable logo is the racetrack shape, especially the red-colored wordmark typically displayed on a white background, primarily used in the Western markets from 1985 to 2006. In Japan, a monochromatic version that lacks a colored background is on Nintendo"s own Famicom, Super Famicom, Nintendo 64, GameCube, and handheld console packaging and marketing. Since 2006, in conjunction with the launch of the Wii, Nintendo changed its logo to a gray variant that lacks a colored background inside the wordmark, making it transparent. Nintendo"s official, corporate logo remains this variation.
Shinya Takahashi, senior managing executive officer, general manager of Entertainment Planning & Development, and supervisor of Business Development Division and Development Administration & Support Division.
Nintendo Entertainment Planning & Development (or EPD), the main software development and production division of Nintendo, which focuses on video game and software development, production, and supervising;
Nintendo Business Development (or NBD), which focuses on refining business strategy and is responsible for overseeing the smart device arm of the business.
The Nintendo Entertainment Planning & Development division is the primary software development, production, and supervising division at Nintendo, formed as a merger between their former Entertainment Analysis & Development and Software Planning & Development divisions in 2015. Led by Shinya Takahashi, the division holds the largest concentration of staff at the company, housing more than 800 engineers, producers, directors, coordinators, planners, and designers.
The Nintendo Platform Technology Development division is a combination of Nintendo"s former Integrated Research & Development (or IRD) and System Development (or SDD) divisions. Led by Ko Shiota, the division is responsible for designing hardware and developing Nintendo"s operating systems, developer environment, and internal network, and maintenance of the Nintendo Network.
The Nintendo Business Development division was formed following Nintendo"s foray into software development for smart devices such as mobile phones and tablets. It is responsible for refining Nintendo"s business model for the dedicated video game system business, and development for smart devices.
Although most of the research and development is being done in Japan, there are some R&D facilities in the United States, Europe, and China 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 personnel involved. This can be seen in the Nintendo Software Technology (NST) and Nintendo Technology Development (NTD) are located in Redmond, Washington, United States, while Nintendo European Research & Development (NERD) is located in Paris, France, and Nintendo Network Service Database (NSD) is located in Kyoto, Japan.
Most external first-party software development is done in Japan, because the only overseas subsidiaries are Retro Studios in the United States (acquired in 2002)Next Level Games in Canada (acquired in 2021).Nintendo Entertainment Planning & Development (EPD) division. 1-Up Studio and NDcube are located in Tokyo, Japan, and Monolith Soft has one studio located in Tokyo and another in Kyoto.
Nintendo also established The Pokémon Company alongside Creatures and Game Freak to manage the Pokémon brand. Similarly, Warpstar Inc. was formed through a joint investment with HAL Laboratory, which was in charge of the
Bergsala, a third-party company based in Sweden, exclusively handles Nintendo operations in the Nordic region. Bergsala"s relationship with Nintendo was established in 1981 when the company sought to distribute Game & Watch units to Sweden, which later expanded to the NES console by 1986. Bergsala were the only non-Nintendo owned distributor of Nintendo"s products,
Nintendo has partnered with Tencent to release Nintendo products in China, following the lifting of the country"s console ban in 2015. In addition to distributing hardware, Tencent helps with the governmental approval process for video game software.
In January 2019, Ynet and IGN Israel reported that negotiations about official distribution of Nintendo products in the country were ongoing.Dizengoff Center in Tel Aviv, making it the second official Nintendo Store worldwide, 13 years after NYC.
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.Higashiyama-ku, Kyoto, in 2000; this became the research and development building when the head office relocated to its presentMinami-ku, Kyoto.
Nintendo founded its North American subsidiary in 1980 as Nintendo of America (NoA). Hiroshi Yamauchi appointed his son-in-law Minoru Arakawa as president, who in turn hired his own wife and Yamauchi"s daughter Yoko Yamauchi as the first employee. The Arakawa family moved from Vancouver, British Columbia to select an office in Manhattan, New York, due to its central status in American commerce. Both from extremely affluent families, their goals were set more by achievement than money—and all their seed capital and products would now also be automatically inherited from Nintendo in Japan, and their inaugural target is the existing $8 billion-per-year coin-op arcade video game market and largest entertainment industry in the US, which already outclassed movies and television combined. During the couple"s arcade research excursions, NoA hired gamer youths to work in the filthy, hot, ratty warehouse in New Jersey for the receiving and service of game hardware from Japan.
In late 1980, NoA contracted the Seattle-based arcade sales and distribution company Far East Video, consisting solely of experienced arcade salespeople Ron Judy and Al Stone. The two had already built a decent reputation and a distribution network, founded specifically for the independent import and sales of games from Nintendo because the Japanese company had for years been the under-represented maverick in America. Now as direct associates to the new NoA, they told Arakawa they could always clear all Nintendo inventory if Nintendo produced better games. Far East Video took NoA"s contract for a fixed per-unit commission on the exclusive American distributorship of Nintendo games, to be settled by their Seattle-based lawyer, Howard Lincoln.
Amid financial threat, Nintendo of America relocated from Manhattan to the Seattle metro to remove major stressors: the frenetic New York and New Jersey lifestyle and commute, and the extra weeks or months on the shipping route from Japan as was suffered by the Radar Scope disaster. With the Seattle harbor being the US"s closest to Japan at only nine days by boat, and having a lumber production market for arcade cabinets, Arakawa"s real estate scouts found a 60,000-square-foot (5,600 m2) warehouse for rent containing three offices—one for Arakawa and one for Judy and Stone.Tukwila suburb was owned by Mario Segale after whom the Mario character would be named, and was initially managed by former Far East Video employee Don James.Howard Phillips as assistant, who soon took over as warehouse manager.: 160 of arcade cabinets and
Arakawa was still panicked over NoA"s ongoing financial crisis. With the parent company having no new game ideas, he had been repeatedly pleading for Yamauchi to reassign some top talent away from existing Japanese products to develop something for America—especially to redeem the massive dead stock of Radar Scope cabinets. Since all of Nintendo"s key engineers and programmers were busy, and with NoA representing only a tiny fraction of the parent"s overall business, Yamauchi allowed only the assignment of Gunpei Yokoi"s young assistant who had no background in engineering, Shigeru Miyamoto.
NoA"s staff—except the sole young gamer Howard Phillips—were uniformly revolted at the sight of the freshman developer Miyamoto"s debut game, which they had imported in the form of emergency conversion kits for the overstock of Radar Scope cabinets.windfall gain of $280 million from Miyamoto"s smash hit Nintendo Entertainment System in 1985 which revitalized the entire video game industry from its devastating 1983 crash.
The organization was reshaped nationwide in the following decades, and those core sales and marketing business functions are now directed by the office in Redwood City, California. The company"s distribution centers are Nintendo Atlanta in Atlanta, Georgia, and Nintendo North Bend in North Bend, Washington. As of 20072) Nintendo North Bend facility processes more than 20,000 orders a day to Nintendo customers, which include retail stores that sell Nintendo products in addition to consumers who shop Nintendo"s website.Nintendo New York on Rockefeller Plaza in New York City, which is open to the public; and Nintendo Redmond, co-located at NoA headquarters in Redmond, Washington, which is open only to Nintendo employees and invited guests. Nintendo of America"s Canadian branch, Nintendo of Canada, is based in Vancouver, British Columbia with a distribution center in Toronto, Ontario.
Nintendo of America announced in October 2021 that it will be closing its offices in Redwood City, California and Toronto and merging their operations with their Redmond and Vancouver offices.
Nintendo"s European subsidiary was established in June 1990,Großostheim, Germany.Scandinavia, where operations are handled by Bergsala),South Africa.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.
Nintendo"s Australian subsidiary is based in Melbourne. It handles the publishing, distribution, sales, and marketing of Nintendo products in Australia and New Zealand. It also manufactures some Wii games locally.
Nintendo"s South Korean subsidiary was established on 7 July 2006, and is based in Seoul.CEO Hiroyuki Fukuda. This did not affect any games scheduled for release in South Korea, and Nintendo continued operations there as usual.
For many years, Nintendo had a policy of strict content guidelines for video games published on its consoles. Although Nintendo allowed graphic violence in its video games released in Japan, nudity and sexuality were strictly prohibited. Former Nintendo president Hiroshi Yamauchi believed that if the company allowed the licensing of pornographic games, the company"s image would be forever tarnished.profanity (including racism, sexism or slurs), blood, graphic or domestic violence, drugs, political messages, or religious symbols—with the exception of widely unpracticed religions, such as the Greek Pantheon.community standards on North American and European children. Past the strict guidelines, some exceptions have occurred: swastikas were eliminated in the US version), sexuality and tobacco use;
A known side effect of this policy is the Genesis version of 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.Sega allowed blood and gore to remain in the Genesis version (though a code is required to unlock the gore). Nintendo allowed the Super NES version of
Video game ratings systems were introduced with the Entertainment Software Rating Board of 1994 and the Pan European Game Information of 2003, and Nintendo discontinued most of its censorship policies in favor of consumers making their own choices. 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,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 these: Konami was forced to remove all references to cigarettes in the 2000 Game Boy Color game port of
Nintendo of America also had guidelines before 1993 that had to be followed by its licensees to make games for the Nintendo Entertainment System, in addition to the above content guidelines.10NES lockout chip.
The last rule was circumvented in several ways; for example, Konami, wanting to produce more games for Nintendo"s consoles, formed Ultra Games and later Palcom to produce more games as a technically different publisher.Square Co. (now Square Enix) executives have suggested that the price of publishing games on the Nintendo 64Sony"s PlayStation console.
In 1993, a class action suit was taken against Nintendo under allegations that their lockout chip enabled unfair business practices. The case was settled, with the condition that California consumers were entitled to a $3 discount coupon for a game of Nintendo"s choice.
Nintendo has generally been proactive to assure its intellectual property in both hardware and software is protected. Nintendo"s protection of its properties began as early as the arcade release of Donkey Kong which was widely cloned on other platforms, a practice common to the most popular arcade games of the era. Nintendo did seek legal action to try to stop release of these unauthorized clones, but estimated they still lost $100 million in potential sales to these clones.
Nintendo became more proactive as they entered the Famicom/NES period. Nintendo had witnessed the events of a flooded game market that occurred in the United states in the early 1980s that led to the 1983 video game crash, and with the Famicom had taken business steps, such as controlling the cartridge production process, to prevent a similar flood of video game clones."Nintendo Seal of Quality" stamped on the games it made to dissuade consumers from purchasing these bootlegs, and as it prepared the Famicom for entry to Western regions as the NES, incorporated a lock-out system that only allowed authorized game cartridges they manufactured to be playable on the system. After the NES"s release, Nintendo took legal action against companies that attempted to reverse-engineer the lock-out mechanism to make unauthorized games for the NES.
Nintendo has used emulation by itself or licensed from third parties to provide means to re-release games from their older platforms on newer systems, with Virtual Console, which re-released classic games as downloadable titles, the NES and Super NES library for Nintendo Switch Online subscribers, and with dedicated consoles like the NES and Super NES Classic Editions. However, Nintendo has taken a hard stance against unlicensed emulation of its video games and consoles, stating that it is the single largest threat to the intellectual property rights of video game developers.cease & desist letters to these projects or Digital Millennium Copyright Act (DMCA)-related complaints to services that host these projects.modchips for its hardware; notably, in 2020 and 2021, Nintendo took action against Team Xecuter which had been making modchips for Nintendo"s consoles since 2013, after members of that team were arrested by the United States Department of Justice.The Big House Super Smash Bros. tournament that was held entirely online due to the COVID-19 pandemic that year. Nintendo had taken issue with the tournament using emulated versions of user mod for networked play, as this would have required ripping a copy of Melee to play, an action they do not condone.
Fangames that reuse or recreate Nintendo assets also have been targeted by Nintendo typically through cease and desist letters or DMCA-based takedown to shut down these projects.Super Mario Bros., was shut down in 2013 after Nintendo issued a ceased and desist letter.Game Jolt, including Super Mario 64 Online, an online multiplayer version of Metroid Prime 2D, a demake of Super Mario Bros. and DMCA"s Sky.
In recent years, Nintendo has taken legal action against sites that knowingly distribute ROM images of its games. On 19 July 2018, Nintendo sued Jacob Mathias, the owner of distribution websites LoveROMs and LoveRetro, for "brazen and mass-scale infringement of Nintendo"s intellectual property rights".US$12 million along with relinquishing all ROM images in their ownership. While Nintendo is likely to have agreed to a smaller fine in private, the large amount was seen as a deterrent to prevent similar sites from sharing ROM images.$2.1 million in damages, and later given a permanent injunction preventing the site from operating in the future and requiring the owner to destroy all ROM copies.Internet service providers in the country to block access to sites that offered copyright-infringing copies of Switch software or hacks for the Nintendo Switch to run unauthorized software.
Nintendo sought enforcement action against a hacker that for several years had infiltrated Nintendo"s internal database by various means including phishing to obtain plans for games and hardware for upcoming shows like E3. This was leaked to the Internet, impacting how Nintendo"s own announcements were received. Though the person was a minor when Nintendo brought the United States Federal Bureau of Investigation (FBI) to investigate, and had been warned by the FBI to desist, the person continued over 2018 and 2019 as an adult, posting taunts on social media. The perpetrator was arrested in July 2019, and the FBI found documents confirming the hacks, many unauthorized game files, and child pornography, leading to the perpetrator"s admission of guilt for all crimes in January 2020 and was sentenced to three years in prison.The Pokémon Company spent significant time to identify who had leaked information about Pokémon Sword and Shield several weeks before its planned Nintendo Directs, ultimately tracing the leaks back to a Portugal game journalist who leaked the information from official review copies of the game and subsequently severed ties with the publication.
In May 2020, a major leak of documents occurred, including source code, designs, hardware drawings, documentation, and other internal information primarily related to the Nintendo 64, GameCube, and Wii. The leak may have been related to BroadOn, a company that Nintendo had contracted to help with the Wii"s design,Malwarebytes employee and hacker who pleaded guilty to infiltrating Microsoft"s and Nintendo"s servers between March and May 2018.
A second and larger leak occurred in July 2020, which has been called the "Gigaleak" as it contains gigabytes of data, and is believed related to the May 2020 leak.source code and prototypes for several early 1990s Super NES games including Dylan Cuthbert, a programmer for Nintendo during that period.
The gold sunburst seal was first used by Nintendo of America, and later Nintendo of Europe. It is displayed on any game, system, or accessory licensed for use on one of its video game consoles, denoting the game has been properly approved by Nintendo. The seal is also displayed on any Nintendo-licensed merchandise, such as trading cards, game guides, or apparel, albeit with the words "Official Nintendo Licensed Product."
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.
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".
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.
In PAL regions, the seal is a circular starburst named the "Original Nintendo Seal of Quality." Text near the seal in the Australian Wii manual states:
This seal is your assurance that Nintendo has reviewed this product and that it has met our standards for excellence in workmanship, reliability and entertainment value. Always look for this seal when buying games and accessories to ensure complete compatibility with your Nintendo product.
In 1992, Nintendo teamed with the Starlight Children"s Foundation to build Starlight Fun Center mobile entertainment units and install them in hospitals.
Nintendo has consistently been ranked last in Greenpeace"s "Guide to Greener Electronics" due to Nintendo"s failure to publish information.Enough Project"s "Conflict Minerals Company Rankings" due to Nintendo"s refusal to respond to multiple requests for information.
Like many other electronics companies, Nintendo offers a recycling program for customers to mail in unused products. Nintendo of America claimed 548 tons of returned products in 2011, 98% of which became reused or recycled.
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