Instruct: Given a question, retrieve passages that answer the question.
Query: What was the first Nintendo game?
Nintendo released the first solar-powered light gun, the Nintendo Beam Gun,[12] in 1970; this was the first commercially available light-gun for home use, produced in partnership with Sharp.[13]
Nintendo released a series of arcade games in the 1970s and 80s. The company made toys and trading card games prior to their film projection-based light gun games from 1973 to 1978. Nintendo released its first electronic arcade game in 1978, an adaptation of the board game "Reversi". Many of Nintendo's first video games were knockoffs, or "clones", of existing games with slight variations, including "Breakout" clones and clones of "Space Invaders" and "Galaga". Nintendo also successfully released its first Japanese home consoles, the Color TV series, which brought arcade games to personal televisions.
Development of "Turok" commenced in 1996. While loosely based on the comic book, Iguana made the game more action-oriented. In early discussions about the project the developers decided that the typical side-scrolling game presentation had become tired. Iguana considered a third-person perspective similar to "Super Mario 64" and "Tomb Raider", but decided to make the game a first-person shooter instead. According to project manager David Dienstbier, the first-person perspective was a natural way to showcase the 3D power of the Nintendo 64. While the development team benefited from Acclaim's clout as a longtime Nintendo supporter, getting earlier feedback from the publisher and more face-to-face time during production, most of the developers at Iguana were new and inexperienced; "Turok" was Dienstbier's first title. Due to the game's action and violent content, Dienstbier believed they were pushing the limits of what Nintendo would allow on their console, but Nintendo never asked to see or approve anything in the game.
The series revolves around Yoshi, a green dinosaur-like character. He was first introduced in the Super Nintendo Entertainment System (SNES) game released in 1990, "Super Mario World", where Mario and Luigi can ride on him. The antagonists of the series are Baby Bowser, the young king of Koopas, and Kamek, a Magikoopa who was Bowser's caretaker as a child. The first Yoshi game was the Nintendo Entertainment System puzzle game released in 1991, "Yoshi", which was developed by Game Freak. The first game in what is considered the main series, as well as the first to feature Yoshi in a playable main-character role, is the game released in 1995, "", which introduces the universe staples which are used in many following games. These staples include colorful storybook graphics, and several gameplay elements. One of the earlier games in the series, "Yoshi's Safari", differs heavily from the rest, as it is a Light gun shooter game. The latest game in the series is "Poochy and Yoshi's Woolly World", a port of the Wii U game "Yoshi's Woolly World", released in 2017 for the Nintendo 3DS. An upcoming title, "Yoshi's Crafted World" is set to be released for the Nintendo Switch on March 29, 2019.
"Xenoblade Chronicles X" was developed by Japanese development company Monolith Soft, with Tetsuya Takahashi forming the original concept and serving as the game's executive director. Following the completion of "Xenoblade Chronicles" for the Wii in 2011, Takahashi approached Nintendo producer Hitoshi Yamagami and asked if he could develop a new science fiction-themed role-playing game built upon the systems of "Xenoblade Chronicles". Yamagami and Nintendo were willing, and talks turned towards what Takahashi and Monolith Soft could do on Nintendo's Wii U console. "Xenoblade Chronicles" directors Genki Yokota of Nintendo and Koh Kojima of Monolith Soft returning in their original roles. The producers were Shingo Kawabata of Monolith Soft and Hitoshi Yamagami of Nintendo. Discussions about how to realize "Xenoblade Chronicle X" went on for around six months. While planned for release early in the Wii U's life cycle, the planned release date was pushed forward due to development issues. They later commented that it was a challenge fitting the entire game onto a single Wii U game disc, with Kawabata commenting that the game "barely fits" onto the 32 gigabyte disc. "Xenoblade Chronicles X" was Monolith Soft's first high-definition video game. To help cope with this first, the team decided against using cutting-edge technology when designing the game. The team used the lessons and experience from their time developing "Xenoblade Chronicles", in addition to setting limits upon what they did during production; a specified self-imposed limitation was not using middleware to speed up the production process.
"F-Zero GX" and "AX" was the first significant video game collaboration between Nintendo and Sega. After Sega transited from first to third-party development in 2001, the two companies developed a close relationship and worked together on "F-Zero GX" and "AX". Amusement Vision president, Toshihiro Nagoshi, was working on "Super Monkey Ball" for GameCube which opened up the opportunity for a collaboration between the two companies. Since Sega helped to develop Nintendo's Triforce arcade system, the company wanted to support it with software that would "stand out and draw attention to Nintendo's platform." Nagoshi was suggested to develop a driving game and agreed under the stipulation he could come up with something unique—which was working on the next installment in Nintendo's "F-Zero" series. During its development, Nagoshi focused on what he called the self-explanatory "Interface" of the game, and "Rhythm"—to give the way the tracks are laid out a rhythmic feel. Miyamoto stated "[Nintendo] have gained a lot of fans among current game developers, including famous producers like Mr. Nagoshi who grew up playing Nintendo games and are big fans of some of our titles." In 2002, Nagoshi claimed that 1991's "F-Zero" "actually taught me what a game should be" and that it served as an influence for him to create "Daytona USA" and other racing games. Before development started on "F-Zero GX" and "AX", he mentioned abandoning the project due to personal pressures he faced to make a great impression on Nintendo and personal admiration of an established franchise. Still the announcement that Nintendo had handled development of one of its franchises to former competitor Sega came as a surprise to some critics.
The Nintendo DS version of the game received generally negative reviews compared to the console version. Mike David of GameZone denounced the game as the "first really disappointing "Crash" title", while Neal Ronaghan of Nintendo World Report felt that the game "leaves much to be desired in terms of depth and level design." Craig Harris of IGN affectionately christened the Nintendo DS version a "boring, drab, uninspired beat 'em up with none of what made last year's game so good on DS."
This was also the first involvement of Nintendo in video games. According to Martin Picard in the "International Journal of Computer Game Research": "in 1971, Nintendo had -- even before the marketing of the first home console in the United States -- an alliance with the American pioneer Magnavox to develop and produce optoelectronic guns for the Odyssey (released in 1972), since it was similar to what Nintendo was able to offer in the Japanese toy market in 1970s".
In January 2008, Nintendo Australia announced that they would sponsor the 2008 Australian Open as the official gaming console. Because of that sponsorship, Nintendo Australia held a Nintendo Wii competition called "Wii Championships". The winner got to play Mark Philippoussis. There was also a lounge to relax and play "Sight Training". Nintendo Australia announced in mid-2008 that it would open an Australian Nintendo World Centre in Melbourne in the near future and opening stores in Sydney and Brisbane is a possibility. In November Nintendo Australia and EB Games Australia announced "The Nintendo Experience", which is essentially a demonstration of what Nintendo has to offer. It was held at EB Games' Swanston Street store, and EB Games has hinted that it is looking at doing the same thing in Brisbane and certain stores on Queensland's East Coast since EB Games Australia's headquarters are in Brisbane. Nintendo Australia ran a competition for 15 VIPs to attend on its opening night. Rose Lappin announced that Club Nintendo Australia would launch at Christmas or Q1 2009.
Trinen began work with Nintendo translating bug reports on "", and was then hired full-time for the Nintendo Treehouse, its game localization division. Trinen described his responsibilities in the Treehouse as "helping explain to people at Nintendo what the cool new features of the games are and points to focus on in PR and marketing". Trinen's first translation project was "Mario Party", a Nintendo 64 game first released in 1998. Trinen became the interpreter for Shigeru Miyamoto six months into the job by request of former NOA software engineering manager Jim Merrick. Trinen has also presented in various North American Nintendo Direct presentations. Trinen is a significant public figure of NOA's Nintendo Treehouse division.
On August 27, 2015, an Amiibo toy of the titular character from the indie video game "Shovel Knight" was unveiled, which will unlock content exclusive to the 3DS and Wii U versions of the game and its future installments. It is the first Amiibo toy of a non-Nintendo character that is not associated with a first-party title; previous Amiibo toys of third-party characters were associated with "Super Smash Bros." Additionally, production and distribution of the figurine will be overseen by the game's publisher, Yacht Club Games, rather than Nintendo (except in Japan where the latter is the publisher), although it will still officially be marketed by Nintendo as part of the Amiibo line as a form of brand licensing. Explaining the arrangement, a Nintendo representative stated that "we were like, what's one thing that Nintendo could do that nobody [else] could ever do?"
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".
A prototype of the game was developed by n-Space, who approached Nintendo to be the game's publisher. Nintendo accepted, making "Geist" the second GameCube game published by Nintendo to receive an M-rating (the first being ""). In the following years, Nintendo and n-Space worked closely on "Geist". The game was first shown at the E3 2003 and was announced to be part of the GameCube's line-up for 2003. However, it was delayed multiple times, making it two years of delay for fine-tuning. During that time, the game's genre changed from first-person shooter to first-person action-adventure with second-person elements. The "Geist" franchise is owned by Nintendo, due to their contract with n-Space.
On the Nintendo DSi, there are a collection of games and applications specifically designed for the Nintendo DSi handheld game console and available for download via the DSi Shop, known as DSiWare. Since these games and applications are specifically targeted for the Nintendo DSi, they are not compatible with the original Nintendo DS or Nintendo DS Lite consoles. The Nintendo DSi is Nintendo's first region-locked handheld; it prevents using certain software released for another region, unlike original Nintendo DS models. But as a member of the Nintendo DS line, the Nintendo DSi is backward compatible with most original Nintendo DS games, and cartridge software compatible with previous models including original DS games, Internet browsing, and photo sharing are not region-locked. Later, its successor, the Nintendo 3DS consoles also adopted this approach, and as a result all Nintendo DSi and 3DS-specific games are locked to a certain region, while original DS games are still region-free. In addition to DSiWare, which are DSi-exclusive (although later they can also run on a 3DS), there are also "DSi-enhanced" games containing DSi-exclusive features, but can still be played with earlier Nintendo DS models. While most original DS games can run on the DSi, the DSi is not backward compatible with Game Boy Advance (GBA) games or original DS games that require a GBA slot, since the DSi itself lacks of such a slot, unlike the DS and DS Lite. Because of this absence, the DSi is also not backward compatible with accessories requiring the GBA slot, such as the Nintendo DS Rumble Pak. Homebrew flash cards designed for previous DS models are incompatible with the DSi, but new cards capable of running DS software (or even DSiWare) on a DSi were available. While users cannot transfer purchased DSiWare on Nintendo DSi consoles between units, most DSiWare can be transferred to a Nintendo 3DS, although not saved data. Like the Nintendo DSi, the Nintendo 3DS is backward compatible with most Nintendo DS and Nintendo DSi software.
Carnival Games is a video game series for Nintendo's Wii, Nintendo DS, Nintendo 3DS, Nintendo Switch and Microsoft's Kinect for Xbox 360. It was published by Global Star Software (GSS), which has now been absorbed into Take-Two Interactive (and what is now 2K Play). The series consists of "Carnival Games", "Carnival Games Mini-Golf", "New Carnival Games", "Carnival Games Monkey See, Monkey Do" (aka "Carnival Games In Action"), and "Carnival Games Wild West 3D".
Like most games in the "Mario Party" franchise, "Mario Party 3" was developed by Hudson Soft and published by Nintendo. It is also the first "Mario Party" game to have multiple save slots and the first to have Princess Daisy and Waluigi as playable characters. It is also the final "Mario" game for the Nintendo 64 and the third and final "Mario Party" game to be released on the Nintendo 64 as the next game would be released on the Nintendo GameCube.
In 1972, the first commercially available video game console, the Magnavox Odyssey, had a light gun accessory, the Shooting Gallery.[15] This was the first involvement of Nintendo in video games. According to Martin Picard in the International Journal of Computer Game Research: "in 1971, Nintendo had -- even before the marketing of the first home console in the United States -- an alliance with the American pioneer Magnavox to develop and produce optoelectronic guns for the Odyssey (released in 1972), since it was similar to what Nintendo was able to offer in the Japanese toy market in 1970s".[16]
During this period, two key players were Nintendo and Sega. Nintendo had been instrumental in helping to recover the North American market after the crash with the introduction of the Nintendo Entertainment System; in 1990, with its release of the Super Nintendo Entertainment System (SNES), Nintendo sales accounted for 90% of the US market. However, to avoid repeating one of the issues that caused the crash, Nintendo took care to limit and review what third-party games could be made for its platforms to avoid a glut of poor games. Sega, which had already released its Mega Drive in Japan, found their sales to be lagging behind Nintendo. In a aggressive campaign aimed at the United States market, the Mega Drive was renamed the Sega Genesis, and heavily pushed the game "Sonic the Hedgehog", with its titular character aimed to become Sega's mascot and rival that of Nintendo's Mario. Sega was less selective about what titles it wanted for the platform, allowing many more third-party games onto the system to increase its library in contrast to Nintendo's. Further, Sega used marketing language purposely aimed at Nintendo, such as "Sega does what Nintendon't". By 1992, Sega had obtained 65% of the US gaming market, overtaking Nintendo's dominant position. Subsequently a strong rivalry between Nintendo and Sega was formed, referred as the "Console Wars", which continued through the next decade and into the fifth generation of consoles, after which Sega dropped out of the hardware market and became principally a game developer and publisher, and at times working collaborative with Nintendo.
Nintendo of America engaged in an ad campaign that featured the "Who Are You?" slogan across Nintendo's entire product line, to market the wide range of games Nintendo offers. The idea behind the "Who Are You?" campaign was that "you are what you play"; the kind of game a person enjoys playing suggests something about that gamer's personality. The "Who Are You?" logo was designed in graffiti-style lettering. Most of the "Who Are You?" commercials advertised games developed or published by Nintendo, but some developers paid Nintendo to promote their games, using Nintendo's marketing and advertising resources.
The Switch did not launch with any bundled games, nor had any pre-loaded games or game demos; Fils-Aimé stated that once they had decided on the price point and evaluated the forthcoming game lineup, they opted to allow consumers to choose which games to get rather than include one in the bundle and increase its price. At least ten games were shipped or digitally available alongside the Switch in North America during launch day, including Nintendo's first-party titles "" and "1-2-Switch". Six first-party Nintendo games, over a dozen third-party games, and over 60 indie games are scheduled for release during 2017. Fils-Aimé said that Nintendo plans a "steady cadence of content" for the Switch after launch, avoiding the perceived situation with gaps between major releases for Wii U software. Kimishima said that Nintendo scheduled its first-party releases "to continue to provide new titles regularly without long gaps", as this "encourages consumers to continue actively playing the system, maintains buzz, and spurs continued sales momentum for Nintendo Switch." Journalists noted that Nintendo appeared to be pledged to this approach following their schedule of planned released for first-party games for the Switch as announced during E3 2017, with a new title roughly every month into early 2018.
The Wii system supports wireless connectivity with the Nintendo DS without any additional accessories. This connectivity allows the player to use the Nintendo DS microphone and touchscreen as inputs for Wii games. The first game utilizing Nintendo DS-Wii connectivity is "Pokémon Battle Revolution". Players with either the "Pokémon Diamond" or "Pearl" Nintendo DS games are able to play battles using the Nintendo DS as a controller. "", released on both Nintendo DS and Wii, features connectivity in which both games can advance simultaneously. Nintendo later released the Nintendo Channel, which allows Wii owners to download game demos or additional data to their Nintendo DS in a process similar to that of a DS Download Station. The console is also able to expand Nintendo DS games.
During the 7800's life cycle, Atari found themselves struggling to get developers to create 7800 versions of then-popular arcade titles because of a controversial policy employed by Nintendo. When Nintendo entered the industry, it signed up software development companies to create Nintendo Entertainment System (NES) games under a strict license agreement which imposed serious restrictions on what they were allowed to do. One of the key clauses was that companies who made Nintendo games were not allowed to make that game on a competing system for a period of two years. Because of the market success of the NES, companies chose to develop for it first and were thus barred from developing the same games on competing systems for two years. The software libraries of the Atari 7800 and Sega Master System suffered tremendously as a result.
During 1988, a shortage of ROM chips, along with Nintendo's preparation of Super Mario Bros. 2, prevented Nintendo from performing various North American game releases according to their original schedules. The delayed products included "Super Mario Bros. 3" and, according to "Nintendo Power", "". The delay, however, presented Nintendo with an opportunity to promote the game in a feature film. In 1989, Tom Pollack of Universal Studios approached Nintendo of America's marketing department about a video game movie; inspired by Nintendo video game competitions, Pollack envisioned a video game version of "Tommy" for younger audiences. Nintendo licensed its products for inclusion in what would become the film "The Wizard". During the movie's production, the filmmakers requested and were granted approval from Nintendo regarding the script and the portrayal of the company's games. "Super Mario Bros. 3" was one of the products shown in the film and was used in a final scene involving a video game competition. The film was released in December 1989, between the Japanese and English versions of the game.
Although the company had earlier released Color TV Game and Game & Watch, which were their first and second systems respectfully, they did not achieve worldwide success until the release of the Nintendo Entertainment System (NES) in 1983. The NES restarted the video game industry after the video game crash of 1983, and was an international success. In 1989, Nintendo released the Game Boy, which became the first handheld console to sell in large numbers. In the early 1990s, Nintendo's market lead began to decrease; although the 1990 Super Nintendo Entertainment System (SNES) was a strong seller, the Mega Drive/Genesis was a very strong contender. Nintendo and Sega would both lose a significant portion of the console market towards the end of the 1990s, as Sony Computer Entertainment's PlayStation became the most popular console, beating the Nintendo 64, though Nintendo managed to sell more than Sega Saturn.
"Super Smash Bros." was developed by HAL Laboratory, a Nintendo second-party developer, during . Masahiro Sakurai was interested in making a fighting game for four players. As he did not yet have any original ideas, his first designs were of simple base characters. He made a presentation of what was then called "Kakuto-Geemu Ryuoh" ("Dragon King: The Fighting Game") to co-worker Satoru Iwata, who helped him continue. Sakurai understood that many fighting games did not sell well and that he had to think of a way to make his game original. His first idea was to include famous Nintendo characters and put them in a fight. Knowing he would not get permission, Sakurai made a prototype of the game without sanction from Nintendo and did not inform them until he was sure the game was well-balanced. The prototype he presented featured Mario, Donkey Kong, Samus and Fox as playable characters. The idea was later approved. Although never acknowledged by Nintendo or any developers behind "Super Smash Bros.", third party sources have identified Namco's 1995 fighting game "The Outfoxies" as a possible inspiration.