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|logo = [[File:Nintendo.svg|250px|Nintendo]] | |logo = [[File:Nintendo.svg|250px|Nintendo]] | ||
|type = Public (Symbol: NTDOY) | |type = Public (Symbol: NTDOY) | ||
|founded = September 23, 1889; | |founded = September 23, 1889; 132 years ago | ||
|headquarters = {{Flag|Japan}} Kyoto, Japan<br>International:<br>{{Flag|United States of America}} Redmond, Washington<br>{{Flag|Canada}} Vancouver, British Columbia<br>{{Flag|Europe}} Frankfurt, Germany<br>{{Flag|UK}} Windsor, Berkshire<br>{{Flag|Australia}} Scoresby, Victoria<br>{{Flag|China}} Suzhou, China (as [[iQue|iQue, Ltd.]])<br>{{Flag|South Korea}} Seoul, South Korea | |headquarters = {{Flag|Japan}} Kyoto, Japan<br>International:<br>{{Flag|United States of America}} Redmond, Washington<br>{{Flag|Canada}} Vancouver, British Columbia<br>{{Flag|Europe}} Frankfurt, Germany<br>{{Flag|UK}} Windsor, Berkshire<br>{{Flag|Australia}} Scoresby, Victoria<br>{{Flag|China}} Suzhou, China (as [[iQue|iQue, Ltd.]])<br>{{Flag|South Korea}} Seoul, South Korea | ||
|key_people = {{s|wikipedia|Shuntaro Furukawa}}: President <br/>[[Satoru Iwata]] (deceased): Former President & CEO<br />{{s|wikipedia|Doug Bowser}}: President & COO of NOA<br />[[Reggie Fils-Aime]]: Former President & COO of NOA<br />[[Shigeru Miyamoto]]: Game Designer<br />{{s|wikipedia|Gunpei Yokoi}} (deceased): Creator of Game Boy, Game & Watch, and ''{{s|wikipedia|Metroid (series)}}''<br />{{s|wikipedia|Hiroshi Yamauchi}} (deceased): Former President & Chairman<br />{{s|wikipedia|Minoru Arakawa}} & {{s|wikipedia|Howard Lincoln}}: Former heads of NOA<br />{{s|wikipedia|Satoru Shibata}}: President of NOE | |key_people = {{s|wikipedia|Shuntaro Furukawa}}: President <br/>[[Satoru Iwata]] (deceased): Former President & CEO<br />{{s|wikipedia|Doug Bowser}}: President & COO of NOA<br />[[Reggie Fils-Aime]]: Former President & COO of NOA<br />[[Shigeru Miyamoto]]: Game Designer<br />{{s|wikipedia|Gunpei Yokoi}} (deceased): Creator of Game Boy, Game & Watch, and ''{{s|wikipedia|Metroid (series)}}''<br />{{s|wikipedia|Hiroshi Yamauchi}} (deceased): Former President & Chairman<br />{{s|wikipedia|Minoru Arakawa}} & {{s|wikipedia|Howard Lincoln}}: Former heads of NOA<br />{{s|wikipedia|Satoru Shibata}}: President of NOE | ||
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==History== | ==History== | ||
Nintendo originally started as a playing card manufacturer in 1889. While Nintendo has made many types of playing cards over the decades, their most successful variety were {{s|wikipedia|Hanafuda}}, which they still occasionally sell to this day. Notable events in this field are Nintendo being the first Japanese company to make their cards out of plastic in 1953 and their deal with [[Disney]] to use their characters in 1959. Growing unsatisfied with the inherent limitations of only producing cards and wanting to distance themselves from the stigma of illegal gambling, Nintendo decided to venture into other industries in an effort to secure more revenue. Nintendo changed industries many times throughout the decade, with all attempts quickly failing. From 1963 and 1968 alone, notable examples include a taxi company, a TV network, a food company, and several other things, including a toy remote controlled vacuum cleaner called Chiritory<ref name="chiritory">{{cite web|title=Squirl:Chiritory|accessdate=2007-06-14|url=http://squirl.info/asset/show/345?c=ToysAndGame&cid=465&i=6-}}</ref> which was later seen as a two-player game in ''{{S|MarioWiki|WarioWare, Inc.: Mega Microgame$!}}''. | Nintendo originally started as a playing card manufacturer in 1889. While Nintendo has made many types of playing cards over the decades, their most successful variety were {{s|wikipedia|Hanafuda}}, which they still occasionally sell to this day. Notable events in this field are Nintendo being the first Japanese company to make their cards out of plastic in 1953 and their deal with [[Disney]] to use their characters in 1959. Growing unsatisfied with the inherent limitations of only producing cards and wanting to distance themselves from the stigma of illegal gambling, Nintendo decided to venture into other industries in an effort to secure more revenue. Nintendo changed industries many times throughout the decade, with all attempts quickly failing. From 1963 and 1968 alone, notable examples include a taxi company, a "love hotel" chain, a TV network, a food company, and several other things, including a toy remote controlled vacuum cleaner called Chiritory<ref name="chiritory">{{cite web|title=Squirl:Chiritory|accessdate=2007-06-14|url=http://squirl.info/asset/show/345?c=ToysAndGame&cid=465&i=6-}}</ref> which was later seen as a two-player game in ''{{S|MarioWiki|WarioWare, Inc.: Mega Microgame$!}}''. | ||
In mounting debt, Nintendo eventually settled on the toy industry but were struggling like all other ventures. This was due to their relatively small scale at this point and the industry being dominated by already well-established companies. Because of the generally short product life cycle of toys, the company always had to come up with a new product. This was the beginning of a major new era for Nintendo. | In mounting debt, Nintendo eventually settled on the toy industry but were struggling like all other ventures. This was due to their relatively small scale at this point and the industry being dominated by already well-established companies. Because of the generally short product life cycle of toys, the company always had to come up with a new product. This was the beginning of a major new era for Nintendo. | ||
In 1966, Hiroshi Yamauchi, the third president of Nintendo, was observing a Nintendo hanafuda factory. He noticed an extending arm, which was made by one of their maintenance engineers, Gunpei Yokoi, for his own amusement. Yamauchi was impressed with the ingenuity of Yokoi and ordered it to be developed as a product for the holiday season. The product, officially named Ultra Hand, was a huge success, selling approximately 1.2 million units, causing Yokoi to be moved from maintenance duty to product development. Other successful toys Yokoi invented were the Ten Billion Barrel puzzle, the Ultra Machine, and the Love Tester. | In 1966, Hiroshi Yamauchi, the third president of Nintendo, was observing a Nintendo hanafuda factory. He noticed an extending arm, which was made by one of their maintenance engineers, Gunpei Yokoi, for his own amusement. Yamauchi was impressed with the ingenuity of Yokoi and ordered it to be developed as a product for the holiday season. The product, officially named Ultra Hand, was a huge success, selling approximately 1.2 million units, causing Yokoi to be moved from maintenance duty to product development. Other successful toys Yokoi invented were the Ten Billion Barrel puzzle, the Ultra Machine, and the Love Tester. | ||
Outside of toys, Nintendo also created the Nintendo Beam Gun, a solar powered light gun, and the Ele-Conga programmable drum machines. These machines would act as precursors to the products Nintendo would be best known for in the coming decades. | Outside of toys, Nintendo also created the Nintendo Beam Gun, a solar powered light gun, and the Ele-Conga programmable drum machines. These machines would act as precursors to the products Nintendo would be best known for in the coming decades. | ||
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By 1983, more successful arcade games released like ''Donkey Kong Jr.'', ''Popeye'', and ''Mario Bros'', and the Game & Watch line received new installments on a nearly monthly basis. At this point, Nintendo wanted to expand their home console division with a more powerful machine that can accept cartridges for a theoretically infinite number of games. The final product was the Family Computer system (often shortened to Famicom), which swept Japan on July 15, 1983, as the best-selling video game console at the time, easily overtaking all competition. This success is attributed to the large variety of quality exclusive titles, which includes ports of existing arcade games, original titles like {{uv|Balloon Fight}}, {{uv|Ice Climber}}, {{uv|Excite}}bike, and a clause for third party developers that want to make games for a Nintendo console mandating they only make games for Nintendo consoles. However, Nintendo hesitated to release the system internationally, as the 1983 video game crash was in full effect and the fear of a financial disappointment was present in the company. To prevent this, Nintendo established a branch named Nintendo of America to research the market and find a way to make the console launch a success. This branch eventually came up with the plan of redesigning the console into the “Nintendo Entertainment System” and market it as a toy instead of an electronic system, as well as bundle it with the Zapper, the Robotic Operating Buddy ([[R.O.B.]]) and the games ''Super Mario Bros. '' and {{uv|Duck Hunt}}. The launch was a great success and is often credited for reversing the video game crash. While it was not dominant in every region of the world, Nintendo more or less had a monopoly on the industry through the 1980s. | By 1983, more successful arcade games released like ''Donkey Kong Jr.'', ''Popeye'', and ''Mario Bros'', and the Game & Watch line received new installments on a nearly monthly basis. At this point, Nintendo wanted to expand their home console division with a more powerful machine that can accept cartridges for a theoretically infinite number of games. The final product was the Family Computer system (often shortened to Famicom), which swept Japan on July 15, 1983, as the best-selling video game console at the time, easily overtaking all competition. This success is attributed to the large variety of quality exclusive titles, which includes ports of existing arcade games, original titles like {{uv|Balloon Fight}}, {{uv|Ice Climber}}, {{uv|Excite}}bike, and a clause for third party developers that want to make games for a Nintendo console mandating they only make games for Nintendo consoles. However, Nintendo hesitated to release the system internationally, as the 1983 video game crash was in full effect and the fear of a financial disappointment was present in the company. To prevent this, Nintendo established a branch named Nintendo of America to research the market and find a way to make the console launch a success. This branch eventually came up with the plan of redesigning the console into the “Nintendo Entertainment System” and market it as a toy instead of an electronic system, as well as bundle it with the Zapper, the Robotic Operating Buddy ([[R.O.B.]]) and the games ''Super Mario Bros. '' and {{uv|Duck Hunt}}. The launch was a great success and is often credited for reversing the video game crash. While it was not dominant in every region of the world, Nintendo more or less had a monopoly on the industry through the 1980s. | ||
Many iconic franchises were born on this console, such as {{uv|The Legend of Zelda}}, {{uv|Metroid}}, {{uv|Kid Icarus}}, {{uv|Dragon Quest}}, {{uv|Final Fantasy}}, {{uv|Mega Man | Many iconic franchises were born on this console, such as {{uv|The Legend of Zelda}}, {{uv|Metroid}}, {{uv|Kid Icarus}}, {{uv|Dragon Quest}}, {{uv|Final Fantasy}}, and {{uv|Mega Man}}. In 1986, Nintendo released the Famicom Disk System, which used writable disks to make new innovations like more processing power and save states. This accessory did not release outside of Japan, so games for the system had to find creative ways to make equivalent experiences for international audiences like passwords and battery pak save files. | ||
In 1989, as the Game & Watch line was ramping down, Nintendo | In 1989, as the Game & Watch line was ramping down, Nintendo develop a successor that combined the design philosophes of that line and the NES, which they named Game Boy. The hardware of the system is very limited with less processing power than an NES and only four colors, though it greatly outpaced the competition due to its economical design, relatively long battery life, and prestige of Nintendo. Aside from popularizing franchises like {{uvm3|Tetris}} and [[Dr. Mario]], a few franchises started on Game Boy like {{uv|Kirby}}, the {{uv|Wario}} sub-series and {{uv|Pokémon}}. | ||
In 1990, Nintendo created a full successor to the Famicom, titled the Super Famicom, which was released in 1991 as the Super Nintendo Entertainment System. Alongside now-legacy franchises getting new installments, many franchises started on this system like {{uv|F-Zero}}, {{uv|Star Fox}}, the {{uv|Yoshi}} sub-series and many RPG franchises by the companies that now make up [[Square Enix]]. A few accessories were released for the system like the Super Game Boy and the Japan-exclusive Satelleview online distribution service. Despite the initial success, [[Sega]] with their Genesis system and the pack-in game {{uv|Sonic the Hedgehog}} briefly overtook Nintendo in market share, with some companies defecting from Nintendo due to the increasingly dated and draconic exclusivity clause. Nintendo did retake their dominance by the end of the generation, but their status as a monopoly was hit and they never fully recovered. | In 1990, Nintendo created a full successor to the Famicom, titled the Super Famicom, which was released in 1991 as the Super Nintendo Entertainment System. Alongside now-legacy franchises getting new installments, many franchises started on this system like {{uv|F-Zero}}, {{uv|Star Fox}}, the {{uv|Yoshi}} sub-series and many RPG franchises by the companies that now make up [[Square Enix]]. A few accessories were released for the system like the Super Game Boy and the Japan-exclusive Satelleview online distribution service. Despite the initial success, [[Sega]] with their Genesis system and the pack-in game {{uv|Sonic the Hedgehog}} briefly overtook Nintendo in market share, with some companies defecting from Nintendo due to the increasingly dated and draconic exclusivity clause. Nintendo did retake their dominance by the end of the generation, but their status as a monopoly was hit and they never fully recovered. | ||
In 1993, Nintendo announced a new system named the Ultra 64 at the time. Though the console did not release until 1996, many events occurred in the interim. Also in 1993, Nintendo was collaborating with Sony to develop a compact disc add-on to the Super Famicom, though the deal fell through when Nintendo believed they were treated unfavorably in the contract. Nintendo then partnered with Philips, and that deal also fell through, though not before several games based on Nintendo properties were made for the Philips CD-i. Sony, burned by the deal falling through, decided to create their own console, which released in 1994 as the PlayStation, which grew to be Nintendo’s greatest rival in the video game industry. In 1995, Nintendo released a system to sate fans when the Ultra 64 was delayed several times. This console was the Virtual Boy, a “portable” console that utilized glasses-free 3D technology. The console was a massive flop due to | In 1993, Nintendo announced a new system named the Ultra 64 at the time. Though the console did not release until 1996, many events occurred in the interim. Also in 1993, Nintendo was collaborating with Sony to develop a compact disc add-on to the Super Famicom, though the deal fell through when Nintendo believed they were treated unfavorably in the contract. Nintendo then partnered with Philips, and that deal also fell through, though not before several games based on Nintendo properties were made for the Philips CD-i. Sony, burned by the deal falling through, decided to create their own console, which released in 1994 as the PlayStation, which grew to be Nintendo’s greatest rival in the video game industry. In 1995, Nintendo released a system to sate fans when the Ultra 64 was delayed several times. This console was the Virtual Boy, a “portable” console that utilized glasses-free 3D technology. The console was a massive flop due to the unintuitive design, lack of games, and actual health hazards due to the red and black display and said unintuitive design. The Virtual Boy lasted less than a year before being discontinued. | ||
In 1996, the Nintendo 64 finally released. Alongside legacy franchises getting new genre defining entries like ''Super Mario 64'' and ''The Legend of Zelda: Ocarina of Time'', a few franchises were born on this system like {{uv|Banjo-Kazooie}}, ''Mario Party'' and ''[[Super Smash Bros.]]'' | In 1996, the Nintendo 64 finally released. Alongside legacy franchises getting new genre defining entries like ''Super Mario 64'' and ''The Legend of Zelda: Ocarina of Time'', a few franchises were born on this system like {{uv|Banjo-Kazooie}}, ''Mario Party'' and ''[[Super Smash Bros.]] '' However, there was an exodus of third-party developers to competitors like the PlayStation, resulting in a very small game library, especially for a major console. This is often attributed to the exclusivity clause that still exists, the unorthodox proprietary hardware, expensive cartridges with small storage space, and compact discs being the preferred method of distribution. This resulted in significantly lower sales than previous generations, though the system pioneered many innovations like analog stick controls and built-in four player multiplayer that are now industry standard today. | ||
In 1998, Nintendo released an upgrade to the Game Boy titled the Game Boy Color. While there is debate whether it is a simple upgrade or a full successor, all original Game Boy games are backwards compatible alongside several original titles. | In 1998, Nintendo released an upgrade to the Game Boy titled the Game Boy Color. While there is debate whether it is a simple upgrade or a full successor, all original Game Boy games are backwards compatible alongside several original titles. | ||
In 2001, Nintendo released two consoles at around the same time, one a home console and the other a handheld, both of which were designed to be cross-compatible in several ways. The home console | In 2001, Nintendo released two consoles at around the same time, one a home console and the other a handheld, both of which were designed to be cross-compatible in several ways. The home console is the [[Nintendo GameCube]]. Building off the architecture of the Nintendo 64, the GameCube included drastically improved graphical power and a transition to discs, albeit with proprietary mini optical discs. This unconventional architecture and lack of other features made the GameCube lag behind the PlayStation 2 and newcomer Xbox, making it Nintendo’s worst selling console at the time and continuing their downward trend in console sales. Still, some fan-favorite franchises came from this console like {{uv|Pikmin}}, ''Luigi’s Mansion'', and {{uv|Animal Crossing}}. The portable console is the Game Boy Advance. The true successor to the Game Boy with significantly increased internal specs, it grew to dominant the handheld scene in its generation due to having no real competition in its prime and kept Nintendo afloat while the GameCube struggled. Famous franchises from this console include ''WarioWare'' and {{uv|Golden Sun}}. | ||
In 2004, Nintendo released another handheld named the [[Nintendo DS]]. What made this console stand out | In 2004, Nintendo released another handheld named the [[Nintendo DS]]. What made this console stand out is its use of two screens simultaneously, with the bottom screen having touch support. While initially marketed as an alternative to the Game Boy Advance, the DS quickly outsold it and every other Nintendo console that came before, with it currently being Nintendo’s best-selling console and the second best-selling video game console of all time, only behind the PlayStation 2. Despite competition from the PlayStation Portable and the quickly growing mobile market, the DS continued to sell and put Nintendo back on track in terms of sales. Famous franchises from this console include ''New Super Mario Bros, '' {{uv|Nintendogs}}, {{uv|Brain Age}}, the ''Personal Trainer'' and ''Touch Generations'' series. | ||
In 2006, Nintendo released the [[Wii]]. After the failure of the GameCube, Nintendo decided to shift gears and go after a new demographic. Realizing the industry was leaning heavily into the hardcore gaming audience, the more casual end of the spectrum was being neglected. With the seed already planted with the DS and its growing library of games that were more lifestyle and multipurpose programs, Nintendo built this new home console for those that have never played video games before or those that had not played a game in years, with an emphasis on content meant for families and lighter experiences. While the internal specs of the Wii were not significantly more powerful than the GameCube, the main gimmick was the Wii remote primarily using motion controls, which opened the door for unique and intuitive control schemes for those without the reflexes or dexterity for typical controllers. The Wii went on to be the best-selling console of its generation and was the second-best selling Nintendo console for well over a decade. Famous franchises | In 2006, Nintendo released the [[Wii]]. After the failure of the GameCube, Nintendo decided to shift gears and go after a new demographic. Realizing the industry was leaning heavily into the hardcore gaming audience, the more casual end of the spectrum was being neglected. With the seed already planted with the DS and its growing library of games that were more lifestyle and multipurpose programs, Nintendo built this new home console for those that have never played video games before or those that had not played a game in years, with an emphasis on content meant for families and lighter experiences. While the internal specs of the Wii were not significantly more powerful than the GameCube, the main gimmick was the Wii remote primarily using motion controls, which opened the door for unique and intuitive control schemes for those without the reflexes or dexterity for typical controllers. The Wii went on to be the best-selling console of its generation and was the second-best selling Nintendo console for well over a decade. Famous franchises from this console include the {{uv|Mii}} series starring the titular player created characters, {{uv|Wii Fit}}, ''Mario & Sonic at the Olympic Games'', {{uv|Xenoblade Chronicles}}, and the introduction the [[Wii Shop Channel]] where players can download new and old games through the internet. | ||
In 2011, Nintendo released the [[Nintendo 3DS]]. A full successor to the DS, its selling point was all the features that console and all of its revisions introduced, along with improved performance and graphical fidelity and a screen that can produce glasses-free 3D visuals. Despite the upward swing in both home and handheld console sales before it, the 3DS failed to reach its projected sales figures soon after launch. To combat this, the system received a significant price cut and first party releases were continuously pumped out to regain goodwill from disgruntled customers. The 3DS would recover and go on to outperform all of its competition, though only selling about half the units of its predecessor through its revisions | In 2011, Nintendo released the [[Nintendo 3DS]]. A full successor to the DS, its selling point was all the features that console and all of its revisions introduced, along with improved performance and graphical fidelity and a screen that can produce glasses-free 3D visuals. Despite the upward swing in both home and handheld console sales before it, the 3DS failed to reach its projected sales figures soon after launch. To combat this, the system received a significant price cut and first party releases were continuously pumped out to regain goodwill from disgruntled customers. The 3DS would recover and go on to outperform all of its competition, though only selling about half the units of its predecessor through its revisions. Famous franchises from this console include the many StreetPass games, {{uvm3|Bravely Default}}, ''Yo-Kai Watch'', and the introduction of a revamped version of the Wii Shop Channel titled the [[Nintendo eShop]]. | ||
In 2012, Nintendo released the [[Wii U]], a successor to the Wii. This was the first Nintendo | In 2012, Nintendo released the [[Wii U]], a successor to the Wii. This was the first Nintendo Console to support true high-definition visuals, and continued the legacy of the Wii by introducing a game pad that can act as a second screen for games. Due to brand confusion and the convoluted nature of the console making it difficult for developers to work with, the console’s launch was again disappointing. Unlike the 3DS alongside it, the Wii U never fully recovered from its fumbled launch. The Wii U is currently Nintendo’s worst-selling home console and second worst-selling console of all time, with only the Virtual Boy performing worse. Famous franchises from this console include {{uv|Splatoon}}, and ''Super Mario Maker''. | ||
In 2017, Nintendo released the [[Nintendo Switch]], its currently sold video game console. The main selling point of the console is that it can seamlessly transition between being a home console and a handheld console. It is currently Nintendo’s best-selling home console and its second best-selling console of all time, only trailing behind the Nintendo DS. Famous franchises | In 2017, Nintendo released the [[Nintendo Switch]], its currently sold video game console. The main selling point of the console is that it can seamlessly transition between being a home console and a handheld console. It is currently Nintendo’s best-selling home console and its second best-selling console of all time, only trailing behind the Nintendo DS. Famous franchises from this console include ''Ring Fit Adventure'', ''Mario + Rabbids'', and ''Octopath Traveler''. | ||
Nintendo also has ventures in other creative mediums. The company still has a sizeable investment in the toy and merchandise industries, including the hanafuda cards the company began with and [[amiibo]]. Nintendo has worked with other companies to make media for theatres and television, | Nintendo also has ventures in other creative mediums. The company still has a sizeable investment in the toy and merchandise industries, including the hanafuda cards the company began with and [[amiibo]]. Nintendo has worked with other companies to make media for theatres and television, as well as develop their own subsidiary titled ''Nintendo Pictures''. Nintendo owns and operates several storefronts around the world and has partnered with {{iw|Wikipedia|Universal Studios}} to make the ''Super Nintendo World'' theme park. | ||
{{clr}} | {{clr}} | ||
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==In ''[[Super Smash Bros. Brawl]]''== | ==In ''[[Super Smash Bros. Brawl]]''== | ||
Nintendo again returns as publisher, though does not own the rights to all content in-game for the first time. Namely, content owned by [[Konami]], and [[Sega]] appear for the first time. At the pre-E3 2005 press conference, the president of Nintendo, Satoru Iwata, announced the next installment of ''Super Smash Bros.'' was not only already in development for their next gaming console, but would hopefully be a launch title with Wi-Fi compatibility for online play.<ref name="E3 2005">{{cite web|last=Casamassina|first=Matt|authorlink=Matt Casamassina| date=2005-05-17|url=http://wii.ign.com/articles/670/670552p1.html|title=E3 2005: ''Smash Bros.'' For Revolution|publisher=IGN|accessdate=2006-05-03}}</ref> Shortly after the announcement, [[Masahiro Sakurai]], who prior left | Nintendo again returns as publisher, though does not own the rights to all content in-game for the first time. Namely, content owned by [[Konami]], and [[Sega]] appear for the first time. At the pre-E3 2005 press conference, the president of Nintendo, Satoru Iwata, announced the next installment of ''Super Smash Bros.'' was not only already in development for their next gaming console, but would hopefully be a launch title with Wi-Fi compatibility for online play.<ref name="E3 2005">{{cite web|last=Casamassina|first=Matt|authorlink=Matt Casamassina| date=2005-05-17|url=http://wii.ign.com/articles/670/670552p1.html|title=E3 2005: ''Smash Bros.'' For Revolution|publisher=IGN|accessdate=2006-05-03}}</ref> Shortly after the announcement, [[Masahiro Sakurai]], who prior left Hal Laboratory to form [[Sora Ltd.]], was called up and offered a position as the game's director.<ref>{{cite web|url=http://cube.ign.com/articles/667/667525p1.html|title=''Smash Bros. Revolution'' Director Revealed|author=IGN Staff|accessdate=2007-06-21|date=2005-11-16|publisher=IGN}}</ref> Hal Laboratory was not a lead developer for the first time, with those responsibilities instead primarily going to [[Game Arts]], [[Paon]] and [[Monolith Soft]] and Sakurai overseeing as director. The game released for the [[Wii]], which Nintendo developed, in Japan on January 31, 2008, in the Americas on March 9, and in the PAL region on June 27. | ||
==In ''[[Super Smash Bros. 4]]''== | ==In ''[[Super Smash Bros. 4]]''== | ||
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==In ''[[Super Smash Bros. Ultimate]]''== | ==In ''[[Super Smash Bros. Ultimate]]''== | ||
Nintendo again returns as | Nintendo again returns as publish, with Sora Ltd. and Bandai Namco returning as lead developers. All veteran third parties return with their respective content. The game released on December 8, 2018 for [[Nintendo Switch]], which Nintendo developed. Nintendo was the decision maker on what {{SSBU|DLC}} content would be made. As DLC was being rolled out, more third parties were introduced, including [[Atlus]], [[Microsoft]] (through [[Rare Ltd.]] and [[Mojang Studios]]), [[SNK]], and [[Disney]]. | ||
==Trivia== | ==Trivia== | ||
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*[http://twitter.com/NintendoAmerica Nintendo of America] on {{s|wikipedia|Twitter}} <small>(English)</small> | *[http://twitter.com/NintendoAmerica Nintendo of America] on {{s|wikipedia|Twitter}} <small>(English)</small> | ||
*[http://www.youtube.com/user/Nintendo Nintendo of America] on {{s|wikipedia|YouTube}} <small>(English)</small> | *[http://www.youtube.com/user/Nintendo Nintendo of America] on {{s|wikipedia|YouTube}} <small>(English)</small> | ||
===Other=== | |||
*[http://www.nintendoland.com/home2.htm?history/index.htm Detailed Nintendo history] | |||
{{Companies}} | {{Companies}} | ||
[[Category:Nintendo|*]] | [[Category:Nintendo|*]] | ||
[[Category:Game developers]] | [[Category:Game developers]] |