Super Mario Odyssey And Nintendo Switch
Nintendo Switch: Once upon a time in Kyoto, Japan, a video game company was developed by Fusajiro Yamauchi. Nobody ever imagined that one day it would become one of the largest video game companies in the world, known only as Nintendo.
But how did Nintendo become such a well-known gaming company? Why did it become a gaming company? Is it true that Pac-man was inspired from pizza? Which game did Super Mario Bros originate from? Was the real Mario really a landlord rather than a plumber? Is it true that Final Fantasy got its name from its creatorās desire to retire? Itās time for me to answer all these questions and more since this is ASMR Aaron back at it again with another daily video to help you relax. So, lay back and enjoy the ride. I hope this video gets you through your day or even better I hope this read helps you gently fall asleep. I canāt wait to get started. This is the tale of Nintendo.
Nintendo, having been founded in 1889 by Fusajiro Yamauchi, is the oldest video-game company in the world. Originally the company produced card-games but from the 1960s onward it ventured into numerous different business ventures before finally landing in the lucrative video-game industry, which is where it would eventually leave its mark.
Nintendoās first foray into gaming was as the Japanese importer of theĀ Magnavox Odyssey, the very first commercially sold video-game console. However, the Odyssey never reached the popularity and fame ofĀ AtariāsĀ PongĀ game which would be copied by numerous companies in the 1970s. Even, eventually, by Nintendo who released theĀ TV Colour GameĀ in 1977, making it technically the companyās first console.
However, it was in the arcades where Nintendo would eventually make its biggest impression. The 1979 arcade title āRadarScopeā was a huge success in Japan but failed upon its release in the US. The game would be dramatically redesigned and re-released as the oddly titled arcade hit game āDonkey Kongā in 1980. Designed by a then unknownĀ Shigeru Miyamoto, the game introducedĀ MarioĀ to the world who would go on to become the companyās mascot. With more arcade hits including the sequels to Donkey Kong and the 1984 hit āMario Bros.ā Nintendo became Japanās leading arcade game developer.
Additionally Nintendo had success in the early hand-held gaming market with itsĀ Game & WatchĀ line of LCD-portable games, which included portable versions of its hit arcade titles.
In 1983 Nintendo finally decided to take the leap into the world of console-manufacturing and created theĀ Nintendo Family Computer, commonly referred to as theĀ FamiCom. The system became hugely succesful (even in spite of faulty processors in some of the early consoles) quickly outselling its only domestic competitor,Ā SegaāsĀ SG-1000Ā line of consoles. Nintendo also wanted to bring the FamiCom over to the US but unfortunately in the aftermath of the Video-Game Industry crash of 1983, American retailers were not interested in Video-Game systems of any kind.
Nintendo would dramatically redesign the FamiCom and employ clever wording and accessory usage to have its console penetrate the US markets as both a home computer and a toy principally. The redesigned console was called theĀ Nintendo Entertainment System, known by its common acronym as theĀ NES. The systemās release in 1985 was a huge hit, promoted by the hit game āSuper Mario Brosā.Ā The system reinvigorated the video-game markets in the United States and also started the third and last generation of 8-bit consoles which Nintendo dominated.
The most notable gaming features of the NES was its horizontal game-pad which replaced Joysticks and other alternate types of controllers as the de facto design for video game consoles. Instead of a joystick the gamepad featured four Directional Buttons (commonly known as the D-Pad) which also became a standard feature of most consoles (although theĀ Atari 7600Ā released two years later originally came with a tiny control-stick ā it could be switched with a D-pad inclusive controller).
Nintendo also enforced strict restrictions for game releases on its system. Most notable Nintendo introduced the practice of having developers licence their games for the system before they could be legally sold. This practice did not exists during the early 1980s and was one of the main causes of the over-saturation of the video-game market as well as the resulting market crash.
Nintendo would also deal harshly with companies that tried to go around the licensing practice (most notablyĀ Tengen) but Nintendo also enforced a three-year release restrictions on any games that were released first on the NES. This meant that games released first on the NES could not be released on other systems for up to three years. In addition Nintendo restricted developers from releasing more than five games per year. Nintendo has been often criticized for these latter practices which it did not continue past the NESās eventual discontinuation in the early 1990s.
In 1988 Sega upped the ante on video-gaming when it released itsĀ Mega DriveĀ console (known asĀ GenesisĀ in the US). Sega also started an aggressive marketing campaign, comparing the performance of the Mega Drive with the NES and especially showcasing how much more powerful it was. Nintendo reacted soon after when it began developing its own 16-bit console. In 1990 theĀ Super FamiComĀ was released and just like its predecessor it would be released to the wider world as theĀ Super Nintendo Entertainment System, known by its common abbreviations asĀ SNES, Super NESĀ or simplyĀ Super Nintendo.
Nintendo was facing stiff competition. Segaās console had a new hip mascot, Sonic the Hedgehog, and was catering to older and more mature audiences with games that were designed to be more edgy, dark and violent. Nintendo continued on the same path as before, instead focusing on releasing new upgraded versions of its prior successful game franchises such as āSuper Mario Worldā, āSuper Castlevania IVā, āMega Man Xā and others. The SNES was also technologically superior to the Mega Drive, with better graphic and sound performance, as well as a Mode 7 chip, capable of rendering semi-3D landscapes and scrolling backgrounds with depth. Gameplay-wise the systemās only real innovation was the addition of shoulder-buttons as well as the cross-formation of its main face-buttons which both would become industry standards in following console generations.
Although the SNES sold well Nintendoās family friendly image caused the Mega Drive to gain a more favorable reception from the more mature gaming market. Nintendo infamously censored the graphically violent games āMortal Kombatā and āWolfenstein 3Dā, causing these sort of games to sell far better on the competing console platform. However, the SNES showed remarkable longevity on the market, whereas Sega struggled to keep its audiences interested with its infamous console add-ons. When Sega was already busy releasing its next console,Ā Sega Saturn, in the mid-1990s, the sales of the SNES were peaking thanks to Nintendoās lucrative collaboration withĀ RareĀ on titles like āDonkey Kong Countryā and āKiller Instinctā as well as due to the release of its own hugely popular āYoshiās Islandā.
Nintendo was the last company to release its fifth generation console (the 32/64-bit era).Ā SegaĀ SaturnĀ and theĀ Sony PlayStationĀ were both released in 1995 but by the following year it was clear that the PlayStation was the market leader with Sega having botched up its systemās release by having the console come out with practically no games to support it. Nintendo didnāt release its console until late 1996 in Japan, with the rest of the world receiving the console in 1997.
During its first two years on the market the console was extremely well received with such hit titles as āSuper Mario 64ā, āBanjo-Kazooieā, āStar Fox 64ā and āThe Legend of Zelda: Ocarina of Timeā. However soon after the console lost considerable ground to the PlayStation. The reason for this was simply that the N64ās game library was barely a third of the size of the PlayStationās. In addition PlayStation had far more success with high-profile titles fromĀ Capcom,Ā KonamiĀ andĀ SquareĀ including āResident Evilā, āMetal Gear Solidā and āFinal Fantasy VIIā.
The main reason for the lack of third-party support was Nintendoās decision to have the N64 be a cartridge rather than a CD-Rom based gaming system. Developers could make games for the PlayStation with far fewer technical limitations and far lower production costs and as a result made N64 games mainly peripherally. Although the N64 later had an additional optical disc unit created for it, called N64 Disc Drive, it never became widely available and was only released as a mail-order product in Japan. By 2000 the N64 had fallen out of prominence in the game market with Nintendo putting far more emphasis on its handheldĀ Game BoyĀ systems and the extremely lucrative āPokĆ©monā franchise.
Despite its lack of prominence the N64 introduced several major innovations. The system was the first to come standard with an analogue control-stick for playing games, while the PlayStation and Sega Saturn only came with the standard four-button D-Pad (although both systems had analogue controllers released later on). āStar Fox 64ā also introduced the concept of a rumble feature through its Rumble Pak peripheral, which would shake the controller in accordance to what happened on-screen. The rumble feature would become a standard feature of all future game controllers.
Already in 2000 Nintendo announced it was developing a new console called The Dolphin. The system was being developed in heavy secrecy, but finally in late 2001 the system was announced as theĀ Nintendo Game CubeĀ (GCN). The system was the second-to-last console to be released in the sixth console generation, a full year after SonyāsĀ PlayStation 2Ā and in the aftermath of theĀ Sega Dreamcastās discontinuation.
The system resembled its other major competitors by being a system using optical media for its game. However, unlike its competitors Nintendo used specifically designed and unique Mini-DVDs. This also resulted with the requirement to use Memory Cards in order to save game-data (which was not required on the cartridge based N64) but also was the only console to feature four controller ports (just like the N64). Nintendo also loosened its game-release policies and was able to gain more third-party support than in the previous console generation. In addition Nintendo had huge commercial successes with games like āSuper Mario Sunshineā, āThe Legend of Zelda: Wind Wakerā, āSuper Smash Bros. Meleeā and āResident Evil 4ā as well re-releases and updated ports of games previously only available on its competing systems.
But despite its considerable image and commercial boost the Game Cube could not restore Nintendoās standing as the leading console manufacturer. The PS2 had gained immense momentum both as a game-system and as an affordable DVD-player and, in spite of initial criticism,Ā MicrosoftāsĀ XboxĀ console, released soon after the Game Cube, became a strong gaming platform due to the innovation of an internal hard-drive and greater technical flexibility than its competing consoles.
NintendoāsĀ Wii, first code-namedĀ Revolution, was an extremely different console compared not only to the Game Cube but other traditional consoles as well. Released almost two years after MicrosoftāsĀ Xbox 360Ā and less than a year before SonyāsĀ PlayStation 3Ā the Wii made its mark quickly due to its unusual motion-sensing technology. Nintendo also opened the market to more casual gamers, inviting people with no prior experience with video-games with titles focusing on personal fitness as well as more child oriented titles.
Although Nintendo has received criticism for apparently abandoning its core demographic, the company continues to release games in its highly popular Mario, Zelda and Metroid franchises. In addition online-services play a much bigger part with the console through downloadable titles from the Wii Store. New titles are released through WiiWare and old games both from Nintendoās older systems and from its competitors (Sega, SNK, NEC) are available through download on Virtual Console. In addition the system is fully backwards compatible with Game Cubeās games.
Itās not easy to create a game based solely on the concept of eating. But Namco employee Toru Iwatani did just that in 1980 by taking the idea of a pizza with a slice missing, and then having it eat a bunch of dots while being chased by ghosts in a maze. (Iwatani has also said that the shape is a rounded version of the square Japanese character for āmouth.”) The name of the game,Ā Pakkuman, was inspired by the Japanese onomatopoeia, āpaku-paku,” which describes the sound of eating, similar to the English word āchomp.” As the game was brought to market, the title morphed intoĀ Puck Man.
Ice Climber was the first game that Kazuaki Morita worked on. He would go on toĀ refine the game’s formulaĀ for his next title at Nintendo:Ā Super Mario Bros., where the action moved horizontally instead of vertically.
During the development ofĀ Donkey Kong, Jr., a Nintendo employee reportedly pointed out that the character looked a lot likeĀ Mario Segale, the Italian landlord of Nintendoās U.S. office. Thus,Ā MarioĀ was born. The original āLadyā character became āPaulineā at the same time in honor of one team memberās wife, Polly.
One of the most popular role-playing game franchises of all time got its name from almost becoming the last project its creator ever worked on. According toĀ Hironobu Sakaguchi, he named the game he’d been working onĀ Final FantasyĀ becauseĀ he planned to quitĀ the video-game industry if it didn’t sell well. Despite the small staff of developers he was afforded for the game, it managed to sellāto the tune of 400,000 copies initially and a long list of sequels, spin-offs, and remastered releases in the years to come. Sakaguchi went on to serve for several years as President of Square USA, the company that first took a chance onĀ Final Fantasy.
And so ends the tale of the famous video game company, Nintendo, that continues to attract gamers all across the world.
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