Company: Nintendo
Donkey Kong Jungle Beat
Advance Wars: Days of Ruin
BS Zelda no Densetsu: Inishie no Sekiban
Bomberman Hero
Electroplankton
The Legend of Zelda: Ocarina of Time 3D
Panel de Pon
Baseball
Pikmin 2
Puzzle & Dragons Z + Puzzle & Dragons: Super Mario Bros. Edition
Luigi's Mansion: Dark Moon
Super Mario 64: Shindou Pak Taiou Version
Paper Mario
Mario Kart 8
Hamtaro: Ham-Ham Heartbreak
Nintendo Land
Pokémon Stadium
Pikmin 3 Deluxe
Luigi's Mansion
The Legend of Zelda: Phantom Hourglass
Lufia II: Rise of the Sinistrals
Command & Conquer
Solstice: The Quest for the Staff of Demnos
Snipperclips: Cut It Out, Together!
Super Paper Mario
Diddy Kong Pilot
Metroid Prime 2: Echoes
The Legend of Zelda: Mystical Seed of Wisdom
Wario Land II
Advance Wars 1+2: Re-Boot Camp
Yoshi's Island: Super Mario Advance 3
Game & Watch Gallery 4
Tennis
Final Fantasy I & II: Dawn of Souls
Gimmick Land: Tomato Atama no Himitsu
Mario Golf: Toadstool Tour
Kingdom Hearts: Chain of Memories
Mach Rider
Mario Kart 8 Deluxe: Booster Course Pass
Teleroboxer
Metroid Fusion
Mario Super Sluggers
Wild Gunman
Daigasso! Band Brothers
Mother 3
Tetris Attack
Yoshi Touch & Go
Kirby's Star Stacker
Pokémon Mystery Dungeon: Explorers of Sky
Kirby's Dream Land 2
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Nintendo's development philosophy is often described with the quote "a delayed game is eventually good, but a rushed game is forever bad," which is generally attributed to Shigeru Miyamoto. However, there is no evidence that he actually said the quote: a 2022 investigation by video game researcher Ethan Johnson revealed that it was first documented as "an industry catchphrase" in a November 1997 issue of Gamepro magazine. The quote was first tied to Nintendo in the June 1998 issue of Edge, in which an article about the protracted development of The Legend of Zelda: Ocarina of Time alleges that Nintendo saw it on a poster in a developer's office and took it to heart.
Over the next three years, the quote circulated among Usenet forum members when describing a variety of game developers, Nintendo included, and in 2003 it started being attributed to Miyamoto specifically. Johnson speculates that this came from people conflating it with comments Miyamoto made in a 2001 interview looking back on the making of Ocarina of Time, where he stated that "the entire staff starts to feel like 'if I let the game be released in this state, I will be ashamed.' Because if the development team doesn't end up feeling like craftsmen, artisans... then it won't be a good game." Johnson attributed the quote's longevity to the emergence of modern hype culture and growing public awareness about the significantly longer development periods needed for 3D games.
Over the next three years, the quote circulated among Usenet forum members when describing a variety of game developers, Nintendo included, and in 2003 it started being attributed to Miyamoto specifically. Johnson speculates that this came from people conflating it with comments Miyamoto made in a 2001 interview looking back on the making of Ocarina of Time, where he stated that "the entire staff starts to feel like 'if I let the game be released in this state, I will be ashamed.' Because if the development team doesn't end up feeling like craftsmen, artisans... then it won't be a good game." Johnson attributed the quote's longevity to the emergence of modern hype culture and growing public awareness about the significantly longer development periods needed for 3D games.
Article about Johnson's findings:
https://gamerant.com/miyamoto-famous-quote-delayed-games-good-misattributed/
Johnson's original Twitter thread, including a correction about his statement regarding the poster Nintendo allegedly saw:
https://twitter.com/GameResearch_E/status/1504850248107188234
https://gamerant.com/miyamoto-famous-quote-delayed-games-good-misattributed/
Johnson's original Twitter thread, including a correction about his statement regarding the poster Nintendo allegedly saw:
https://twitter.com/GameResearch_E/status/1504850248107188234
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Despite Nintendo's current image as a family-friendly company, their initial success came from ties to organized crime. When the company was founded in 1889, hanafuda, which Nintendo manufactured cards for, was becoming increasingly controversial due to it being one of few betting games not covered by the Japanese Empire's anti-gambling laws, resulting in it becoming popular among the yakuza. While other companies were slowly exiting the hanafuda business as a result, founder Fusajiro Yamauchi pressed on, resulting in Nintendo becoming the country's most successful playing card manufacturer thanks mostly to strong sales among gang members.
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Prior to a 2020 Nintendo Treehouse presentation, primarily intended to show off Paper Mario: The Origami King, it was announced that a new game from developer WayForward would be shown off in the presentation. Due to WayForward's reputation for platformer titles such as the Shantae series and the recent release of Cadence of Hyrule: Crypt of the NecroDancer Featuring the Legend of Zelda seemingly signifying an interest from Nintendo in indie collaborations, many fans expected the showcase to present a revival of a dormant Nintendo platforming IP such as Kid Icarus or Wario Land. In a futile attempt to temper expectations, Nintendo would vaguely clarify that the game was based on a "third party IP", redirecting speculation towards other companies' gaming IPs. When the presentation came, the game was revealed to be Bakugan: Champions of Vestroia, one of the licensed children's games that make up the vast majority of WayForward's gamography, which disappointed many, causing the Bakugan toyline to trend on Twitter and gaining the reveal trailer 3,500 dislikes against 1,500 likes on YouTube.
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![Attachment](/media/thumbs/8/17993.jpg)
Archive of a Supper Mario Broth post about WarioWorld:
https://twitter.com/AJ_256652/status/1736456383774466136
Forum thread about Wario World's promotional website, showing a screenshot with the URL:
https://warioforums.com/threads/in-search-of-wario-websites.3431/
https://twitter.com/AJ_256652/status/1736456383774466136
Forum thread about Wario World's promotional website, showing a screenshot with the URL:
https://warioforums.com/threads/in-search-of-wario-websites.3431/
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Shortly after the Famicom's launch in 1983, Atari approached Nintendo offering to distribute the system outside of Japan as the Nintendo Enhanced Video System. Negotiations for the arrangement stalled when Atari saw a demonstration for the Coleco Adam home computer system that used the ColecoVision port of Donkey Kong as a demo title. Because Atari previously gained the exclusive PC port rights to the arcade game, they assumed that Nintendo was also working with Coleco behind their backs. By the time the misunderstanding was cleared up, the North American video game industry had crashed and Ray Kassar had stepped down as CEO of Atari, causing the agreement to be called off entirely. The Famicom wouldn't reach international shores until 1985, when Nintendo began distributing a revised version in North America themselves as the Nintendo Entertainment System.
Ars Technica article:
https://arstechnica.com/gaming/2021/12/time-to-feel-old-inside-the-nes-on-its-30th-birthday/
Classic Gaming article:
https://web.archive.org/web/20051124042223/http://www.classicgaming.com/features/articles/nes20th/
GameSpy article:
https://web.archive.org/web/20040701101711/http://archive.gamespy.com/articles/july03/famicom/index11.shtml
https://arstechnica.com/gaming/2021/12/time-to-feel-old-inside-the-nes-on-its-30th-birthday/
Classic Gaming article:
https://web.archive.org/web/20051124042223/http://www.classicgaming.com/features/articles/nes20th/
GameSpy article:
https://web.archive.org/web/20040701101711/http://archive.gamespy.com/articles/july03/famicom/index11.shtml
subdirectory_arrow_right GoldenEye 007 (Game)
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In the Xbox One version of GoldenEye 007, the DK Mode - named after Donkey Kong for changing the proportions of in-game models to those of DK's from Donkey Kong 64 - retains its name. Given that Nintendo were directly involved in the project to re-release GoldenEye 007, with the game having a simultaneous relaunch on Nintendo Switch Online and Microsoft Store, this could be the first time Nintendo has officially allowed their IP to be referenced on a direct rival console.
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![Attachment](/media/thumbs/7/15503.gif)
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subdirectory_arrow_right Sega (Company)
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![Attachment](/media/thumbs/8/18683.png)
• A 1994 advert made by DIC for animation industry insiders showing their global reach through the Panda Club and Dragon Club TV blocks in China shows Sonic the Hedgehog waving through a TV screen while Mario pats him on the back, joined by Madeline from the Madeline book series and Billy Lee as seen in the cartoon adaptation of Double Dragon.
• The infamous Fight for the FoxBox promotional film made by 4Kids Entertainment in 2003, which utilizes existing anime and cartoon clips to make a new crossover story, shows Dr. Eggman and King Dedede as allies alongside Dial-bolic from Ultimate MUSCLE, Dr. K from Cubix: Robots for Everyone, and Shredder from Teenage Mutant Ninja Turtles working for Wayne from The Cramp Twins in an attempt to shut down the titular television channel. Although the villains do interact in this half-hour film, the heroes mostly do not, with Kirby and Sonic never sharing screen time in particular.
This is, of course, discounting instances of unauthorised parodies and mockery at the height of the console wars.
Print ad cel:
https://twitter.com/SatamHistorian/status/1452085625558118402
Full advert found on eBay, and attached as a file.
Fight for the FoxBox:
https://www.youtube.com/watch?v=qKHYLf8uxnk
https://twitter.com/SatamHistorian/status/1452085625558118402
Full advert found on eBay, and attached as a file.
Fight for the FoxBox:
https://www.youtube.com/watch?v=qKHYLf8uxnk
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Monolith Soft was originally owned by Namco, but their relationship took a negative turn after Masaya Nakamura stepped down as president of Namco in 2002, three years prior to the company's merger with Bandai. As the company underwent changes, Monolith Soft felt that they were being given less creative freedom due to the newly-created Bandai Namco being less willing to take creative risks. They received consultation from Nintendo executive director Shinji Hatano, who advised them to continue making innovative projects. This inspired Monolith Soft to break away from Bandai Namco in favor of becoming a Nintendo subsidiary: Monolith Soft was allowed creative freedom in exchange for developing software exclusively for Nintendo platforms.
Initially, Nintendo had acquired an 80% share of the company, while Bandai Namco retained 16% of the company and remained as a development partner in part to strengthen their relationship with Nintendo. The remaining 4% was divided between the company's founders: Tetsuya Takahashi, Hirohide Sugiura, and Yasuyuki Honne. However, by April 2011, Nintendo had acquired the remaining 400 shares from Bandai Namco, granting them 96% ownership of Monolith Soft. The acquisition as a whole was notable for contrasting Nintendo's previous approach of not taking part in mergers and acquisitions of other companies. In a statement on the matter, former Nintendo president Satoru Iwata stated:
Initially, Nintendo had acquired an 80% share of the company, while Bandai Namco retained 16% of the company and remained as a development partner in part to strengthen their relationship with Nintendo. The remaining 4% was divided between the company's founders: Tetsuya Takahashi, Hirohide Sugiura, and Yasuyuki Honne. However, by April 2011, Nintendo had acquired the remaining 400 shares from Bandai Namco, granting them 96% ownership of Monolith Soft. The acquisition as a whole was notable for contrasting Nintendo's previous approach of not taking part in mergers and acquisitions of other companies. In a statement on the matter, former Nintendo president Satoru Iwata stated:
"When we say we do not do M&A, there are always exceptions, so let me explain about it. We have never said that we will never do M&A in any situation. Actually, we are not against M&A if Nintendo can absorb the real value of the company. However, in most cases, the value of software developing companies is attached to its people, not the company, which is merely a vessel for its people. So, when we purchase a company, we can purchase the vessel, but we cannot necessarily purchase the contents. Even if we should compete with others to purchase a software company, although we might be able to increase the sheer number of our developers and to gain a short-term result, we do not think it will do good for us in the long run. We have been repeatedly saying that we will not do that kind of M&A.
In the case of Monolith Software, Mr. Sugiura, the president, and Nintendo have a long-term relationship. How Mr. Sugiura thinks is close to how Nintendo thinks. The software Mr. Sugiura would like to create is in line with what Nintendo would like to have for its platform. So, we thought that Nintendo should support this idea, and we decided to take action.
If certain conditions are met, we may do the same thing in the future (M&A). However, we will be very careful and selective, so that we will only partner with people with whom Nintendo can create a long-term working relationship."
In the case of Monolith Software, Mr. Sugiura, the president, and Nintendo have a long-term relationship. How Mr. Sugiura thinks is close to how Nintendo thinks. The software Mr. Sugiura would like to create is in line with what Nintendo would like to have for its platform. So, we thought that Nintendo should support this idea, and we decided to take action.
If certain conditions are met, we may do the same thing in the future (M&A). However, we will be very careful and selective, so that we will only partner with people with whom Nintendo can create a long-term working relationship."
Monolith Soft-Namco-Nintendo relationship:
http://www.siliconera.com/2017/08/21/monolith-soft-executive-producer-going-namco-nintendo/
Nintendo buying Monolith Soft:
https://www.gamespot.com/articles/nintendo-buys-monolith-soft/1100-6169813/
Company shares:
https://web.archive.org/web/20110927000419/http://www.monolithsoft.co.jp/company/plofile.html
Iwata quote:
https://web.archive.org/web/20080229082722/http://www.nintendo.co.jp/ir/en/library/events/070427qa/index.html
http://www.siliconera.com/2017/08/21/monolith-soft-executive-producer-going-namco-nintendo/
Nintendo buying Monolith Soft:
https://www.gamespot.com/articles/nintendo-buys-monolith-soft/1100-6169813/
Company shares:
https://web.archive.org/web/20110927000419/http://www.monolithsoft.co.jp/company/plofile.html
Iwata quote:
https://web.archive.org/web/20080229082722/http://www.nintendo.co.jp/ir/en/library/events/070427qa/index.html
subdirectory_arrow_right Mario (Franchise)
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In the E3 2019 Nintendo Direct presentation, the new CEO of Nintendo of America, Doug Bowser, was introduced with a joke comparing his last name to the antagonist of the Mario series, Bowser. However, in Japanese, the character’s name is “Koopa”, so in the Japanese broadcast of the Nintendo Direct, they clarified the joke with subtitles explaining that his name is Bowser in English-language releases.
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Nintendo has had an interesting relationship with the film company Universal Pictures. In 1982, Universal attempted to sue Nintendo for its 1981 arcade hit Donkey Kong being similar to their 1933 film "King Kong", to no avail. Universal would then feature a fictional video game tournament set at Universal Studios in the 1989 film "The Wizard", which also marked the debut appearance of Super Mario Bros. 3 in America. This film would later inspire Nintendo and Universal to host the real-life Nintendo World Championships at Universal Studios Hollywood in 1990. 25 years later, Nintendo and Universal would announce a collaboration with the development of Super Nintendo World located in various Universal Studios theme parks around the world. This partnership would then culminate in another collaboration with the 2023 film "The Super Mario Bros. Movie".
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![Attachment](/media/thumbs/7/16749.png)
subdirectory_arrow_right Nintendo GameCube (Platform)
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![Attachment](/media/thumbs/7/16139.png)
Spaceworld 2000 video footage:
https://www.youtube.com/watch?v=62O2vFfS_Ok#t=251
Console Variations listing for Spaceworld 2000 model of the Nintendo GameCube:
https://consolevariations.com/collectibles/nintendo-gamecube-spaceworld-2000-console
GoNintendo article:
https://gonintendo.com/contents/19817-incredibly-rare-spaceworld-2000-gamecube-discovered
https://www.youtube.com/watch?v=62O2vFfS_Ok#t=251
Console Variations listing for Spaceworld 2000 model of the Nintendo GameCube:
https://consolevariations.com/collectibles/nintendo-gamecube-spaceworld-2000-console
GoNintendo article:
https://gonintendo.com/contents/19817-incredibly-rare-spaceworld-2000-gamecube-discovered
subdirectory_arrow_right Mario (Franchise)
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Lexibook, a company infamous for low-quality unlicensed NES-based consoles (or "Famiclones") featuring plagiarized content from a variety of sources including Nintendo games, entered an official agreement with Nintendo in 2020 to license various Nintendo IPs including Animal Crossing, The Legend of Zelda, and Mario.
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Former Nintendo of America president Reggie Fils-Aimé was approached by rapper Kanye West with an idea of a video game, later to be known as "Only One", which was based on his late mother, Donda West, where players have to "guide his mother to the gates of Heaven by holding her to the light." Fils-Aimé politely declined his offer due to the amount of projects that were currently in development within the company at the time.
According to a later article by Nintendo Everything, West attempted to pitch his game idea to Shigeru Miyamoto as well, showing him a prototype for Only One during E3 2015. Miyamoto described the game as "very interesting" and "very moving," voicing his approval for the idea, but ultimately didn't go through with it, likely due to Nintendo's glut of prior commitments.
According to a later article by Nintendo Everything, West attempted to pitch his game idea to Shigeru Miyamoto as well, showing him a prototype for Only One during E3 2015. Miyamoto described the game as "very interesting" and "very moving," voicing his approval for the idea, but ultimately didn't go through with it, likely due to Nintendo's glut of prior commitments.
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![Attachment](/media/thumbs/6/13699.jpg)
One of them was a project in the Mario series centered around the supporting character Boo. Little is known about the project outside of the Concept art, but hints released with the concept art tease that it would have been released for one of Nintendo's handhelds (such as the DS) as well as there being things in the game referred to as "possession powers" and "Broomies".
The other game, rumored to be centered around the character of Sheik from The Legend of Zelda series, was more elaborate. Hints leaked by Hall and released with the concept art suggest that it would of been about, and centered around, the origin of the Master Sword in the Bad Timeline and would feature "the last Sheik" as it's main character. The game would have also seen the Dark Gerudo tribe engaging in their decade-long birth to Ganon. The project was describe as an "Action/RPG".
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According to Shigeru Miyamoto in a Keynote speech at the 2018 Computer Entertainment Developers Conference, the reason he and Nintendo never created an MMORPG game (and probably never will) is because he personally finds it boring and tiring to have to handle a game that needs constant updates and attention for an extremely large amount of time and would thus rather create a great number of unique games constantly over the same timespan.
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Nintendo prohibits Shigeru Miyamoto from either walking or biking to work, asking him to drive instead. This is because he's become an invaluable asset to the company and they fear he might get hit by a motorist if he commutes to work outside the safety of a vehicle.
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