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Аноним 17/11/14 Пнд 23:46:19 #1 №79861049 
14162571790290.jpg
КЕТАЙСКИХ ПОРНОМУЛЬТИКОВ ТРЕД - СОВЕТЫ НЮФАГУ


Пару месяцев назад начал я вашу хуету смотреть пиздоглазую.
Отсмотрено:
евка - 9/10
сейлормун - 8/10 (ностальжи)
kill la kill - 7/10
книга нацумэ - 9/10
мадока - 8/10
куклы - 7/10
вата - 9/10
лагуна - 8/10
тетрадка смерти - 6/10 (жуткая попсятина)
квазеры - 6/10 сплошные сиськи и аутизм
к-оn - 0/10, хуета для аутистов

Антоша, посоветуй еще платиновой или просто хорошей анимцы, можно ретро, больше всего приветствую 90-е
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Аноним 17/11/14 Пнд 23:48:41 #2 №79861242 
14162573215450.jpg
бамп
Аноним 17/11/14 Пнд 23:49:37 #3 №79861311 
>>79861049
Боку но Харухи Судзумия
Аноним 17/11/14 Пнд 23:50:48 #4 №79861406 
14162574484290.jpg
>>79861311
Аноним 17/11/14 Пнд 23:51:11 #5 №79861442 
код гиас/атака титанов/корона вины/куроко на басуке
Аноним 17/11/14 Пнд 23:51:13 #6 №79861446 
>>79861049
Боку но Пико.
Аноним 17/11/14 Пнд 23:51:49 #7 №79861505 
Звезда
Аноним OP 17/11/14 Пнд 23:53:15 #8 №79861611 
>>79861505
лежит на винте
Аноним OP 17/11/14 Пнд 23:56:21 #9 №79861815 
бамп
Аноним 17/11/14 Пнд 23:57:17 #10 №79861878 
14162578372200.jpg
Очевидный Steins;Gate.
Моё любимое аниме. С него всё началось.
Аноним 17/11/14 Пнд 23:58:10 #11 №79861949 
Уёбок, сука. Кион божественен.
Аноним 17/11/14 Пнд 23:58:48 #12 №79862000 
14162579285430.jpg
>>79861049
Гуррен Лаган!
Аноним 17/11/14 Пнд 23:59:01 #13 №79862017 
И Мадока тоже.
Аноним 17/11/14 Пнд 23:59:12 #14 №79862026 
>>79862000
Трипл не врёт.
Аноним 17/11/14 Пнд 23:59:28 #15 №79862053 
>>79861049
Бибоп?
Аноним 17/11/14 Пнд 23:59:48 #16 №79862076 
14162579888210.jpg
>>79861878
И тут ты такой берёшь и идешь со мной обниматься. Тоже люблю этот тайтл, что бы там псевдоилитарии не говорили.
Аноним OP 17/11/14 Пнд 23:59:52 #17 №79862082 
>>79861878
Смотрел, кстати, 9/10, охуенно, особенно тронуло как та тянка память потеряла и вспомнила об этом только в старости.
>>79861949
Ну ты и говноед.
Аноним 18/11/14 Втр 00:00:15 #18 №79862102 
>>79861949
Двачую адеквата. К-он со смыслом. Не каждый поймет.
Аноним 18/11/14 Втр 00:00:27 #19 №79862116 
Эксперименты Лэйн. Такая-то годнота!
Аноним 18/11/14 Втр 00:01:36 #20 №79862199 
>>79862116
Тупарылая ГГ все испортила. Такая тягомотина. Я ебал.
Аноним 18/11/14 Втр 00:01:39 #21 №79862203 
14162580994200.jpg
Вот эти 2, если пропустил их раньше:
Mushishi
Samurai Champloo
Аноним 18/11/14 Втр 00:01:57 #22 №79862223 
Gis
Gto
Boku no pico
Trigun
Steins gate
Аноним 18/11/14 Втр 00:03:35 #23 №79862342 
>>79862199
Трек 44, сука, быстро включил!
Аноним 18/11/14 Втр 00:04:02 #24 №79862380 
>>79862076
Кинцо смотрел? Альтернативные концовки читал?(Ну или даже саму ВН)? Фигурки есть? =3
Аноним 18/11/14 Втр 00:04:06 #25 №79862387 
14162582461090.jpg
>>79861049

>к-оn - 0/10, хуета для аутистов

Экшонодэбил порвался)))
Аноним OP 18/11/14 Втр 00:05:04 #26 №79862452 
>>79862387
Блядь, не семень.
Аноним 18/11/14 Втр 00:05:41 #27 №79862500 
>>79862452

Сасай-кудасай)))
Аноним OP 18/11/14 Втр 00:06:35 #28 №79862579 
>>79862500
Питух.
>>79862380
А у меня что не спрашиваешь, я кинцо смотрел и спецвыпуск :с
Аноним 18/11/14 Втр 00:06:58 #29 №79862606 
14162584185570.jpg
>>79862380
Кинцо смотрел, ОВУ смотрел, рекламные ролики IBM смотрел, ВН всю прочитал, фигурки или в скором времени закажу, или уже из Ниппонии привезу, как поеду а я поеду. Жду новеллу про 6 лет спустя. Вот так вот.
Аноним 18/11/14 Втр 00:07:51 #30 №79862684 
> мадока - 8/10
> к-оn - 0/10, хуета для аутистов
Откуда вы такие лезете?
Аноним 18/11/14 Втр 00:08:24 #31 №79862722 
>>79862579
Потому что 9/10.
Я просто "слегка" поехавший на тему S;G. Скоро(ну, в феврале вроде) издадут в Рашке мангу, сразу же куплю её. Ну и может на НГ куплю себе ещё одну фигурку(от курса зависит).
Аноним OP 18/11/14 Втр 00:09:44 #32 №79862853 
>>79862722
Игру играл?
>>79862684
Что не так, мудак?
Аноним 18/11/14 Втр 00:11:06 #33 №79862956 
14162586666020.jpg
>>79862606
Да ты же крутой =3
Восхищаюсь тобой даже. Обнял
Аноним 18/11/14 Втр 00:11:21 #34 №79862968 
>>79862722
Кто тут помешанные, блеать? В тред врывается головачаос и роботытхт, и сразу их и советует. И оккультистов-аутистов дождаться ннада.
Аноним 18/11/14 Втр 00:12:26 #35 №79863034 
>>79862968
Надеюсь ты не про аниме.
А то у голова;хаоса как-то НЕ УДАЛОСЬ.
Фенрир, ты?
Аноним 18/11/14 Втр 00:12:29 #36 №79863039 
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>>79862956
Спасибо, аж засмущал.
Аноним 18/11/14 Втр 00:13:28 #37 №79863113 
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Needless. Такие-то пиздилки!
Аноним 18/11/14 Втр 00:13:45 #38 №79863131 
>>79863034
Ноуп, я вообще ридонли сижу :3
А аниме имеет своих фанатов и есть за что. А еще хикканов они делают отменных, да.
Аноним 18/11/14 Втр 00:14:02 #39 №79863156 
Наверни 50+ тайтлов, а потом Гинтаму. Вот это просто 1488/10
Аноним 18/11/14 Втр 00:14:07 #40 №79863160 
Cowboy Bebop.
Baccano.
Trigun.
Аноним 18/11/14 Втр 00:14:24 #41 №79863178 
>>79861049
Тупой дебил, иди отсюда нахуй и аутичные полосатые трусы забери.
sageАноним 18/11/14 Втр 00:14:34 #42 №79863190 
>>79862722
Ты из дс? Есть тут достойные магазины с фигурками, или одна хлипкая китайская байда и придется из Нихонии заказывать?
Аноним 18/11/14 Втр 00:14:39 #43 №79863197 
Про хикканов NHK.
Аноним 18/11/14 Втр 00:14:50 #44 №79863217 
14162588905500.jpg
>>79861049
Gravitation
Love stage
Hyakujitsu no Bara / Maiden Rose
Аноним 18/11/14 Втр 00:14:55 #45 №79863221 
Уже 40 с лишним постов и никто не посоветовал Наруто, Кусок и Хлорку?
Аноним 18/11/14 Втр 00:15:03 #46 №79863231 
>>79863131
Кстати про хикканов.
ОП, посмотри "NHK ni Youkoso!"
Аноним 18/11/14 Втр 00:15:16 #47 №79863241 
14162589168470.jpg
>>79863190
Сажа приклеилась.
Аноним 18/11/14 Втр 00:16:15 #48 №79863314 
14162589754870.jpg
Кто что сказал про Steins; Gate?
Аноним 18/11/14 Втр 00:16:26 #49 №79863331 
>>79863190
Я понаехал в ДС только в этом году. Так в Сибири был и заказывал из Ниппонии.
Аноним 18/11/14 Втр 00:16:40 #50 №79863349 
>>79863221
Ну окей.
Советую Кусок, если тебе нравится смотреть на то, как компашка аутистов путешествует, бьет морды, огребает, качается и снова бьет морды.
Аноним 18/11/14 Втр 00:16:58 #51 №79863372 
Кароч смотри, ньюфаг, палю тебе годноту:
Attack on Titan
Sword Art Online
Angel Beats
Это лучшие тайтлы вообще евер
Аноним 18/11/14 Втр 00:17:27 #52 №79863402 
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>>79863314
Кто-то точно что-то говорил.
Аноним 18/11/14 Втр 00:18:01 #53 №79863440 
14162590812740.jpg
>>79863190
не связывайся лучше с тем, что у нас продают. несмотря на то, что мож и норм по качеству будет, но переплатишь будь здоров.
Аноним 18/11/14 Втр 00:18:17 #54 №79863463 
>>79863113
Вот его плюсану
>>79862000
Сюда поддвачну
>>79862053
Этого обниму
>>79862116
Сюда руку пожму
>>79862203
Вообще кэп, лайк и подписон.
>>79863197
И хикканов не забуду. ( а ты,>>79863231, опоздал, да)
>>79863221
Для общего ознакомления с культурой.

И... и того... и этого... бля, я люблю тебя, эбола тян.
Аноним 18/11/14 Втр 00:18:56 #55 №79863509 
14162591366900.jpg
>>79863402
Ну только хорошее я надеюсь.
Никто не смеет обижать мою Куристину!
Аноним 18/11/14 Втр 00:19:04 #56 №79863515 
14162591443790.jpg
Кстати, калитка - тайтл, безошибочно детектирующий ньюфагов.
[Пора всем напомнить кто на коне] Аноним 18/11/14 Втр 00:19:16 #57 №79863524 
>евка
>вата
>квазеры
Можно фулл название плс? Загуглил, не нашел.
Аноним 18/11/14 Втр 00:19:23 #58 №79863532 
14162591634200.jpg
>>79863402
Steins;Gate тред? Steins;Gate тред!
Определяем правильное написание имени: Рука или же Лука?
Аноним 18/11/14 Втр 00:19:40 #59 №79863555 
14162591804810.png
>>79863509
Не боись, Курисутину не обижали.
Аноним 18/11/14 Втр 00:20:10 #60 №79863594 
14162592104010.jpg
Вот почему анимэ - говно для даунов?Что вас в нем цепляет?Рисовка никакая - она отвратительна, низкий фпс и отстуствие сюжета, шаблон на шаблоне и шаблоном погоняет.Зато куча женских персонажей, с одинаковыми лицами и идентечными характерами от тайтла к тайтлу.Нахуй вы его смотрите?
Аноним 18/11/14 Втр 00:20:20 #61 №79863605 
>>79863532
Рука, разумеется. Как при озвучке говорили, так и верно.
Аноним 18/11/14 Втр 00:20:31 #62 №79863620 
14162592314410.jpg
>>79863331
>>79863440
Большое спасибо!
Аноним 18/11/14 Втр 00:20:47 #63 №79863635 
>>79863349
>если тебе нравится смотреть на то, как компашка аутистов путешествует, бьет морды, огребает, качается и снова бьет морды
Если любишь РПГ, то смотри.
Аноним 18/11/14 Втр 00:20:58 #64 №79863646 
>>79863524
Вата звучит пиздато, повторяйте все ребята
Аноним 18/11/14 Втр 00:21:00 #65 №79863652 
>>79863605
В русскоязычных странах его называют Рука из-за того, что в японском языке нет звука [л], но заставка визуальной новеллы показывает, что его зовут именно Лука.
Аноним 18/11/14 Втр 00:21:02 #66 №79863656 
>>79863524
Ну, евка банальный евангелион
Вата - что угодно, серьезно, тупо из головы уже 3 тайтла с таким началом названия
Квазеры - квазер со стигматом
Аноним 18/11/14 Втр 00:21:25 #67 №79863681 
>>79863372
Рагнарок Анимация забыл.
Аноним 18/11/14 Втр 00:21:37 #68 №79863694 
14162592975260.jpg
Лучшая аниме-девочка.
Аноним 18/11/14 Втр 00:21:53 #69 №79863715 
14162593137060.jpg
>>79861049
>к-оn - 0/10, хуета для аутистов
Аноним 18/11/14 Втр 00:22:06 #70 №79863731 
14162593265740.jpg
>>79863532
Steins; Gate треду быть.
да хрен его знает, чесслово. все по-разному пишут
Аноним 18/11/14 Втр 00:22:19 #71 №79863747 
>>79863715
Поэтому очевидная Адзуманга.
Аноним 18/11/14 Втр 00:22:36 #72 №79863770 
>>79863747
И ракиста
Аноним 18/11/14 Втр 00:22:54 #73 №79863796 
>>79861049
> книга нацумэ - 9/10
Палю годноту
Mushishi
Аноним 18/11/14 Втр 00:23:18 #74 №79863824 
14162593982630.jpg
>>79863694
уоу уоу полегче.
Аноним 18/11/14 Втр 00:23:25 #75 №79863834 
>>79863731
лол. Только захотел написать про врата. реально годная анима
Аноним 18/11/14 Втр 00:23:52 #76 №79863862 
14162594320040.jpg
>>79863824
Че такое?)
Аноним 18/11/14 Втр 00:23:52 #77 №79863863 
>>79863694
Ку-тян негодуэ.
(и будь я пк богом а не ведро-пидором, я бы вставил негодующую ку-тян, зуб даю)
Аноним 18/11/14 Втр 00:23:57 #78 №79863871 
14162594370870.jpg
>>79863515
как же это интересно?
Аноним 18/11/14 Втр 00:24:16 #79 №79863888 
Демонбейн)))))
Аноним 18/11/14 Втр 00:24:21 #80 №79863896 
>>79863796
Mushishi поаутичнее будет. Вроде бы ничего и не происходит, но смотреть интересно. Японцы хитрые ублюдки.
Аноним 18/11/14 Втр 00:24:56 #81 №79863945 
14162594965990.png
>>79863871
Если ты оцениваешь калитку больше чем на 5/10 - это значит что ты ньюфаг без минимума.
Аноним 18/11/14 Втр 00:25:03 #82 №79863954 
14162595037380.jpg
Yokohama Kaidashi Kikou - слепящая годнота. Рыдал на последних главах.
Аноним 18/11/14 Втр 00:25:21 #83 №79863964 
>>79863896
А еще наконец продолжение запилили, все готовлю себя к просмотру. Др.к.
Аноним 18/11/14 Втр 00:25:37 #84 №79863990 
14162595373230.jpg
>>79863954
и конечно же
Аноним 18/11/14 Втр 00:25:46 #85 №79864000 
14162595469731.jpg
14162595469792.png
14162595469843.jpg
Любую из этих. Поблагодаришь позже.
sageАноним 18/11/14 Втр 00:25:49 #86 №79864004 
Вкатился.
Nintendo
From Wikipedia, the free encyclopedia
Page semi-protected
This article is about the Nintendo corporation. For the third-generation video game console from the company, see Nintendo Entertainment System.
Nintendo Co., Ltd. Nintendo.svg
Nintendo's logo, which dates back to the 1970s. The current gray color was adopted in 2006.[1]
Nintendo office.jpg
The exterior of Nintendo's main headquarters in Kyoto, Japan
Native name 任天堂株式会社
Romanized name Nintendō Kabushiki gaisha
Formerly called Nintendo Koppai
Nintendo Playing Card Co.
Type Kabushiki gaisha
Traded as TYO: 7974
Industry

Video games
Interactive entertainment
Consumer electronics

Founded Kyoto, Japan (September 23, 1889)[2]
Founders Fusajiro Yamauchi
Headquarters Kyoto, Japan[3]
Number of locations 1 store (2014)
Area served Worldwide
Key people

Satoru Iwata (Global President and CEO)
Shigeru Miyamoto (EAD General Manager)
Reggie Fils-Aime (NOA President)
Satoru Shibata (NOE President)

Products List of Nintendo consoles
List of Nintendo franchises
Production output

Hardware:
Decrease 16.30 million (2014)
Decrease 23.73 million (2013)
Software:
Decrease 123.20 million (2014)
Decrease 147.02 million (2013)

Services

Nintendo Network
Nintendo eShop
Nintendo TVii
Miiverse

Revenue

Decrease ¥571.726 billion (2014)
Decrease ¥635.422 billion (2013)

Operating income

Decrease ¥-46.425 billion (2014)
Increase ¥-36.410 billion (2013)

Profit

Decrease ¥-23.222 billion (2014)
Increase ¥7.099 billion (2013)

Total assets

Decrease ¥1.306 trillion (2014)
Increase ¥1.448 trillion (2013)

Total equity

Decrease ¥1.118 trillion (2014)
Increase ¥1.228 trillion (2013)

Employees

Increase 5,213 (2014)
Increase 5,080 (2013)

Divisions

EAD
IRD
SPD
SDD

Subsidiaries

1-UP Studio
Creatures Inc.
iQue
Monolith Soft
Nd Cube
NERD
NSD
NTS
NTD
Retro Studios
Warpstar

Website www.nintendo.com
Footnotes / references
[4][5][6][7]

Nintendo Co., Ltd. (任天堂株式会社 Nintendō Kabushiki gaisha?) is a Japanese multinational consumer electronics company headquartered in Kyoto, Japan. Nintendo is the world's largest video game company by revenue.[8] Founded on September 23, 1889[2] by Fusajiro Yamauchi, it originally produced handmade hanafuda playing cards.[9] By 1963, the company had tried several small niche businesses, such as cab services and love hotels.[10]

Abandoning previous ventures in favor of toys in the 1960s, Nintendo then developed into a video game company in the 1970s, ultimately becoming one of the most influential in the industry and Japan's third most valuable listed company with a market value of over US$85 billion.[11] Nintendo of America is also the majority owner of the Seattle Mariners Major League Baseball team.[12]

The name Nintendo can be roughly translated from Japanese to English as "leave luck to heaven."[13] As of March 31, 2014, Nintendo reports historically cumulative sales of over 670.43 million hardware units and 4.23 billion software units.[4]
Аноним 18/11/14 Втр 00:25:53 #87 №79864012 
Ну же, господа-аутисты, зачем вы смотрите анимэ?Или вы перестали оценивать употребляемый продукт?
Аноним 18/11/14 Втр 00:25:55 #88 №79864014 
14162595557090.jpg
>>79863862
я конечно понимаю, что правило 34 и т д. но Богиня жи, так что не будем постить ее такие картинки.
но схороним лол
sageАноним 18/11/14 Втр 00:26:09 #89 №79864030 

Contents

1 History
1.1 1889–1956: As a card company
1.2 1956–1974: New ventures
1.3 1974–1978: Early electronic era
1.4 1979–2003: Success with video games
1.5 2004–present: A new direction in video games
2 Products
2.1 Home consoles
2.2 Handheld consoles
2.3 Software
3 Organization
3.1 Marketing
3.2 Board of directors
3.3 International divisions
3.4 Logo
4 Research & Development
4.1 Divisions
4.2 Subsidiaries
4.3 Partners
5 Policy
5.1 Content guidelines
5.2 License guidelines
5.3 Emulation
5.4 Seal of Quality
5.5 Environmental record
6 See also
7 Notes
8 References
9 External links

History
Main article: History of Nintendo
1889–1956: As a card company
Former headquarters plate, from when Nintendo was solely a playing card company

Nintendo was founded as a card company in late 1889, later (1951) named Nintendo Koppai (Nintendo Playing Card Co. Ltd.). Based in Kyoto, Japan, the business produced and marketed a playing card game called Hanafuda. The handmade cards soon became popular, and Yamauchi hired assistants to mass-produce cards to satisfy demand. Nintendo now continues to manufacture playing cards in Japan[14] and organizes its own contract bridge tournament called the "Nintendo Cup."[15]
Аноним 18/11/14 Втр 00:26:21 #90 №79864039 
>>79863945
Я, конечно, могу понять, что не всем может понравиться Калитка, но 5/10 — это всё же маловато.
sageАноним 18/11/14 Втр 00:26:38 #91 №79864057 
1956–1974: New ventures
The Love Tester, one of Nintendo's experimental toys.

In 1956, Hiroshi Yamauchi, grandson of Fusajiro Yamauchi, visited the U.S. to talk with the United States Playing Card Company, the dominant playing card manufacturer there. He found that the world's biggest company in his business was only using a small office. This was a turning point when Yamauchi realized the limitations of the playing card business. He then gained access to Disney's characters and put them on the playing cards to drive sales.

In 1963, Yamauchi renamed Nintendo Playing Card Co. Ltd. to Nintendo Co., Ltd.[16] The company then began to experiment in other areas of business using newly injected capital. During this period of time between 1963 and 1968, Nintendo set up a taxi company, a love hotel chain, a TV network, a food company (selling instant rice) and several other ventures.[citation needed] All of these ventures eventually failed, and after the 1964 Tokyo Olympics, playing card sales dropped, and Nintendo's stock price plummeted to ¥60.[citation needed]

In 1966, Nintendo moved into the Japanese toy industry with the Ultra Hand, an extendable arm developed by its maintenance engineer Gunpei Yokoi in his free time. Yokoi was moved from maintenance to the new "Nintendo Games" department as a product developer. Nintendo continued to produce popular toys, including the Ultra Machine, Love Tester and the Kousenjuu series of light gun games. Despite some successful products, Nintendo struggled to meet the fast development and manufacturing turnaround required in the toy market, and fell behind the well-established companies such as Bandai and Tomy.

In 1973, its focus shifted to family entertainment venues with the Laser Clay Shooting System, using the same light gun technology used in Nintendo's Kousenjuu series of toys, and set up in abandoned bowling alleys. Following some success, Nintendo developed several more light gun machines (such as the light gun shooter game Wild Gunman) for the emerging arcade scene. While the Laser Clay Shooting System ranges had to be shut down following excessive costs, Nintendo had found a new market.
Аноним 18/11/14 Втр 00:26:38 #92 №79864059 
Демонбейн))))))
Аноним 18/11/14 Втр 00:26:43 #93 №79864067 
14162596038770.jpg
>>79864000
>советовать гинтаму десятитайтловому
>>79864014
А почему бы и нет?
Аноним 18/11/14 Втр 00:26:44 #94 №79864068 
14162596049500.jpg
>>79863945
ой лол, насмешил.
sageАноним 18/11/14 Втр 00:26:59 #95 №79864082 
1974–1978: Early electronic era

Nintendo's first venture into the video gaming industry was securing rights to distribute the Magnavox Odyssey video game console in Japan in 1974. Nintendo began to produce its own hardware in 1977, with the Color TV-Game home video game consoles. Four versions of these consoles were produced, each including variations of a single game (for example, Color TV Game 6 featured six versions of Light Tennis).

A student product developer named Shigeru Miyamoto was hired by Nintendo at this time.[17] He worked for Yokoi, and one of his first tasks was to design the casing for several of the Color TV Game consoles. Miyamoto went on to create, direct and produce some of Nintendo's most famous video games and become one of the most recognizable figures in the video game industry.[17]

In 1975, Nintendo moved into the video arcade game industry with EVR Race, designed by their first game designer, Genyo Takeda,[18] and several more titles followed. Nintendo had some small success with this venture, but the release of Donkey Kong in 1981, designed by Miyamoto, changed Nintendo's fortunes dramatically. The success of the game and many licensing opportunities (such as ports on the Atari 2600, Intellivision and ColecoVision) gave Nintendo a huge boost in profit and in addition, the game also introduced an early iteration of Mario, known then as Jumpman, the eventual mascot of the company.
Аноним 18/11/14 Втр 00:27:05 #96 №79864089 
>>79863945
Я оцениваю калитку на 9 имея за плечами больше анимушного минимума, и что? А еще роботам 9-ка и голове 8.
sageАноним 18/11/14 Втр 00:27:21 #97 №79864105 
1979–2003: Success with video games
The Game & Watch series was Nintendo's first worldwide success in video game consoles.

In 1979, Gunpei Yokoi conceived the idea of a handheld video game, while observing a fellow bullet train commuter who passed the time by interacting idly with a portable LCD calculator, which gave birth to Game & Watch.[19] In 1980, Nintendo launched Game & Watch—a handheld video game series developed by Yokoi. These systems do not contain interchangeable cartridges and thus the hardware was tied to the game. The first Game & Watch game released, titled Ball, was distributed worldwide. The modern "cross" D-pad design was developed in 1982 by Yokoi for a Donkey Kong version. Proven to be popular, the design was patented by Nintendo. It later earned a Technology & Engineering Emmy Award.[20][21]

In 1983, Nintendo launched the Family Computer (colloquialized as "Famicom") home video game console in Japan, alongside ports of its most popular arcade titles. In 1985, a cosmetically reworked version of the system known outside of Japan as the Nintendo Entertainment System or NES, launched in North America. The practice of bundling the system along with select games helped to make Super Mario Bros. one of the best-selling video games in history.[22]

In 1988, Gunpei Yokoi and his team at Nintendo R&D1 conceived the new Game Boy handheld system, with the purpose of merging the two very successful ideas of the Game & Watch's portability along with the NES's cartridge interchangeability. Nintendo released the Game Boy in Japan on April 21, 1989, and in North America on July 31, 1989. Nintendo of America president Minoru Arakawa managed a deal to bundle the popular third party game Tetris along with the Game Boy, and the pair launched as an instant success.

In 1989, Nintendo announced plans to release the successor to the Famicom, the Super Famicom. Based on a 16-bit processor, Nintendo boasted significantly superior hardware specifications of graphics, sound, and game speed over the original 8-bit Famicom. The system was also said to have backwards compatibility with Famicom games, though this feature was ultimately cut upon release. The Super Famicom was finally released relatively late to the market in Japan on November 21, 1990, and released as the Super Nintendo Entertainment System (abbreviated to SNES or Super Nintendo) in North America on August 23, 1991 and in Europe in 1992. Its main rival was the 16-bit Sega Mega Drive, known in North America as Sega Genesis, which had been advertised aggressively against the nascent 8-bit NES. A console war between Sega and Nintendo ensued during the early 1990s.[23] From 1990 to 1992, Nintendo opened World of Nintendo shops in the United States where consumers could test and buy Nintendo products.

In August 1993, Nintendo announced the SNES's successor, code-named Project Reality. Featuring 64-bit graphics, the new system was developed as a joint venture between Nintendo and North-American-based technology company Silicon Graphics. The system was announced to be released by the end of 1995, but was subsequently delayed. Meanwhile, Nintendo continued the Nintendo Entertainment System family with the release of the NES-101, a smaller redesign of the original NES. Nintendo also announced a CD drive peripheral called the SNES-CD, which was co-developed first by Sony with the name "Play Station" and then by Philips. Bearing prototypes and joint announcements at the Consumer Electronics Show, it was on track for a 1994 release, but was controversially cancelled.
Аноним 18/11/14 Втр 00:27:22 #98 №79864107 
14162596425600.png
>>79863715
Вы тут ничего не понимаете в хорошем аниме. Ну и ладно.
Аноним 18/11/14 Втр 00:27:23 #99 №79864109 
14162596439270.jpg
Перекатился.
Аноним 18/11/14 Втр 00:27:48 #100 №79864136 
Какое аниме более гейское и вторичное? Торико или Фейри Тейл?
Аноним 18/11/14 Втр 00:27:48 #101 №79864137 
Демонбейн))))))
sageАноним 18/11/14 Втр 00:27:50 #102 №79864142 
During the same year, Nintendo announced that it had sold one billion game cartridges worldwide, one tenth of it being from the Mario franchise. This prompted Nintendo to deem 1994 the "Year of the Cartridge". To further their support for cartridges, Nintendo announced that Project Reality, which had now been renamed the Ultra 64, would not use a CD format as expected, but would rather use cartridges as its primary media format. Nintendo IRD general manager Genyo Takeda was impressed by video game development company Rare Ltd.'s progress with real-time 3D graphics technology, using state of the art Silicon Graphics workstations. As a result, Nintendo bought a 25% stake in the company, eventually expanding to 49%, and offered their catalogue of characters to create a CGI game around, making Rare a Nintendo's first western-based second-party developer.[24] Their first game as partners with Nintendo was Donkey Kong Country. The game was a critical success and sold over eight million copies worldwide, making it the second best-selling game in the SNES library.[24] In September 1994, Nintendo, along with six other video game giants including Sega, Electronic Arts, Atari, Acclaim, Philips, and 3DO approached the United States Senate and demanded a ratings system for video games to be enforced, with prompted the decision to create the Entertainment Software Rating Board.

Aiming to produce an affordable virtual reality console, Nintendo released the Virtual Boy in 1995, designed by Gunpei Yokoi. The console consists of a head-mounted semi-portable system with one red-colored screen for each of the user's eyes, featuring stereoscopic graphics. Games are viewed through a binocular eyepiece and controlled using an affixed gamepad. Critics were generally disappointed with the quality of the games and the red-colored graphics, and complained of gameplay-induced headaches.[25] The system sold poorly and was quietly discontinued.[26] Amid the system's failure, Yokoi retired from Nintendo.[27] During the same year, Nintendo launched the Satellaview in Japan, an add-on for the Super Famicom. The accessory allowed users to play video games via broadcast for a set period of time. Various games were made exclusively for the platform, as well as various remakes.
Аноним 18/11/14 Втр 00:27:52 #103 №79864143 
14162596723050.jpg
>>79864039>>79864068>>79864089
Привет, ньюфаги.
Аноним 18/11/14 Втр 00:27:53 #104 №79864144 
>>79863896
>>79863964

Все руки не доходят. Тоже готовлюсь обмазаться.
sageАноним 18/11/14 Втр 00:28:10 #105 №79864163 
In 1996, Nintendo released the Ultra 64 as the Nintendo 64 in Japan and North America. The console was later released in Europe and Australia in 1997. Despite the limitations set by using cartridges, the technical specifications of the Nintendo 64 surpassed its competitors. With its market shares slipping to the Sega Saturn and partner-turned-rival Sony PlayStation, Nintendo revitalized its brand by launching a $185 million marketing campaign centered around the "Play it Loud" slogan.[28] During the same year, Nintendo also released the Game Boy Pocket in Japan, a smaller version of the Game Boy that generated more sales for the platform. On October 4, 1996, famed Nintendo developer Gunpei Yokoi died in a car crash. In 1997, Nintendo released the SNS-101 (called Super Famicom Jr. in Japan), a smaller redesigned version of the Super Nintendo Entertainment System.

In 1998, the successor to the Game Boy, the Game Boy Color, was released. The system had improved technical specifications allowing it to run games made specifically for the system as well as games released for the Game Boy, albeit with added color. The Game Boy Camera and Printer were also released as add-on accessories. In October 1998, Retro Studios was founded as an alliance between Nintendo and former Iguana Entertainment founder Jeff Spangenberg. Nintendo saw an opportunity for the new studio to create games for the upcoming GameCube targeting an older demographic, in the same vein as Iguana Entertainment's successful Turok series for the Nintendo 64.[29]

In 2001, just three years later, Nintendo introduced the totally redesigned Game Boy Advance. The same year, Nintendo also released the GameCube to lukewarm sales, and it ultimately failed to regain the market share lost by the Nintendo 64.

In 2003, Nintendo released the Game Boy Advance SP, its fourth handheld system.
sageАноним 18/11/14 Втр 00:28:32 #106 №79864192 
2004–present: A new direction in video games
The Wii Remote, along with the Wii, was said to be revolutionary because of its motion detection capabilities.

In 2004, Nintendo released the Nintendo DS, its fourth major handheld system. The DS is a dual screened handheld featuring touch screen capabilities, which respond to either a stylus or the touch of a finger. Former Nintendo president and now chairman Hiroshi Yamauchi was translated by GameScience as explaining, "If we can increase the scope of the industry, we can re-energise the global market and lift Japan out of depression - that is Nintendo's mission.". Regarding lukewarm GameCube sales which had yielded the company's first reported operating loss in over 100 years, Yamauchi continued: "The DS represents a critical moment for Nintendo's success over the next two years. If it succeeds, we rise to the heavens, if it fails, we sink into hell."[30][31][32] Thanks to titles such as Nintendogs and Mario Kart DS, the DS became a success. In 2005, Nintendo released the Game Boy Micro in North America, a redesign of the Game Boy Advance. The last system in the Game Boy line, it was also the smallest Game Boy, and the least successful. In the middle of 2005, Nintendo opened the Nintendo World Store in New York City, which would sell Nintendo games, present a museum of Nintendo history, and host public parties such as for product launches.

In the first half of 2006, Nintendo released the Nintendo DS Lite, a version of the original Nintendo DS with lighter weight, brighter screen, and better battery life. In addition to this streamlined design, its prolific subset of casual games appealed to the masses, such as the Brain Age series. Meanwhile, New Super Mario Bros. provided a substantial addition to the Mario series when it was launched to the top of sales charts. The successful direction of the Nintendo DS had a big influence on Nintendo's next home console, which had been code named "Revolution" and was now renamed to "Wii".
Аноним 18/11/14 Втр 00:28:39 #107 №79864200 
>>79864143
Привет, но только сначала мал покажи, раз уж тут речь о ньюфагах пошла.
Аноним 18/11/14 Втр 00:28:48 #108 №79864208 
>>79864136
Фейри тейл.
sageАноним 18/11/14 Втр 00:28:51 #109 №79864214 
Перекатился из соседнего треда?
>>79863674
> У нас вуз такой
Что за вузик хоть?
У меня обычный технарский был. С быдлом и альфачами.
Правда тней почти не было.
Но никого почти не травили. было пару кунов, которых никто не замечал, но их никто не трогал.
Аноним 18/11/14 Втр 00:28:52 #110 №79864215 
Демонбейн)))))))
sageАноним 18/11/14 Втр 00:28:53 #111 №79864216 
n the latter half of 2006, Nintendo released the Wii as the backwards-compatible successor to the GameCube. Based upon intricate Wii Remote motion controls and a balance board, the Wii inspired several new game franchises, some targeted at entirely new market segments of casual and fitness gaming. At over 100 million units, the Wii is the best selling console of the seventh generation, regaining the market share lost during the tenures of the Nintendo 64 and the GameCube.

On May 1, 2007, Nintendo acquired an 80% stake on video game development company Monolith Soft, previously owned by Bandai Namco. Monolith Soft is best known for developing role-playing games such as the Xenosaga and Baten Kaitos series.[33]

During the holiday season of 2008, Nintendo followed up the success of the DS Lite with the release of the Nintendo DSi in Japan. The system features two cameras, one facing towards the player and one facing outwards, and had an online distribution store called DSiWare. The DSi was later released worldwide during 2009. In the latter half of 2009, Nintendo released the Nintendo DSi XL in Japan, a larger version of the DSi. This updated system was later released worldwide in 2010.

In 2011, Nintendo greatly expanded the DS legacy by releasing the Nintendo 3DS, based upon a glasses-free 3D display.
sageАноним 18/11/14 Втр 00:29:17 #112 №79864243 
In February 2012, Nintendo acquired Mobiclip, a France-based research and development company specialized in highly optimized software technologies such as video compression. The company's name was later changed to Nintendo European Research & Development.[34] During the fourth quarter of 2012, Nintendo released the Wii U. It sold slower than expected,[35] although being the first eighth generation console. By September 2013, however, sales had rebounded.[clarification needed] Intending to broaden the 3DS market, Nintendo released 2013's cost-reduced Nintendo 2DS. The 2DS is completely compatible but lacks the 3DS's more expensive but cosmetic autostereoscopic 3D feature. Nintendo also released the Wii Mini, a cheaper and non-networked redesign of the Wii.

On September 25, 2013, Nintendo announced it had purchased a 28% stake in a Panasonic spin-off company called PUX Corporation. The company specializes in face and voice recognition technology, with which Nintendo intends to improve the usability of future game systems. Nintendo has also worked with this company in the past to create character recognition software for a Nintendo DS touchscreen.[36] After announcing a 30% dive in profits for the April to December 2013 period, President Satoru Iwata announced he would take a 50% pay-cut, with other executives seeing reductions by 20%-30%.[37] During a May 7, 2014, investors' meeting, Nintendo confirmed that it had spent over $150 million on an acquisition of an unspecified, non-Japanese, non-gaming, technology company.[38]
Аноним 18/11/14 Втр 00:29:21 #113 №79864249 
Демонбейн)))))
Аноним 18/11/14 Втр 00:29:37 #114 №79864276 
>>79861505
Лоличую.
Аноним 18/11/14 Втр 00:29:37 #115 №79864277 
14162597777850.jpg
>>79864089
молодец, покормил его.
sageАноним 18/11/14 Втр 00:29:38 #116 №79864279 
Products
Home consoles
Nintendo Entertainment System
Main article: Nintendo Entertainment System
The Nintendo Entertainment System, Nintendo's first major success in the home console market.

The Nintendo Entertainment System (abbreviated as NES or Nintendo) is an 8-bit video game console, which released in North America in 1985, and in Europe throughout 1986 and 1987. The console was initially released in Japan as the Family Computer (abbreviated as Famicom) in 1983. The best-selling gaming console of its time,[39]e[›] the NES helped revitalize the US video game industry following the video game crash of 1983.[40] With the NES, Nintendo introduced a now-standard business model of licensing third-party developers, authorizing them to produce and distribute titles for Nintendo's platform.[41] The NES was bundled with Super Mario Bros., one of the best-selling video games of all time, and received ports of Nintendo's most popular arcade titles.[22] As of March 31, 2014, Nintendo reports sales of 61.91 million NES hardware units and 500.01 million NES software units worldwide.[4]
Super Nintendo Entertainment System
Main article: Super Nintendo Entertainment System

The Super Nintendo Entertainment System (abbreviated as SNES, Super NES or Super Nintendo) is a 16-bit video game console, which was released in North America in 1991, and in Europe in 1992. The console was initially released in Japan in 1990 as the Super Famicom, officially adopting the colloquially abbreviated name of its predecessor. The console introduced advanced graphics and sound capabilities compared with other consoles at the time. Soon, the development of a variety of enhancement chips which were integrated onto each new game cartridge's circuit boards, progressed the SNES's competitive edge. While even crude three-dimensional graphics had previously rarely been seen on home consoles,[42] the SNES's enhancement chips suddenly enabled a new caliber of games containing increasingly sophisticated faux 3D effects as seen in 1991's Pilotwings and 1992's Super Mario Kart, and then fundamentally three-dimensional worlds beginning with 1993's SuperFX-powered Star Fox game.[43] This platform-enhancing development in cartridge technology sparked the industry's increasingly widespread interest in polygon graphics, helping to usher in a fundamental shift to 3D graphics as seen in the next generation.[44] The SNES is the best-selling console of the 16-bit era despite its relatively late start and the fierce competition from Sega's Genesis/Mega Drive console. As of March 31, 2014, Nintendo reports sales of 49.10 million SNES hardware units and 379.06 million SNES software units worldwide.[4]
Аноним 18/11/14 Втр 00:29:46 #117 №79864290 
>>79864143
Браток, ты сам то кто? пидр, которому популяризэйшн не канон? Жаль таких. Таким и калитка не оно и горшок мертв.
sageАноним 18/11/14 Втр 00:30:05 #118 №79864306 
Nintendo 64
Main article: Nintendo 64

The Nintendo 64 was released in 1996, featuring 3D polygon model rendering capabilities and built-in multiplayer for up to four players. The system's controller introduced the analog stick and later introduced the Rumble Pak, an accessory for the controller that produces force feedback with compatible games. Both were the first such features to come to market for home console gaming and eventually became the de facto industry standard.[45] Announced before the console's launch, an expansion device called the Nintendo 64DD ("DD" standing for "Disk Drive") utilizing 64 MB magneto-optical disks was developed. Eventually released only in Japan in 1999, its commercial failure there resulted in only nine games being released and precluded further worldwide release.
GameCube
Main article: GameCube

The GameCube (officially called Nintendo GameCube, abbreviated NGC in Japan and GCN in North America) was released in 2001, in Japan and North America, and in 2002 worldwide. The sixth-generation console was the successor to the Nintendo 64 and competed with Sony's PlayStation 2, Microsoft's Xbox, and Sega's Dreamcast. The GameCube was the first Nintendo console to use optical discs as its primary storage medium.[46] The discs are similar to the miniDVD format, and as a result of their smaller size, the system was not designed to play standard DVDs or audio CDs. Nintendo also introduced a variety of connectivity options for the GameCube. It was the first Nintendo console to support online gaming, a feature that required the use of an add-on broadband or modem adapter sold separately. Game support and availability of the adapter was, however, very limited. The GameCube also supported connectivity to the Game Boy Advance, allowing players to access exclusive in-game features using the handheld as a second screen and controller. As of March 31, 2014, Nintendo reports sales of 21.74 million GameCube hardware units and 208.57 million GameCube software units worldwide.[4]
Wii
Main article: Wii
The Wii, Nintendo's best selling home video game console.

The Wii was released during the holiday season of 2006 worldwide. The system the Wii Remote controller, which can be used as a handheld pointing device and which detects movement in three dimensions. Another notable feature of the console is WiiConnect24, which enables it to receive messages and updates over the Internet while in standby mode.[47] It also features a game download service, called "Virtual Console", which features emulated games from past systems. Since its release, the Wii has spawned many peripheral devices, including the Wii Balance Board and Motion Plus, and has had several hardware revisions. The Wii Family Edition variant is identical to the original model, but is designed to sit horizontally and removes the GameCube compatibility. The Wii Mini is a smaller, redesigned Wii which lacks GameCube compatibility, online connectivity, the SD card slot and Wi-Fi support, and has only one USB port unlike the previous models' two.[48][49] As of March 31, 2014, Nintendo reports sales of 101.06 million Wii hardware units and 895.22 million Wii software units worldwide, making it Nintendo's best-selling home video game console.[4]
sageАноним 18/11/14 Втр 00:30:26 #119 №79864329 
Wii U
Main article: Wii U

The Wii U, the successor to the Wii, was released during the holiday season of 2012 worldwide.[50][51] The Wii U is the first Nintendo console to support high-definition graphics. The Wii U's primary controller is the Wii U GamePad, which features an embedded touchscreen. Each software title may be designed to utilize this touchscreen as being supplemental to the main TV, or as the only screen for Off-TV Play. The system supports most Wii controllers and accessories, and the more classically shaped Wii U Pro Controller.[52] The system is backward compatible with Wii software and accessories; this mode also utilizes Wii-based controllers, and it optionally offers the GamePad as its primary Wii display and motion sensor bar. The console has various online services powered by Nintendo Network, including: the Nintendo eShop for online distribution of software and content; and Miiverse, a social network which can be variously integrated with games and applications. As of 31 March 2014, the Wii U has sold 6.17 million hardware units and 32.28 million software units worldwide.[4]
Handheld consoles
Game & Watch
Main article: Game & Watch
[icon] This section requires expansion. (March 2014)

Game and Watch is a handheld line produced from 1980 to 1991 by Gunpei Yokoi. It features a single game and a clock and/or alarm.
Game Boy
Main article: Game Boy line

After the success of the Game & Watch series, Yokoi developed the Game Boy handheld console, which was released in 1989. Eventually becoming the best-selling handheld of all time, the Game Boy remained dominant for more than a decade, seeing critically and commercially popular games such as Pokémon Yellow released as late as 1998 in Japan and 2000 in Europe. Incremental updates of the Game Boy, including Game Boy Pocket, Game Boy Light and Game Boy Color, did little to change the original formula, though the latter introduced color graphics to the Game Boy line.

The first major update to its handheld line since 1989, Game Boy Advance features improved technical specifications similar to those of the SNES. The Game Boy Advance SP was the first revision to the GBA line and introduced screen lighting and a clam shell design, while later iteration, the Game Boy Micro, brought a smaller form factor.
The Nintendo DS Lite is the best-selling handheld console of all time.
Main article: Nintendo DS line
Аноним 18/11/14 Втр 00:30:31 #120 №79864335 
Демонбейн))))))
sageАноним 18/11/14 Втр 00:30:42 #121 №79864352 
Nintendo DS
Main articles: Nintendo DS and Nintendo DS line

Although originally advertised as an alternative to the Game Boy Advance, the Nintendo DS replaced the Game Boy line after its initial release in 2004.[53] It was distinctive for its dual screens and a microphone, as well as a touch-sensitive lower screen. The Nintendo DS Lite brought a smaller form factor[54] while the Nintendo DSi features larger screens and two cameras,[55] and was followed by an even larger model, the Nintendo DSi XL, with a 90% bigger screen.[56]
Nintendo 3DS
Main article: Nintendo 3DS

Further expanding the Nintendo DS line, the Nintendo 3DS uses the process of autostereoscopy to produce a stereoscopic three-dimensional effect without glasses.[57] Released to major markets during 2011, the 3DS got off to a slow start, initially missing many key features that were promised before the system launched.[58] Partially as a result of slow sales, Nintendo stock declined in value. Subsequent price cuts and game releases helped to boost 3DS and 3DS software sales and to renew investor confidence in the company.[59] As of August 2013, the 3DS was the best selling console in the United States for four consecutive months.[60] The Nintendo 3DS XL was introduced in August 2012 and includes a 90% larger screen, a 4GB SD card and extended battery life. In August 2013, Nintendo announced the cost-reduced Nintendo 2DS, a version of the 3DS without an autostereoscopic 3D screen. It has a slate-like design as opposed to the hinged, clamshell design of its DS-line predecessors. The 2DS was released on October 12, 2013 in North America, Europe, Australia, and New Zealand, although no Japanese release has been announced.

In August 2014 it was announced that Japan would receive a new 3DS called "New 3DS" with extra shoulder buttons, a right analogue stick, faster processor and other changes. No release date for other regions has been announced.
Аноним 18/11/14 Втр 00:30:46 #122 №79864355 
Сага-хуй, для тебя другой тред был. Зачем сюда-то прикатился?
Аноним 18/11/14 Втр 00:30:54 #123 №79864367 
Как мило, тред взлетел, кажется. =3
sageАноним 18/11/14 Втр 00:31:02 #124 №79864379 
Software
See also: List of products published by Nintendo
Wiki letter w.svg This section is empty. You can help by adding to it. (January 2014)
Organization
Marketing
Main article: Nintendo marketing

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. It modified the slogan to include "SUPER power" for the 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. During the Nintendo 64 era, the slogan was "Get N or get out." During the GameCube era, the "Who Are You?" suggested a link between the games and the players' identities. The company promoted its Nintendo DS handheld with the tagline "Touching is Good." For the Wii, they used the "Wii would like to play" slogan to promote the console with the people who tried the games including Super Mario Galaxy and Super Paper Mario. The Nintendo DS's successor, the Nintendo 3DS, used the slogan "Take a look inside". The Wii's successor, the Wii U, used the slogan "How U will play next."
Board of directors
Nintendo's president since 2002, Satoru Iwata.

Satoru Iwata, Global President, Chairman and CEO of Nintendo of America.[61]
Genyo Takeda, Senior Managing Director, Chief Director of General Development
Shigeru Miyamoto, Senior Managing Director, Chief Director of Information Development[62]
Tatsumi Kimishima, Managing Director, Chief Senior Director of Business Administration, Chief Director of General Affairs
Kauro Takemura, Chief Director of Human Resources, Director
Shigeyuki Takahashi, Director of Finance, Chief Director of Administration, Director
Satoshi Yamato, Chief Director of Sales, Director
Susumo Tanaka, Chief Director of Operation, Director
Shinya Takahashi, Chief Director of Planning and Development, Director of Planning and Development
Hirokazu Shinshi, Chief Director of Manufacture, Manager of Production Planning, Director
Аноним 18/11/14 Втр 00:31:05 #125 №79864387 
14162598650960.jpg
>>79864214
Можно тебя попросить отключить сажу? А то тут вайпер буйствует, и твои посты заодно с ним скрываются.
Аноним 18/11/14 Втр 00:31:08 #126 №79864395 
Демонбейн)))))
Аноним 18/11/14 Втр 00:31:21 #127 №79864405 
14162598813520.jpg
Это новый куклотред?
sageАноним 18/11/14 Втр 00:31:30 #128 №79864418 
Other key executives:

Reggie Fils-Aime, President and COO of Nintendo of America (NOA)
Satoru Shibata, President of Nintendo of Europe (NOE)

International divisions
See also: List of divisions of Nintendo

Nintendo Co., Ltd. (NCL)
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.[63] moved from its original Kyoto location[a][where?] to a new office in Higashiyama-ku, Kyoto,; in 2000, this became the research and development building when the head office relocated to its present location in Minami-ku, Kyoto.[c][64]

Nintendo of America (NOA)
Nintendo's North American subsidiary is based in Redmond, Washington. Originally the NOA headquarters handled sales, marketing, and advertising. However, the office in Redwood City, California now directs those functions. The company maintains distribution centers in Atlanta (Nintendo Atlanta) and North Bend, Washington (Nintendo North Bend). The 380,000-square-foot (35,000 m2) 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 web site.[65] Nintendo of America's Canadian branch,[66] Nintendo of Canada, Ltd. (NOCL), is based in Vancouver, BC, with a distribution center in Toronto, Ontario.

Nintendo of Europe (NOE)
Nintendo's European subsidiary was established in June 1990,[67] based in Großostheim,[68] close to Frankfurt, Germany. The company handles operations in Europe and South Africa.[67] Nintendo of Europe's United Kingdom branch[69] handles operations in that country and in Ireland from its headquarters in 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.[70][71]
sageАноним 18/11/14 Втр 00:31:47 #129 №79864441 

Nintendo Australia (NAL)
Nintendo's Australian subsidiary is based in Melbourne, Victoria. It handles the publishing, distribution, sales and marketing of Nintendo products in Australia, New Zealand, and Oceania (Cook Islands, Fiji, New Caledonia, Papua New Guinea, Samoa, and Vanuatu). It also manufactures some Wii games locally. Nintendo Australia is also a third-party distributor of some titles from Rising Star Games, Namco Bandai Games Europe, Atlus, The Tetris Company, Sega, Tecmo Koei Games Europe and Capcom Europe.

iQue
A Chinese joint venture between its founder, Wei Yen, and Nintendo, manufactures and distributes official Nintendo consoles and games for the mainland Chinese market, under the iQue brand. The product lineup for the Chinese market is considerably different from that for other markets. For example, Nintendo's only console in China is the iQue Player, a modified version of the Nintendo 64. The company has not released its more modern GameCube or Wii to the market, although a version of the Nintendo 3DS XL was released in 2012.

Nintendo of Korea (NOK)
Nintendo's South Korean subsidiary was established on July 7, 2006.[72]

The exterior of Nintendo's main headquarters in Kyoto, Japan

The Nintendo of America headquarters in Redmond, United States

Nintendo of Europe headquarters in Großostheim, Germany (to be closed soon)

Nintendo's Tokyo office
Аноним 18/11/14 Втр 00:31:47 #130 №79864442 
Демонбейн)))))))))
sageАноним 18/11/14 Втр 00:32:05 #131 №79864467 
Research & Development
Main article: List of Nintendo development teams
Divisions
The Nintendo EAD division develops games for Nintendo's most well known franchises, such as Super Mario and The Legend of Zelda.

Nintendo's internal Research & Development operations are divided into four main division: the Nintendo Entertainment Analysis & Development (or EAD), the main software development division of Nintendo, which focuses on internal-only video game development; the Nintendo Software Planning & Development (or SPD), which main focus is overseeing second and third-party licensing and development activity; the Nintendo Integrated Research & Development (or IRD), the main hardware development division of Nintendo, which focuses on home and handheld video game console development; and the Nintendo System Development (or SDD), which focuses on developing Nintendo Network services and Software Development Kits (SDK's) for Nintendo consoles and other experimental technology.

Entertainment Analysis & Development (EAD)
The Nintendo Entertainment Analysis & Development (or EAD) division is the premier development arm at Nintendo. The group is the largest concentration of R&D, housing more than 800 engineers and designers. The division is rather large and currently broken into seven different subdivisions, each led by a designated producer and group manager. The overseeing managers are Shigeru Miyamoto and Takashi Tezuka. Currently, five divisions are located in the central Kyoto R&D building under the Software Development Department, while two divisions reside in the Tokyo offices under the Tokyo Software Development Department.

Software Planning & Development (SPD)
The Nintendo Software Planning & Development (or SPD) division is the development group includes several of the original development officers from the old software and hardware development sectors. While the group leaders are decade old veterans, the bulk of the development teams working alongside are mainly younger employees. The division is broken up into two departments; Software Planning & Development Department and Software Design & Development Department.
Аноним 18/11/14 Втр 00:32:07 #132 №79864470 
>>79861049
Кстати xxxHolic. Да и вообще почти вся вселенная Кламп божественна.
Аноним 18/11/14 Втр 00:32:18 #133 №79864487 
Демонбейн))))))))))))))))
sageАноним 18/11/14 Втр 00:32:25 #134 №79864504 

Integrated Research & Development (IRD)
The Nintendo Integrated Research & Development (or IRD) division is Nintendo's hardware group specialized in all engineering and technological aspects of Nintendo's home console and handheld development. The division also houses industrial designers who design peripherals such as the WaveBird, Wii Zapper, and Wii steering wheel. The group was originally known as Research and Development Department 3 (R&D3),[73] with the same primary functions, with the exception that manager Genyo Takeda enjoyed moonlighting by developing console and arcade games. On February 16, 2013, Nintendo IRD was combined with Nintendo Research & Engineering Department (or RED), the former hardware group specialized in all engineering and technological aspects of Nintendo's handheld development.[74][75]

System Development (SDD)
The Nintendo System Development (or SDD) division, which used to be centered in peripheral and software development, is currently a hybrid development group with several distinct duties. The development team originates from Nintendo Research & Development 2 and was mainly responsible for ports and inhouse development for low profile hardware like the Pokémon Mini and the Super Famicom Satellaview service. The department handles most Nintendo Network programming and server maintenance inside Nintendo's in-house projects and throughout various other external Nintendo software in cooperation with Nintendo Network Services. Lastly, the department also cooperates in software development. The group also created mechanical devices and peripherals like the Pokéwalker and Pokémotion. Current general manager, Masaru Shimomura described the group as a small creative unit that has a hardware and a software team working jointly together to create innovative products.[76]

Subsidiaries

Although most of the Research & Development is being done in Japan, there are some R&D facilities in the United States and Europe 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 personal involved. This can be seen in a variety of "Iwata asks..." interviews.[77] Nintendo Software Technology (NST) and Nintendo Technology Development (NTD) are located in Redmond, Washington, USA, 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 being done in Japan, since the only overseas subsidiary is Retro Studios in the United States. Although these studios are all 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 Nintendo Software Planning & Development (or SPD) division. 1-UP Studio, Creatures Inc. and Nd Cube are located in Tokyo, Japan, while Monolith Soft has one studio located in Tokyo and another in Kyoto, Japan. Finally, Retro Studios is located in Austin, Texas, USA.
sageАноним 18/11/14 Втр 00:32:37 #135 №79864521 
Помидора
Аноним 18/11/14 Втр 00:32:40 #136 №79864524 
>>79864277
Так а для чего еще нужны друзья? Мы же все здесь друзья, правда? Ne? Tomodachi ni ikyu yo, anooooon.
Аноним 18/11/14 Втр 00:32:45 #137 №79864528 
>>79864387
Мда. Только что понял что весь вечер с сажей отписывался.
sageАноним 18/11/14 Втр 00:32:55 #138 №79864539 
Partners
Further information: Nintendo development teams § Partners

Since the release of the Famicom/Nintendo Entertainment System, Nintendo has built up a large group of second-party development partners, through publishing agreements and development collaboration. Most of these external Nintendo project are overseen by the Nintendo Software Planning & Development (or SPD) division.
Policy
Content guidelines

For many years, Nintendo had a policy of strict content guidelines for video games published on its consoles. Although Nintendo of Japan allowed graphic violence in its video games, 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.[78] Nintendo of America and Nintendo of Europe went further in that games released for Nintendo consoles could not feature nudity, sexuality, 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).[79] The Japanese parent company was concerned that it may be viewed as a "Japanese Invasion" by forcing Japanese community standards on North American and European children. Despite the strict guidelines, some exceptions have occurred: Bionic Commando (though swastikas were eliminated in the US version), Smash TV and Golgo 13: Top Secret Episode contained human violence, the latter also containing implied sexuality and tobacco use; River City Ransom and Taboo: The Sixth Sense contained nudity, and the latter also contained religious images, as did Castlevania II and III.

A known side effect of this policy was the Sega Genesis version of Mortal Kombat selling over double the number of the Super NES version, mainly because Nintendo had forced publisher 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.[80] By contrast, Sega allowed blood and gore to remain in the Genesis version (though a code was required to unlock the gore). Nintendo allowed the Super NES version of Mortal Kombat II to ship uncensored the following year with a content warning on the packaging.[81]
Аноним 18/11/14 Втр 00:32:57 #139 №79864541 
Демонбейн))))))))))))))))))))))
Аноним 18/11/14 Втр 00:33:03 #140 №79864547 
14162599839680.jpg
>>79864367
завайпают и засагают ща. не сомневайся.
Аноним 18/11/14 Втр 00:33:08 #141 №79864552 
14162599888790.jpg
>>79864405
ДА
sageАноним 18/11/14 Втр 00:33:16 #142 №79864560 
In 1994 and 2003, when the ESRB and PEGI (respectively) video game ratings systems were introduced, Nintendo chose to abolish most of these policies in favor of consumers making their own choices about the content of the games they played. 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,[82] a practice which is also enforced by 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: Perfect Dark, Conker's Bad Fur Day, Doom and Doom 64, BMX XXX, the Resident Evil series, Killer7, the Mortal Kombat series, Eternal Darkness: Sanity's Requiem, BloodRayne, Geist and Dementium: The Ward. Certain games have continued to be modified, however. For example, Konami was forced to remove all references to cigarettes in the 2000 Game Boy Color game Metal Gear Solid (although the previous NES version of Metal Gear and the subsequent GameCube game Metal Gear Solid: The Twin Snakes both included such references, as did Wii title MadWorld), and maiming and blood were removed from the Nintendo 64 port of Cruis'n USA.[83] Another example is in the Game Boy Advance game Mega Man Zero 3, in which one of the bosses, called Hellbat Schilt in the Japanese and European releases, was renamed Devilbat Schilt in the North American localization. In North America releases of the Mega Man Zero games, enemies and bosses killed with a saber attack would not gush blood as they did in the Japanese versions. However, the release of the Wii has been accompanied by a number of even more controversial mature titles, such as Manhunt 2, No More Heroes, The House of the Dead: Overkill and MadWorld, the latter three of which are published exclusively for the console. The Nintendo DS also has violent games, such as Grand Theft Auto: Chinatown Wars, Dementium: The Ward and its sequel, Ultimate Mortal Kombat, and Resident Evil: Deadly Silence.
sageАноним 18/11/14 Втр 00:33:36 #143 №79864587 
License guidelines

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.[78] Guidelines were enforced through the 10NES lockout chip.

Licensees were not permitted to release the same game for a competing console until two years had passed.
Nintendo would decide how many cartridges would be supplied to the licensee.
Nintendo would decide how much space would be dedicated for articles, advertising, etc. in the Nintendo Power magazine.
There was a minimum number of cartridges that had to be ordered by the licensee from Nintendo.
There was a yearly limit of five games that a licensee may produce for a Nintendo console.[84] This rule was created to prevent market over-saturation, which had contributed to the North American video game crash of 1983.

The last rule was circumvented in a number of 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.[78] This disadvantaged smaller or emerging companies, as they could not afford to start additional companies. In another side effect, Square Co. (now Square Enix) executives have suggested that the price of publishing games on the Nintendo 64 along with the degree of censorship and control that Nintendo enforced over its games, most notably Final Fantasy VI, were factors in switching its focus towards Sony's PlayStation console.[citation needed]

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.[85]
Аноним 18/11/14 Втр 00:33:46 #144 №79864603 
Демонбейн)))))))))
sageАноним 18/11/14 Втр 00:33:58 #145 №79864614 
Emulation
[icon] This section requires expansion. (October 2014)

Nintendo is opposed to any third-party emulation of its video games and consoles, stating that it is the single largest threat to the intellectual rights of video game developers.[86] However, emulators have been used by Nintendo and licensed third party companies as a means to re-release older games (through the Virtual Console). Nintendo remains the only modern console manufacturer that has not sued an emulator manufacturer.[87]
Seal of Quality
The Nintendo Seal of Quaility
Official Nintendo Seal in NTSC regions.
Nintendo's Official Seal of Quality in PAL regions.

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".[88]

Sid Meier in 2008 cited the Seal of Quality as one of the three most important innovations in videogame history, as it helped set a standard for game quality that protected consumers from shovelware.[89]
NTSC regions

In NTSC regions, this seal is an elliptical starburst titled "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."[88]

The seal currently reads:[90]

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
Аноним 18/11/14 Втр 00:34:07 #146 №79864623 
Демонбейн)
sageАноним 18/11/14 Втр 00:34:14 #147 №79864628 
PAL regions

In PAL regions, the seal is a circular starburst titled, "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.[91]

Environmental record

Nintendo has consistently been ranked last in Greenpeace's "Guide to Greener Electronics" due to Nintendo's failure to publish information.[92] Similarly, they are ranked last in the Enough Project's "Conflict Minerals Company Rankings" due to Nintendo's refusal to respond to multiple requests for information.[93]

Like many other electronics companies, Nintendo does offer a take-back recycling program which allows customers to mail in old products they no longer use; Nintendo of America claimed that it took in 548 tons of returned products in 2011, 98% of which was either reused or recycled.[94]


See also

List of divisions of Nintendo
List of Nintendo development teams
List of products published by Nintendo
Lists of Nintendo characters
Lists of Nintendo games
Nintendo Selects, formerly Player's Choice
Nintendo World Store
Lewis Galoob Toys, Inc. v. Nintendo of America, Inc.
Universal City Studios, Inc. v. Nintendo Co., Ltd.
Аноним 18/11/14 Втр 00:34:24 #148 №79864643 
Демонбейн))
Аноним 18/11/14 Втр 00:34:34 #149 №79864654 
14162600747830.jpg
>>79864552
вот только Суисейсеки смотрит на это все с подозрением.
Аноним 18/11/14 Втр 00:34:40 #150 №79864662 
Демонбейн)))
Аноним 18/11/14 Втр 00:34:48 #151 №79864673 
А в других тредах за вайпы банють.
Аноним 18/11/14 Втр 00:34:56 #152 №79864683 
>>79862223
тригана двачую, гитс и гто тоже.
sageАноним 18/11/14 Втр 00:34:59 #153 №79864685 
Color TV-Game
From Wikipedia, the free encyclopedia
This article needs additional citations for verification. Please help improve this article by adding citations to reliable sources. Unsourced material may be challenged and removed. (January 2009)
Color TV-Game Nintendo-TV-Game-BK6.jpg
The Color TV-Game Block Kuzushi.
Manufacturer Nintendo
Type Dedicated console
Generation First generation
Retail availability 1977–1980[1]
Units sold Japan: 3 million
Successor Family Computer

Color TV-Game (Japanese: カラー テレビゲーム Hepburn: Karā Terebi-Gēmu?) is a series of home dedicated consoles created by Nintendo. There were five different consoles in the series, all developed and released in Japan. No Color TV-Games were released outside Japan. The first two models, Color TV-Game 6 and 15, sold one million units each, while the next two models, Block Breaker and Racing 112, sold half a million units each, adding up to a total of three million Color TV-Game units sold.[2]

Contents

1 History
1.1 Color TV-Game 6
1.2 Color TV-Game 15
1.3 Color TV-Game Racing 112
1.4 Color TV-Game Block Breaker
1.5 Computer TV-Game
2 Related releases
3 See also
4 References
5 Further reading

Аноним 18/11/14 Втр 00:35:00 #154 №79864686 
Демонбейн))))
Аноним 18/11/14 Втр 00:35:13 #155 №79864704 
14162601139970.jpg
>>79864405
Ой, здрасте! Давно не виделись!
Аноним 18/11/14 Втр 00:35:15 #156 №79864707 
14162601151620.jpg
>>79864654
Не боись, всё хорошо.
Аноним 18/11/14 Втр 00:35:19 #157 №79864712 
Демонбейн)))))
sageАноним 18/11/14 Втр 00:35:20 #158 №79864713 
History
Screenshot of one of the games in Color TV-Game 15 and Color TV-Game 6.
Color TV-Game 6

The series debuted in 1977 with the Color TV-Game 6 (カラー テレビゲーム6 Karā Terebi-Gēmu Roku?).[1][3] It contained six variations of "Light Tennis" (or Pong). The players controlled their paddles with dials attached directly to the machine. Additionally, as an alternative to the standard version, a white-colored C battery powered model of the Color TV-Game 6 was introduced. With a limited run of only a few hundred units, these white colored units are largely considered to be the most prized by serious collectors.
Color TV-Game 15

In 1978, Nintendo released the Color TV-Game 15 (カラーテレビゲーム15 Karā Terebi-Gēmu Jū Go?). With the two controllers now on cables (making for much more comfortable play) and 15 slightly different versions of Light Tennis, the CTG 15 sold over a million units. Two models of the CTG 15 were released, the only difference between the two being a slight color tint change. The yellow-orange version is considered significantly more difficult to find by collectors, while the red-orange version is somewhat more common. It appears as an "Assist Trophy" in Super Smash Bros. for Nintendo 3DS and Super Smash Bros. for Wii U.
Color TV-Game Racing 112

In 1978, Nintendo released the Color TV-Game Racing 112 (カラーテレビゲームレーシング112 Karā Terebi-Gēmu Rēshingu Hyaku Jū Ni?), a bird's-eye-view racing game that implemented a steering wheel and gearshift. Alternatively, two smaller controllers could be used for multiplayer.
Аноним 18/11/14 Втр 00:35:43 #159 №79864744 
Демонбейн))))))
sageАноним 18/11/14 Втр 00:35:44 #160 №79864745 
Color TV-Game Block Breaker

The "Color TV-Game Block Breaker" (カラーテレビゲームブロック崩し Karā Terebi-Gēmu Burokku Kuzushi?) was released in 1979; the 1-player console ran a ported version of "Block Breaker" (ブロック崩し Burokku Kuzushi?), one of Nintendo's arcade games based on Atari's Breakout. Like the Color TV-Game 6, the in-game paddle was controlled by a dial attached to the system. The system's external design was one of Shigeru Miyamoto's first video-game projects after joining Nintendo in 1977.
Computer TV-Game
The last TV-Game, Computer TV-Game played Computer Othello.

The final console in the series was the Computer TV-Game (コンピューターテレビゲーム Konpyūtā Terebi-Gēmu?), released in 1980. Like other consoles in the Color TV-Game series, it was distributed only in Japan. One of the games in this console was a port of Nintendo's first video arcade game, Computer Othello.
Related releases

Over two decades after their release, Nintendo would feature Color TV-Games in their WarioWare series. WarioWare, Inc.: Mega Microgame$!, released for the Game Boy Advance in 2003, includes a microgame version of Color TV Racing 112, as part of 9-Volt's collection of old Nintendo games. Color TV-Game 6 also became a microgame. It was one of 9-Volt and 18-Volt's Nintendo games in WarioWare: Smooth Moves, released for the Wii in 2006. The Color TV-Game 15 appears as an Assist Trophy in 2014's Super Smash Bros. for Nintendo 3DS and Super Smash Bros. for Wii U.
Аноним 18/11/14 Втр 00:36:00 #161 №79864762 
Демонбейн))))
Аноним 18/11/14 Втр 00:36:05 #162 №79864769 
>>79864654
Сусека, скажи ньюфажке как мне включить скрытие постов с сажей?
sageАноним 18/11/14 Втр 00:36:05 #163 №79864771 
Nintendo Entertainment System
From Wikipedia, the free encyclopedia
Page move-protected
"NES" and "Famicom" redirect here. For other uses, see NES (disambiguation).
"Family Computer" redirects here. For the 1977 VideoBrain product, see VideoBrain Family Computer.
Nintendo Entertainment System
Official Nintendo Entertainment System logoFamicom Family logo
Nintendo Entertainment System with controller
Nintendo Family Computer
Top: Nintendo Entertainment System with controller
Bottom: Nintendo Family Computer with controller
Also known as Family Computer/Famicom (Japan)
Hyundai Comboy (Korea)
Developer Nintendo / RICOH
Manufacturer Nintendo
Type Home video game console
Generation Third generation
Release date

JP July 15, 1983
NA October 18, 1985
EU September 1, 1986a[›]

EU/AUS 1987a[›]

Retail availability 1983-2003
Introductory price ¥14,800 (Japan)
$299.00 (US Deluxe Set)
Discontinued

NA August 14, 1995[1][2]

JP September 2003[3]

Units sold Worldwide: 61.91 million
Japan: 19.35 million
North America: 34.00 million
Europe & Australia: 8.56 million[4]
Media ROM cartridge ("Game Pak")b[›]
CPU Ricoh 2A03 8-bit processor (MOS Technology 6502 core)
Controller input 2 controller portsc[›]
1 expansion slot
Best-selling game Super Mario Bros. (pack-in), 40.23 million (as of 1999)[5]
Super Mario Bros. 3 (pack-in), 18 million (as of July 27, 2008)[6]
Super Mario Bros. 2,
10 million[7]
Predecessor Color TV Game
Successor Super Famicom/Super Nintendo Entertainment System

The Nintendo Entertainment System (also abbreviated as NES) is an 8-bit home video game console that was developed and manufactured by Nintendo. It was initially released in Japan as the Family Computer (ファミリーコンピュータ Famirī Konpyūta?) (also known as the Famicom (ファミコン Famikon?) and abbreviated as FC) on July 15, 1983, and was later released in North America during 1985, in Europe during 1986, and Australia in 1987. In South Korea, it was known as the Hyundai Comboy (현대 컴보이) and was distributed by SK Hynix which then was known as Hyundai Electronics. It was succeeded by the Super Famicom/Super Nintendo Entertainment System.

The best-selling gaming console of its time,[8]e[›] the NES helped revitalize the US video game industry following the video game crash of 1983.[9] With the NES, Nintendo introduced a now-standard business model of licensing third-party developers, authorizing them to produce and distribute titles for Nintendo's platform.[10]

In 2009, the Nintendo Entertainment System was named the single greatest video game console in history by IGN, out of a field of 25.[11] It was the second greatest console behind only the Sega Dreamcast in PC magazines "Top 10 video game consoles of all time".[12]

Contents

1 History
1.1 Development
1.2 Release
1.3 Reception
1.4 Legacy
2 Games
2.1 Game Pak
2.2 Third-party licensing
2.2.1 Unlicensed games
2.3 Emulation
2.4 Game rentals
3 Hardware
3.1 Configurations
3.2 Design flaws
3.3 Lockout
3.4 Technical specifications
3.5 Accessories
3.5.1 Controllers
3.5.2 Japanese accessories
3.5.2.1 Disk System
3.6 Hardware clones
3.7 NES Test Station
4 See also
5 Notes
6 References
7 External links

Аноним 18/11/14 Втр 00:36:23 #164 №79864797 
Демонбейн)))))
sageАноним 18/11/14 Втр 00:36:29 #165 №79864802 
History
Development
Main article: History of the Nintendo Entertainment System

Following a series of arcade game successes in the early 1980s, Nintendo made plans to create a cartridge-based console called the Famicom. Masayuki Uemura designed the system. Original plans called for an advanced 16-bit system which would function as a full-fledged computer with a keyboard and floppy disk drive, but Nintendo president Hiroshi Yamauchi rejected this and instead decided to go for a cheaper, more conventional cartridge-based game console as he felt that features such as keyboards and disks were intimidating to non-technophiles. A test model was constructed in October 1982 to verify the functionality of the hardware, after which work began on programming tools. Because 65xx CPUs had not been manufactured or sold in Japan up to that time, no cross-development software was available and it had to be produced from scratch. Early Famicom games were written on a system that ran on an NEC PC-8001 computer and LEDs on a grid were used with a digitizer to design graphics as no software design tools for this purpose existed at that time.

The code name for the project was "GameCom", but Masayuki Uemura's wife proposed the name "Famicom", arguing that "In Japan, 'pasokon' is used to mean a personal computer, but it is neither a home or personal computer. Perhaps we could say it is a family computer." Meanwhile, Hiroshi Yamauchi decided that the console should use a red and white theme after seeing a billboard for DX Antenna which used those colors.
Аноним 18/11/14 Втр 00:36:42 #166 №79864819 
>>79863160
бибоп и тригана 2чую. туда же записываю и гангрейв (1 половина в стиля крёстного отца)
Аноним 18/11/14 Втр 00:36:45 #167 №79864824 
Демонбейн))))
sageАноним 18/11/14 Втр 00:36:46 #168 №79864825 
Original plans called for the Famicom's cartridges to be the size of a cassette tape, but ultimately they ended up being twice as big. Careful design attention was paid to the cartridge connectors since loose and faulty connections often plagued arcade machines. As it necessitated taking 60 connection lines for the memory and expansion, Nintendo decided to produce their own connectors in-house rather than use ones from an outside supplier.

The game pad controllers were more-or-less copied directly from the Game & Watch machines, although the Famicom design team originally wanted to use arcade-style joysticks, even taking apart ones from American game consoles to see how they worked. However, it was eventually decided that children might step on joysticks left on the floor and their durability was also questioned. Katsuyah Nakawaka attached a Game & Watch D-pad to the Famicom prototype and found that it was easy to use and had no discomfort. Ultimately though, they did install a 15-pin expansion port on the front of the console so that an arcade-style joystick could be used optionally. The controllers were hard-wired to the console with no connectors for cost reasons.

Uemura added an eject lever to the cartridge slot which was not really necessary, but he felt that children could be entertained by pressing it. He also added a microphone to the second controller with the idea that it could be used to make players' voices sound through the TV speaker.[13]
Аноним 18/11/14 Втр 00:37:06 #169 №79864841 
Демонбейн))))
sageАноним 18/11/14 Втр 00:37:06 #170 №79864843 
Release

The console was released on July 15, 1983 as the Famicom (lit. Family Computer) for ¥14,800 alongside three ports of Nintendo's successful arcade games Donkey Kong, Donkey Kong Jr. and Popeye. The Famicom was slow to gather momentum; a bad chip set caused the initial release of the system to crash. Following a product recall and a reissue with a new motherboard, the Famicom’s popularity soared, becoming the best-selling game console in Japan by the end of 1984.[14]

Encouraged by these successes, Nintendo soon turned its attention to the North American market. Nintendo entered into negotiations with Atari to release the Famicom under Atari’s name as the name Nintendo Advanced Video Gaming System. The deal was set to be finalized and signed at the Summer Consumer Electronics Show in June 1983. However, Atari discovered at that show that its competitor Coleco was illegally demonstrating its Coleco Adam computer with Nintendo's Donkey Kong game. This violation of Atari's exclusive license with Nintendo to publish the game for its own computer systems delayed the implementation of Nintendo's game console marketing contract with Atari. Atari's CEO Ray Kassar was fired the next month, so the deal went nowhere, and Nintendo decided to market its system on its own.[15]g[›]

Subsequent plans to market a Famicom console in North America featuring a keyboard, cassette data recorder, wireless joystick controller and a special BASIC cartridge under the name "Nintendo Advanced Video System" likewise never materialized.[16] By the beginning of 1985, the Famicom had sold more than 2.5 million units in Japan and Nintendo soon announced plans to release it in North America as the Advanced Video Entertainment System (AVS) that same year. The American video game press was skeptical that the console could have any success in the region, with the March 1985 issue of Electronic Games magazine stating that "the videogame market in America has virtually disappeared" and that "this could be a miscalculation on Nintendo's part."[17]
Аноним 18/11/14 Втр 00:37:18 #171 №79864857 
14162602381590.png
>>79864704
И Вам добрый вечер. Не хотите чашечку чая?
sageАноним 18/11/14 Втр 00:37:26 #172 №79864869 
At June 1985's Consumer Electronics Show (CES), Nintendo unveiled the American version of its Famicom. This is the system which would eventually be officially deployed as the Nintendo Entertainment System, or the colloquial "NES". Nintendo seeded these first systems to limited American test markets starting in New York City on October 18, 1985, following up with a full-fledged North American release of the console in February of the following year.[18] Nintendo released 18 launch titles: 10-Yard Fight, Baseball, Clu Clu Land, Duck Hunt, Donkey Kong Jr. Math, Excitebike, Golf, Gyromite, Hogan’s Alley, Ice Climber, Kung Fu, Mach Rider, Pinball, Stack-Up, Tennis, Wild Gunman, Wrecking Crew, and Super Mario Bros..[19]h[›] Some varieties of these launch games contained Famicom chips with an adapter inside the cartridge so they would play on North American consoles, which is why the title screen of "Gyromite" has the Famicom title "Robot Gyro" and the title screen of "Stack-Up" has the Famicom title "Robot Block".[20]
R.O.B. (Robotic Operating Buddy), an accessory for the NES's 1985 launch. Although it ended up having a short product lifespan, R.O.B. was initially used to market the NES as novel and sophisticated compared to previous game consoles.

The system was originally targeted for release in the spring of 1985, but the release date was pushed back. After test-marketing in the New York City area in late fall, retailers had reportedly stated the system "failed miserably".[21] Nintendo tried a second time, the system was test-marketed further beginning in February 1986, with the nationwide release occurring in September 1986.
For more details on this topic, see History of the Nintendo Entertainment System § North America.

The system's launch represented not only a new product, but also a reframing of the severely damaged home video game market segment as a whole. The video game market crash of 1983 had occurred in significant part due to a lack of consumer and retailer confidence in video games, which had in turn been due partially to confusion and misrepresentation in the marketing of video games. Prior to the NES, the packaging of many video games presented bombastic artwork which exaggerated the graphics of the actual game. In terms of product identity, a single game such as Pac-Man would appear in many versions on many different game consoles and computers, with large variations in graphics, sound, and general quality between the versions. By stark contrast, Nintendo's marketing strategy aimed to regain consumer and retailer confidence, by delivering a singular platform whose technology was not in need of heavy exaggeration and whose qualities were clearly defined.
Аноним 18/11/14 Втр 00:37:32 #173 №79864876 
Демонбейн)))
sageАноним 18/11/14 Втр 00:37:44 #174 №79864888 
To differentiate Nintendo's new home platform from the early 1980s' common perception of a beleaguered and frivolous video game market, the company freshened its product nomenclature and positioning, and it established a rigorous product approval and licensing policy. The overall system was referred to as an "Entertainment System" instead of a "video game system", which was centered upon a machine called a "Control Deck" instead of a "console", and which featured software cartridges called "Game Paks" instead of "video games". The 10NES lockout chip system acted as a lock-and-key coupling of each Game Pak and Control Deck, deterring the copying or production of NES games which had not first achieved Nintendo's licensed approval. The packaging of the launch lineup of NES games bore pictures of a very close representation of the actual onscreen graphics of the game, which were of sufficiently recognizable quality on their own. Symbols on the launch games' packaging clearly indicated the genre of the game, in order to reduce consumer confusion. A 'seal of quality' was printed on all appropriately licensed game and accessory packaging. The initial seal stated, "This seal is your assurance that Nintendo has approved and guaranteed the quality of this product". This text was later changed to "Official Nintendo Seal of Quality".
For more details on this topic, see Nintendo Entertainment System § Third-party licensing.

Unlike with the Famicom, Nintendo of America marketed the console primarily to children, instituting a rather strict policy of censoring profanity, sexual, religious, or political content in games. The most famous case of this was Lucasfilm's attempts to port Maniac Mansion (a game with a considerable amount of unacceptable material) to the NES. NOA continued their censorship policy until 1994 with the advent of the Entertainment Software Rating Board system.

The optional Robotic Operating Buddy, or R.O.B., was part of a marketing plan to portray the NES's technology as being novel and sophisticated when compared to previous game consoles, and to portray its position as being within reach of the better established toy market. While at first, the American public exhibited limited excitement for the console itself, peripherals such as the light gun and R.O.B. also attracted extensive attention.[22]
Аноним 18/11/14 Втр 00:37:51 #175 №79864894 
Демонбейн))))))
sageАноним 18/11/14 Втр 00:38:02 #176 №79864910 
In Europe and Australia, the system was released to two separate marketing regions. One region consisted of most of mainland Europe (excluding Italy), and distribution there was handled by a number of different companies, with Nintendo responsible for most cartridge releases. Most of this region saw a 1986 release. Mattel handled distribution for the other region, consisting of the United Kingdom, Canada, Italy, Australia and New Zealand, starting the following year. Not until the 1990s did Nintendo's newly created European branch direct distribution throughout Europe.[23]
The Nintendo Entertainment System's Control Deck

For its complete North American release, the Nintendo Entertainment System was progressively released over the ensuing years in four different bundles: the Deluxe Set, the Control Deck, the Action Set and the Power Set. The Deluxe Set, retailing at US$199.99 (equivalent to $474 in 2014), included R.O.B., a light gun called the NES Zapper, two controllers, and two Game Paks: Gyromite, and Duck Hunt. The Basic Set, retailing at US$89.99 with no game, and US$99.99 bundled with "Super Mario Bros." The Action Set, retailing in 1988 for US$149.99, came with the Control Deck, two game controllers, an NES Zapper, and a dual Game Pak containing both Super Mario Bros. and Duck Hunt.[1][24] In 1989, the Power Set included the console, two game controllers, a NES Zapper, a Power Pad, and a triple Game Pak containing Super Mario Bros, Duck Hunt, and World Class Track Meet. In 1990, a Sports Set bundle was released, including the console, an NES Satellite infrared wireless multitap adapter, four game controllers, and a dual Game Pak containing Super Spike V'Ball and Nintendo World Cup.[25] Two more bundle packages were later released using the original model NES console. The Challenge Set of 1992 included the console, two controllers, and a Super Mario Bros. 3 Game Pak for a retail price of US$89.99. The Basic Set, first released in 1987, was repackaged for a retail US$89.99. It included only the console and two controllers, and no longer was bundled with a cartridge.[25] Instead, it contained a book called the Official Nintendo Player's Guide, which contained detailed information for every NES game made up to that point.

Finally, the console was redesigned for both the North American and Japanese markets as part of the final Nintendo-released bundle package. The package included the new style NES-101 console, and one redesigned "dogbone" game controller. Released in October 1993 in North America, this final bundle retailed for US$49.99 and remained in production until the discontinuation of the NES in 1995.[1]
Аноним 18/11/14 Втр 00:38:12 #177 №79864918 
Демонбейн)))))
Аноним 18/11/14 Втр 00:38:14 #178 №79864919 
Забыли про самое лучшее аниме - СТАЛЬНОЙ АЛХИМИК!
sageАноним 18/11/14 Втр 00:38:20 #179 №79864925 
Reception

By 1988 industry observers stated that the NES's popularity had grown so quickly that the market for Nintendo cartridges was larger than that for all home computer software.[26][27] Compute! reported in 1989 that Nintendo had sold seven million NES systems in 1988, almost as many as the number of Commodore 64s sold in its first five years.[28] "Computer game makers [are] scared stiff", the magazine said, stating that Nintendo's popularity caused most to have poor sales during the previous Christmas and resulting in serious financial problems for some.[29] By 1990 30% of American households owned the NES, compared to 23% for all personal computers.[30]

Despite the system’s lackluster performance outside of Japan and North America, by 1990 the NES had outsold all previously released consoles worldwide.[31][better source needed] The slogan for this brand was It can't be beaten.[32] The Nintendo Entertainment System was not available in the Soviet Union.

As the 1990s dawned, gamers predicted that competition from technologically superior systems such as the 16-bit Sega Mega Drive/Genesis would mean the immediate end of the NES’s dominance. Instead, during the first year of Nintendo's successor console the Super Famicom (named the Super Nintendo outside Japan), the Famicom remained the second highest-selling video game console in Japan, outselling the newer and more powerful NEC PC Engine and Sega Mega Drive by a wide margin.[33] The console remained popular in Japan and North America until late 1993, when the demand for new NES software abruptly plummeted.[33] The last game released in Japan was Takahashi Meijin no Bōken Jima IV (Adventure Island IV), while in North America, Wario's Woods was the last licensed game.[34] In the wake of ever decreasing sales and the lack of new software titles, Nintendo of America officially discontinued the NES by 1995.[1] Despite this, Nintendo of Japan kept producing new Nintendo Famicom units until September 2003,[35] and continued to repair Famicom consoles until October 31, 2007, attributing the decision to discontinue support because of insufficient supplies of parts.[36][37]
Аноним 18/11/14 Втр 00:38:43 #180 №79864953 
Демонбейн)))))))
sageАноним 18/11/14 Втр 00:38:43 #181 №79864954 
Legacy

The NES was released after the "video game crash" of the early '80s, whereupon many retailers and adults had regarded electronic games as being merely a passing fad,[38] and many believed at first that the NES was another fad.[29] Before the NES/Famicom, Nintendo was known as a moderately successful Japanese toy and playing card manufacturer, and the popularity of the NES/Famicom helped the company grow into an internationally recognized name almost synonymous with video games as Atari had been during the 2600 era[39] and set the stage for Japanese dominance of the video game industry.[40] With the NES, Nintendo also changed the relationship of console manufacturers and third-party software developers by restricting developers from publishing and distributing software without licensed approval. This led to higher quality software titles, which helped to change the attitude of a public that had grown weary from poorly produced titles for other game systems of the day.[41]

The NES hardware was also very influential. Nintendo chose the name "Nintendo Entertainment System" for the US market and redesigned the system so it would not give the appearance of a child's toy. The front-loading cartridge input allowed it to be used more easily in a TV stand with other entertainment devices, such as a video cassette player.[42][43][44]

There were many prominent game franchises that originated on the NES. The system's hardware limitations led to game design similarities that still influence video game design and culture. Some of the more important franchises that debuted on the NES were Nintendo's own Super Mario Bros.,[45] The Legend of Zelda[46] and Metroid,[47] Capcom's Mega Man[48] franchise, Konami's Castlevania[49] franchise, Square's Final Fantasy[50] and Enix's Dragon Quest[51] franchises. All of these still exist today.

NES imagery, especially its controller, has become a popular motif for a variety of products,[52][53][54] including Nintendo's own Game Boy Advance.[55] Clothing, accessories, and food items adorned with NES-themed imagery are still produced and sold in stores. Such items include hats, shirts, underwear, wallets, wrist-bands, belt buckles, tins containing mint candy, and energy drinks.
Аноним 18/11/14 Втр 00:38:45 #182 №79864959 
Анимушники, предлагаю регулярно создавать аниме треды в инте краутчана. Лампово посидим и пообщаемся, может ещё и иностранные аноны зайдут. Ну нахуй эту ватную борду. Что скажете?
Аноним 18/11/14 Втр 00:39:00 #183 №79864969 
Демонбейн)))
sageАноним 18/11/14 Втр 00:39:02 #184 №79864973 
Games
See also: List of Nintendo Entertainment System games, List of Family Computer games and List of Family Computer Disk System games

The Nintendo Entertainment System offered a number of groundbreaking titles. Super Mario Bros. pioneered side-scrollers while The Legend of Zelda helped popularize battery-backed save functionality.
Game Pak
Main article: Nintendo Entertainment System Game Pak
North American and European NES cartridges (or "Game Paks") are significantly larger than Japanese Famicom cartridges.

The NES uses a 72-pin design, as compared with 60 pins on the Famicom. To reduce costs and inventory, some early games released in North America were simply Famicom cartridges attached to an adapter to fit inside the NES hardware.[20] Originally, NES cartridges were held together with five small slotted screws. Games released after 1987 were redesigned slightly to incorporate two plastic clips molded into the plastic itself, removing the need for the top two screws.[56]

The back of the cartridge bears a label with instructions on handling. Production and software revision codes were imprinted as stamps on the back label to correspond with the software version and producer. With the exception of The Legend of Zelda and Zelda II: The Adventure of Link, manufactured in gold-plastic carts, all licensed NTSC and PAL cartridges are a standard shade of gray plastic. Unlicensed carts were produced in black, robin egg blue, and gold, and are all slightly different shapes than standard NES cartridges. Nintendo also produced yellow-plastic carts for internal use at Nintendo Service Centers, although these "test carts" were never made available for purchase. All licensed US cartridges were made by Nintendo, Konami and Acclaim. For promotion of DuckTales: Remastered, Capcom sent 150 limited-edition gold NES cartridges with the original game, featuring the Remastered art as the sticker, to different gaming news agencies. The instruction label on the back included the opening lyric from the show's theme song, "Life is like a hurricane".[57]

Japanese (Famicom) cartridges are shaped slightly differently. While the NES used a 72-pin interface, the Famicom system used a 60-pin design. Unlike NES games, official Famicom cartridges were produced in many colors of plastic. Adapters, similar in design to the popular accessory Game Genie, are available that allow Famicom games to be played on an NES. In Japan, several companies manufactured the cartridges for the Famicom.[58] This allowed these companies to develop their own customized chips designed for specific purposes, such as chips that increased the quality of sound in their games.
Аноним 18/11/14 Втр 00:39:26 #185 №79865003 
Демонбейн)
sageАноним 18/11/14 Втр 00:39:29 #186 №79865008 
Third-party licensing

Nintendo's near monopoly on the home video game market left it with a degree of influence over the industry. Unlike Atari, which never actively courted third-party developers (and even went to court in an attempt to force Activision to cease production of Atari 2600 games), Nintendo had anticipated and encouraged the involvement of third-party software developers; strictly, however, on Nintendo's terms.[59] Some of the Nintendo platform-control measures were adopted by later console manufacturers such as Sega, Sony, and Microsoft, although not as stringent.

To this end, a 10NES authentication chip was placed in every console and another was placed in every officially licensed cartridge. If the console's chip could not detect a counterpart chip inside the cartridge, the game would not load.[60] Nintendo portrayed these measures as intended to protect the public against poor-quality games,[61] and placed a golden seal of approval on all licensed games released for the system.

Nintendo was not as restrictive as Sega, which did not permit third-party publishing until Mediagenic in late summer 1988.[62] Nintendo's intention, however, was to reserve a large part of NES game revenue for itself. Nintendo required that they be the sole manufacturer of all cartridges, and that the publisher had to pay in full before the cartridges for that game be produced. Cartridges could not be returned to Nintendo, so publishers assumed all the risk. As a result, some publishers lost more money due to distress sales of remaining inventory at the end of the NES era than they ever earned in profits from sales of the games. Because Nintendo controlled the production of all cartridges, it was able to enforce strict rules on its third-party developers, which were required to sign a contract by Nintendo that would obligate these parties to develop exclusively for the system, order at least 10,000 cartridges, and only make five games per year.[63] A 1988 shortage of DRAM and ROM chips also reportedly caused Nintendo to only permit 25% of publishers' requests for cartridges. This was an average figure, with some publishers receiving much higher amounts and others almost none.[61] GameSpy noted that Nintendo's "iron-clad terms" made the company many enemies during the 1980s. Some developers tried to circumvent the five game limit by creating additional company brands like Konami's Ultra Games label; others tried circumventing the 10NES chip.[59]
Аноним 18/11/14 Втр 00:39:38 #187 №79865021 
>>79864857
Конечно! Спасибо за предложение!
Аноним 18/11/14 Втр 00:39:41 #188 №79865024 
>>79861049
боку но пико. лютая годнота, отвечаю
sageАноним 18/11/14 Втр 00:39:45 #189 №79865033 
Further information: § Unlicensed games

Nintendo was accused of antitrust behavior because of the strict licensing requirements.[64] The United States Department of Justice and several states began probing Nintendo's business practices, leading to the involvement of Congress and the Federal Trade Commission (FTC). The FTC conducted an extensive investigation which included interviewing hundreds of retailers. During the FTC probe, Nintendo changed the terms of its publisher licensing agreements to eliminate the two-year rule and other restrictive terms. Nintendo and the FTC settled the case in April 1991, with Nintendo required to send vouchers giving a $5 discount off to a new game, to every person that had purchased a NES title between June 1988 and December 1990. GameSpy remarked that Nintendo's punishment was particularly weak giving the case's findings, although it has been speculated that the FTC did not want to damage the video game industry in the United States.[59]

In the longer run, however, with the NES near its end of its life many third-party publishers such as Electronic Arts supported upstart competing consoles with less onerous licensing terms such as the Sega Genesis and then the PlayStation, which eroded and then took over Nintendo's dominance in the home console market, respectively. Consoles from Nintendo's rivals in the post-SNES era had always enjoyed much stronger third-party support than Nintendo, which relied more heavily on first-party games.
Unlicensed games

Several companies, refusing to pay the licensing fee or having been rejected by Nintendo, found ways to circumvent the console's authentication system. Most of these companies created circuits that used a voltage spike to temporarily disable the 10NES chip in the NES.[65] A few unlicensed games released in Europe and Australia came in the form of a dongle that would be connected to a licensed game, in order to use the licensed game's 10NES chip for authentication. In order to combat unlicensed games, Nintendo of America threatened retailers who sold them with losing their supply of licensed titles. In addition, multiple revisions were made to the NES PCBs to prevent these games from working.
Аноним 18/11/14 Втр 00:39:47 #190 №79865038 
Демонбейн)))
Аноним 18/11/14 Втр 00:40:00 #191 №79865055 
>>79864959
Согласен. Пили перекат, а потом делай его традиционным. А с краута нас не пидорнут?
sageАноним 18/11/14 Втр 00:40:07 #192 №79865064 
Atari Games created a line of NES products under the name Tengen and took a different approach. The company attempted to reverse engineer the lockout chip to develop its own "Rabbit" chip. However, Tengen also obtained a description of the lockout chip from the United States Patent and Trademark Office by falsely claiming that it was required to defend against present infringement claims in a legal case. Nintendo sued Tengen for copyright infringement, which Tengen lost as it could not prove that the legally obtained patent documents had not been used by the reverse engineering team. Tengen's antitrust claims against Nintendo were never finally decided.[64]

Color Dreams produced Christian video games under the subsidiary name Wisdom Tree. They were never sued by Nintendo as the company probably feared a public relations backlash.[66]
Emulation
Further information: List of video game emulators § Nintendo Entertainment System

The NES can be emulated on many other systems, most notably the PC. One of the earliest emulators—NESticle—offered its initial release as NESticle v0.2 on April 3, 1997. There have since been many other emulators. The Virtual Console for the Wii, Nintendo 3DS and Wii U also offers emulation of many NES games.
Game rentals

As the Nintendo Entertainment System grew in popularity and entered millions of American homes, some small video rental shops began buying their own copies of NES games, and renting them out to customers for around the same price as a video cassette rental for a few days. Nintendo received no profit from the practice beyond the initial cost of their game, and unlike movie rentals, a newly released game could hit store shelves and be available for rent on the same day. Nintendo took steps to stop game rentals, but didn't take any formal legal action until Blockbuster Video began to make game rentals a large-scale service. Nintendo claimed that allowing customers to rent games would significantly hurt sales and drive up the cost of games.[67] Nintendo lost the lawsuit,[68] but did win on a claim of copyright infringement.[69] Blockbuster was banned from including original, copyrighted instruction booklets with their rented games. In compliance with the ruling, Blockbuster produced their own short instructions—usually in the form of a small booklet, card, or label stuck on the back of the rental box—that explained the game's basic premise and controls. Video rental shops continued the practice of renting video games and still do today.

There were some risks with renting cartridge-based games, however. Most rental shops did not clean the connectors and they would become dirty over time. Renting and using a cartridge with dirty connectors posed a problem for consoles, especially the Nintendo Entertainment System which was particularly susceptible to operation problems and failures when its internal connectors became dirty (see the Design flaws section below).
Аноним 18/11/14 Втр 00:40:13 #193 №79865074 
>>79861049
Серийные эксперименты лэйн
Агент паранои
Технолайз
Ван пис
Аноним 18/11/14 Втр 00:40:16 #194 №79865077 
Демонбейн)))))
Аноним 18/11/14 Втр 00:40:30 #195 №79865090 
14162604304180.jpg
>>79864769
Например, установив куклоскрипт.
>>79864959
Не знаю, не знаю. Английский наверняка не все знают, а общаться в /int/ по-русски как минимум невежливо.
sageАноним 18/11/14 Втр 00:40:36 #196 №79865100 
Hardware
Configurations

Although the Japanese Famicom, North American and European NES versions included essentially the same hardware, there were certain key differences among the systems.

The original Japanese Famicom was predominantly white plastic, with dark red trim. It featured a top-loading cartridge slot and grooves on both sides of the deck in which the hardwired game controllers could be placed when not in use.[70] The Famicom featured a top-loading cartridge slot, a 15-pin expansion port located on the unit’s front panel for accessories (as the controllers were hard-wired to the back of the console) and a red and white color scheme.[70]

The original NES, meanwhile, featured a front-loading cartridge covered by a small, hinged door that can be opened to insert or remove a cartridge and closed at other times. It features a more subdued gray, black, and red color scheme. An expansion port was found on the bottom of the unit and the cartridge connector pinout was changed.

In the UK, Italy and Australia which share the PAL A region, two versions of the NES were released; the "Mattel Version" and "NES Version".[71] When the NES was first released in those countries, it was distributed by Mattel and Nintendo decided to use a lockout chip specific to those countries, different from the chip used in other European countries. When Nintendo took over European distribution in 1990, they produced consoles that were then labelled "NES Version"; therefore, the only differences between the two are the text on the front flap and texture on the top/bottom of the casing.
The NES-101 control deck alongside its similarly redesigned NES-039 game controller.

In 1993, Nintendo redesigned the NES to follow many of the same design cues as the newly-introduced Super Nintendo Entertainment System. Like the SNES, the NES-101 model loaded cartridges through a covered slot on top of the unit replacing the complicated mechanism of the earlier design. For this reasion the NES-101 is known informally as the "top-loader" among Nintendo fans.
Аноним 18/11/14 Втр 00:40:42 #197 №79865103 
Демонбейн(((
sageАноним 18/11/14 Втр 00:40:59 #198 №79865126 
Design flaws
The official NES Cleaning Kit was intended to address flaws in the NES design that caused cartridge connectors to be particularly susceptible to interference from dirt and dust.

When Nintendo released the NES in the US, the design styling was deliberately different from that of other game consoles. Nintendo wanted to distinguish its product from those of competitors and to avoid the generally poor reputation that game consoles had acquired following the video game crash of 1983. One result of this philosophy was to disguise the cartridge slot design as a front-loading zero insertion force (ZIF) cartridge socket, designed to resemble the front-loading mechanism of a VCR. The newly designed connector worked quite well when both the connector and the cartridges were clean and the pins on the connector were new. Unfortunately, the ZIF connector was not truly zero insertion force. When a user inserted the cartridge into the NES, the force of pressing the cartridge down and into place bent the contact pins slightly, as well as pressing the cartridge’s ROM board back into the cartridge itself. Frequent insertion and removal of cartridges caused the pins to wear out from repeated usage over the years and the ZIF design proved more prone to interference by dirt and dust than an industry-standard card edge connector.[72] These design issues were not alleviated by Nintendo’s choice of materials; the console slot nickel connector springs would wear due to design and the game cartridge copper connectors were also prone to tarnishing.[73] Many players would try to alleviate issues in the game caused by this corrosion by blowing into the cartridges, then reinserting them, which actually hurt the copper connectors by speeding up the tarnishing.[74][75]
Аноним 18/11/14 Втр 00:41:09 #199 №79865135 
Демонбейн((((
Аноним 18/11/14 Втр 00:41:13 #200 №79865143 
>>79864405
Да, няша :3
sageАноним 18/11/14 Втр 00:41:16 #201 №79865147 
Lockout

The Famicom contained no lockout hardware and, as a result, unlicensed cartridges (both legitimate and bootleg) were extremely common throughout Japan and the Far East.[76] The original NES (but not the top-loading NES-101) contained the 10NES lockout chip, which significantly increased the challenges faced by unlicensed developers. Tinkerers at home in later years discovered that disassembling the NES and cutting the fourth pin of the lockout chip would change the chip’s mode of operation from "lock" to "key", removing all effects and greatly improving the console’s ability to play legal games, as well as bootlegs and converted imports. NES consoles sold in different regions had different lockout chips, so games marketed in one region would not work on consoles from another region. Known regions are: USA/Canada (3193 lockout chip), most of Europe (3195), Asia (3196) and UK, Italy and Australia (3197). Since two types of lockout chip were used in Europe, European NES game boxes often had an "A" or "B" letter on the front, indicating whether the game is compatible with UK/Italian/Australian consoles (A), or the rest of Europe (B). Rest-of-Europe games typically had text on the box stating "This game is not compatible with the Mattel or NES versions of the Nintendo Entertainment System". Similarly, UK/Italy/Australia games stated "This game is only compatible with the Mattel or NES versions of the Nintendo Entertainment System".

Pirate cartridges for the NES were rare, but Famicom ones were common and widespread in Asia. Most were produced in Hong Kong or Taiwan, and they usually featured a variety of small (32k or less) games which were selected from a menu and bank switched. Some were also hacks of existing games (especially Super Mario Bros.), and a few were cartridge conversions of Famicom Disk System titles such as the Japanese SMB2.

Problems with the 10NES lockout chip frequently resulted in the console's most infamous problem: the blinking red power light, in which the system appears to turn itself on and off repeatedly because the 10NES would reset the console once per second. The lockout chip required constant communication with the chip in the game to work.[60] Dirty, aging and bent connectors would often disrupt the communication, resulting in the blink effect.[72] Alternatively, the console would turn on but only show a solid white, gray, or green screen. Users attempted to solve this problem by blowing air onto the cartridge connectors, inserting the cartridge just far enough to get the ZIF to lower, licking the edge connector, slapping the side of the system after inserting a cartridge, shifting the cartridge from side to side after insertion, pushing the ZIF up and down repeatedly, holding the ZIF down lower than it should have been, cleaning the connectors with alcohol. These attempted solutions often became notable in their own right and are often remembered alongside the NES. Many of the most frequent attempts to fix this problem instead ran the risk of damaging the cartridge and/or system.[citation needed] In 1989, Nintendo released an official NES Cleaning Kit to help users clean malfunctioning cartridges and consoles.
Аноним 18/11/14 Втр 00:41:25 #202 №79865154 
Демонбейн((((
sageАноним 18/11/14 Втр 00:41:39 #203 №79865168 
With the release of the top-loading NES-101 (NES 2) toward the end of the NES's lifespan, Nintendo resolved the problems by switching to a standard card edge connector and eliminating the lockout chip. All of the Famicom systems used standard card edge connectors, as did Nintendo’s subsequent game consoles, the Super Nintendo Entertainment System and the Nintendo 64.

In response to these hardware flaws, "Nintendo Authorized Repair Centers" sprang up across the U.S. According to Nintendo, the authorization program was designed to ensure that the machines were properly repaired. Nintendo would ship the necessary replacement parts only to shops that had enrolled in the authorization program. In practice, the authorization process consisted of nothing more than paying a fee to Nintendo for the privilege. In a recent trend, many sites have sprung up to offer Nintendo repair parts, guides, and services that replace those formerly offered by the authorized repair centers.

The NES plastic also had a tendency to yellow over time.
Technical specifications
Main article: Nintendo Entertainment System technical specifications

For its central processing unit (CPU), the NES uses an 8-bit microprocessor produced by Ricoh based on a MOS Technology 6502 core.

The NES contains 2 kB of onboard work RAM. A game cartridge may contain expanded RAM to increase this amount. The size of NES games varies from 8 kB (Galaxian) to 1 MB (Metal Slader Glory), but 128 to 384 kB was the most common.

The NES uses a custom-made Picture Processing Unit (PPU) developed by Ricoh. All variations of the PPU feature 2 kB of video RAM, 256 bytes of on-die "object attribute memory" (OAM) to store the positions, colors, and tile indices of up to 64 sprites on the screen, and 28 bytes of on-die palette RAM to allow selection of background and sprite colors. The console's 2 kB of onboard RAM may be used for tile maps and attributes on the NES board and 8 kB of tile pattern ROM or RAM may be included on a cartridge. The system has an available color palette of 48 colors and 6 grays. Up to 25 simultaneous colors may be used without writing new values mid-frame: a background color, four sets of three tile colors and four sets of three sprite colors. The NES palette is based on NTSC rather than RGB values. A total of 64 sprites may be displayed onscreen at a given time without reloading sprites mid-screen. The standard display resolution of the NES is 256 horizontal pixels by 240 vertical pixels.
Аноним 18/11/14 Втр 00:41:45 #204 №79865174 
Демонбейн(((((
sageАноним 18/11/14 Втр 00:41:57 #205 №79865193 
Video output connections varied from one model of the console to the next. The original HVC-001 model of the Family Computer featured only radio frequency (RF) modulator output. When the console was released in North America and Europe, support for composite video through RCA connectors was added in addition to the RF modulator. The HVC-101 model of the Famicom dropped the RF modulator entirely and adopted composite video output via a proprietary 12-pin "multi-out" connector first introduced for the Super Famicom/Super Nintendo Entertainment System. Conversely, the North American re-released NES-101 model most closely resembled the original HVC-001 model Famicom, in that it featured RF modulator output only.[77] Finally, the PlayChoice-10 utilized an inverted RGB video output.

The stock NES supports a total of five sound channels, two of which are pulse channels with 4 pulse width settings, one is a triangle wave generator, another is a noise generator (often used for percussion), and the 5th one plays low-quality digital samples.

The NES supports expansion chips contained in certain cartridges to add sound channels and help with data processing. Developers can add these chips to their games, such as the Konami VRC6, Konami VRC7, Sunsoft 5B, Namco 163, and two more by Nintendo itself: the Nintendo FDS wave generator (a modified Ricoh RP2C33 chip with primitive wavetable support), and the Nintendo Memory Management Controller 5 (MMC5).[78]
Further information: Memory management controller
Accessories
See also: List of Nintendo Entertainment System accessories
In addition to featuring a revised color scheme that matched the more subdued tones of the console itself, NES controllers could be unplugged. They nevertheless lacked the microphone featured in Famicom controllers.
Controllers

The game controller used for both the NES and the Famicom featured an oblong brick-like design with a simple four button layout: two round buttons labeled "A" and "B", a "START" button and a "SELECT" button.[79] Additionally, the controllers utilized the cross-shaped joypad, designed by Nintendo employee Gunpei Yokoi for Nintendo Game & Watch systems, to replace the bulkier joysticks on earlier gaming consoles’ controllers.[80]

The original model Famicom featured two game controllers, both of which were hardwired to the back of the console. The second controller lacked the START and SELECT buttons, but featured a small microphone. Relatively few games made use of this feature. The earliest produced Famicom units initially had square A and B buttons.[77] This was changed to the circular designs because of the square buttons being caught in the controller casing when pressed down and glitches within the hardware causing the system to freeze occasionally while playing a game.
Аноним 18/11/14 Втр 00:42:05 #206 №79865203 
Демонбейн(((((((((
sageАноним 18/11/14 Втр 00:42:13 #207 №79865215 
The NES dropped the hardwired controllers, instead featuring two custom 7-pin ports on the front of the console. Also in contrast to the Famicom, the controllers included with the NES were identical to each other—the second controller lacked the microphone that was present on the Famicom model and possessed the same START and SELECT buttons as the primary controller. Some NES localizations of games, such as The Legend of Zelda, which required the use of the Famicom microphone in order to kill certain enemies, suffered from the lack of hardware to do so.[70]
The NES Zapper, a light gun accessory

A number of special controllers designed for use with specific games were released for the system, though very few such devices proved particularly popular. Such devices included, but were not limited to, the Zapper (a light gun), the R.O.B.,[81] and the Power Pad.[82][83] The original Famicom featured a deepened DA-15 expansion port on the front of the unit, which was used to connect most auxiliary devices.[70] On the NES, these special controllers were generally connected to one of the two control ports on the front of the console.

Nintendo also made two turbo controllers for the NES called NES Advantage and the NES Max. Both controllers had a Turbo feature, a feature where one tap of the button represented multiple taps. This feature allowed players to shoot much faster during shooter games. The NES Advantage had two knobs that adjusted the firing rate of the turbo button from quick to Turbo, as well as a "Slow" button that slowed down the game by rapidly pausing the game. The "Slow" button did not work with games that had a pause menu or pause screen and can interfere with jumping and shooting. The NES Max also had the Turbo Feature, but it was not adjustable, in contrast with the Advantage. It also did not have the "Slow" button. Its wing-like shape made it easier to hold than the Advantage and it also improved on the joystick. Turbo features were also featured on the NES Satellite, the NES Four Score, and the U-Force. Other accessories include the Power Pad and the Power Glove, which was featured in the movie "The Wizard."

Near the end of the NES's lifespan, upon the release of the AV Famicom and the top-loading NES 2, the design of the game controllers was modified slightly. Though the original button layout was retained, the redesigned device abandoned the brick shell in favor of a dog bone shape. In addition, the AV Famicom joined its international counterpart and dropped the hardwired controllers in favor of detachable controller ports. However, the controllers included with the Famicom AV had cables which were 90 cm (3 feet) long, as opposed to the standard 180 cm(6 feet) of NES controllers.[84]

In recent years, the original NES controller has become one of the most recognizable symbols of the console. Nintendo has mimicked the look of the controller in several recent products, from promotional merchandise to limited edition versions of the Game Boy Advance.[55]
Аноним 18/11/14 Втр 00:42:26 #208 №79865228 
Демонбейн=(=(=(
sageАноним 18/11/14 Втр 00:42:29 #209 №79865231 
Japanese accessories

A number of peripheral devices and software packages were released for the Famicom. Few of these devices were ever released outside of Japan.

Family BASIC is an implementation of BASIC for the Famicom that came with a keyboard. Similar in concept to the Atari 2600 BASIC cartridge, it allowed the user to program their own games, which could be saved on an included cassette recorder.[85] Nintendo of America rejected releasing Famicom BASIC in the US because they did not think it fit their primary marketing demographic of children.[86]

The Famicom Modem is a modem that allowed connection to a network which provided content such as financial services,[87] but it was only available in Japan. A modem was, however, tested in the United States, by the Minnesota State Lottery. It would have allowed players to buy scratchcards and play the lottery with their NES. It was not released in the United States because some parents and legislators voiced concern that minors might learn to play the lottery illegally and anonymously, despite assurances from Nintendo to the contrary.[88]
Disk System
The Famicom Disk System was a peripheral available only for the Japanese Famicom that used games stored on "Disk Cards" with a 3" Quick Disk mechanism.
Main article: Family Computer Disk System

In 1986, Nintendo released the Famicom Disk System (FDS) in Japan, a type of floppy drive that uses a single-sided, proprietary 5 cm (2") disk and plugs into the cartridge port. It contains RAM for the game to load into and an extra wavetable sound chip. The disks were originally obtained from kiosks in malls and other public places where buyers could select a title and have it written to the disk. This process would cost less than cartridges and users could take the disk back to a vending booth and have it rewritten with a new game. The disks were used both for storing the game and saving progress and total capacity was 128k (64k per side).
Further information: Famicom disk system § Disk Writer and Disk Fax kiosks

A variety of games for the FDS were released by Nintendo (including some like Super Mario Bros. which had already been released on cartridge) and third party companies such as Konami and Taito. A few unlicensed titles were made as well. However, its limitations became quickly apparent as larger ROM chips were introduced, allowing cartridges with greater than 128k of space. More advanced memory management chips (MMC) soon appeared and the FDS quickly became obsolete. Nintendo also charged developers considerable amounts of money to produce FDS games, and many refused to develop for it, instead continuing to make cartridge titles. Many FDS disks have no dust covers (except in some unlicensed and bootleg variants) and are easily prone to getting dirt on the media. In addition, the drive use a belt which breaks frequently and requires invasive replacement. After only two years, the FDS was discontinued, although vending booths remained in place until 1993 and Nintendo continued to service drives, and to rewrite and offer replacement disks until 2003.

Nintendo of America initially planned to bring the FDS to the United States, but rejected the idea after considering the numerous problems encountered with them in Japan. Many FDS games such as Castlevania, Zelda, and Bubble Bobble were sold in the US as cartridge titles, with simplified sound and the disk save function replaced by passwords or battery save systems.
sageАноним 18/11/14 Втр 00:42:47 #210 №79865241 
Hardware clones
Pirated clones of NES hardware remained in production for many years after the original had been discontinued. Some clones play cartridges from multiple systems, such as this FC Twin that plays NES and SNES games.
Main article: Nintendo Entertainment System hardware clone

A thriving market of unlicensed NES hardware clones emerged during the climax of the console's popularity. Initially, such clones were popular in markets where Nintendo never issued a legitimate version of the console. In particular, the Dendy (Russian: Де́нди), an unlicensed hardware clone produced in Taiwan and sold in the former Soviet Union, emerged as the most popular video game console of its time in that setting and it enjoyed a degree of fame roughly equivalent to that experienced by the NES/Famicom in North America and Japan. A Famicom clone was marketed in Argentina under the name of "Family Game", resembling the original hardware design. The Micro Genius (Simplified Chinese: 小天才) was marketed in Southeast Asia as an alternative to the Famicom; Samurai was the popular PAL alternative to the NES; and in Central Europe, especially Poland, the Pegasus was available.[89] Samurai was also available in India in early 90s which was the first instance of console gaming in India.[90]

The unlicensed clone market has flourished following Nintendo's discontinuation of the NES. Some of the more exotic of these resulting systems have gone beyond the functionality of the original hardware and have included variations such as a portable system with a color LCD (e.g. PocketFami). Others have been produced with certain specialized markets in mind, such as an NES clone that functions as a rather primitive personal computer, which includes a keyboard and basic word processing software.[91] These unauthorized clones have been helped by the invention of the so-called NES-on-a-chip.[92]

As was the case with unlicensed software titles, Nintendo has typically gone to the courts to prohibit the manufacture and sale of unlicensed cloned hardware. Many of the clone vendors have included built-in copies of licensed Nintendo software, which constitutes copyright infringement in most countries.

Although most hardware clones were not produced under license by Nintendo, certain companies were granted licenses to produce NES-compatible devices. The Sharp Corporation produced at least two such clones: the Twin Famicom and the SHARP 19SC111 television. The Twin Famicom was compatible with both Famicom cartridges and Famicom Disk System disks.[93] It was available in two colors (red and black) and used hardwired controllers (as did the original Famicom), but it featured a different case design. The SHARP 19SC111 television was a television which included a built-in Famicom.[94] A similar licensing deal was reached with Hyundai Electronics, who licensed the system under the name Comboy in the South Korean market. This deal with Hyundai was made necessary because of the South Korean government's wide ban on all Japanese "cultural products", which remained in effect until 1998 and ensured that the only way Japanese products could legally enter the South Korean market was through licensing to a third-party (non-Japanese) distributor (see also Japan–Korea disputes).[95]
Аноним 18/11/14 Втр 00:42:49 #211 №79865247 
Демонбейн=)=)
sageАноним 18/11/14 Втр 00:43:06 #212 №79865270 
NES Test Station
The NES Test station (Lower Left), SNES counter tester (Lower Right), SNES test cart (Upper Right), And the original TV that came with the unit (Upper Left).

The NES Test Station was a diagnostics machine for the Nintendo Entertainment System introduced in 1988.

It was a NES-based unit designed for testing NES hardware, components and games. It was only provided for use in World of Nintendo boutiques as part of the Nintendo World Class Service program. Visitors were to bring items to test on the station, often with assistance from a technician or store employee.

The NES Test Station features a Game Pak slot and connectors for testing various components (AC adapter, RF switch, Audio/Video cable, NES Control Deck, accessories and games) at the front, with a knob selector in the center to select the component to test. The unit itself weighs approximately 11.7 pounds without the TV. It securely hooks up to the television through both AV Cables and RF Switch in one cable. The user can choose which output to use for gameplay by pressing the RF/AV for Audio/Video Cable connection, or leave it unpressed for RF Switch connection. The television it's hooked up to (normally 11 to 14 inches) is meant to be placed on top of it. On the front edge are three colored button switches: an illuminated red Power switch, a blue Reset switch and a green switch for alternating between AV and RF connections when testing an NES Control Deck. This system can test:[96]
Nes test station AC adapter Pass/Fail test demonstration.

Game Paks (When set to this, the test station would run like a normal nes.)
Control Deck and Accessories (NES Controllers, the NES Zapper Gun, R.O.B. and Power Pad)
AV Cables
AC Adapters
RF Switches

The testing of the RF, AV, and AC adapters simply displays the selected output's results as either 'Pass' or 'Fail' when plug in to the test station.

There was a manual included with the test station to help the user understand how to use the equipment or to make repairs. This manual came in a black binder with the Nintendo world class service logo on the front. Nintendo ordered the older manuals destroyed when an updated manual was sent out to the repair centers due to these manuals being an in house secret.

Nintendo later provided an add-on in 1991 for testing Super Nintendo components and games, named the Super NES Counter Tester. The SNES counter tester is a standard super Nintendo mounted on a metal fixture with the connection from the back of the SNES rerouted to the front of the unit. These connections were connected directly to the test station or TV depending on what was being tested
Аноним 18/11/14 Втр 00:43:08 #213 №79865274 
Демонбейн=)=)
Аноним 18/11/14 Втр 00:43:25 #214 №79865297 
Демонбейн=)=)
sageАноним 18/11/14 Втр 00:43:35 #215 №79865314 
Famicom Titler
From Wikipedia, the free encyclopedia
Famicom Titler SHARP AN510.jpg
The Famicom Titler model AN-510.
Manufacturer Sharp
Type Video game console
Retail availability JPN 1989
Media ROM cassette
CPU Ricoh RP2A03 8-bit processor
Storage battery backup
Graphics Ricoh RP2C05-99
Controller input 2 Controller Ports
Backward
compatibility NES
Predecessor Twin Famicom
Successor SF-1 SNES TV

The Famicom Titler (ファミコンタイトラー?) (also known as the Famicom Editor (編集ファミコン Henshuu Famicom?)) is a Nintendo-licensed Famicom-compatible device produced by Sharp Corporation in 1989. The console was released exclusively in Japan at a retail price of 43,000 yen. The system was the only consumer-level Famicom to internally generate RGB video, the only Famicom system with S-Video output, and it has been noted for its crisp clarity of image.[1][2] The system also functioned as a subtitle-generator and it could be used in combination with a RF-video camera to create gameplay videos and demos.[3]

Contents

1 Overview
1.1 Technical specifications
2 Video editing, subtitling, and demos
3 Reception
4 See also
5 References
6 External links

Аноним 18/11/14 Втр 00:43:51 #216 №79865331 
Демонбейн=)
Аноним 18/11/14 Втр 00:43:51 #217 №79865332 
>>79865090
он ж вроде больше не робит
sageАноним 18/11/14 Втр 00:43:54 #218 №79865333 
Overview

Released during a period of close association between Sharp and Nintendo, the Famicom Titler followed the C1 NES TV and the Twin Famicom as the third of what would eventually be four products in the Sharp's Nintendo Console family of products. The Famicom Titler was the most technologically ambitious project that Sharp had attempted with the Famicom system. It was the only commercially available Famicom to internally generate RGB video, and this has been identified as responsible for markedly improved clarity of image over other Famicom models.[1] It is the only Famicom console to employ S-Video output.[2] It also features a keyboard and pressure-sensitive touchscreen[4] that enables users to produce subtitles directly on the screen during gameplay, and to thereby create demos.[3]
Technical specifications

In order to create to S-video output, Nintendo's RP2C02 PPU was replaced by an RGB-output-compatible "RC2C05-99" PPU. Here, RGB video signals generated within the composite outputs were converted to the external S-video signals. At the rear of the Titler's body, RCA composite-pin video outputs and mono audio outputs were located, and peripheral devices could connect only when the video and audio outputs to the associated TV also employed RF connectors and S-Video. This allowed gamers to enjoy a crisper image.
Аноним 18/11/14 Втр 00:44:10 #219 №79865351 
Демонбейн=)
sageАноним 18/11/14 Втр 00:44:14 #220 №79865357 
Video editing, subtitling, and demos

With the flip of a switch, the Famicom Titler could be used to produce subtitles for video footage. According to the system manual, the resulting demos were intended to allow the addition of narration in the form of subtitles to create video invitations to parties, holiday events, children's athletic events, weddings, birthdays, and other celebrations.

Character input was made upon a small touch-sensitive tablet mounted into the console. A stylus was included as attached to the body, and audio additions to the demo could be made using the included microphone. Flipping the switch back would superimpose the video and subtitles on the console.
Reception

Although relatively obscure at the time of its release, the console has recently seen increased interest from fans, hackers/modders, and collectors on the secondary market.[3] Apart from historical interest in the system, several features unique to the Famicom Titler make it a popular system for modification and use. The clarity that comes from internal RGB video generation is a prized feature shared only with the considerably rarer PlayChoice-10 system created by Nintendo as an arcade system for store displays and in video arcades. Since the PlayChoice-10 was not released commercially, the Famicom Titler has recently been recognized as an easier way to get a system with the same clarity for a cheaper price.[1] In addition, the fact that the Famicom Titler is the only system to feature S-Video output has meant that the system enjoys compatibility with setups that allow only this form of component video.[2]
Аноним 18/11/14 Втр 00:44:28 #221 №79865366 
Демонбейн=)
sageАноним 18/11/14 Втр 00:44:35 #222 №79865373 
Twin Famicom
From Wikipedia, the free encyclopedia
Twin Famicom Sharp-Twin-Famicom-Console.jpg
The second version of the Sharp Twin Famicom in black
Manufacturer Sharp Corporation
Type Video game console
Generation Third generation (8-bit era)
Retail availability

JP July 1, 1986

Media ROM cassette
Famicom Disk Card
Controller input 2 controller ports

The Twin Famicom (ツインファミコン Tsuinn Famikon?) was produced by Sharp Corporation in 1986, and was only released in Japan. It is a licensed Nintendo product which combines the Family Computer (Famicom) and the Family Computer Disk System (FDS) into a single piece of hardware.

Contents

1 Overview
1.1 Specifications
2 Features
3 See also
4 References
5 External links

Аноним 18/11/14 Втр 00:44:46 #223 №79865382 
Демонбейн=)
sageАноним 18/11/14 Втр 00:44:55 #224 №79865391 
Overview

The basic parts of the Twin Famicom include a 60-pin slot for Famicom cartridges, a slot for Disk System's Disk Cards, a switch located right below the cartridge slot which allows the player to choose between "Cassette (カセット Kasetto?)" or "Disk (ディスク Disuku?)", the power button, reset button, and the eject buttons. FDS disks can be removed using the yellow button below the disk slot. The mechanism that it uses is similar to ones that are used in contemporary floppy disk drives. The eject button for cartridges is located between the power and reset buttons. It causes the cartridge to "pop" out of the slot, much like the way bread slices do when coming out of a pop-up toaster.

The system does not allow both slots to be used at the same time. The switch that changes the mode from disk to cartridge works in a manner in which choosing to use the cartridge slot will block the disk drive, and vice versa. However, in some systems, only the cartridge slot will be blocked, but it is impossible to change to cartridge mode while the disk is being read.
Specifications

Main Processor: Ricoh 2A03 at 1.79 MHz
RAM: 2 KB work RAM, 2 KB video RAM, 32 KB work RAM in FDS mode, 8 KB video RAM in FDS mode
ROM: FDS BIOS and 60-pin "cassette" (cartridge) slot
Audio: Six voices; two pulse wave channels, one triangle channel, one noise channel, one PCM channel, one 6-bit wavetable channel.
Graphics: Ricoh 2C02; 256×240 pixels, 64 sprites, can display 25 colors out of 53
Аноним 18/11/14 Втр 00:45:03 #225 №79865401 
Демонбейн=)
sageАноним 18/11/14 Втр 00:45:17 #226 №79865420 
Features
Red Twin Famicom variant

Like all other Famicom consoles, the Twin Famicom has a port that allows games like Moero TwinBee to support more than the usual two players and to which the matching version of the NES Zapper can be attached. There also is a second port of a slightly different shape for connecting another Famicom via the black RAM unit that comes with the standard Famicom Disk System. This allows a standalone Famicom to use the disk drive on the Twin Famicom.

Another unique trait of this console is its color. Whereas the original Famicom only came in one color combination, the Twin Famicom was initially sold in two colors: red with black highlights (AN-500R), and black with red highlights (AN-500B). A second version of the system was released in 1987 with a slightly different case design, turbo controllers, and two different color schemes; black with green highlights (AN-505-BK) and red with beige highlights (AN-505-RD).

Unlike the Famicom, which used an RF adapter, the Twin Famicom used RCA connectors for composite video and mono audio, allowing for greater audiovisual quality on TVs and monitors with such inputs. An external RF modulator was bundled with the unit for connection through a TV's antennna/cable input.
Аноним 18/11/14 Втр 00:45:19 #227 №79865424 
14162607197970.jpg
>>79865332
Просто нужно качать напрямую со стёпиного гитхаба. Последняя версия с сайтика битая.
Аноним 18/11/14 Втр 00:45:27 #228 №79865433 
14162607274310.jpg
Вкатился
sageАноним 18/11/14 Втр 00:45:38 #229 №79865441 
Nintendo Entertainment System (Model NES-101)
From Wikipedia, the free encyclopedia
This article needs additional citations for verification. Please help improve this article by adding citations to reliable sources. Unsourced material may be challenged and removed. (October 2011)
Nintendo Entertainment System NES-101 NES-101-Console-Set.jpg
The NES-101 control deck alongside its similarly redesigned NES-039 game controller.
Manufacturer Nintendo
Type Video game console
Generation Third generation
Retail availability October 15, 1993 - 1995
Media ROM cartridge ("Game Pak")
CPU Ricoh 2A03 8-bit processor
Graphics Ricoh 2C02
Controller input 2 controller ports
Predecessor Nintendo Entertainment System NES-001
Successor Super Nintendo Entertainment System

The NES-101 model of the Nintendo Entertainment System (informally known as the NES 2, the top-loading model, or simply the Top Loader) is a compact, top-loading redesign of the original Nintendo Entertainment System control deck released by Nintendo in 1993.

Nintendo marketed the NES-101 model as the Nintendo Entertainment System Control Deck, exactly the same as the original NES-001 model, only with a "new design" logo on the packaging. It retailed in North America for US $49.99 (equivalent to $75.00 in 2013 US dollars).[1] This was at a significantly lower price than the already released Super Nintendo Entertainment System. The NES-101 model is stylistically similar to the HVC-101 model of the Family Computer, which was released in Japan at roughly the same time, but differed in several ways. The NES-101 controller design is very similar to the Super Nintendo controller. The major differences are that it has two face buttons instead of four, no L and R shoulder buttons, and is thinner in the middle. This controller, due to its shape, is often nicknamed the "dogbone" or "doggie" controller.
Аноним 18/11/14 Втр 00:45:48 #230 №79865449 
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Bump
sageАноним 18/11/14 Втр 00:46:00 #231 №79865460 

Contents

1 Control Deck (model NES-101)
2 Family Computer (model HVC-101)
3 Console revisions
4 See also
5 References
6 Exttenal links

Control Deck (model NES-101)

The external appearance of the NES was greatly overhauled and restyled to align its looks to the North American Super Nintendo Entertainment System and to address a number of commonly cited ergonomic problems of the original NES-001 model.[citation needed] The case design was by Lance Barr, who also designed the NES-001, the SNS-001 and the SNS-101.[2] The power and reset buttons, while never a problem with the original design, now matched the curvature of the new look. The NES-101 does not have an LED power light to indicate the unit is on, as the original NES-001 and SNS-001 included.

The most obvious change in the redesign was the removal of the cartridge-loading system that caused trouble in maintenance and game-swapping when using the NES-001 model. In that system, the user had to first open the lid of the case, slide in the cartridge, then press it down. The large space inside allowed plenty of room for dust to settle and the contact heads were almost impossible to access and clean without disassembling the system or using the official cleaning kit. Wear and tear was another problem; with continued use, the precision of the mechanism deteriorated and the user would have to poke and nudge at the cartridge to move it to a position that would be read correctly. The NES-101 returned to the standard top-loading method, used by almost all cartridge systems before and since for its ease and reliability.
Аноним 18/11/14 Втр 00:46:04 #232 №79865466 
>>79865055
>>79865090
Да не должны пидорнуть, я думаю. Ну, можно общаться по-русски между собой, а с иностранцами на инглише. Те, кто совсем не могут в инглиш, пусть хотя бы через гугл переводят и постят перевод вместе с оригинальным текстом. в общем, я пилю тред.
sageАноним 18/11/14 Втр 00:46:18 #233 №79865486 
The design of the game controllers was changed. These were officially known as NES-039 model controllers and informally known as "dogbone" controllers. They were packaged with the system and also sold separately. The controllers were restyled to resemble the SNES controller, with rounded edges that fit more ergonomically in the hands than the old rectangular design (NES-004). The NES-039 model controller does not fit in R.O.B.'s controller slot because of this ergonomic change. The A and B buttons were also set at an angle to mimic the SNES controller as well as provide better ergonomics.[citation needed] The original NES-004 controllers and the NES-039 controllers are interchangeable between the original NES-001 model and the NES-101 model, as they use the same controller ports.

The 10NES authentication chip was completely removed from the system in an effort to eliminate the blinking red power light problem associated with it in the original NES. The removal of the 10NES chip also allows the system to play games that are unlicensed and/or from different regions such as Europe, something NES-001 system cannot do without a hardware modification.

The RCA composite video output and audio jacks were removed from the system as well; an RF connection is the only way to connect the system to a television unless one has the console modified to add composite output. The original video amplifier circuit path on the motherboard was poorly designed and created faint "jailbar" interference patterns in the game image.[citation needed]
sageАноним 18/11/14 Втр 00:46:38 #234 №79865506 
Family Computer (model HVC-101)
The AV Famicom

The HVC-101 model of the Family Computer was a redesign of the original Family Computer video game console released by Nintendo in Japan in the early 1980s. It was marketed as the Family Computer, exactly the same title as the original, but users called it the AV Famicom or New Famicom to distinguish it from the original system. It was released in Japan on December 1, 1993 and retailed for ¥6800.[3] Like the original model, it is commonly referred to by the nickname "Famicom". It was stylistically similar to the NES-101 model released in North America at roughly the same time. It was produced until September 2003.[4]

The HVC-101 model was designed to address two major design flaws of the original HVC-001 model. The original HVC-001 featured hardwired game controllers; users who wished to add additional, specialized controllers were forced to make use of the deck's single expansion port (which was retained on the HVC-101). In bringing NES-style removable controllers to the HVC-101 model, Nintendo removed the microphone which had been originally included on the second controller in place of the "Start" and "Select" buttons. The microphone was originally intended to introduce extra functionality for certain games, but in practice, very few games had ever made use of it. The redesigned controllers have the Nintendo part number HVC-102 and are equivalent to the NES-039 controllers for the NES.[5] However, the HVC-102 controllers have much shorter cables than the NES-039 controllers.[6]
Аноним 18/11/14 Втр 00:46:46 #235 №79865516 
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>>79865433
Ты же умер.
sageАноним 18/11/14 Втр 00:46:58 #236 №79865525 
Secondly, the HVC-001 model featured audio/video output via RF modulator only. By the early 1990s, many Japanese television sets featured composite input jacks. The HVC-101 replaced the HVC-001's RF output connector with the same AV connector used in the Super Famicom, thus the name AV Famicom. This represented the biggest difference between the Japanese HVC-101 and the North America NES-101, which included only RF modulator output functionality (even though the original NES had composite as well as RF modulator outputs). However, Nintendo sold an external RF modulator for those who wished to connect their HVC-101 to a TV which lacked a composite video input. In an unusual move, Nintendo did not package an AV cable or AC adapter with the HVC-101, which either had to be purchased separately or shared with a Super Famicom.

The HVC-101 also featured a slightly different case design from the NES-101 in order to remain compatible with the Family Computer Disk System, as the area around the cartridge slot of the HVC-101 is flat rather than convex. This allows users to insert the large RAM Adapter cartridge required to use the Disk System accessory.
Console revisions

There are two known revisions of the NES-101; both have redesigned circuit boards that improve video output quality. The first has a Nintendo AV multi-out port (the same used in the Super Nintendo, Nintendo 64, and GameCube) that replaces the RF jack completely.[7] The other looks exactly the same as the rest with the RF video output jack and channel select switch, but with excellent video output quality. These versions were replacements for those who sent their original NES-101 systems to Nintendo with a poor quality video complaint.[8][9] These models are extremely rare (and in fact their existence was not discovered until a few years ago) as they mostly came as replacement units from Nintendo,[10] but the revised AV model was also found in stores such as Meijer[11] and Radio Shack.[12]
sageАноним 18/11/14 Втр 00:47:22 #237 №79865546 
Nintendo M82
From Wikipedia, the free encyclopedia
Nintendo M82 Demo Unit
M82 Demo Unit.jpg
The M82 with 12 games installed.


The Nintendo M82 is a demonstration unit for the Nintendo Entertainment System to allow customers to try games in-store before purchasing them. The full title on the machine was the M82 Game Selectable Working Product Display.[1] The machine was fundamentally different from the more arcade orientated PlayChoice, because it used consumer NES cartridges instead of the latter's proprietary ROM chips.

The M82 could hold up to 12 games, which were visible (on end) through small windows and were numbered 1–12. Unlike the Japanese Famicom Box, a similar demo unit that demanded specially-made cartridges, the M82 accepted any standard NTSC game cartridge. The games were selected by pressing a red button on the front of the unit. Up to two controllers and one NES Zapper could be connected and were held on small shelves on the lower front of the unit. The play time could be set by the store via a knob on the back of the unit; this could be 30 seconds, 3 minutes, 6 minutes or 128 minutes.[1]

Nintendo also developed other in-store demonstration units;[2] however, the M82 seems to be the common variety of these Nintendo systems.
Аноним 18/11/14 Втр 00:47:25 #238 №79865550 
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ДЕМОНБЕЙН ДЕМОНБЕЙН ДЕМОНБЕЙН/B] [ДЕМОНБЕЙН ДЕМОНБЕЙН ДЕМОНБЕЙН ДЕМОНБЕЙН/B] [ДЕМОНБЕЙН ДЕМОНБЕЙН ДЕМОНБЕЙН ДЕМОНБЕЙН/B]
Аноним 18/11/14 Втр 00:47:38 #239 №79865570 
14162608584740.jpg
>>79865466
Как знаешь. Посмотрим, что из этого выйдет.
Аноним 18/11/14 Втр 00:47:41 #240 №79865573 
14162608613850.jpg
>>79865516
Укатился.
sageАноним 18/11/14 Втр 00:47:41 #241 №79865574 
Sharp Nintendo Television
From Wikipedia, the free encyclopedia
(Redirected from C1 NES TV)
Sharp Nintendo Television Sharp C1 NES TV 14C-C1F.jpg
The 14" 14C-C1F model of the C1.
Manufacturer Sharp
Type Video game console, Television set
Retail availability JPN 1983 - 1989
NA 1989
Media ROM cartridge ("Game Pak")
CPU Ricoh 2A03 8-bit processor
Controller input 2 Controller Ports
Successor SF1

The Sharp Nintendo Television (often described as the C1 NES TV; originally released for Japanese markets as My Computer TV C1 (マイコンピュータテレビC1 Mai Konpyuta Terebi C1?)) is a television produced by Sharp Corporation with a built-in licensed Famicom. Originally released in Japan in 1983, the unit was released in the US in 1989.[1] The C1 is notable for having provided the high-quality screenshots displayed in video game magazines of the period, due to its having slightly better picture quality than a Famicom or NES paired with a separate television. The concept was followed up Japan by the Super Famicom-based SF1 in 1990.[2]

Contents

1 Overview
2 Models
3 See also
4 References
5 External links

sageАноним 18/11/14 Втр 00:48:02 #242 №79865594 
Overview

The C1 is a television set developed jointly by Sharp Corporation and Nintendo that features a built-in Famicom system The system was licensed by Nintendo and was released in 1983 to Japanese markets, and supported until 1989. It was noted for having a clearer picture quality than the original setup requiring a Famicom and composite video connection. For this reason, screenshots featured in video game magazines of the time were often taken from the C1.[2]

The system featured two built-in programs, JR GRAPHIC and TV NOTE, and in Japan it was shipped with a multicart containing Donkey Kong Jr. and Donkey Kong Jr. no Sansuu Asobi. At the time of its release, this cartridge was unique to the C1 and represented the only licensed multicart made for the Famicom.[3][4]
Models

19C-C1F・W (19 inch, retail price ¥145,000)
14C-C1F・W・R (14 inch, retail price ¥93,000)
AN-320 (keyboard only)
19SV111 and 19SC111 (19 inch)[5] - The North American release known as the Sharp Nintendo Television.

All models came in both a red and a black color.
sageАноним 18/11/14 Втр 00:48:18 #243 №79865613 
Super Nintendo Entertainment System
From Wikipedia, the free encyclopedia
This is a featured article. Click here for more information.
Super Nintendo Entertainment System Super Famicom logo.svg SNES logo.svg
The North American SNES (circa 1991)
A Japanese Super Famicom
Top: North American SNES (circa 1991)
Bottom: Japanese Super Famicom/European and Australian SNES
Other variations are pictured under Casing below
Manufacturer Nintendo
Type Home video game console
Generation Fourth generation
Release date

JP November 21, 1990

NA August 23, 1991[a]

UK / IE April 11, 1992
EU June 6, 1992[1]

AUS July 3, 1992

Discontinued

JP September 2003[2]

NA November 30, 1999[citation needed]

Units sold Worldwide: 49.10 million[3]
Japan: 17.17 million
North & South America: 23.35 million
Other: 8.58 million
Media ROM cartridge
CPU 16-bit 65c816 Ricoh 5A22 3.58 MHz
Online services Satellaview (Japan only), XBAND, Nintendo Power (Japan Only)
Best-selling game

Super Mario World (pack-in)
(20.60 million)[citation needed]
Donkey Kong Country (pack-in), 9 million[4]
Super Mario Kart (pack-in), 8 million[5]
Street Fighter II: The World Warrior (stand-alone), 6.3 million[6]

Predecessor Nintendo Entertainment System
Successor Nintendo 64

The Super Nintendo Entertainment System (also known as the Super NES, SNES or Super Nintendo) is a 16-bit home video game console developed by Nintendo that was released in 1990 in Japan, 1991 in North America, 1992 in Europe and Australasia (Oceania), and 1993 in South America. In Japan, the system is called the Super Famicom (Japanese: スーパーファミコン Hepburn: Sūpā Famikon?, officially adopting the abbreviated name of its predecessor, the Family Computer), or SFC for short. In South Korea, it is known as the Super Comboy (슈퍼 컴보이) and was distributed by Hyundai Electronics. Although each version is essentially the same, several forms of regional lockout prevent the different versions from being compatible with one another.

The Super Nintendo Entertainment System is Nintendo's second home console, following the Nintendo Entertainment System (NES). The console introduced advanced graphics and sound capabilities compared with other consoles at the time. Additionally, development of a variety of enhancement chips (which were integrated on game circuit boards) helped to keep it competitive in the marketplace.

The SNES was a global success, becoming the best-selling console of the 16-bit era despite its relatively late start and the fierce competition it faced in North America and Europe from Sega's Genesis/Mega Drive console. The SNES remained popular well into the 32-bit era, and continues to be popular among fans, collectors, retro gamers, and emulation enthusiasts, some of whom are still making homebrew ROM images.
Аноним 18/11/14 Втр 00:48:22 #244 №79865617 
14162609023830.jpg
>>79865516
Тогда я укатываюсь
Аноним 18/11/14 Втр 00:48:32 #245 №79865627 
>>79865449
О, sup mugi. Ннига.жпг
sageАноним 18/11/14 Втр 00:48:34 #246 №79865629 

Contents

1 History
1.1 Launch
1.2 Console wars
1.3 Changes in policy
1.4 32-bit era and beyond
2 Technical specifications
2.1 Central processing unit
2.2 Video
2.3 Audio
2.4 Onboard RAM
2.5 Regional lockout
2.6 Casing
2.7 Game cartridge
3 Peripherals
4 Enhancement chips
5 Emulation
6 Legacy
7 See also
8 Footnotes
9 Citations
10 References
11 External links

History
Early concept designs for the Super NES, referred to as the "Nintendo Entertainment System 2".

To compete with the popular NES/Famicom, NEC launched the TurboGrafx-16 in 1987, and Sega followed suit with the Sega Genesis/Mega Drive in 1988. Both systems were built on 16-bit architectures and offered improved graphics and sound over the 8-bit NES. However, it took several years for Sega's system to become successful.[9] Nintendo executives were in no rush to design a new system, but they reconsidered when they began to see their dominance in the market slipping.[10]
Аноним 18/11/14 Втр 00:48:42 #247 №79865641 
14162609229200.jpg
Go to dmc тоже доставляет. Только дораму не смотри.
Аноним 18/11/14 Втр 00:48:49 #248 №79865653 
14162609295810.png
>>79865573
Разве мертвые так умеют?
sageАноним 18/11/14 Втр 00:48:58 #249 №79865666 
Launch

Designed by Masayuki Uemura, the designer of the original Famicom, the Super Famicom was released in Japan on Wednesday, November 21, 1990 for ¥25,000 (US$210). It was an instant success; Nintendo's initial shipment of 300,000 units sold out within hours, and the resulting social disturbance led the Japanese government to ask video game manufacturers to schedule future console releases on weekends.[11] The system's release also gained the attention of the Yakuza, leading to a decision to ship the devices at night to avoid robbery.[12]

With the Super Famicom quickly outselling its chief rivals, Nintendo reasserted itself as the leader of the Japanese console market.[13] Nintendo's success was partially due to its retention of most of its key third-party developers from its earlier system, including Capcom, Konami, Tecmo, Square, Koei, and Enix.[14]
"Nintendo's strongest selling point, however, was the game that came packed in with the Super NES console—Super Mario World."[15]

On August 23, 1991,[a] Nintendo released the Super Nintendo Entertainment System, a redesigned version of the Super Famicom, in North America for US$199. The SNES was released in the United Kingdom and Ireland in April 1992 for GB£150, with a German release following a few weeks later. The PAL region versions of the console use the Japanese Super Famicom design, except for labeling and the length of the joypad leads. Both the NES and Super NES were released in Brazil in 1993 by Playtronic, a joint venture between the toy company Estrela and consumer electronics company Gradiente.[21]

The Super NES and Super Famicom launched with few games, but these games were well received in the marketplace. In Japan, only two games were initially available: Super Mario World and F-Zero.[22] In North America, Super Mario World launched as a bundle with the console, and other launch titles include F-Zero, Pilotwings (both of which demonstrated the console's "Mode 7" pseudo-3D rendering capability), SimCity, and Gradius III.[23]
Аноним 18/11/14 Втр 00:49:00 #250 №79865672 
>>79865074
Кстати это сорт оф троллинг?
Ладно Лейн еще неплохо зашла.
Но
> Агент паранои
> Технолайз
когда смотрел, понял что такое эталонное "НАВОРАЧИВАТЬ" ибо завязка говно и сюжет слишком претенциозен. Через силу доел так сказать.
Аноним 18/11/14 Втр 00:49:08 #251 №79865680 
14162609487890.jpg
>>79865617
Нет, не укатываешься. Я первый укатился.
Аноним 18/11/14 Втр 00:49:15 #252 №79865687 
>>79865627
Привет, няш
sageАноним 18/11/14 Втр 00:49:32 #253 №79865711 
Console wars
Main article: Console wars

The rivalry between Nintendo and Sega resulted in what has been described as one of the most notable console wars in video game history,[24] in which Sega positioned the Genesis as the "cool" console, with more mature titles aimed at older gamers, and edgy advertisements that occasionally attacked the competition.[25] Nintendo however, scored an early public relations advantage by securing the first console conversion of Capcom's arcade classic Street Fighter II for Super NES, which took over a year to make the transition to Genesis. Despite the Genesis's head start, much larger library of games, and lower price point,[26] the Genesis only represented an estimated 60% of the American 16-bit console market in June 1992,[27] and neither console could maintain a definitive lead for several years. Donkey Kong Country is said to have helped establish the Super NES's market prominence in the latter years of the 16-bit generation,[28][29][30][31] and for a time, maintain against the PlayStation and Saturn.[32] According to Nintendo, the company had sold more than 20 million Super NES units in the U.S.[33] According to a 2004 study of NPD sales data, the Sega Genesis was able to maintain its lead over the Super NES in the American 16-bit console market.[34]
Аноним 18/11/14 Втр 00:49:39 #254 №79865716 
golden boy, олдскул
sageАноним 18/11/14 Втр 00:49:53 #255 №79865735 
Changes in policy

During the NES era, Nintendo maintained exclusive control over titles released for the system—the company had to approve every game, each third-party developer could only release up to five games per year (but some third parties got around this by using different names, for example Konami's "Ultra Games" brand), those games could not be released on another console within two years, and Nintendo was the exclusive manufacturer and supplier of NES cartridges. However, competition from Sega's console brought an end to this practice; in 1991, Acclaim began releasing games for both platforms, with most of Nintendo's other licensees following suit over the next several years; Capcom (which licensed some games to Sega instead of producing them directly) and Square were the most notable holdouts.[35]

The company continued to carefully review submitted titles, giving them scores using a 40-point scale and allocating Nintendo's marketing resources accordingly. Each region performed separate evaluations.[36] Nintendo of America also maintained a policy that, among other things, limited the amount of violence in the games on its systems. One game, Mortal Kombat, would challenge this policy. A surprise hit in arcades in 1992, Mortal Kombat features splashes of blood and finishing moves that often depict one character dismembering the other. Because the Sega Genesis version retained the gore while the SNES version did not,[37] it outsold the SNES version by a ratio of three or four-to-one.[38]

Game players were not the only ones to notice the violence in this game; US Senators Herb Kohl and Joe Lieberman convened a Congressional hearing on December 9, 1993 to investigate the marketing of violent video games to children.[c] While Nintendo took the high ground with moderate success, the hearings led to the creation of the Interactive Digital Software Association and the Entertainment Software Rating Board, and the inclusion of ratings on all video games.[37][38] With these ratings in place, Nintendo decided its censorship policies were no longer needed.[38]
sageАноним 18/11/14 Втр 00:50:09 #256 №79865752 
32-bit era and beyond

While other companies were moving on to 32-bit systems, Rare and Nintendo proved that the Super NES was still a strong contender in the market. In November 1994, Rare released Donkey Kong Country, a platform game featuring 3D models and textures pre-rendered on SGI workstations. With its detailed graphics, fluid animation and high-quality music, Donkey Kong Country rivaled the aesthetic quality of games that were being released on newer 32-bit CD-based consoles. In the last 45 days of 1994, the game sold 6.1 million units, making it the fastest-selling video game in history to that date. This game sent a message that early 32-bit systems had little to offer over the Super NES, and helped make way for the more advanced consoles on the horizon.[39][40]

In October 1997, Nintendo released a redesigned model of the SNES (the SNS-101 model) in North America for US$99, which included the pack-in game Super Mario World 2: Yoshi's Island.[41] Like the earlier redesign of the NES (the NES-101 model), the new model was slimmer and lighter than its predecessor, but it lacked S-Video and RGB output, and it was among the last major SNES-related releases in the region. A similarly redesigned Super Famicom Jr. was released in Japan at around the same time.[42]

Nintendo ceased production of the SNES in 1999,[citation needed] about two years after releasing Kirby's Dream Land 3 (its last first-party game for the system) on November 27, 1997, a year after releasing Frogger (its last third-party game for the system). In Japan, Nintendo continued production of the Super Famicom until September 2003,[2] and new games were produced until the year 2000, ending with the release of Metal Slader Glory Director's Cut on December 1, 2000.[43]

Many popular SNES titles have since been ported to the Game Boy Advance, which has similar video capabilities. In 2005, Nintendo announced that SNES titles would be made available for download via the Wii and Wii U's Virtual Console service.[44] In 2007, Nintendo of Japan announced that it would no longer repair Family Computer or Super Famicom systems due to an increasing shortage of the necessary parts.[45]
Аноним 18/11/14 Втр 00:50:11 #257 №79865757 
>>79865653
А то. Думаешь, откуда выражение "В гробу перевернулся" взялось? Не будь там гроба и слоя земли на телом, точно бы покатилось.
sageАноним 18/11/14 Втр 00:50:27 #258 №79865780 
Technical specifications
Main article: Super Nintendo Entertainment System technical specifications

The 16-bit design of the Super NES incorporates powerful graphics and sound co-processors that allow tiling and simulated 3D effects, a palette of 32,768 colors, and high-quality 8-channel audio. These base platform features, plus the ability to dramatically extend them all through substantial chip upgrades inside of each cartridge, represent a leap over the 8-bit NES generation and some significant advantages over the competition such as the Sega Genesis.[46]
Central processing unit
CPU reference
Processor Ricoh 5A22, based on a 16-bit 65c816 core
Clock rates (NTSC) Input: 21.47727 MHz
Bus: 3.58 MHz, 2.68 MHz, or 1.79 MHz
Clock rates (PAL) Input: 21.28137 MHz
Bus: 3.55 MHz, 2.66 MHz, or 1.77 MHz
Buses 24-bit and 8-bit address buses, 8-bit data bus
Additional features

DMA and HDMA
Timed IRQ
Parallel I/O processing
Hardware multiplication and division

The CPU is a Nintendo-custom 5A22 processor, based on a 16-bit 65c816 core. The CPU employs a variable bus speed depending on the memory region being accessed for each instruction cycle: the input clock is divided by 6, 8, or 12 to obtain the bus clock rate. Non-access cycles, most register accesses, and some general accesses use the divisor of 6. WRAM accesses and other general accesses use the divisor of 8. Only the controller port serial-access registers use the divisor of 12.[47][unreliable source?]

The chip has an 8-bit data bus, controlled by two address buses. The 24-bit "Bus A" is used for general accesses, while the 8-bit "Bus B" is used for support chip registers (mainly the video and audio processors).[47] Normally only one bus is used at a time; however, the built-in direct memory access (DMA) unit places a read signal on one bus and a write signal on the other to achieve block transfer speeds of up to 2.68 MB/s.[d][48][unreliable source?]

The DMA unit has 8 independent channels, each of which can be used in two modes. General DMA transfers up to 64 kB[e] in one shot, while H-blank DMA (HDMA) transfers 1–4 bytes at the end of each video scanline. HDMA is typically used to change video parameters to achieve effects such as perspective, split-screen, and non-rectangular windowing without tying up the main CPU.[48]

The 5A22 also contains an 8-bit parallel I/O port (which was mostly unused in the SNES); controller port interface circuits, including both serial and parallel access to controller data; a 16-bit multiplication and division unit; and circuitry for generating non-maskable interrupts on V-blank and IRQ interrupts on calculated screen positions.[48]
sageАноним 18/11/14 Втр 00:50:57 #259 №79865816 
Video
Video reference
Resolutions Progressive: 256 × 224, 512 × 224, 256 × 239, 512 × 239
Interlaced: 512 × 448, 512 × 478
Pixel depth 2, 4, 7, or 8 bpp indexed; 8 or 11 bpp direct
Total colors 32768 (15-bit)
Sprites 128, 32 max per line; up to 64 × 64 pixels
Backgrounds Up to 4 planes; each up to 1024 × 1024 pixels
Effects

Pixelization (mosaic) per background
Color addition and subtraction
Clipping windows (per background, affecting color, math, or both)
Scrolling per 8 × 8 tile
Mode 7 matrix operations

The graphics processing unit (GPU) consists of two separate but closely tied IC packages, which may be considered as a single entity. It also contains 64 kB[e] of SRAM for storing video data (VRAM), 544 bytes of object attribute memory (OAM) for storing sprite data, and 256 × 15 bits of color generator RAM (CGRAM) for storing palette data. The GPU is clocked by the same signal as the CPU, and generates a pixel every two or four cycles. Both NTSC and PAL systems use the same GPU chips, with one pin per chip selecting NTSC or PAL operation.[48]

Images may be output at 256 or 512 pixels horizontal resolution and 224, 239, 448, or 478 pixels vertically. Vertical resolutions of 224 or 239 are usually output in progressive scan, while 448 and 478 resolutions are interlaced. Colors are chosen from the 15-bit RGB color space, for a total of 32,768 possible colors. Graphics consist of up to 128 sprites and up to 4 background layers, all made up of combinations of 8×8 pixel tiles. Most graphics use palettes stored in CGRAM, with color 0 of any palette representing transparency.[48]

Sprites can be 8 × 8, 16 × 16, 32 × 32, or 64 × 64 pixels, each using one of eight 16-color palettes and tiles from one of two blocks of 256 in VRAM. Sprites may be flipped horizontally and vertically as a whole. Up to 32 sprites and 34 8 × 8 sprite tiles may appear on any one line; excess sprites or tiles would be dropped. Each sprite lies on one of 4 planes, however a lower-numbered sprite will always cover a higher-numbered sprite even if the latter is on a higher priority plane. This quirk is often used for complex clipping effects.[48]
sageАноним 18/11/14 Втр 00:51:13 #260 №79865832 
Background layers in most modes range from 32 × 32 to 128 × 128 tiles, with each tile on one of two planes ("foreground" and "background") and using one of 8 palettes. Tiles are taken from a per-layer set of up to 1024 (as VRAM permits) and can be flipped horizontally and vertically. Each layer may be scrolled both horizontally and vertically. The number of background layers and the size of the palettes depends on the mode:[48][49]

Mode 0: 4 layers, all using 4-color palettes. Each BG uses its own section of the SNES palette. Up to 128 colors can be displayed on screen, 32 colors per layer.
Mode 1: 3 layers, two using 16-color palettes and one using 4-color palettes. Up to 128 colors can be displayed by first two layers and 32 colors by third layer.
Mode 2: 2 layers, both using 16-color palettes. Each tile can be individually scrolled. Up to 128 colors can be displayed on screen.
Mode 3: 2 layers, one using the full 256-color palette and one using 16-color palettes. The 256-color layer can also directly specify colors from an 11-bit (RGB443) colorspace. Up to 256 colors displayed by first layer and 128 colors by second layer.
Mode 4: 2 layers, one using the full 256-color palette and one using 4-color palettes. The 256-color layer can directly specify colors, and each tile can be individually scrolled. Up to 256 colors displayed by first layer and 32 colors by second layer.
Mode 5: 2 layers, one using 16-color palettes and one using 4-color palettes. Tile decoding is altered to facilitate use of the 512-width and interlaced resolutions. Up to 128 colors displayed by first layer and 32 colors by second layer.
Mode 6: 1 layer, using 16-color palettes. Tile decoding is as in Mode 5, and each tile can be individually scrolled. Up to 128 colors can be displayed on screen.

A test image demonstrating the SNES's Mode 7 capability

Mode 7: 1 layer of 128×128 tiles from a set of 256, which may be interpreted as a 256-color one-plane layer or a 128-color two-plane layer. The layer may be rotated and scaled using matrix transformations. HDMA is often used to change the matrix parameters for each scanline to generate perspective effects.

Background layers may be individually pixelized, and layers and sprites can be individually clipped and combined by color addition or subtraction to generate more complex effects and greater color depths than can be specified directly.[48]

The GPU may be instructed to latch the current pixel position at any time during image output, both by game software and by the device attached to controller port 2. The game software may then read back this latched position. The GPU may also be used for fast 16-bit by 8-bit signed multiplication.[48]
Аноним 18/11/14 Втр 00:51:31 #261 №79865852 
14162610910580.jpg
>>79865680
Нет я первый укатился.
sageАноним 18/11/14 Втр 00:51:36 #262 №79865858 
Audio
Audio reference
Processors Sony SPC700, Sony DSP
Clock rates Input: 24.576 MHz
SPC700: 1.024 MHz
Format ADPCM, 8 channels
Output 32 kHz 16-bit stereo
Effects

ADSR envelope control
Frequency scaling and modulation using Gaussian interpolation
Echo: 8-tap FIR filter, with up to .24s delay
Noise generation

The audio subsystem consists of an 8-bit Sony SPC700, a 16-bit DSP, 64 kB[e] of SRAM shared by the two chips, and a 64 byte boot ROM. The audio subsystem is almost completely independent from the rest of the system: it is clocked at a nominal 24.576 MHz in both NTSC and PAL systems, and can only communicate with the CPU via 4 registers on Bus B.[50][unreliable source?][51][unreliable source?]

RAM is accessed at 3.072 MHz, with accesses multiplexed between the SPC700 (1⁄3) and the DSP (2⁄3). This RAM is used to store the SPC700 program and stack, the audio sample data and pointer table, and the DSP's echo buffer.[50]

The SPC700 runs programs (uploaded using the boot ROM program) to accept instructions and data from the CPU and to manipulate the DSP registers to generate the appropriate music and sound effects. The DSP generates a 16-bit waveform at 32 kHz by mixing input from 8 independent voices and an 8-tap FIR filter typically used for reverberation. Each voice can play its sample at a variable rate, with Gaussian interpolation, stereo panning, and ADSR, linear, non-linear, or direct volume envelope adjustment. The voice and FIR filter outputs are mixed both for direct output and for future input into the FIR filter. All audio samples are compressed using ADPCM and a linear predictive coding, a method dubbed BRR.[50]

Hardware on the cartridge, expansion port, or both can provide stereo audio data for mixing into the DSP's analog audio output before it leaves the console.[52]

Since the audio subsystem is mostly self-contained, the state of the audio subsystem can be connected to, or emulated on, a host computer. Its output may be saved as an SPC700 sound format (.SPC) file, or the audio subsystem can be emulated in a stand-alone manner to play back all game music except for a few games that constantly stream their samples from ROM. Custom cartridges or PC interfaces can be used to load and play .SPC files onto a real SNES SPC700 and DSP.
Аноним 18/11/14 Втр 00:51:37 #263 №79865860 
14162610974220.jpg
sageАноним 18/11/14 Втр 00:51:52 #264 №79865877 
Onboard RAM
Memory reference
Main RAM 128 kB[e]
Video RAM 64 kB main RAM
512 + 32 bytes sprite RAM
256 × 15 bits palette RAM
Audio RAM 64 kB

The console contains 128 kB[e] of DRAM. This is mapped to various segments of Bus A, and can also be accessed in a serial fashion via registers on Bus B. The video and audio subsystems contain additional RAM reserved for use by those processors.[48]
Regional lockout

Nintendo employed several types of regional lockout, including both physical and hardware incompatibilities.
A cartridge shape comparison
Top: North American design
Bottom: Japanese and PAL region design. The bottom cartridge also illustrates the optional pins used by enhancement chips such as the Super FX 3D chip.

On a physical level, the cartridges are shaped differently for different regions. North American cartridges have a rectangular bottom with inset grooves matching protruding tabs in the console, while other regions' cartridges are narrower with a smooth curve on the front and no grooves. The physical incompatibility can be overcome with use of various adapters, or through modification of the console.[citation needed]

Internally, a regional lockout chip (CIC) within the console and in each cartridge prevents PAL region games from being played on Japanese or North American consoles and vice versa. The Japanese and North American machines have the same region chip. The console CIC releases the reset signal to the rest of the system only after completing a handshake with the chip in the cartridge.[citation needed] This can be overcome through the use of adapters, typically by inserting the imported cartridge in one slot and a cartridge with the correct region chip in a second slot. Alternatively, disconnecting one pin of the console's lockout chip will prevent it from locking the console; hardware in later games can detect this situation, so it later became common to install a switch to reconnect the lockout chip as needed.[53]

PAL consoles face another incompatibility when playing out-of-region cartridges: the NTSC video standard specifies video at 60 Hz while PAL operates at 50 Hz, resulting in approximately 16.7% slower gameplay. Additionally, PAL's higher resolution results in letterboxing of the output image. Some commercial PAL region releases exhibit this same problem and therefore can be played in NTSC systems without issue, while others will face a 20% speedup if played in an NTSC console. To mostly correct this issue, a switch can be added to place the SNES PPU into a 60 Hz mode supported by most newer PAL televisions. Later games will detect this setting and refuse to run, requiring the switch to be thrown only after the check completes.[54]
sageАноним 18/11/14 Втр 00:52:09 #265 №79865896 
Casing
Original Japanese SNES

Original U.S. SNES

Original PAL SNES

Super Famicom Jr.

Super Famicom Jr.
Original Japanese version
(1990–1998) Original North American version
(1991–1997) Original PAL version
(1992–1998) Super Famicom Jr.
(1998–2003) North American redesign
(1997–1999)

All versions of the SNES are predominantly gray, although the exact shade may differ. The original North American version, designed by Nintendo of America industrial designer Lance Barr[55] (who previously redesigned the Famicom to become the NES[56]), has a boxy design with purple sliding switches and a dark gray eject lever. The loading bay surface is curved, both to invite interaction and to prevent food or drinks from being placed on the console and spilling as had happened with the flat surfaced NES.[55] The Japanese and European versions are more rounded, with darker gray accents and buttons. The North American SNS-101 model and the Japanese Super Famicom Jr. (the SHVC-101 model), all designed by Barr, are both smaller with a rounded contour; however, the SNS-101 buttons are purple where the Super Famicom Jr. buttons are gray. The European and American versions of the SNES controllers have much longer cables compared to the Japanese Super Famicom controllers.

All versions incorporate a top-loading slot for game cartridges, although the shape of the slot differs between regions to match the different shapes of the cartridges. The card-edge connector has 62 contacts; however, many cartridges only connect to the middle 46. All versions also incorporate two 7-pin controller ports on the front of the unit, and a plug for a power supply and a Nintendo-proprietary "MULTI OUT" A/V connector on the back.[52][unreliable source?] The MULTI OUT connector (later used on the Nintendo 64 and GameCube) can output composite video, S-Video and RGB signals, as well as RF with an external RF modulator.[citation needed] Original versions additionally include a 28-pin expansion port under a small cover on the bottom of the unit[52] and a standard RF output with channel selection switch on the back;[57] the redesigned models output composite video only, requiring an external modulator for RF.[58]
Yellowing of console plastic

The ABS plastic used in the casing of some older SNES and Super Famicom consoles is particularly susceptible to oxidization on exposure to air, likely due to an incorrect mixture of the stabilizing or flame retarding additives. This, along with the particularly light color of the original plastic, causes affected consoles to quickly become yellow; if the sections of the casing came from different batches of plastic, a "two-tone" effect results.[59]
sageАноним 18/11/14 Втр 00:52:16 #266 №79865912 
Сажи не читая. Пиздуй в прикреплённый тред в /a
sageАноним 18/11/14 Втр 00:52:26 #267 №79865928 
Game cartridge

The cartridge media of the console is officially referred to as Game Pak in most Western regions,[60] and as Cassette (カセット Kasetto?) in Japan and parts of Latin America.[61] While the SNES can address 128 Mbit,[e] only 117.75 Mbit are actually available for cartridge use. A fairly normal mapping could easily address up to 95 Mbit of ROM data (48 Mbit at FastROM speed) with 8 Mbit of battery-backed RAM.[47] However, most available memory access controllers only support mappings of up to 32 Mbit. The largest games released (Tales of Phantasia and Star Ocean) contain 48 Mbit of ROM data,[62][63] while the smallest games contain only 2 Mbit.

Cartridges may also contain battery-backed SRAM to save the game state, extra working RAM, custom coprocessors, or any other hardware that will not exceed the maximum current rating of the console.
Peripherals
Top: Japanese Super Famicom controller, bottom: North American SNES controller

The standard SNES controller adds two additional face buttons (X and Y) to the design of the NES iteration, arranging the four in a diamond shape, and introduces two shoulder buttons. The inclusion of six active buttons was made with the popularity of the Street Fighter arcade series in mind.[64] It also features an ergonomic design by Lance Barr, later used for the NES-102 model controllers, also designed by Barr.[55][56] The Japanese and PAL region versions incorporate the system's logo in the colors of the four action buttons, while the North American version colors them lavender and purple to match the redesigned console and gives the lighter two a concave rather than convex top. Several later consoles derive elements of their controller design from the SNES, including the PlayStation, Dreamcast, Xbox, and Wii Classic Controller.[65][66][67]

Throughout the course of its life, a number of peripherals were released which added to the functionality of the SNES. Many of these devices were modeled after earlier add-ons for the NES: the Super Scope is a light gun functionally similar to the NES Zapper (though the Super Scope features wireless capabilities) and the Super Advantage is an arcade-style joystick with adjustable turbo settings akin to the NES Advantage. Nintendo also released the SNES Mouse in conjunction with its Mario Paint title. Hudson Soft, under license from Nintendo, released the Super Multitap, a multiplayer adapter for use with its popular series of Bomberman games. Some of the more unusual controllers include the one-handed ASCII Stick L5, the BatterUP baseball bat, and the TeeV Golf golf club.[citation needed]
sageАноним 18/11/14 Втр 00:52:43 #268 №79865947 
While Nintendo never released an adapter for playing NES games on the SNES (though the instructions included a way to connect both consoles to the same TV by either daisy chaining the RF switches or using AV outputs for one or both systems), the Super Game Boy adapter cartridge allows games designed for Nintendo's portable Game Boy system to be played on the SNES. The Super Game Boy touted several feature enhancements over the Game Boy, including palette substitution, custom screen borders, and (for specially enhanced games) access to the SNES console.[citation needed] Japan also saw the release of the Super Game Boy 2, which added a communication port to enable a second Game Boy to connect for multiplayer games.

Like the NES before it, the SNES saw its fair share of unlicensed third-party peripherals, including a new version of the Game Genie cheat cartridge designed for use with SNES games. In general, Nintendo proved to be somewhat more tolerant of unlicensed SNES peripherals than they had been with NES peripherals.

Soon after the release of the SNES, companies began marketing backup devices such as the Super Wildcard, Super Pro Fighter Q, and Game Doctor.[68] These devices were sold to create a backup of a cartridge, in the event that it would break. However, they could also be used to play copied ROM images that could be downloaded from BBSes and the Internet, or to create copies of rented video games, often violating copyright laws in many jurisdictions.
Satellaview with Super Famicom.

Japan saw the release of the Satellaview, a modem which attached to the Super Famicom's expansion port and connected to the St.GIGA satellite radio station. Users of the Satellaview could download gaming news and specially designed games, which were frequently either remakes of or sequels to older Famicom titles, released in installments. Satellaview signals were broadcast from April 23, 1995 through June 30, 2000.[69] In the United States, the similar but relatively short-lived XBAND allowed users to connect to a network via a dial-up modem to compete against other players around the country.

During the SNES's life, Nintendo contracted with two different companies to develop a CD-ROM-based peripheral for the console to compete with Sega's CD-ROM based addon, Mega-CD. Ultimately, deals with both Sony and Philips fell through, (although a prototype console was produced by Sony) with Philips gaining the right to release a series of titles based on Nintendo franchises for its CD-i multimedia player and Sony going on to develop its own console based on its initial dealings with Nintendo (the PlayStation).[70]
Аноним 18/11/14 Втр 00:53:03 #269 №79865966 
Вы чо, охуели? Хули еще никто спайсы и волка не вспомнил?
sageАноним 18/11/14 Втр 00:53:04 #270 №79865967 
Enhancement chips
Main article: List of Super NES enhancement chips
Star Fox, the first game to utilize the Super FX chip, as shown with the polygonal models that compose a large portion of the game's graphics

As part of the overall plan for the SNES, rather than include an expensive CPU that would still become obsolete in a few years, the hardware designers made it easy to interface special coprocessor chips to the console (just like the MMC chips used for most NES games). This is most often characterized by 16 additional pins on the cartridge card edge.[52][unreliable source?][not in citation given]

The Super FX is a RISC CPU designed to perform functions that the main CPU could not feasibly do. The chip was primarily used to create 3D game worlds made with polygons, texture mapping and light source shading. The chip could also be used to enhance 2D games.[71]

The Nintendo fixed-point digital signal processor (DSP) chip allowed for fast vector-based calculations, bitmap conversions, both 2D and 3D coordinate transformations, and other functions.[72] Four revisions of the chip exist, each physically identical but with different microcode. The DSP-1 version, including the later 1A and 1B bug fix revisions, was used most often; the DSP-2, DSP-3, and DSP-4 were used in only one title each.[73]

Similar to the 5A22 CPU in the console, the SA-1 chip contains a 65c816 processor core clocked at 10 MHz, a memory mapper, DMA, decompression and bitplane conversion circuitry, several programmable timers, and CIC region lockout functionality.[71]

In Japan, games could be downloaded for a fee from Nintendo Power kiosks onto special cartridges containing flash memory and a MegaChips MX15001TFC chip. The chip managed communication with the kiosks to download ROM images, and provided an initial menu to select which of the downloaded games would be played. Some titles were available both in cartridge and download form, while others were download only. The service was closed on February 8, 2007.[74]

Many cartridges contain other enhancement chips, most of which were created for use by a single company in a few titles;[73] the only limitations are the speed of the Super NES itself to transfer data from the chip and the current limit of the console.
Аноним 18/11/14 Втр 00:53:07 #271 №79865971 
14162611875410.jpg
>>79865852
Нет, ты не укатываешься, а идешь нахуй, потому что первым укатился я.
Аноним 18/11/14 Втр 00:53:12 #272 №79865981 
>>79865570
ready :3
http://krautchan.net/int/thread-25685626.html
Аноним 18/11/14 Втр 00:53:21 #273 №79865991 
14162612010110.jpg
>>79865860
sageАноним 18/11/14 Втр 00:53:29 #274 №79865997 
Emulation
See also: List of SNES emulators
Hardware emulation of the SNES is available from a variety of clone systems like this Retro Duo Portable.

Like the NES before it, the SNES has retained interest among its fans even following its decline in the marketplace. It has continued to thrive on the second-hand market and through console emulation. The SNES has taken much the same revival path as the NES (see History of the Nintendo Entertainment System).

Emulation projects began with the initial release of VSMC in 1994, and Super Pasofami became the first working SNES emulator in 1996.[citation needed] During that time, two competing emulation projects—Snes96 and Snes97—merged to form a new initiative entitled Snes9x.[71] In 1997, SNES enthusiasts began programming an emulator named ZSNES.[75] These two have remained among the best-known SNES emulators, although development continues on others as well. In 2003, members of both the Snes9x and ZSNES teams and others began a push for exact emulation;[f][76] this movement is now led by the development of higan by a developer named byuu.[77]

Nintendo of America took the same stance against the distribution of SNES ROM image files and the use of emulators as it did with the NES, insisting that they represented flagrant software piracy.[78] Proponents of SNES emulation cite discontinued production of the SNES constituting abandonware status, the right of the owner of the respective game to make a personal backup via devices such as the Retrode, space shifting for private use, the desire to develop homebrew games for the system, the frailty of SNES ROM cartridges and consoles, and the lack of certain foreign imports.[citation needed]

The SNES was one of the first systems to attract the attention of amateur fan translators: Final Fantasy V was the first major work of fan translation, and was completed in 1998.[79]

Emulation of the SNES is now available on handheld units, such as Android devices,[80] Apple's iPhone[81] and iPad,[82] Sony's PlayStation Portable (PSP),[83] the Nintendo DS[84] and Game Boy Advance,[85] the Gizmondo,[86] the Dingoo and the GP2X by GamePark Holdings,[87] as well as PDAs.[88] While individual games have been included with emulators on some GameCube discs, Nintendo's Virtual Console service for the Wii marks the introduction of officially sanctioned general SNES emulation, though SNES9x GX, a port of SNES9x, has been made for the Wii.[89]
Аноним 18/11/14 Втр 00:53:36 #275 №79866003 
>>79865687
Ну млин, няша, а нюфани с этого бомбили (буквально дня 3 назад). Ну да ладно. Люблю адекватных людей, добра тебе :3
Аноним 18/11/14 Втр 00:54:01 #276 №79866025 
14162612419900.png
>>79865971
Как-то ты медленно укатываешься.
Аноним 18/11/14 Втр 00:54:11 #277 №79866036 
>>79865966
сагают тут педики. как-то не до того уже
Аноним 18/11/14 Втр 00:54:47 #278 №79866071 
14162612874270.jpg
>>79866025
Как умею, так и укатываюсь. Не мешай.
sageАноним 18/11/14 Втр 00:55:26 #279 №79866103 
Legacy

49.10 million Super NES units were sold worldwide, with 23.35 million of those units sold in the Americas and 17.17 million in Japan.[3] Although it could not quite repeat the success of the NES, which sold 61.91 million units worldwide,[3] the Super NES was the best-selling console of its era.

In 2007, GameTrailers named the Super NES as the second-best console of all time in their list of top ten consoles that "left their mark on the history of gaming", citing its graphic, sound, and library of top-quality games.[90] Technology columnist Don Reisinger proclaimed "The SNES is the greatest console of all time" in January 2008, citing the quality of the games and the console's drastic improvement over its predecessor;[91] fellow technology columnist Will Greenwald replied with a more nuanced view, giving the SNES top marks with his heart, the NES with his head, and the PlayStation (for its controller) with his hands.[92] GamingExcellence also gave the SNES first place in 2008, declaring it "simply the most timeless system ever created" with many games that stand the test of time and citing its innovation in controller design, graphics capabilities, and game storytelling.[93] At the same time, GameDaily rated it fifth of ten for its graphics, audio, controllers, and games.[94] In 2009, IGN named the Super Nintendo Entertainment System the fourth best video game console, complimenting its audio and "concentration of AAA titles".[65]
See also

Nintendo.svgNintendo portal
Gamepad.svgVideo games portal
Mario emblem.svgMario portal
Alcatel 9109HA.png1990s portal

List of Super Famicom games
List of Super Nintendo Entertainment System accessories
List of Super Nintendo Entertainment System games
List of best-selling Super Nintendo Entertainment System video games
Nintendo Selects
sageАноним 18/11/14 Втр 00:55:56 #280 №79866133 
Super Nintendo Entertainment System (Model SNS-101)
From Wikipedia, the free encyclopedia
SNS-101 SNES-Model-2-Set.jpg
SNS-101 with remodeled controller
Developer Nintendo
Type Video game console
Generation Fourth generation
Release date October 20, 1997
Retail availability October 20, 1997 - 1999

The SNS-101 model of the Super Nintendo Entertainment System (informally known as the SNES 2, the SNES Mini or SNES Jr.) is a compact redesign of the original Super Nintendo Entertainment System (SNES) video game console from Nintendo.[citation needed] Nintendo itself marketed it simply as the Super Nintendo Entertainment System exactly the same as the original SNS-001 model. It was released in North America on October 20, 1997[1] and retailed for US$99.95[2] including one pack-in game such as:

Super Mario World 2: Yoshi's Island[3]
The Legend of Zelda: A Link to the Past (Target exclusive)
Kirby Super Star (Target Exclusive)
Tetris Attack (Toys'R'Us Exclusive)

It was also available in a standalone package. The SNS-101 model is stylistically similar to the Super Famicom Jr, which was released in Japan five months later.
sageАноним 18/11/14 Втр 00:56:13 #281 №79866148 

Contents

1 Changes
2 Controller redesign
3 Counterfeits
4 Super Famicom Jr. (Model SHVC-101)
5 See also
6 References
7 External links

Changes
SNS-101 standalone package

The SNS-101 model was a lighter and more compact redesign of the original SNS-001 model of the SNES. It was designed by Lance Barr, who also designed the original SNS-001, the first North American NES model and the Model NES-101 redesign.[4] Released at a lower price point, Nintendo marketed it as an entry-level gamer's system[5] for customers who were on a budget and who may have been put-off by the large outlay required for other more modern systems such as the Nintendo 64, Sega Saturn and PlayStation.

The SNS-101 lacks the expansion slot on the base featured on the SNS-001, making it incompatible with the Japan only Satellaview add-on. The power and reset buttons were moved to the left hand side, and it no longer has a cartridge eject button. As with the redesigned NES (NES-101) before it, the SNS-101 model has no LED power light to indicate when the unit is on (as the original NES, SNES, and N64 all included) The RF connector was also removed, however an N64 RF modulator can be used to give the SNS-101 RF output if required.[6]

The SNS-101 features the same "MULTI OUT" audio/video connector used on the original SNS-001 model.[7] However the SNS-101 only outputs composite video and stereo audio through this port, even though the original SNS-001 supported composite video, S-Video and RGB. The video encoder chip used in the system still supports S-Video and RGB, but these pins were left unused. Many users who wished for a better picture resorted to modifying the system to restore this missing functionality.[8]
Аноним 18/11/14 Втр 00:56:22 #282 №79866165 
>>79865966
Потому что говно. Волки для пидаров. И гг там пидор.
Аноним 18/11/14 Втр 00:56:24 #283 №79866167 
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>>79866071
А почему вас двое?
sageАноним 18/11/14 Втр 00:57:54 #284 №79866257 
Controller redesign
SNS-102 separately packaged controller

Some slight cosmetic changes were also made to the controller. The 'Super Nintendo' silk screened logo was removed and replaced by a 'Nintendo' logo molded into the casing. The button color changed to a darker shade of purple, and the controller had a new designation code i.e. SNS-102.
Counterfeits

The SNS-101 is quite unusual in that it is perhaps the only known example of a Nintendo console having fake/counterfeit clones posing as a genuine console. Most clone consoles usually adopt different names or case designs, however with the SNS-101 almost every detail was copied and reproduced to some degree — including the packaging. In recent years many of these clones have been mistakenly bought by users on auction sites such as eBay under the impression that they are brand new original SNS-101 systems, sometimes even the seller is unaware they are not original. Most games can still be played with these clones systems, however the build quality is not as high. There are guides available on how to spot fake SNS-101 consoles.[9] The clone controllers were also sold separately in copies of the genuine controllers' packaging. One difference between fake and genuine SNS-101 consoles is the presence of regular Phillips head screws holding the console's housing together, as opposed to Nintendo's propriatary security screws.
Аноним 18/11/14 Втр 00:57:57 #285 №79866262 
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>>79866167
Да то какой-то лже-Лулуш приклеился, не знаю, чего он хочет добиться.
Аноним 18/11/14 Втр 00:58:01 #286 №79866268 
14162614810790.jpg
>>79866167
Потому что я Микаса.
sageАноним 18/11/14 Втр 00:58:17 #287 №79866286 
Super Famicom Jr. (Model SHVC-101)
Super Famicom Jr.

The Super Famicom Jr. or Super Famicom Junior, often abbreviated as SFC Jr, was a redesign of the original Super Famicom video game console that had been released by Nintendo in Japan in 1990. It was stylistically similar to the SNS-101 released in North America five months earlier. It was released in Japan on March 27, 1998 and retailed for ¥7800.[10] It was manufactured until September 2003.[11]

The Super Famicom Jr. was lighter and more compact redesign of the original Super Famicom console. It was almost identical to the SNS-101 console released in North America previously, and featured the same connections and outputs.

The Super Famicom Jr. lacks the expansion slot on the base featured on the original Super Famicom, making it incompatible with the Satellaview add-on released in Japan. As with the AV Famicom redesign before it, the Super Famicom Jr. lacks a LED power light to indicate when the unit is on (as the original NES, SNES, and N64 all included).
sageАноним 18/11/14 Втр 00:58:38 #288 №79866311 
Differences between the North American SNS-101 include the power and reset buttons colored grey instead of purple, the different shape of the cartridge port to accommodate the rounder-edged Japanese games, and the Super Nintendo logo no longer molded into the plastic, instead having a recessed 'Super Famicom' plastic label. The "MULTI OUT" connector was also renamed "AV OUT" for the Super Famicom Jr. The Super Famicom Jr. also uses the same AC adapter as the original Super Famicom and Famicom.

The controller also retains the multi-colored buttons used on the original Super Famicom controller instead of the purple buttons used in North America. However, despite the different colored buttons it still retains the same SNS-102 model number used on the North American controller (instead of an SHVC model number used on all other Super Famicom parts), as Nintendo used the same case mold for both regions.

As with the SNS-101, the Super Famicom Jr. features the same audio/video connector used on the original Super Famicom model. However, the Super Famicom Jr. only outputs composite video and stereo audio through this port, even though the original Super Famicom supported composite video, S-Video and RGB, because of this the connector was renamed "AV OUT" instead of "MULTI OUT" as used on the original Super Famicom. The video encoder chip used in the system still supports S-Video and RGB, but these pins were left unused. Many users who wished for a better picture resorted to modifying the system to restore this missing functionality.[8] The RF connector used on the original Super Famicom was also removed, however the N64 RF modulator could be used to give the Super Famicom Jr. RF output if required.
Аноним 18/11/14 Втр 00:59:11 #289 №79866349 
14162615512090.jpg
>>79866268
Эй, Микаса.
Аноним 18/11/14 Втр 00:59:24 #290 №79866368 
14162615649900.png
>>79866262>>79866268
И кто же все-таки укатился первым?
Аноним 18/11/14 Втр 01:00:33 #291 №79866438 
14162616338400.jpg
>>79866268
Микасаааа...
sageАноним 18/11/14 Втр 01:00:40 #292 №79866447 
Super Famicom Naizou TV SF1
From Wikipedia, the free encyclopedia
(Redirected from SF-1 SNES TV)
Super Famicom Naizou TV SF1 Manufacturer Sharp
Type Video game console, Television set
Retail availability JPN Dec 5, 1990[1]
Media ROM cartridge ("Game Pak")
Nintendo Power
Sufami Turbo
CPU 16-bit 65c816 Ricoh 5A22 3.58 MHz
Storage Battery backup
Flash memory
(Satellaview only)
Controller input 2 Controller Ports
Online services Satellaview (Japan only)
Predecessor C1

The Super Famicom Naizou TV SF1 (スーパーファミコン内蔵テレビSF1 Supa Famikon Naizou Terebi SF1?) (often described as the SF1 SNES TV) is a television set produced by Sharp Corporation with a built-in licensed Super Famicom. Released only to Japanese markets, the unit retailed in 1990 as a next generation successor to the 1983 C1 television also produced by Sharp and licensed by Nintendo. Like the C1, the SF1 was noted as having superior picture quality to a SFC plugged into a standard television.[2]

Contents

1 Overview
2 Models
3 See also
4 References
5 External links

sageАноним 18/11/14 Втр 01:01:09 #293 №79866478 
Overview

The SF1 came in two different models varying in screen sizes. The larger SF1 unit featured a 21-inch screen and the smaller featured a 14-inch screen.[3] Both units were colored gray, and both included a ROM-cartridge plugin-slot just above the screen.[4] By merging the SFC and the television into one unit, the SF1 avoided the problem of exposed power cords and other cables. This gave the unit the advantage of being easier to handle. With internally connected SFC-SF1 terminals, luminance and chrominance signals could be separated,[2] and the resulting image quality was notably sharper than standard setups.[5] This advantage diminished to a degree in the 14-inch model where picture quality was reduced.

Additional functions were added to the remote control such that the SFC portion of the unit can be reset by simultaneously pressing two buttons. Additionally, the remote control could be used to record gameplay on the VCR.

Unlike the earlier Sharp Nintendo Television, AV output terminals were made readily accessible on the SF1's extended terminal which allowed connection to later peripherals such as the Satellaview. The C1 had been notably unable to connect to the Family Computer Disk System, and the SF1's design was intended to alleviate this problem with any Super Famicom peripherals. To use the extended terminal, the Satellaview's AV output terminal would attach obliquely upward on the back of the "console" portion of the set, and a cover could be applied to prevent dust. Doubts over the awkward attachment of expansion peripherals were among the reasons the unit never ultimately saw an international release.[6]

Despite the graphical superiority and general future-proofing, the SF1 only supports mono audio.
Аноним 18/11/14 Втр 01:02:43 #294 №79866566 
>>79866268
Микаска, а Микаска?
Аноним 18/11/14 Втр 01:02:53 #295 №79866577 
14162617734850.jpg
>>79866438
Что тебе, Лелуш?
Аноним 18/11/14 Втр 01:02:59 #296 №79866584 
ОП, палю годноту.
Посмотри Doraibo.
Аноним 18/11/14 Втр 01:03:36 #297 №79866632 
14162618163270.jpg
14162618163291.jpg
>>79866577
К ноге.
sageАноним 18/11/14 Втр 01:03:51 #298 №79866643 
Nintendo 64
From Wikipedia, the free encyclopedia
"N64" redirects here. For other uses, see N64 (disambiguation).
Nintendo 64 Nintendo 64 Logo.svg
Nintendo-64-wController-L.jpg
A charcoal grey Nintendo 64 console and grey controller.
Also known as N64
Developer Nintendo IRD
Manufacturer Nintendo
Foxconn
Type Home video game console
Generation Fifth generation
Release date

JP June 23, 1996[1]
NA September 29, 1996[1]
EU March 1, 1997[1]
AUS March 1, 1997[1]

Retail availability 1996-2003
Discontinued

JP April 30, 2002
NA November 30, 2003
EU May 16, 2003
AUS 2003

Units shipped Worldwide: 32.93 million[2]
Japan: 5.54 million
Americas: 20.63 million
Europe & Australia: 6.75 million
Media Nintendo 64 Game Pak
Magnetic disc (64DD)
CPU 64-bit NEC VR4300 @ 93.75 MHz
Storage 64 MB Game Pak, 256 Kb (32 KB) Controller Pak for game saves
Graphics SGI RCP @ 62.5 MHz
Controller input Nintendo 64 controller
Online services Randnet (Japan only)
SharkWire Online (third-party)
Best-selling game Super Mario 64, 11.62 million (as of May 21, 2003)[3]
Backward
compatibility None
Predecessor Super Nintendo Entertainment System
Successor GameCube
Related articles Nintendo 64 technical specifications, 64DD, Game Pak, Rumble Pak, games, accessories, color variants, programming characteristics
Website Official website

The Nintendo 64 (Japanese: ニンテンドー64 Hepburn: Nintendō Rokujūyon?), stylized as NINTENDO64 and often referred to as N64, is Nintendo's third home video game console for the international market. Named for its 64-bit central processing unit, it was released in June 1996 in Japan, September 1996 in North America, March 1997 in Europe and Australia, September 1997 in France and December 1997 in Brazil. It is Nintendo's last home console to use ROM cartridges to store games (Nintendo switched to a MiniDVD-based format for later systems). While the N64 was succeeded by Nintendo's GameCube in November 2001, N64 consoles remained available until the system was retired in late 2003.

Although the N64's design was mostly finalized by mid-1995 (when it was called Ultra 64), the launch of the console was delayed until 1996.[4] As part of the fifth generation of gaming, the N64 competed primarily with the PlayStation and the Sega Saturn. The N64 was released with two launch games, Super Mario 64 and Pilotwings 64, and a third (Japan-only) title, Saikyō Habu Shōgi. The N64's suggested retail price was US $199.99 at its launch and it was later marketed with the slogan "Get N, or get Out!". The console was ultimately released in a range of different colors and designs, and an assortment of limited-edition controllers were sold or used as contest prizes during the N64's lifespan. The N64 sold 32.93 million units worldwide, and in 2009, it was named the 9th greatest video game console by IGN.[5] Time Magazine named it their 1996 Machine of the Year award.
sageАноним 18/11/14 Втр 01:04:15 #299 №79866674 
One of its technical drawbacks was a limited texture cache, which could hold textures of limited dimensions and reduced color depth, which had to be stretched to cover larger in-game surfaces. More significantly, the N64 still relied upon ROM cartridges, which were constrained by small capacity (particularly in an era when games became more complex and their contents took up more memory) and high production expenses, compared to the compact disc format used by its chief competitors. As a result of the N64's storage media limitations, many third-party publishers that previously supported Nintendo's previous consoles reduced their output or stopped publishing for the console; the N64's most successful games came from first-party or second-party studios.

Contents

1 History
1.1 Development
1.2 Release
1.3 Sales
1.4 Promotion
1.5 Reception
1.6 Legacy
2 Games
2.1 Graphics
2.2 Game Paks
2.3 Emulation
3 Technical specifications
3.1 Hardware
3.2 Color variants
3.3 Accessories
3.3.1 64DD
3.4 Programming characteristics
4 See also
5 References
6 External links

sageАноним 18/11/14 Втр 01:04:39 #300 №79866698 
History
Development

At the beginning of the 1990s, Nintendo led the video game industry with its Nintendo Entertainment System (NES). Although a follow-up console, the Super Nintendo Entertainment System (SNES), was successful, sales took a hit from the Japanese recession. Competition from long-time rival Sega, as well as relative newcomer Sony, emphasized Nintendo's need to develop a successor for the SNES, or risk losing market dominance to its rivals. Further complicating matters, Nintendo also faced a backlash from third-party developers unhappy with Nintendo's onerous licensing policies.[6] The company sought to develop a console with high-quality, 3-dimensional graphics and a 64-bit processor. Nintendo's code name for the N64, "Project Reality",[7] stemmed from the bold belief that the hardware's advanced CGI capabilities would rival supercomputers of the era.

Nintendo had limited experience with 3-dimensional graphics, and worked with outside companies to develop the technology. Chip technology was provided by NEC, Toshiba, and Sharp.[8] Silicon Graphics (SGI) and MIPS Technologies were responsible for the R4300i microprocessor and the 3D graphics hardware used in the N64.[citation needed] SGI had recently acquired MIPS Computer Systems, and the two worked together to create a low-cost real-time 3D graphics system.

James H. Clark, founder of Silicon Graphics, initially offered the SGI project to Tom Kalinske, then CEO of Sega of America. The ensuing negotiations are controversial.[6] Sega claimed that their evaluation of the early prototype uncovered several unresolved hardware issues and deficiencies. They were subsequently resolved; but not before Sega had already decided against SGI's design.[9] Nintendo resisted that assertion, arguing that Nintendo was a more appealing partner.[6] SGI was apparently interested in using its chips in devices other than a game console; while Sega demanded exclusive rights to the chip, Nintendo was willing to license the technology on a non-exclusive basis.[6] Nintendo expressed interest in SGI's work. James Clark met with Nintendo CEO Hiroshi Yamauchi in the spring of 1993, thus initiating Project Reality.[6] The console itself was announced at the August 1993 Shoshinkai show.[10] An official announcement regarding the business collaboration was made in October 1993.[11]
Аноним 18/11/14 Втр 01:04:56 #301 №79866715 
14162618965550.png
>>79866632
Это же неприлично!
sageАноним 18/11/14 Втр 01:05:02 #302 №79866718 
The console's design was revealed to the public for the first time in late Spring 1994. Pictures of the console showed the Nintendo Ultra 64 logo, a ROM cartridge, but no controller. The final N64 console would retain the shape pictured by the Ultra 64. The news that the console would be cartridge-based prompted analysis by the gaming media. Nintendo's vice president of marketing Peter Main stated that "The choice we made is not cartridge versus CD, it's silicon over optical. When it comes to speed, no other format approaches the silicon-based cartridge."[12] The system was frequently marketed as the world's first 64-bit gaming system.[13] Atari had claimed to have made the first 64-bit game console with their Atari Jaguar,[14] but the Jaguar only uses a 64-bit architecture in conjunction with two 32-bit RISC processors and a 16/32-bit Motorola 68000.[15] Later in Spring 1994, Nintendo signed a licensing agreement with Midway's parent company which enabled Midway to develop and market arcade games using the Project Reality hardware and formed a joint venture company called Williams/Nintendo to market Nintendo-exclusive home conversions of these games.[16] The result was two arcade games, Killer Instinct and Cruis'n USA, which boasted their upcoming release on the Ultra 64 platform.[17] Killer Instinct did use the same CPU as the N64, a MIPS R4300i.[17] Killer Instinct features pre-rendered character artwork, and CG movie backgrounds that are streamed off the hard drive[18] and animated as the characters move horizontally.

The completed N64 was fully unveiled in a playable form to the public on November 24, 1995, at the 7th Annual Shoshinkai Software Exhibition in Japan. Nintendo's next-generation console was introduced as the "Nintendo 64" (a name given by Shigesato Itoi,[19] who named the Game Boy before), contrary to speculation that it would be called "Ultra 64".[20] Photos of the event were disseminated on the web by Game Zero magazine two days later.[21] Official coverage by Nintendo followed later via the Nintendo Power website and print magazine.

In the lead up to the console's release, Nintendo had adopted a new global branding strategy, assigning the console the same name for all markets: Nintendo 64.[22]

The console was originally slated for release by Christmas of 1995. In May 1995, Nintendo pushed back the release to April 1996.[23] The prospect of a release the following spring at a lower price than the competition lowered sales of competing Sega and Sony consoles during the important Christmas shopping season.[24]

In its explanation of the delay, Nintendo claimed it needed more time for Nintendo 64 software to mature,[6] and for third-party developers to produce games.[23] Adrian Sfarti, a former engineer for SGI, attributed the delay to hardware problems; he claimed that the chips underperformed in testing, and were being redesigned.[6]
Аноним 18/11/14 Втр 01:05:08 #303 №79866730 
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>>79866632
Прости, но на мне стоит Гиасс как у твоего лучшего дружка.
sageАноним 18/11/14 Втр 01:05:37 #304 №79866761 
Release

Popular Electronics called the launch a "much hyped, long-anticipated moment."[24]

The console was first released in Japan on June 23, 1996.[1] The North American version of the Nintendo 64 officially launched on September 29, 1996. It launched with just two games in the United States, Pilotwings 64 and Super Mario 64. In 1994, prior to the launch, Nintendo of America chairman Howard Lincoln emphasized the quality of first-party games, saying "... we're convinced that a few great games at launch are more important than great games mixed in with a lot of dogs."[25]:77 The PAL version of the console was released in Europe on March 1, 1997.[1]

Originally intended to be US$250, the console was ultimately priced at $199.99 to make it competitive with Sony and Sega offerings.[26][27] Nintendo priced the console as an impulse buy, using a strategy from the toy industry.[28] The price of the console in the United States was further reduced in August 1998.[29]
Sales

The Nintendo 64 was in-demand upon its release. David Cole, industry analyst, said "You have people fighting to get it from stores."[26] Time Magazine called the purchasing interest "that rare and glorious middle-class Cabbage Patch-doll frenzy." The magazine said celebrities Matthew Perry, Steven Spielberg's office, and some Chicago Bulls players called Nintendo to ask for special treatment to get their hands on the console.[30]

The console sold 350,000 of 500,000 available units during its first three days on sale.[26] Longer term, the console sold 500,000 units in North America during its first four months.[31] George Harrison, vice president of marketing at Nintendo, expected sales of 5 million consoles by Christmas 1997.

The N64 sold 3.6 million in its first full year in the United States.[32]

As of December 31, 2009, the N64 had sold 5.54 million units in Japan, 20.63 million in the Americas, and 6.75 million in other regions, for a total of 32.93 million units.[2] Benimaru Itō, a developer for EarthBound 64 and friend of Shigeru Miyamoto, speculated in 1997 that the N64's lower popularity in Japan was due to the lack of role-playing video games.[33]
sageАноним 18/11/14 Втр 01:06:02 #305 №79866791 
Promotion

To boost sales during the slow post-Christmas season, Nintendo and General Mills worked together on a promotional campaign that appeared in early 1999. A television advertising campaign cost $5 million. The advertisement by Saatchi and Saatchi, New York began on January 25 and encouraged children to buy Fruit by the Foot snacks for tips to help them with their Nintendo 64 games. 90 different tips were available, with three variations of 30 tips each.[34]

Nintendo advertised its Funtastic Series of peripherals with a $10 million print and television campaign from February 28 to April 30, 2000. Leo Burnett, Chicago, was in charge.[35]
Reception

The Nintendo 64 received generally positive reviews from critics. Reviewers generally praised the console's advanced 3D graphics and gameplay, while criticizing the lack of games.

Previewing the console, Time Magazine said the console had the "fastest, smoothest game action yet attainable via joystick."[36]

Time Magazine named it their 1996 Machine of the Year, saying the machine had "done to video-gaming what the 707 did to air travel." The magazine said the console achieved "the most realistic and compelling three-dimensional experience ever presented by a computer." Time credited the Nintendo 64 with revitalizing the video game market, "rescuing this industry from the dustbin of entertainment history." The magazine suggested that the Nintendo 64 would play a major role in introducing children to digital technology in the final years of the 20th century. The article concluded by saying the console had already provided "the first glimpse of a future where immensely powerful computing will be as common and easy to use as our televisions."[37]

Popular Electronics complimented the system's hardware, calling its specifications "quite impressive." It also complimented the controller, saying "We found the controller comfortable to hold, and the controls to be accurate and responsive."[24]

The Los Angeles Times praised the system's "blistering speed and tack-sharp graphics," as well as its high-quality games, although it lamented the small number of games. It called the console small and light.[38]
Legacy

The Nintendo 64 remains one of the most recognized video game systems in the world.[39] On G4techTV's (now G4's) Filter, the Nintendo 64 was voted up to #1 by registered users.[40]
sageАноним 18/11/14 Втр 01:06:20 #306 №79866811 
Games
See also: List of Nintendo 64 games, List of Nintendo 64 Player's Choice games and Chronology of Nintendo 64 games

A total of 387 games were released for the console, though few were exclusively sold in Japan. For comparison, the rival PlayStation received around 1,100 games, while the earlier NES and SNES had 768 and 725 US games, respectively. However, the Nintendo 64 game library included a high number of critically acclaimed and widely sold games.[41] Super Mario 64 was the console's best selling game (selling over 11 million copies), receiving much praise from critics and helping to pioneer three-dimensional control schemes. GoldenEye 007 was important in the evolution of the first-person shooter, and has been named one of the greatest in the genre.[42] The Legend of Zelda: Ocarina of Time set the standard for future 3D action-adventure games[43] and is considered by some to be the greatest game ever made.[44][45][46]
Graphics

Graphically, results of the Nintendo cartridge system were mixed. The N64's graphics chip was capable of trilinear filtering,[47] which allowed textures to look very smooth. This contrasted with the Saturn and PlayStation, which used nearest-neighbor interpolation[48] and produced more pixelated textures.

However, the smaller storage size of ROM cartridges limited the number of available textures; as a result, many games were forced to 'stretch' textures over larger surfaces. Compounded by a limit of 4,096-bytes[49] allocated for texture storage, the end-result was often a distorted, out-of-proportion appearance. Some games, such as Mario Party 2, use a large amount of Gouraud shading or very simple textures to produce a cartoon-like image, which largely avoided the texture-stretching issue. Cartridges for some later games, such as Resident Evil 2, Sin and Punishment: Successor of the Earth, and Conker's Bad Fur Day, featured more ROM space,[50] allowing for more detailed graphics.
Аноним 18/11/14 Втр 01:06:38 #307 №79866834 
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14162619989721.jpg
>>79866715
Цыц, к ноге!
sageАноним 18/11/14 Втр 01:06:42 #308 №79866838 
Game Paks
Main article: Nintendo 64 Game Pak
Open and unopened N64 Game Pak

Nintendo 64 games are ROM cartridge based. Cartridge size varies[50] from 4 MB to 64 MB. ROM cartridges are expensive and time-consuming to manufacture. Many cartridges include the ability to save games internally.

Nintendo cited several advantages for making the N64 cartridge-based.[51] Primarily cited was the ROM cartridges' very fast load times in comparison to disc-based games. While loading screens appear in many PlayStation games, they are rare on the N64. Although vulnerable to long-term environmental damage[51] the cartridges are far more resistant to physical damage than compact discs.

The big strength was the N64 cartridge. We use the cartridge almost like normal RAM and are streaming all level data, textures, animations, music, sound and even program code while the game is running. With the final size of the levels and the amount of textures, the RAM of the N64 never would have been even remotely enough to fit any individual level. So the cartridge technology really saved the day.
Factor 5, Bringing Indy to N64 at IGN[52]

On the downside, cartridges took longer to manufacture than CDs, with each production run (from order to delivery) taking two weeks or more.[53] This meant that publishers of N64 games had to attempt to predict demand for a game ahead of its release. They risked being left with a surplus of expensive cartridges for a failed game or a weeks-long shortage of product if they underestimated a game's popularity.[53] The cost of producing an N64 cartridge was also far higher than for a CD.[54] Publishers passed these expenses onto the consumer. N64 games cost an average of $10 more when compared to games produced for rival consoles.[55]
sageАноним 18/11/14 Втр 01:06:59 #309 №79866854 
As fifth generation games became more complex in content, sound and graphics, games began to exceed the limits of cartridge storage capacity. N64 cartridges had a maximum of 64 MB of data,[56] whereas CDs held over 650 MB.[57] Software ported from other platforms was often heavily compressed, or re-designed with the storage limits of a cartridge in mind. Due to the cartridge's space limitations, full motion video was not usually feasible for use in cut scenes; when it was present, it was compressed to fit on the cartridge, extremely pixelated, and usually of very brief length.

The era's competing systems from Sony and Sega (the PlayStation and Saturn, respectively) used CD-ROM discs to store their games.[58] As a result, game developers who had traditionally supported Nintendo game consoles were now developing games for the competition.[58] Many third-party developers, such as Square and Enix, whose Final Fantasy VII and Dragon Warrior VII were initially pre-planned for the N64,[59] switched to the PlayStation. Some who remained released fewer games to the Nintendo 64; Konami released fifty PlayStation games but only thirteen for the N64. New Nintendo 64 game releases were infrequent while new games were coming out rapidly for the PlayStation.[60]

Despite the difficulties with third parties, the N64 still managed to support popular games such as GoldenEye 007, giving it a long shelf-life. Additionally, Nintendo's strong first-party franchises[61] such as Mario had strong name brand appeal. Second-parties of Nintendo, such as Rare, helped.[60]

Nintendo's controversial selection of the cartridge medium for the Nintendo 64 has been cited as a key factor in Nintendo losing its dominant position in the gaming market. Some of the cartridge's advantages are difficult for developers to manifest prominently,[56][57][60] requiring innovative solutions which only came late in the console's life cycle.[52][62][63]
Further information: Nintendo 64 programming characteristics
Аноним 18/11/14 Втр 01:07:29 #310 №79866890 
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>>79866834
Нет, на меня не работает.
sageАноним 18/11/14 Втр 01:07:31 #311 №79866894 
Emulation
See also: Virtual Console and List of Nintendo 64 console emulators

Several Nintendo 64 games have been released for the Wii's Virtual Console service and are playable with either the Classic Controller or Nintendo GameCube controller. There are some differences between these versions and the original cartridge versions. For example, the games run in a higher resolution and at a more consistent framerate than their N64 counterparts. However, some features, such as Rumble Pak functionality, are not available in the Wii versions. Some features are also altered for the Virtual Console releases. For example, the VC version of Pokémon Snap allows players to send photos through the Wii's message service, while Wave Race 64's in-game content was altered due to the expiration of the Kawasaki license. Several games from Rare have seen release on Microsoft's Xbox Live Arcade service, including Banjo-Kazooie, Banjo-Tooie and Perfect Dark, the reason being that Rareware was purchased by Microsoft in 2002.

Prior to the Virtual Console's conception, unofficial emulation systems were developed in order to execute Nintendo 64 titles on multiple platforms, such as PCs, that would otherwise be impossible without the required N64 hardware.[citation needed]
Technical specifications
Hardware
Main article: Nintendo 64 technical specifications
The Nintendo 64 motherboard, showing CPU, RCP, and RDRAM

The Nintendo 64's central processing unit (CPU) is the NEC VR4300.[64] This processor was the most powerful console CPU of its generation;[65] Popular Electronics said it had power similar to the Pentium processors found in desktop computers.[24] Except for its narrower 32-bit system bus, the VR4300 retained the computational abilities of the more powerful 64-bit MIPS R4300i,[64] though software rarely took advantage of 64-bit data precision operations. N64 games generally used faster (and more compact) 32-bit data-operations,[66] as these were sufficient to generate 3D-scene data for the console's RSP (Reality Signal Processor) unit. In addition, 32-bit code executed faster and required less storage space (which was at a premium on the N64's cartridges).
sageАноним 18/11/14 Втр 01:07:49 #312 №79866905 
In terms of its random-access memory, or RAM, the Nintendo 64 was one of the first modern consoles to implement a unified memory subsystem, instead of having separate banks of memory for CPU, audio, and video, for example. The memory itself consists of 4 megabytes of RDRAM, made by Rambus. The RAM is expandable to 8 MB with the Expansion Pak. Rambus was quite new at the time and offered Nintendo a way to provide a large amount of bandwidth for a relatively low cost.

The system allows for video output in two formats: composite video[67] and S-Video. The composite and S-Video cables are the same as those used with the earlier SNES and later GameCube systems.

The Nintendo 64 supports 16.8 million colors.[citation needed] The system can display resolutions of 256 × 224, 320 × 240 and 640 × 480 pixels. Few games made use of the 640 × 480 mode, many of them required use of the Expansion Pak RAM upgrade. The vast majority of games instead used the system's low resolution 256 × 224 (256 × 240 for PAL models) mode. A number of games also support a video display ratio of up to 16:9 using either Anamorphic widescreen or Letterboxing. However, very few of its games provided options to use this feature.[citation needed]
Further information: Nintendo 64 programming characteristics
sageАноним 18/11/14 Втр 01:08:08 #313 №79866921 
Color variants
Main article: Nintendo 64 color variants
A Nintendo 64 console and controller in Fire-Orange color.

The Nintendo 64 comes in several colors. The standard Nintendo 64 is dark gray, nearly black,[68] and the controller is light gray (later releases in America included a bonus second controller in Atomic Purple). Various color variations and special editions were released.

The majority of Nintendo 64 game cartridges were gray in color; however, some games were released on a colored cartridge.[69] Fourteen games had black cartridges, while other colors (such as green, blue, red, yellow and gold) were each used for six or fewer games. Several games, such as The Legend of Zelda: Ocarina of Time, were released both in standard gray and in colored, limited edition versions.[70]
Accessories
Main article: Nintendo 64 accessories

A number of accessories, from the Rumble Pak to the Transfer Pak, were available for the Nintendo 64.

The controller was shaped like an "M", employing a joystick in the center. Popular Electronics called its shape "evocative of some alien space ship." While noting that the three handles could be confusing, the magazine said "the separate grips allow different hand positions for various game types."[24]
sageАноним 18/11/14 Втр 01:08:28 #314 №79866940 
64DD
Main article: 64DD

Nintendo released a peripheral platform called Nintendo 64DD, where 'DD' stands for 'Disk Drive'. Connecting to the expansion slot at the bottom of the system, the 64DD turns the Nintendo 64 console into an Internet appliance and an expanded gaming platform. This large peripheral allows players to play Nintendo 64 disk-based games, capture images from an external video source, and connect to the now-defunct Japanese Randnet online service. Not long after its limited mail-order release, the add-on was discontinued. Only nine games were released, including the four Mario Artist games (Paint Studio, Talent Studio, Communication Kit, and Polygon Studio); many more were released in cartridge format or on other game consoles. The Nintendo 64DD and the accompanying Randnet online service, were released only in Japan.
Programming characteristics
Main article: Nintendo 64 programming characteristics

The programming characteristics of the Nintendo 64 present unique challenges, with distinct potential advantages. The Economist described effective programming for the Nintendo 64 as being "horrendously complex."[71] As with many other game consoles and other types of embedded systems, the Nintendo 64's architectural optimizations are uniquely acute, due to a combination of oversight on the part of the hardware designers, limitations on 3D technology of the time, and manufacturing capabilities.

As the Nintendo 64 reached the end of its lifecycle, hardware development chief Genyo Takeda referred to the programming challenges using the word hansei (Japanese: 反省 "reflective regret"). Looking back, Takeda said "When we made Nintendo 64, we thought it was logical that if you want to make advanced games, it becomes technically more difficult. We were wrong. We now understand it's the cruising speed that matters, not the momentary flash of peak power."[72]
sageАноним 18/11/14 Втр 01:08:59 #315 №79866970 
iQue Player
From Wikipedia, the free encyclopedia
This article is about the home console. For other iQue products, see iQue.
Question book-new.svg
This article relies largely or entirely upon a single source. Relevant discussion may be found on the talk page. Please help improve this article by introducing citations to additional sources. (August 2010)
iQue Player IQue-Player.jpg
Developer Nintendo
Manufacturer iQue
Type Video game console
Generation fifth generation technology
Release date

CH November 17, 2003

Introductory price ¥498
Media Flash card, cartridge
Power AC Adapter
CPU R-4300 64Bit CPU, 93.75 MHz
Memory 4 MB
Graphics 62.5 MHz Reality Co-Processor
Sound ADPCM 64
Connectivity USB (Fugue Online)
Online services iQue Depot, Fugue Online[1]
Best-selling game Dr. Mario 64 (Pre-installed in bundled memorycard)
Related articles Nintendo 64
Website iQue (Chinese)

The iQue Player /ˌaɪ ˈkjuː/ is a video game console that was manufactured by iQue, a joint venture between Nintendo and Chinese-American scientist Dr. Wei Yen. The system also goes under the Chinese name of Shén Yóu Ji (神游机), literally "Divine Gaming Machine". Shényóu (神游) also serves a double entendre because the term also means "to make a mental journey". The console itself takes the form of the controller and plugs directly into the television. A box accessory is available that allows multiplayer gaming.[2] At the moment, it is only marketed in mainland China, as the console's unusual game distribution method is an attempt to curb games piracy in that region.

Games for this console are stored on a 64 MB flash card which is contained within a cartridge that plugs directly into the controller/console. Games are purchased at a special "iQue depot" where games may be downloaded onto the cartridge and played later, in a similar manner to the Famicom Disk System. Demo games that come with the iQue include The Legend of Zelda: Ocarina of Time, Super Mario 64, and Star Fox 64. These demos are time-limited versions of the games. Full versions of the three titles are available, as are other first party Nintendo titles such as Dr. Mario 64, Mario Kart 64, Wave Race 64, and F-Zero X.
Аноним 18/11/14 Втр 01:09:14 #316 №79866986 
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14162621546591.jpg
14162621546642.jpg
>>79866890
Пипильсин, взять её!
sageАноним 18/11/14 Втр 01:09:23 #317 №79866990 

Contents

1 Technical details
2 Main Menu
3 Online Services
3.1 iQue Depot
3.2 Fugue Online
4 Accessories
4.1 Memory Card
4.2 Swim Box
4.3 Swim Controller
5 History
5.1 Development
5.2 Release
5.3 Successor
6 Games
6.1 Difference to the N64 Versions
7 See also
8 References
9 External links

Technical details

The iQue Player is based on the Nintendo 64, but uses system-on-a-chip technology to reduce size. It plays Nintendo 64 games specifically ported to the system.

Processor: R-4300 64Bit CPU, 93.75 MHz
Memory: 4 MB RAMBUS
Graphics: 100,000 polygons/second, 2.09 million colors
Sound: ADPCM 64
sageАноним 18/11/14 Втр 01:09:55 #318 №79867015 
Main Menu

Once the player has turned on the system, the iQue logo will appear. Then, an advertisement for a game will appear and it will say to press the A button to continue. The main menu lists the games on the memory card and info on the games as well. Once the player has selected a game, a message will appear asking if they want to play this game. A loading screen may appear. If the player presses Z on the highlighted game, a description of the game will appear. Like many other consoles, the player can change the system settings such as TV resolution and username. The system settings will also appear when the player first uses the system.
Online Services

The iQue Player has online services for buying games, cloud storage, game updates, etc. Currently, there are two online services for the iQue Player; one is kiosk based, another is broadband based.
iQue Depot

The iQue depot is a network of kiosks that allows users to download games, update games, and more. Each game comes with a game code that can be used so the user can download the game. Players can also store their games on the iQue Depot network for free. They're mostly seen at gas stations in China. Users must be a member of the iQue Club and have a special iQue Ticket to download games.
Fugue Online

Fugue online is an online service that allows users to get free access to games at home, update their system and more. To connect to Fugue Online, players must plug the iQue Player to his/her computer via USB. Games are downloaded on the computer, in a similar manner to an MP3 player. Plans have been mentioned to make online multiplayer and communication possible in the near future.[1]
Аноним 18/11/14 Втр 01:10:07 #319 №79867034 
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>>79866986
Извращенец!
sageАноним 18/11/14 Втр 01:10:14 #320 №79867043 
Accessories
Memory Card

The iQue Player memory card is bundled with the system. It is required to start the system and to load the games. Both the games and the game save states are saved on the memory card.
Swim Box

The iQue Player Swim Box is required to play local multiplayer. The iQue Player is used as the Player 1 controller. The Swim Box isn't compatible with other iQue Player Systems, so other players have to use a Swim Controller.
Swim Controller

The Swim Controller is used for multiplayer. The Swim Controller can't load games alone. Games have to be loaded on the iQue system.
History
Development

China has an overwhelming black market for video games and usually only a few games officially make it to the Chinese market. Many Chinese gamers tend to purchase pirated cartridge or disc copies or download ROMs and ISOs to play via emulator. Nintendo wanted to curb the software piracy in China, and also by-pass the then-ban that the Chinese government implemented on home game consoles since 2000. Nintendo partnered with Wei Yen, who also helped Nintendo in other projects, and together they created a game system to get around China's black market, as well as loophole through the government's ban. Originally, the system would support games released on Nintendo consoles prior to the GameCube, which include the NES, Super NES and Nintendo 64, but later in the system's development, it was resulted to only include Nintendo 64 games. Additionally, The Legend of Zelda: Majora's Mask was going to be included in the software library but it was later cancelled (possibly due to some graphic elements that are against China's censorship policy or due to difficulties in porting a videogame that required the Expansion Pak); however, the game's promotional picture is still on the back of the box.[3]
sageАноним 18/11/14 Втр 01:11:16 #321 №79867106 
Release

The iQue Player was released on 17 November 2003 with a few launch titles. Nintendo strategy to market games in China was to show how videogames can help improve children's mental and social development. At first, the only way to get games was to buy them via the iQue Depot, but in 2009, Nintendo released Fugue Online to download games at home. The latest game released was released in 2006.
Successor

As of 2014, no successor to the iQue Player has been launched. Nintendo had previously announced plans to release the Wii in China, but it was later confirmed by Satoru Iwata in 2007 that the Wii would only be available in Hong Kong, and marketed under the Nintendo brand.
Games

The iQue Player's library has 14 games. All these games were released for the Nintendo 64 in Japan and other regions prior to the iQue Player. One game was cancelled.
Original title in English/Japanese Chinese (Simplified) Pinyin Released Date Demo included with system Game Code Genre Game Modes
Wave Race 64 水上摩托 Shuǐ Shàng Mótuō 17 November 2003 Green tick 51011[4] Racing Single-Player, Multi-Player (2 players)
Star Fox 64 星际火狐 Xīngjì Huǒhú 17 November 2003 Green tick 41011[5] Shooter Single-Player, Multi-Player (4 players)
Dr. Mario 64 马力欧医生 Mǎlìōu Yīshēng 17 November 2003 Red X Full version included with bundled memory card 61011[6] Puzzle Single-Player, Multi-Player (4 players)
Super Mario 64 神游马力欧 Shén Yóu Mǎlìōu 17 November 2003 Green tick 10011[7] Platform Single-Player
The Legend of Zelda: Ocarina of Time 塞尔达传说:时光之笛 / 塞尔达传说-时光之笛- Sèěrdá Chuánshuō: Shíguāng zhī Dí 17 November 2003 Green tick 21011[8] Action-adventure Single-Player
Mario Kart 64 马力欧卡丁车 Mǎlìōu Kǎdīngchē 25 December 2003 Red X 52011[9] Racing Single-Player, Multi-Player (4 players)
F-Zero X F-Zero X 未来赛车 F-Zero X Wèilái Sàichē 25 February 2004 Red X 52021[10] Racing Single-Player, Multi-Player (4 players)
Yoshi's Story 耀西故事 Yàoxī Gùshì 25 March 2004 Red X 11021[11] Platform Single-Player
Paper Mario 纸片马力欧 Zhǐ Piān Mǎlìōu 8 June 2004 Red X 21021[12] Platform Single-Player
Sin and Punishment: Successor of the Earth 罪与罚-地球的继承者- Zuì yǔ Fá: Dìqiú de Jìchéng Zhě 25 September 2004 Red X 41021[13] On-Rail Shooter Single-Player, Multi-Player (2 players)
Excitebike 64 越野摩托 Yuèyě Mótuō 2005 Red X 51021[14] Racing Single-Player, Multi-Player (4 players)
Super Smash Bros. 任天堂明星大乱斗 Rèntiāntáng Míngxīng Dà Luàn Dǒu 15 November 2005 Red X 12021[15] Fighting Single-Player, Multi-Player (4 players)
Custom Robo 组合机器人 Zǔhé Jīqìrén 1 May 2006 Red X 21051[16] Role-Playing Single-Player, Multi-Player
Dōbutsu no Mori 动物森林 Dòngwù Sēnlín 1 June 2006 Red X 21041[17] Life Simulation Single-Player
sageАноним 18/11/14 Втр 01:11:42 #322 №79867133 
Difference to the N64 Versions

iQue Player games differ slightly from their N64 counterparts, with the text and voices having been translated to Chinese. The only exceptions are the Mario games and the previously Japan-only title Sin and Punishment, where the text has been translated while the voices remain in English. Also, the iQue games are newer than the N64 counterparts, so many glitches and errors from the original games have been fixed. Some features were also removed due to the system's lack of support for N64 controller accessories like the Rumble Pak. Due to this, many games that originally supported the rumble feature no longer support it. Some features were also added. Many games that allow the player to enter his/her name now have the option to use their iQue Player's username, which can be set at the iQue Player's main menu.

Nintendo had plans to support network multiplayer in games that originally only supported local multiplayer, which would work in a similar manner to that of an emulator.[citation needed]
sageАноним 18/11/14 Втр 01:12:07 #323 №79867159 
GameCube
From Wikipedia, the free encyclopedia
Nintendo GameCube Nintendo Gamecube Logo.svg
GameCube-Set.jpg
The Nintendo GameCube with The controller and the 251-block memory card.
Also known as Dolphin (code-name)
Developer Nintendo
Manufacturer Foxconn
Type Home video game console
Generation Sixth generation
Release date

JP September 14, 2001[1]
NA November 18, 2001[2]
EU May 3, 2002[3]
AUS May 17, 2002

Retail availability 2001-2007
Discontinued 2007[4]
Units sold Worldwide: 21.74 million
Japan: 4.04 million
Americas: 12.94 million
Other regions: 4.77 million[5]
Media Nintendo GameCube Game Disc
Game Pak (Game Boy Player required)
Operating system Dolphin OS
CPU IBM PowerPC Gekko @ 485 MHz
Storage None
Removable storage Nintendo GameCube Memory Card (16 MB max. capacity)
Display

Composite video
S-Video (NTSC consoles only)
RGB SCART (PAL consoles only)
YPBPR component video/d-terminal (DOL-001 models only)[note 1]

Graphics ATI Flipper @ 162 MHz
Sound Analog stereo (Dolby Pro Logic II)
Controller input Nintendo GameCube controller, WaveBird, Game Boy Advance, various other input devices
Connectivity Nintendo GameCube Broadband Adapter and Modem Adapter
Online services Limited
Dimensions 5.9 × 6.3 × 4.3 in
149 × 160 × 112 mm
(width × depth × height)
Best-selling game Super Smash Bros. Melee, 7.09 million (as of March 10, 2008)[6]
Predecessor Nintendo 64
Successor Wii
Related articles Panasonic Q

The GameCube (Japanese: ゲームキューブ Hepburn: Gēmukyūbu?, officially called Nintendo GameCube, abbreviated NGC in Japan and Europe and GCN in North America) is a home video game console released by Nintendo on September 14, 2001 in Japan and November 18, 2001 in North America. It was later released worldwide in 2002. The sixth-generation console is the successor to the Nintendo 64 and competed with Sony's PlayStation 2, Microsoft's Xbox, and Sega's Dreamcast.

The GameCube is the first Nintendo console to use optical discs for its primary storage medium. The discs are similar to the miniDVD format, and as a result of their smaller size, the system was not designed to play standard DVDs or audio CDs. Nintendo presents a variety of connectivity options for the GameCube. It supports online gaming for a small number of games via the broadband or modem adapter, sold separately; and it connects to the Game Boy Advance, allowing players to access exclusive in-game features using the handheld as a second screen and controller.

Contemporary reception of the GameCube was generally positive. Some praised the extensive software library and high-quality games, while others criticized the console's exterior design and lack of features. Nintendo sold 21.74 million GameCube units worldwide before being discontinued in 2007. Its successor, the Wii, was released in November 2006.
Аноним 18/11/14 Втр 01:12:15 #324 №79867171 
14162623358700.jpg
14162623358721.jpg
>>79867034
Тихо там.
sageАноним 18/11/14 Втр 01:12:30 #325 №79867194 

Contents

1 History
2 Hardware
2.1 Storage
2.2 Controller
2.3 Compatibility
2.4 Panasonic Q
3 Software library
3.1 Launch games
3.2 Online gaming
4 Reception
4.1 Sales
4.2 Market share
5 See also
6 Notes
7 References
8 External links

History

Dr. Yen has assembled at ArtX one of the best teams of 3D graphics engineers on the planet.


— Howard Lincoln

In 1997, a graphics hardware design company called ArtX was launched, staffed by twenty engineers who had previously worked at SGI on the design of the Nintendo 64's graphics hardware. The team was led by Dr. Wei Yen, who had been SGI's head of Nintendo Operations, the department responsible for the Nintendo 64's fundamental architectural design.[7][8]
sageАноним 18/11/14 Втр 01:12:56 #326 №79867220 
Partnering with Nintendo in 1998, ArtX began the complete design of the system logic and of the graphics processor (codenamed "Flipper")[9] of Nintendo's sixth-generation video game console, reportedly bearing the early internal code name of "N2000".[10] At Nintendo's press conference in May 1999, the console was first publicly announced as "Project Dolphin" — the successor to the still-venerable Nintendo 64 — whereupon Nintendo began providing development kits to game developers. At the conference, Nintendo's Howard Lincoln said of ArtX, "This company is headed up by Dr. Wei Yen, -- the man who was primarily responsible for the N64 graphics chip. Dr. Yen has assembled at ArtX one of the best teams of 3D graphics engineers on the planet."[8][11] Nintendo also announced there a longstanding preexisting strategic partnership with IBM for the production of Dolphin's CPU, code named "Gekko".

ArtX was acquired by ATI in April 2000, whereupon the Flipper graphics processor design had already been mostly completed by ArtX and was not overtly influenced by ATI.[7][9] In total, ArtX team cofounder Greg Buchner recalled that their portion of the console's hardware design timeline had arced from inception in 1998 to completion in 2000.[7] Of ATI's acquisition of ArtX, an ATI spokesperson said, "ATI now becomes a major supplier to the game console market via Nintendo. The Dolphin platform is reputed to be king of the hill in terms of graphics and video performance with 128-bit architecture."[12]
sageАноним 18/11/14 Втр 01:13:18 #327 №79867247 
The console was announced as the Nintendo GameCube at a press conference in Japan on August 24, 2000,[13] abbreviated as "NGC" in Japan[14] and "GCN" in North America.[15] Nintendo unveiled its software lineup for the sixth-generation console at E3 2001, focusing on 15 launch titles that included Luigi's Mansion, Super Smash Bros. Melee, and Star Wars Rogue Squadron II: Rogue Leader.[16] Several titles that were originally scheduled to launch with the console were delayed.[17] It was also the first console in the company's history not to offer a Mario platform title at launch.[18]

Long prior to the console's launch, Nintendo had developed and patented an early prototype of motion controls for the GameCube, with which developer Factor 5 had experimented for its launch titles.[19][20] An interview quoted Greg Thomas, Sega of America’s VP of Development as saying, "What does worry me is Dolphin’s sensory controllers [which are rumored to include microphones and headphone jacks] because there’s an example of someone thinking about something different." These motion control concepts would not be deployed until the Wii remote.[20]

Prior to the Nintendo GameCube's release, Nintendo focused resources on the launch of the Game Boy Advance (GBA), a handheld game console and successor to the original Game Boy and Game Boy Color. As a result, several titles originally destined for the Nintendo 64 (N64) console were postponed in favor of being early releases on the GameCube. The last first-party title in 2001 for the N64 was released in May, a month before the GBA launched and six months before the GameCube, emphasizing the company's shift in resources. Concurrently, Nintendo was developing software for the GameCube which would include future connectivity between the Game Boy Advance and GameCube. Certain game titles, such as the The Legend of Zelda: Four Swords Adventures and Final Fantasy Crystal Chronicles, would have the ability to use the handheld as a secondary screen and controller when connected to the console via a link cable.[21][22]
Аноним 18/11/14 Втр 01:13:27 #328 №79867257 
14162624075240.png
>>79867171
Все равно не сработает, ты же мертв.
sageАноним 18/11/14 Втр 01:13:40 #329 №79867269 
Nintendo began its marketing campaign with the catchphrase "The Nintendo Difference" at the E3 reveal.[16] The goal was to distinguish itself from the competition as an entertainment company.[23] Later, advertisements pushed the slogan "Born to Play", and video game commercials feature a rotating cube animation that morphed into a GameCube logo and ended with a voice whispering, "GameCube".[24][25]

The GameCube launched in Japan on September 14, 2001.[26] Approximately 500,000 units were shipped in time to retailers.[27] The console was scheduled to launch two months later in North America on November 5, 2001, but the date was pushed back in an effort to increase the number of available units.[28] The console eventually launched in North America on November 18, 2001, with over 700,000 units shipped to the region.[29] Other regions followed suit the following year beginning with Europe in the second quarter of 2002.[30]

On April 22, 2002, veteran third party Nintendo console developer Factor 5 announced its 3D audio software development kit for GameCube developers, titled MusyX. In collaboration with Dolby Laboratories, it provides motion-based surround sound encoded as Dolby Pro Logic II.[31]
Hardware

The Dolphin platform is reputed to be king of the hill in terms of graphics and video performance with 128-bit architecture.


— ATI
See also: Nintendo GameCube technical specifications

Howard Cheng, technical director of Nintendo technology development, said the company's goal was to select a "simple RISC architecture" to help speed development of games by making it easier on software developers. IGN reported that the system was "designed from the get-go to attract third-party developers by offering more power at a cheaper price. Nintendo's design doc for the console specifies that cost is of utmost importance, followed by space."[10] Hardware partner ArtX's Vice President Greg Buchner stated that their guiding thought on the console's hardware design was to target the developers rather than the players, and to "look into a crystal ball" and discern "what's going to allow the Miyamoto-sans of the world to develop the best games".[7]
sageАноним 18/11/14 Втр 01:14:03 #330 №79867300 


We thought about the developers as our main customers. In particular for GameCube, we spent three years working with Nintendo of America and with all sorts of developers, trying to understand the challenges, needs, and problems they face. First among these is the rising cost of development. The GameCube can see high performance without too much trouble; it isn’t a quirky design, but a very clean one. It was important we didn’t require jumping through hoops for high performance to be achieved. On top of that, it is rich in features, and we worked to include a dream group of technical features that developers requested.
— Greg Buchner, ArtX's Vice President

Initiating the GameCube's design in 1998, Nintendo partnered with ArtX (then acquired by ATI Technologies during development) for the system logic and the GPU,[9] and with IBM for the CPU. IBM designed a PowerPC-based processor for the next-generation console, known as Gekko, which runs at 485 MHz and features a floating point unit (FPU) capable of 1.9 GFLOPS. Designed at 0.18 microns and described as "an extension of the IBM Power PC architecture", Gekko features IBM's reportedly then-unique copper-based chip manufacturing technology.[8] Codenamed "Flipper", the GPU runs at 162 MHz and, in addition to graphics, manages other tasks through its audio and input/output (I/O) processors.[32][33][34][35]

The GameCube introduced a proprietary miniDVD optical disc format as the storage medium for the console, capable of storing up to 1.5 GB of data.[36] The technology was designed by Matsushita Electric Industrial (now Panasonic Corporation) which utilized a proprietary encryption scheme – different from the Content Scramble System (CSS) found in standard DVDs – to prevent unauthorized reproduction.[37] The Famicom Data Recorder, Famicom Disk System, SNES-CD, and 64DD had explored various complementary storage technologies, but the GameCube was Nintendo's first console to move away from cartridge-based media altogether.[38] The GameCube's 1.5 GB mini-disc has sufficient room for most games, although a few games require an extra disc, higher video compression, or sometimes feature less content than the other versions. By comparison, the PlayStation 2 and Xbox can use 8.5 GB Dual-Layer DVDs.
sageАноним 18/11/14 Втр 01:14:49 #331 №79867339 
Like its predecessor, the Nintendo 64, GameCube models were produced in several different color motifs. The system launched in "Indigo", the primary color shown in advertising and on the logo, and in "Jet Black".[39] A year later, Nintendo released a "Platinum" limited edition GameCube, which uses a silver color scheme for both the console and controller.[40] A "Spice" orange-colored console was eventually released as well only in Japan, though the color scheme could be found on controllers released in other countries.[41]

Nintendo developed stereoscopic 3D technology for the GameCube, and one launch title, Luigi's Mansion, supports it. However, the feature was never enabled outside of development. 3D televisions were not widespread at the time, and it was deemed that compatible displays would be too cost-prohibitive for the consumer.[42] Another unofficial feature are two audio Easter eggs that can be invoked during the console's startup routine. When the power is activated with the "Z" button on the Player 1 controller held down, a more whimsical startup sound is heard in place of the standard one. With four controllers connected, holding down the "Z" button on all four simultaneously produces a "ninja-like" tune at startup.[43]
Storage
Memory Card 59

The GameCube features two memory card ports for saving game data. Nintendo released three official memory card options: 512 KB (59 save blocks), 2 MB (251 save blocks), and 8 MB (1019 save blocks). Few games were known to have compatibility issues with the 8 MB memory card, and at least two games have save issues with any size.[44] Memory cards with larger capacities were released by third-party manufacturers.[45]
sageАноним 18/11/14 Втр 01:15:09 #332 №79867361 
Controller
Main articles: Nintendo GameCube controller and WaveBird Wireless Controller

Nintendo learned from its experiences – both positive and negative – with the Nintendo 64's three-handled controller design and went with a two-handled, "handlebar" design for the GameCube. The shape was made popular by Sony's PlayStation controller released in 1994 and its follow-up DualShock series of gamepads introduced in 1997. In addition to vibration feedback, the DualShock series was well known for having two analog sticks to improve the 3D experience in games. Nintendo and Microsoft designed similar features in the controllers for their sixth-generation consoles, but instead of having the analog sticks parallel to each other, they chose to stagger them by swapping the positions of the directional pad (d-pad) and left analog stick. The GameCube controller features a total of eight buttons, two analog sticks, a d-pad, and an internal rumble motor. The primary analog stick is on the left with the d-pad located below and closer to the center. On the right are four buttons: a large, green "A" button in the center, a smaller red "B" button to the left, an "X" button to the right, and a "Y" button at the top. Below and to the inside is a yellow "C" analog stick, which often serves a variety of in-game functions, such as controlling the camera angle. The Start/Pause button is located in the middle, and the rumble motor is encased within the center of the controller.[46][47][48]
Indigo GameCube controller

On the top of the controller are two "pressure-sensitive" trigger buttons marked "L" and "R". Each essentially provides two functions: one analog and one digital. As the trigger is depressed, it emits an analog signal which increases the more it is pressed in. Once fully depressed, the trigger "clicks" registering a digital signal that can be used for a separate function within a game. There is also a purple, digital button on the right side marked "Z".[49]

Unique to the GameCube is the controller's prominent size and placement of the A button. Having been the primary action button in past Nintendo controller designs, it was given a larger size and more centralized placement for the GameCube. The rubberized analog stick in combination with the controller's overall button orientation was intended to reduce the dreaded "Nintendo thumb" – a term used to describe pain in any part of the hands, wrists, forearms, and shoulders as a result of long-term play.[50][51]
sageАноним 18/11/14 Втр 01:15:28 #333 №79867389 
In 2002, Nintendo introduced the WaveBird Wireless Controller, the first wireless gamepad developed by a first-party console manufacturer. The RF-based wireless controller is similar in design to the standard controller. It communicates with the GameCube by way of a wireless receiver dongle connected to one of the console's controller ports. Powered by two AA batteries, which are housed in a compartment on the underside of the controller, the WaveBird lacks the vibration functionality of the standard controller. In addition to the standard inputs, the WaveBird features a channel selection dial – also found on the receiver – and an on/off switch. An orange LED on the face of the controller indicates when it is powered on. The controller is available in light grey and platinum color schemes.[52]
Compatibility
A Platinum Nintendo GameCube with a WaveBird controller and Game Boy Player attachment

The GameCube is unable to play games from other Nintendo home consoles, but with the Game Boy Player attachment, it is able to play Game Boy, Game Boy Color, and Game Boy Advance titles. The GameCube's successor, the Wii, supports backward compatibility with GameCube controllers, memory cards, and games. However, later versions of the Wii – including the "Family Edition" released in 2011 and the Wii Mini edition released in 2012 – dropped support for all GameCube hardware.[53][54][55]
Panasonic Q
Main article: Panasonic Q

A hybrid version of the Nintendo GameCube with a commercial DVD player, called Q, was developed by Panasonic as part of the deal struck with Nintendo to develop the optical drive for the original GameCube hardware. Featuring a completely revised case, the Q overcomes the size limitation of the original GameCube's miniDVD tray by adding a commercial DVD-sized tray, among other hardware revisions. Released exclusively to Japan in December 2001, low sales resulted in the Q being discontinued in December 2003.
Аноним 18/11/14 Втр 01:15:29 #334 №79867393 
14162625292250.png
>>79867257
Чёрт, точно. Тогда ничего не поделаешь.
sageАноним 18/11/14 Втр 01:15:49 #335 №79867409 
Software library
See also: List of Nintendo GameCube games and Chronology of GameCube games

Over its lifespan, which came to a close in 2007, more than 600 games were released for the GameCube.[56][57]

Nintendo is traditionally recognized for releasing innovative, first-party game titles, most notably from the Super Mario and The Legend of Zelda series. These first-party series continued on the GameCube and bolstered the console's popularity. As a publisher, Nintendo also focused on creating new franchises, such as Pikmin and Animal Crossing, and renewing some that skipped the N64 platform, most notably the Metroid series with the release of Metroid Prime. The console also saw success with the critically acclaimed The Legend of Zelda: The Wind Waker and Super Mario Sunshine, and its best-selling game, Super Smash Bros. Melee. Despite Nintendo's commitment to its software library, however, it was still criticized by some for not featuring enough game titles during the console's launch window.

Early on in its history, Nintendo had achieved considerable success with third-party developer support on the Nintendo Entertainment System (NES) and Super Nintendo Entertainment System (SNES). Competition from the Sega Genesis and Sony's PlayStation in the 1990s changed the market's landscape, however, and reduced Nintendo's ability to obtain exclusive, third-party support on the Nintendo 64 (N64). The console's cartridge-based media was also increasing the cost to manufacture software, as opposed to the cheaper, higher-capacity optical discs used by the PlayStation.[58][59]

With the GameCube, Nintendo aimed to reverse the trend as evidenced by the number of third-party titles available at launch – the N64 had none. The new optical disc format introduced with the GameCube increased the capacity significantly and reduced production costs. For the most part, the strategy worked. High-profile exclusives such as Star Wars Rogue Squadron II: Rogue Leader from Factor 5, Resident Evil 4 from Capcom, and Metal Gear Solid: The Twin Snakes from Konami were very successful. Sega, which focused on third-party development following the demise of its Dreamcast console, offered a vast amount of support for the GameCube porting old favorites over such as Crazy Taxi and Sonic Adventure 2. The company also started new franchises on the GameCube including Super Monkey Ball. Several third-party developers were even contracted to work on new titles for existing Nintendo franchises, including Star Fox Assault by Namco and Wario World from Treasure.[56][58]
sageАноним 18/11/14 Втр 01:16:11 #336 №79867434 
Launch games
In Japan Title(s) Developer(s) Publisher(s)
Luigi's Mansion Nintendo Nintendo
Super Monkey Ball Amusement Vision Sega
Wave Race: Blue Storm Nintendo Software Technology Nintendo
In North America Title(s) Developer(s) Publisher(s)
All-Star Baseball 2002 Acclaim Entertainment Acclaim Entertainment
Batman: Vengeance Ubisoft Ubisoft
Crazy Taxi Hitmaker Sega and Acclaim Entertainment
Dave Mirra Freestyle BMX 2 Z-Axis Acclaim Entertainment
Disney's Tarzan Untamed Ubisoft Ubisoft
Luigi's Mansion Nintendo Nintendo
Madden NFL 2002 EA Tiburon EA Sports
NHL Hitz 2002 EA Black Box Midway
Star Wars Rogue Squadron II: Rogue Leader Factor 5 LucasArts
Super Monkey Ball Amusement Vision Sega
Tony Hawk's Pro Skater 3 Neversoft Activision
Wave Race: Blue Storm Nintendo Software Technology Nintendo
sageАноним 18/11/14 Втр 01:16:27 #337 №79867448 
Online gaming
See also: Nintendo GameCube Broadband Adapter and Modem Adapter

According to IGN in 1999, an unnamed source at Nintendo of America stated of the prototype platform which would become GameCube, "Networkability is at the top of the list for the new console."[10]

August 28, 1999: There’s got to be something Dolphin has with the Internet, because from now on we can’t create entertainment without thinking about network communication. ...there is not a big market right now for Dolphin to involve a significant Internet business. Nintendo, as an entertainment company has a responsibility to parents and children so that the parents can always feel secure to provide their children with Nintendo machines, hardware and software. So because of that I don’t think network capabilities will be the core of the Dolphin project.[60]

February 9, 2000: I’m very interested in online gaming... So, if it ever came to the stage where we were talking about online gaming, it would be because we had a new way to approach the idea. It wouldn’t just be because everyone else is doing it.[61]
— Shigeru Miyamoto, about Dolphin's online strategy

On June 8, 2000, Nintendo President Hiroshi Yamauchi said, "We are planning to introduce an Internet business next March or April. The first step will be online sales of a brand new type of Pokemon cards."[62]

Networking is featured on the GameCube in a small number of video game titles using a broadband or modem adapter that attached to a serial port on the console. This feature is supported in Homeland – only released in Japan – and the Phantasy Star series.[63][64] Nintendo made publishers responsible for managing the online experience and for providing the interface.[64]

Regardless of industry speculation that Nintendo would eventually publish GameCube games with Internet connectivity, the company never released a first-party title with the feature. However, several games including Mario Kart: Double Dash‼, 1080° Avalanche, and Kirby Air Ride feature multiplayer gameplay over a LAN connection. Third-party projects, such as Warp Pipe and XLink Kai, introduced methods to connect these games over the Internet. The projects aimed to show game developers a low-cost solution that demonstrated the feasibility of adding online support.[63][65][66]
sageАноним 18/11/14 Втр 01:16:49 #338 №79867467 
Reception

The Nintendo GameCube received generally positive reviews following its launch. PC Magazine praised the overall hardware design and quality of game titles available at launch.[67] CNET gave an average review rating, noting that while the console lacks a few features offered by its competition, it is relatively inexpensive, has a great controller design, and launched a decent lineup of games.[68] In later reviews, criticism mounted against the console often centering around its overall look and feel, describing it as "toy-ish."[69][70] In the midst of poor sales figures and the associated financial harm to Nintendo, a Time International article called the GameCube an "unmitigated disaster."[71]

Retrospectively, Joystiq compared the GameCube's launch window to its successor, the Wii, noting that the GameCube's "lack of games" resulted in a subpar launch, and the console's limited selection of online titles hurt its market share in the long run.[57] Time International concluded that the system had low sales figures, because it lacked "technical innovations".[72]
Sales

Nintendo sold 22 million GameCube units worldwide during its lifespan,[73] [5] placing it slightly behind the Xbox's 24 million, and well behind the PlayStation 2's 153 million.[74][75] The GameCube's predecessor, the Nintendo 64, outperformed it as well selling nearly 33 million units.[76] The console was able to outsell the short-lived Dreamcast, however, which yielded 10.6 million unit sales.[77] In September 2009, IGN ranked the GameCube 16th in its list of best gaming consoles of all time, placing it behind all three of its sixth-generation competitors: the PlayStation 2 (3rd), the Dreamcast (8th), and the Xbox (11th).[69]

Many of Nintendo's own first-party titles such as Super Smash Bros. Melee and Mario Kart: Double Dash‼ saw strong sales, though this did not typically benefit third-party developers or directly drive sales of their games. Many cross-platform games — such as sports franchises released by Electronic Arts — were sold in numbers far below their PlayStation 2 and Xbox counterparts, eventually prompting some developers to scale back or completely cease support for the GameCube. Exceptions include Sega's family friendly Sonic Adventure 2 and Super Monkey Ball, which reportedly yielded more sales on GameCube than most of the company's games on the PlayStation 2 and Xbox.[20] After several years of losing money from developing for Nintendo's console, Eidos Interactive announced in September 2003 that it would end support for the GameCube, canceling several games that were in development.[78] Later, however, Eidos resumed development[79] of GameCube titles, releasing hit games such as Lego Star Wars: The Video Game and Tomb Raider: Legend. In addition, several third-party games originally intended to be GameCube exclusives – most notably Resident Evil 4 – were eventually ported to other systems in an attempt to maximize profits following lackluster sales of the original GameCube versions.

With sales sagging and millions of unsold consoles in stock, Nintendo halted GameCube production for the first nine months of 2003 to reduce surplus units.[71] Sales rebounded slightly after a price drop to US$99.99 on September 24, 2003[80] and the release of The Legend of Zelda: Collector's Edition bundle. A demo disc, the Nintendo GameCube Preview Disc, was also released in a bundle in 2003.[citation needed] Beginning with this period, GameCube sales continued to be steady, particularly in Japan,[citation needed] but the GameCube remained in third place in worldwide sales during the sixth generation era due to weaker sales performance elsewhere.

Some third-party companies, such as Ubisoft, THQ, Disney Interactive Studios, Humongous Entertainment and EA Sports, continued to release GameCube games well into 2007.[81][82][83][84] These titles include TMNT, Meet the Robinsons, Surf's Up, Ratatouille and Madden NFL 08.[citation needed]
Аноним 18/11/14 Втр 01:16:58 #339 №79867479 
Вата - это очевидно Watamote, охуенное онеме про девочку омежку
sageАноним 18/11/14 Втр 01:17:13 #340 №79867497 
Panasonic Q
From Wikipedia, the free encyclopedia
Question book-new.svg
This article does not cite any references or sources. Please help improve this article by adding citations to reliable sources. Unsourced material may be challenged and removed. (July 2011)
Q Panasonic Q.svg
Panasonic-Q-Console-Set.jpgPanasonic-Q-Console-Back.jpg
Top: The Panasonic Q shown with included controller. Above: The back of a Panasonic Q Nintendo GameCube console.
Developer Nintendo
Manufacturer Panasonic
Nintendo
Product family GameCube
Type Video game console
DVD player
Generation Sixth generation era
Release date

JP December 13, 2001

Introductory price ¥39,800
Discontinued December 18, 2003
Media Nintendo optical disc, DVD, CD
CPU IBM Gekko 485 MHz
Storage Nintendo GameCube Memory Card
Input Remote control
Controller input Nintendo GameCube controller
Related articles Nintendo GameCube

The Panasonic Q (sometimes known as Q and GameQ) is a hybrid version of the Nintendo GameCube with a DVD player manufactured by Panasonic in cooperation with Nintendo. The system was officially released only in Japan. A feature of its main competitors Xbox and PlayStation 2, the GameCube lacked commercial DVD movie playback functionality due to the use of the Nintendo optical disc format for games and the correspondingly small disc tray. The Q system was licensed by Nintendo and released on December 13, 2001 and listed at US$439.

Contents

1 Development
2 Hardware and accessories
3 See also
4 External links

Development

Nintendo's uncharacteristic decision to license the gaming technology to Panasonic was a result of a deal brokered between Matsushita (owners of the Panasonic brand) and Nintendo. When Nintendo signed Matsushita as the producer of the optical disc drives used by GameCube, an agreement was struck allowing Matsushita to produce a DVD system with the capability to play GameCube games.

Panasonic and Nintendo announced they were ceasing production of the Q in December 18, 2003 due to low sales.
Аноним 18/11/14 Втр 01:17:22 #341 №79867503 
14162626426480.png
14162626426891.png
>>79867393
А жаль. Ну, если все укатились, то и мне пора.
sageАноним 18/11/14 Втр 01:17:35 #342 №79867521 
Hardware and accessories

Other features of the Q include a backlit LCD, a front-loading slot disc tray, an optical sound output supporting Dolby Digital 5.1 or DTS (sound system), a separate subwoofer jack, and a stainless steel chassis.

The Q comes with a grey, Panasonic-branded controller and a remote control. The Q is capable of installing all of the GameCube hardware upgrades; however, due to the legs on the bottom, it requires a special Panasonic Q Game Boy Player unit designed specifically for it.
See also

PSX (video game console)

External links

Panasonic Q: Hardware in depth review report by Bordersdown (previously NTSC-uk)
Panasonic GameCube Q review
Panasonic Q
Аноним 18/11/14 Втр 01:18:04 #343 №79867547 
Бибоп, который ковбой, еще GitS 1ая полнометражка, гуррен лаган(тот же килл ла килл, только еще больше пафоса).
sageАноним 18/11/14 Втр 01:18:13 #344 №79867562 
Wii
From Wikipedia, the free encyclopedia
This article is about the Wii. For its successor, see Wii U.
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Wii
Wii logo
Wii with Wii Remote
Original Wii console with Wii Remote
Developer Nintendo
Manufacturer Foxconn
Type Home video game console
Generation Seventh generation
Release date

Wii

JP December 2, 2006
NA November 19, 2006
EU December 8, 2006
AUS December 7, 2006

Wii Family Edition

NA October 23, 2011[1]
EU November 4, 2011[2]

Wii Mini

CA December 7, 2012[3]

EU March 15, 2013[4]

UK March 22, 2013[5]

US November 17, 2013[6]

Retail availability November 19, 2006 (details)
Discontinued

Wii

JP October 20, 2013[7][8]
EU October 20, 2013[9]

Wii Family Edition

EU October 20, 2013[9]

Units shipped Worldwide: 101.15 million (as of 30 June 2014) (details)
Media 12 cm Wii Optical Disc
8 cm Nintendo GameCube Game Disc
CPU IBM PowerPC "Broadway"[10]
Storage 512 MB Internal flash memory
SD card, SDHC card
Nintendo GameCube Memory Card
Graphics ATI "Hollywood"
Controller input Wii Remote (Plus), Wii Balance Board, Nintendo GameCube controller, Nintendo DS[11]
Connectivity Wi-Fi IEEE 802.11 b/g
Bluetooth
2 × USB 2.0[12]
LAN Adapter (via USB)
Online services Nintendo Wi-Fi Connection (closed May 20, 2014)[13][14], WiiConnect24(closed June 28, 2013)[15], Wii Shop Channel
Best-selling game Wii Sports (pack-in, except in Japan and South Korea) 82.54 million (As of 31 March 2014)[16]
Mario Kart Wii, 35.53 million (as of 31 March 2014)[16]
Backward
compatibility Nintendo GameCube
Predecessor Nintendo GameCube
Successor Wii U

The Wii (/ˈwiː/ WEE) is a home video game console released by Nintendo on November 19, 2006. As a seventh-generation console, the Wii competes with Microsoft's Xbox 360 and Sony's PlayStation 3. Nintendo states that its console targets a broader demographic than that of the two others.[17] As of the first quarter of 2012, the Wii leads the generation over PlayStation 3 and Xbox 360 in worldwide sales;[18] in December 2009, the console broke the sales record for a single month in the United States.[19]

The Wii introduced the Wii Remote controller, which can be used as a handheld pointing device and which detects movement in three dimensions. Another notable feature of the console is WiiConnect24, which enables it to receive messages and updates over the Internet while in standby mode.[20] Like other seventh-generation consoles, it features a game download service, called "Virtual Console", which features emulated games from past systems.

It succeeds the Nintendo GameCube, with early models being fully backward-compatible with all GameCube games and most accessories. Nintendo first spoke of the console at the 2004 E3 press conference and later unveiled it at the 2005 E3. Nintendo CEO Satoru Iwata revealed a prototype of the controller at the September 2005 Tokyo Game Show.[21] At E3 2006, the console won the first of several awards.[22] By December 8, 2006, it had completed its launch in the four key markets.

In late 2011 Nintendo released a reconfigured model, the "Wii Family Edition", which removed Nintendo GameCube compatibility; this model was not released in Japan. The Wii Mini, Nintendo's first major console redesign since the compact SNES, succeeded the standard Wii model on December 7, 2012 in Canada. The Wii Mini can only play Wii optical discs, as it omits GameCube and online game capabilities. The Wii's successor, the Wii U, was released on November 18, 2012.[23] On October 20, 2013, Nintendo confirmed it had discontinued production of the Wii in Japan and Europe.[7][8][9]
Аноним 18/11/14 Втр 01:18:28 #345 №79867573 
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>>79867503
А может еще разок, напоследок?
sageАноним 18/11/14 Втр 01:18:36 #346 №79867584 

Contents

1 History
1.1 Name
1.2 Launch
2 Software library
2.1 Launch titles
3 Demographic
4 Hardware
4.1 Wii Remote
4.2 Memory storage
4.3 Specifications
4.4 Technical problems
4.5 Legal issues
5 Features
5.1 Wii Menu
5.2 Backward compatibility
5.3 Nintendo DS connectivity
5.4 Online connectivity
5.5 Parental controls
6 Reception
6.1 Sales
7 Other models
7.1 Family Edition
7.2 Wii Mini
8 Successor
9 See also
10 References
11 External links

History
See also: History of video game consoles (seventh generation)

The console was conceived in 2001, as the Nintendo GameCube was first released. According to an interview with Nintendo game designer Shigeru Miyamoto, the concept involved focusing on a new form of player interaction. "The consensus was that power isn't everything for a console. Too many powerful consoles can't coexist. It's like having only ferocious dinosaurs. They might fight and hasten their own extinction."[24]

Two years later, engineers and designers were brought together to develop the concept further. By 2005 the controller interface had taken form, but a public showing at that year's Electronic Entertainment Expo (E3) was canceled. Miyamoto stated that "[W]e had some troubleshooting to do. So we decided not to reveal the controller and instead we displayed just the console."[24] Nintendo president Satoru Iwata later unveiled and demonstrated the Wii Remote at the September Tokyo Game Show.[21]

The Nintendo DS is said to have influenced the Wii's design. Designer Ken'ichiro Ashida noted, "We had the DS on our minds as we worked on the Wii. We thought about copying the DS's touch-panel interface and even came up with a prototype." The idea was eventually rejected because of the notion that the two gaming systems would be identical. Miyamoto also stated, "[...] if the DS had flopped, we might have taken the Wii back to the drawing board."[24] In June 2011 Nintendo unveiled the prototype of its successor to the Wii, to be known as Wii U.[25]
Аноним 18/11/14 Втр 01:18:49 #347 №79867593 
14162627298370.png
только что досмотрел пикрелейтед. Пускаю слезу как побитая шлюха
sageАноним 18/11/14 Втр 01:18:52 #348 №79867596 
Name

The console was known by the code name "Revolution" until April 27, 2006, immediately before E3.[26]

Nintendo's spelling of "Wii" (with two lower-case "i" characters) is intended to resemble two people standing side-by-side (representing players gathering together) and to represent the Wii Remote and Nunchuk.[27] One reason the company has given for this name choice since the announcement is:
“ Wii sounds like 'we', which emphasizes that the console is for everyone. Wii can easily be remembered by people around the world, no matter what language they speak. No confusion.[27] ”

Some video game developers and members of the press stated that they preferred "Revolution" over "Wii".[28] Forbes expressed a fear "that the name would convey a continued sense of 'kidiness' to the console."[29] The BBC reported the day after the name was announced that "a long list of puerile jokes, based on the name," had appeared on the Internet.[30]

Nintendo of America's Vice President of Corporate Affairs Perrin Kaplan defended the choice of "Wii" over "Revolution" and responded to critics of the name, stating "Live with it, sleep with it, eat with it, move along with it and hopefully they'll arrive at the same place."[31] Nintendo of America's president Reggie Fils-Aime acknowledged the initial reaction and further explained the change:
“ Revolution as a name is not ideal; it's long, and in some cultures, it's hard to pronounce. So we wanted something that was short, to the point, easy to pronounce, and distinctive. That's how 'Wii,' as a console name, was created.[32] ”

Nintendo has stated that the official plural form is "Wii systems" or "Wii consoles."[33] The Nintendo Style Guide refers to the console as "simply Wii, not Nintendo Wii",[34] making it the first home console Nintendo has marketed outside Japan without the company name in its trademark.[35]
sageАноним 18/11/14 Втр 01:19:19 #349 №79867626 
Launch
Stack of Wii display boxes in store
Wii retail display boxes
Main article: Wii launch

On September 14, 2006 Nintendo announced release information for Japan, North and South America, Oceania, Asia and Europe including dates, prices, and projected unit-distribution figures. It was announced that the majority of the 2006 shipments would be allotted to the Americas, and 33 titles would be available at its launch.[36] The Wii was launched in the United States on November 19, 2006 for $249.99,[37] and was later launched in the United Kingdom on December 8, 2006 for £179.[38] The United Kingdom experienced a widespread shortage of Wii units in many High-Street and online stores, and was unable to fulfill all pre-orders at its release.[39] The Wii was launched in South Korea on April 26, 2008 and Taiwan on July 12.[40][41]
Software library
See also: List of Wii games, List of products published by Nintendo, List of WiiWare games and Virtual Console
Wii disc in open case
Wii optical disc in case

Retail copies of games are supplied on proprietary, DVD-type Wii optical discs which are packaged in keep cases with instructions. In Europe, the boxes have a triangle at the bottom corner of the paper sleeve-insert side. The triangle is color-coded to identify the region for which the title is intended and which manual languages are included. The console supports regional lockout (software purchased in a region can be only played on that region's hardware).[42]

New games in Nintendo's flagship franchises (including The Legend of Zelda, Super Mario, Pokémon, and Metroid) have been released, in addition to many original titles and third-party-developed games. Nintendo has received third-party support from companies such as Ubisoft, Sega, Square Enix, Activision Blizzard, Electronic Arts and Capcom, with more games being developed for Wii than for the PlayStation 3 or Xbox 360.[43] Nintendo also launched the New Play Control! line, a selection of enhanced GameCube games for the Wii featuring updated controls.[44]
sageАноним 18/11/14 Втр 01:19:37 #350 №79867640 
The Virtual Console service allows Wii owners to play games originally released for the Nintendo Entertainment System, Super Nintendo Entertainment System, Nintendo 64, Sega's Mega Drive/Genesis and Sega Mark III/Sega Master System,[45] NEC's TurboGrafx-16/PC Engine, SNK's Neo Geo console, Commodore 64 and arcade games.[46] Virtual Console games are distributed over broadband Internet via the Wii Shop Channel, and are saved to the Wii internal flash memory or to a removable SD card. Once downloaded, Virtual Console games can be accessed from the Wii Menu (as individual channels) or from an SD card via the SD Card Menu. There is also a Wii homebrew community, dedicated to creating and playing content unendorsed by Nintendo.

The game development suite Unity can be used to create official Wii games;[47] however, the developer must be authorized by Nintendo to develop games for the console. Games must also be accepted by Nintendo to be sold.

895.22 million Wii games have been sold worldwide as of 31 March 2014,[48] and 103 titles have surpassed the million-unit mark as of 31 March 2011. The most successful game (Wii Sports, which comes bundled with the console in most regions) has sold 82.54 million copies worldwide as of 31 March 2014,[16] surpassing Super Mario Bros. as the best-selling game of all time.[49] The best-selling unbundled game is Mario Kart Wii, with 35.53 million units sold.[16]
Launch titles
Further information: List of Wii games

Twenty-one games were announced for launch day in North and South America, with another twelve announced for release later in 2006.[50] Wii Sports was included with the console bundle in all regions except Japan and South Korea. In contrast to the price of $60 quoted for many seventh-generation games in the US,[51] Wii titles cost (at most) $50 at major US retail stores.

Key:

NA/SA North America/South America
EU Europe
JP Japan
AUS Australasia
Аноним 18/11/14 Втр 01:19:41 #351 №79867644 
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>>79867573
Нет.
sageАноним 18/11/14 Втр 01:19:56 #352 №79867658 
Launch title Region(s) released[52][53] Launch title Region(s) released
Avatar: The Last Airbender NA/SA[54] Barnyard NA/SA[54]
Call of Duty 3 NA/SA EU AUS Cars NA/SA EU AUS[54]
Crayon Shin-chan: Saikyou Kazoku Kasukabe King Wii JP[55] Dragon Ball Z: Budokai Tenkaichi 2 NA/SA
Elebits JP[56] Ennichi no Tatsujin JP[57]
Excite Truck NA/SA The Grim Adventures of Billy & Mandy NA/SA
Pinball Hall of Fame: The Gottlieb Collection EU GT Pro Series NA/SA EU AUS
Happy Feet NA/SA EU[58][59] Kororinpa: Marble Mania JP[55]
The Legend of Zelda: Twilight Princess NA/SA JP EU AUS Machi Kuru Domino JP
Madden NFL 07 NA/SA EU Marvel: Ultimate Alliance NA/SA
Monster 4x4: World Circuit NA/SA EU Necro-Nesia JP
Need for Speed: Carbon NA/SA EU AUS Open Season NA/SA EU AUS
Rampage: Total Destruction NA/SA EU AUS Rayman Raving Rabbids NA/SA EU AUS
Red Steel NA/SA JP EU AUS SD Gundam G Breaker JP[55]
SpongeBob SquarePants: Creature from the Krusty Krab NA/SA EU[54] Super Fruit Fall EU
Super Monkey Ball: Banana Blitz NA/SA JP EU AUS Super Swing Golf JP
Tamagotchi: Party On!/Tamagotchi's Sparkling President JP[55] Tony Hawk's Downhill Jam NA/SA EU AUS
Trauma Center: Second Opinion NA/SA JP WarioWare: Smooth Moves JP[55]
Wii Play JP EU AUS Wii Sports[Note 1] NA/SA JP EU AUS
Wing Island JP[55]

Metroid Prime 3: Corruption was promoted as a launch title, but its release was eventually postponed until August 27, 2007 in North America.[60] Satoru Iwata also initially wished for Super Smash Bros. Brawl to be released at launch.

Wii Sports came bundled with the Wii in all territories except Japan and South Korea.

Аноним 18/11/14 Втр 01:20:07 #353 №79867668 
14162628076840.jpg
Shin Sekai Yori\Из нового мира.
Смотри, анон. Тут есть пиздонутые на всю голову псайкеры-телепаты, предприимчивые кротокрысы-мутанты, жирная королева с двадцатью сиськами, гомо-лесбийские отношения главгероев, хитрые планы, интриги расследования, внезапные неожиданные ужасные смерти, геноцид и убийства детей, НЁХ - порождения грязных человеческих мыслишек, адъ и израиль. Что еще надо?
sageАноним 18/11/14 Втр 01:20:16 #354 №79867682 
Demographic

Nintendo has hoped to target a wider demographic with its console than that of others in the seventh generation.[17] At a press conference for the then-upcoming Nintendo DS game Dragon Quest IX: Sentinels of the Starry Skies in December 2006, Satoru Iwata insisted "We're not thinking about fighting Sony, but about how many people we can get to play games. The thing we're thinking about most is not portable systems, consoles, and so forth, but that we want to get new people playing games."[61] This is reflected in Nintendo's series of television advertisements in North America (directed by Academy Award winner Stephen Gaghan) and its Internet ads. The advertising slogans were "Wii would like to play" and "Experience a new way to play"; the ads began November 15, 2006, and had a total budget of over US$200 million for the year.[62] The productions were Nintendo's first broad-based advertising strategy and included a two-minute video clip showing an assortment of people enjoying the Wii system: urban apartment-dwellers, ranchers, grandparents, and parents with their children. The music in the ads was from the song "Kodo (Inside the Sun Remix)" by the Yoshida Brothers.[63] The marketing campaign was successful; pensioners as old as 103 were reported to be playing the Wii in the United Kingdom.[64] A report by the British newspaper The People also stated that Queen Elizabeth II of the United Kingdom has used the console.[65]
Hardware
Stack of video-game consoles, of which the Wii is the smallest
The Wii (top) compared in size to the NGC, N64, North American SNES and NES

The Wii is Nintendo's smallest home console to date; it measures 44 mm (1.73 in) wide, 157 mm (6.18 in) tall and 215.4 mm (8.48 in) deep in its vertical orientation, slightly larger than three DVD cases stacked together. The included stand measures 55.4 mm (2.18 in) wide, 44 mm (1.73 in) tall and 225.6 mm (8.88 in) deep. The system weighs 1.2 kg (2.7 lb),[66] which makes it the lightest of the three major seventh-generation consoles. The Wii may stand horizontally or vertically. The prefix for the numbering scheme of the system and its parts and accessories is "RVL-" for its code name, "Revolution".[67]

The front of the console features an illuminated slot-loading optical media drive which accepts only 12 cm Wii Optical Discs and 8 cm Nintendo GameCube Game Discs.[68] (Units sold in South Korea and later revisions do not support GameCube discs.)[69][70] The blue light in the disc slot illuminates briefly when the console is turned on, and pulses when new data is received through WiiConnect24.[71] After the update (including System Menu 3.0), the disc-slot light activates whenever a Wii disc is inserted or ejected.[72] When there is no WiiConnect24 information, the light stays off. The disc-slot light remains off during game play or when using other features. Two USB ports are located at its rear. An SD-card slot is located behind the cover on the front of the console.[73]
sageАноним 18/11/14 Втр 01:20:34 #355 №79867700 
The Wii launch package includes the console; a stand to allow the console to be placed vertically; a round, clear stabilizer for the main stand; a Wii Remote; a Nunchuk attachment; a Sensor Bar; a removable stand for the bar; an external power adapter; two AA batteries; a composite AV cable with RCA connectors;[74] a SCART adapter in European countries (component video and other types of cables are available separately); operation documentation and (in Europe and the Americas) a copy of the game Wii Sports.[73]

The disc reader of the Wii does not play DVD-Video, DVD-Audio or Compact Discs. A 2006 announcement stated that a new version of the Wii (capable of DVD-Video playback) would be released in 2007;[75] however, Nintendo delayed its release to focus on meeting demand for the original console.[76] Nintendo's initial announcement stated that it "requires more than a firmware upgrade" to implement, and the capability could not be made available as an upgrade option for the existing Wii.[75] Despite this assertion, third parties have used Wii homebrew to add DVD playback to unmodified Wii units.[77] The Wii also can be hacked to enable an owner to use the console for activities unintended by the manufacturer.[78] Several brands of modchips are available for the Wii.[79]

Although Nintendo showed the console and the Wii Remote in white, black, silver, lime-green and red before it was released,[80] it was only available in white for its first two-and-a-half years of sales. Black consoles were available in Japan in August 2009,[81][82] in Europe in November 2009[83] and in North America on May 9, 2010.[84] A red Wii system bundle was available in Japan on November 11, 2010, commemorating the 25th anniversary of Super Mario Bros.[85] The UK version of the limited-edition red Wii was released October 29, 2010, preloaded with the original Donkey Kong game. It also featured the Wii Remote Plus, a new version of the controller with integrated Wii Motion Plus technology.[86] The red Wii bundle was released in North America on November 7, 2010 with New Super Mario Bros. Wii and the Wii Remote Plus.[87]

On July 11, 2007, Nintendo unveiled the Wii Balance Board at E3 2007 with Wii Fit.[88] It is a wireless balance board accessory for the Wii, with multiple pressure sensors used to measure the user's center of balance.[89] Namco Bandai produced a mat controller (a simpler, less-sophisticated competitor to the balance board).[90]
sageАноним 18/11/14 Втр 01:20:53 #356 №79867719 
Wii Remote
Main article: Wii Remote
Two types of Wii controllers, one in each hand
A Nunchuk, Wii Remote and strap shown in hand

The Wii Remote is the primary controller for the console. It uses a combination of built-in accelerometers and infrared detection to sense its position in 3D space when pointed at the LEDs in the Sensor Bar.[91][92] This design allows users to control the game with physical gestures as well as button-presses. The controller connects to the console using Bluetooth[93] with an approximate 30 ft (9.1 m) range,[94] and features rumble and an internal speaker.[95] The Wii Remote can connect to expansion devices through a proprietary port at the base of the controller.[96] The device bundled with the Wii retail package is the Nunchuk unit, which features an accelerometer and a traditional analog stick with two trigger buttons.[97] In addition, an attachable wrist strap can be used to prevent the player from unintentionally dropping (or throwing) the Wii Remote. Nintendo has since offered a stronger strap and the Wii Remote Jacket to provide extra grip and protection.[98] The Wii MotionPlus is another accessory that connects to the Wii Remote to supplement the accelerometer and sensor-bar capabilities, enabling actions to appear on the screen in real time.[99][100] Further augmenting the remote's capabilities is the Wii Vitality Sensor, a fingertip pulse oximeter sensor that connects through the Wii Remote.[101]
Memory storage

The Wii console contains 512 megabytes of internal flash memory, and features an SD card slot for external storage. An SD card can be used for uploading photos and backing up saved game data and downloaded Virtual Console and WiiWare games. To use the SD slot for transferring game saves, an update must be installed. Installation may be initiated from the Wii options menu through an Internet connection, or by inserting a game disc containing the update. Virtual Console data cannot be restored to any system except the unit of origin.[102] An SD card can also be used to create customized in-game music from stored MP3 files (as first shown in Excite Truck)[103] and music for the slide-show feature of the Photo Channel. Version 1.1 of the Photo Channel removed MP3 playback in favor of AAC support.[104]

At the Nintendo Fall Press Conference in October 2008, Satoru Iwata announced that Wii owners would have the option to download WiiWare and Virtual Console content directly onto an SD card. The option would offer an alternative to "address the console's insufficient memory storage". The announcement stated that it would be available in Japan in spring 2009;[105] Nintendo made the update available on March 25. In addition to the previously announced feature, it lets the player load Virtual Console and WiiWare games directly from the SD card. The update allows the use of SDHC cards, increasing the limit on SD card size from 2 GB to 32 GB.[106]
Аноним 18/11/14 Втр 01:20:56 #357 №79867722 
>>79867593
Сектор приз на барабане, название в студию.
Аноним 18/11/14 Втр 01:21:09 #358 №79867731 
14162628692360.png
14162628692391.png
>>79867644
Ну ладно, покатил я тогда.
sageАноним 18/11/14 Втр 01:21:09 #359 №79867734 
Specifications

Nintendo has released few technical details regarding the Wii system, but some key facts have leaked through the press. Although none of these reports has been officially confirmed, they generally indicate that the console is an extension (or advancement) of the Nintendo GameCube architecture. Specifically, the analyses report that the Wii is roughly 1.5 to 2 times as powerful as its predecessor.[10][107] Based on specifications, the Wii has been called the least powerful of the major home consoles of its generation.[108]

Processors:

CPU: PowerPC-based Broadway processor, made with a 90 nm SOI CMOS process, reportedly† clocked at 729 MHz[109]
GPU: ATI Hollywood GPU made with a 90 nm CMOS process,[110] reportedly† clocked at 243 MHz[109]

^† None of the clock rates have been confirmed by Nintendo, IBM or ATI.

Memory:

88 MB main memory (24 MB internal 1T-SRAM integrated into graphics package, 64 MB external GDDR3 SDRAM)[111]
3 MB embedded GPU texture memory and framebuffer

Ports and peripheral capabilities:

Up to 16 Wii Remote controllers (10 in standard mode, 6 in one-time mode,[112] connected wirelessly via Bluetooth)
Nintendo GameCube controller ports (4)
Nintendo GameCube memory-card slots (2)
SD memory-card slot (supports SDHC cards, as of system menu 4.0)
USB 2.0 ports (2)
Sensor Bar power port
Accessory port on bottom of Wii Remote
Optional USB keyboard input in message board, Wii Shop and Internet channels (as of 3.0 and 3.1 firmware update)[113]
Mitsumi DWM-W004 WiFi 802.11b/g wireless module[114]
Compatible with optional USB 2.0 to Ethernet LAN adapter
"AV Multi Out" port (See "Video" section)

Built-in content ratings systems:

BBFC, CERO, ESRB, ACB, OFLC (NZ), PEGI, USK
sageАноним 18/11/14 Втр 01:21:32 #360 №79867757 
>>79867722
Ano Hi Mita Hana no Namae o Boku-tachi wa Mada Shiranai
sageАноним 18/11/14 Втр 01:21:41 #361 №79867768 
Storage:

512 MB built-in NAND flash memory
Expanded storage via SD and SDHC card memory (up to 32 GB)
Nintendo GameCube memory card (required for GameCube game saves)
Slot-loading disc drive, compatible with 8 cm Nintendo GameCube Game Disc and 12 cm Wii Optical Disc
Mask ROM by Macronix[115]

Video:

Custom "AV Multi Out" port supporting composite video,[116] YPBPR component video,[117] S-Video (NTSC consoles only)[118] and RGB SCART (PAL consoles only)[119]
480p (PAL/NTSC), 480i (PAL/NTSC) or 576i (PAL/SECAM), standard 4:3 and 16:9 anamorphic widescreen[120]

Audio:

Main: Stereo – Dolby Pro Logic II-capable[121]
Controller: Built-in speaker

Power consumption:

18 W when switched on[122]
9.6 W in standby with WiiConnect24 standby connection[122]
1.3 W in standby[122]


Technical problems

The first Wii system software update (via WiiConnect24) caused a small number of launch units to become completely unusable. This forced users to either send their units to Nintendo for repairs (if they wished to retain their saved data) or exchange them for free replacements.[123]

With the release of dual-layer Wii Optical Discs, Nintendo of America stated that some Wii systems may have difficulty reading the high-density software (due to a contaminated laser lens). Nintendo offers retail lens-cleaning kits and free console repairs for owners who experience this issue.[124][125]

The Wii Remote can lose track of the Wii system it has been set to, requiring that it be reset and resynchronized. Nintendo's support website provides instructions for this process and troubleshooting related issues.[126]
Аноним 18/11/14 Втр 01:21:55 #362 №79867778 
14162629150490.png
>>79867731
Удачи, увидимся еще.
sageАноним 18/11/14 Втр 01:22:00 #363 №79867782 
Legal issues

Interlink Electronics filed a patent-infringement lawsuit against Nintendo over the pointing functionality of the Wii Remote, claiming "loss of reasonable royalties, reduced sales and/or lost profits as a result of the infringing activities" of Nintendo.[127] The law firm Green Welling LLP filed a class action lawsuit against Nintendo for its "defective wrist straps".[128] A Texas-based company (Lonestar Inventions) sued Nintendo, claiming that the company copied one of Lonestar's patented capacitor designs and used it in the Wii console.[129]

Anascape Ltd, a Texas-based firm, filed a lawsuit against Nintendo for patent infringement regarding Nintendo's controllers.[130] A July 2008 verdict banned Nintendo from selling the Classic Controller in the United States. Following an appeal to the U.S. Court of Appeals for the Federal Circuit,[131] on April 22, 2010 the Federal Circuit Court ruled in Nintendo's favor.[132]

On August 19, 2008 Hillcrest Laboratories Inc. filed a complaint against Nintendo with the U.S International Trade Commission, alleging that the Wii Remote infringed on three of its patents. A fourth Hillcrest patent (for graphical interfaces displayed on television screens) was also allegedly violated. Hillcrest sought a ban on Wii consoles imported to the U.S.[133] On August 24, 2009 Nintendo and Hillcrest reached a settlement, although the terms were not publicly disclosed.[134]

The trademark application for the Wii Remote was initially rejected by the United States Patent and Trademark Office. The USPTO claimed that the word "remote" is commonly used, and therefore should not be trademarked. The USPTO would accept Nintendo's trademark filing if the company disclaims exclusive rights to the word "remote" in the term.[135]
Features

The console has a number of internal features made available from its hardware and firmware components. The hardware allows for extendability (via expansion ports), while the firmware (and some software) can receive periodic updates via the WiiConnect24 service.
sageАноним 18/11/14 Втр 01:22:16 #364 №79867796 
Wii Menu
Screenshot of Wii Menu
Wii Menu
Main article: Wii Menu

The Wii Menu interface is designed to emulate television channels. Separate channels are graphically displayed in a grid, and are navigated using the pointer capability of the Wii Remote. Except for the Disc Channel, it is possible to change the arrangement by holding down the A and B buttons to "grab" channels and move them around. There are six primary channels: the Disc Channel, Mii Channel, Photo Channel, Wii Shop Channel, Forecast Channel and News Channel. The latter two were initially unavailable at launch, but were later activated in updates. The Wii + Internet Video Channel was installed in consoles manufactured after September 2008.[136] Additional channels are available for download from the Wii Shop Channel through WiiWare, and appear with each Virtual Console title; these include the Everybody Votes Channel, Internet Channel, Check Mii Out Channel and the Nintendo Channel. As of 18 October 2010, Wii owners can download the Netflix Channel from the Wii Shop Channel.[137]
Backward compatibility
Wii console with black GameCube controller
The first model of the Wii has Nintendo GameCube Memory Card and controller slots to provide backward compatibility.

Wii consoles with the original design are backward-compatible with all Nintendo GameCube software, Nintendo GameCube Memory Cards and controllers. Software compatibility is achieved by the slot-loading drive's ability to accept Nintendo GameCube Game Discs. The console supports progressive-scan output in 480p-enabled GameCube titles. Peripherals can be connected via a set of four GameCube controller sockets and two Memory Card slots (concealed by removable flip-open panels).[10] The console retains connectivity with the Game Boy Advance and e-Reader through the Game Boy Advance Cable, which is used in the same manner as with the GameCube; however, this feature can only be accessed on select GameCube titles which previously utilized it. South Korean units lack GameCube backward compatibility.[69][70] Redesigned "Family Edition" Wiis and the Wii Mini are not backwards compatible.[69]

A Wii console running a GameCube disc is restricted to GameCube functionality. A GameCube controller is required to play GameCube titles; neither the Wii Remote nor the Classic Controller functions in this capacity. A Nintendo GameCube Memory Card is also necessary to save game progress and content, since the Wii internal flash memory will not save GameCube games.[138]

Backward compatibility is limited in some areas. Online and LAN-enabled features for Nintendo GameCube titles are unavailable on the Wii, since the console lacks serial ports for the Nintendo GameCube Broadband Adapter and Modem Adapter. The Wii uses a proprietary port for video output, and is incompatible with all Nintendo GameCube audio/video cables (composite video, S-Video, component video and RGB SCART). The console also lacks the GameCube footprint and high-speed port needed for Game Boy Player support.[139]
sageАноним 18/11/14 Втр 01:22:33 #365 №79867816 
Nintendo DS connectivity

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.[11] Final Fantasy Crystal Chronicles: Echoes of Time, 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.[140] The console is also able to expand Nintendo DS games.[11]
Online connectivity
Main articles: Nintendo Wi-Fi Connection, WiiConnect24, Internet Channel and List of Wii Wi-Fi Connection games

The Wii console connects to the Internet through its built-in 802.11b/g Wi-Fi or through a USB-to-Ethernet adapter; either method allows players to access the Nintendo Wi-Fi Connection service.[10] Wireless encryption by WEP, WPA (TKIP/RC4) and WPA2 (CCMP/AES) is supported.[141] AOSS support was added in System Menu version 3.0.[142] As with the Nintendo DS, Nintendo does not charge for playing via the service;[17][143] the 12-digit Friend Code system controls how players connect to one another. Each Wii also has a unique, 16-digit Wii Code for use with Wii's non-game features.[143][144] The system also implements console-based software, including the Wii Message Board. One can also connect to the Internet with third-party devices.[145]

The service has several features for the console, including the Virtual Console, WiiConnect24, Internet Channel, Forecast Channel, Everybody Votes Channel, News Channel and the Check Mii Out Channel. The Wii can also communicate (and connect) with other Wii systems through a self-generated wireless LAN, enabling local wireless multi-playing on different television sets. Battalion Wars 2 first demonstrated this feature for non-split screen multi-playing between two (or more) televisions.[146]

On April 9, 2008, the BBC announced that its online BBC iPlayer would be available on the Wii via the Internet Channel browser; however, some users experienced difficulty with the service. On November 18, 2009, BBC iPlayer on the Wii was relaunched as the BBC iPlayer Channel,[147][148] a free download from the Wii Shop Channel;[149] however, the service is only available to people in the United Kingdom. On December 26, 2008, Nintendo announced a new video channel for the Wii.[150][151] As of 18 October 2010, American and Canadian Wii owners can watch Netflix instantly on a channel (without requiring a disc).[137]
sageАноним 18/11/14 Втр 01:22:53 #366 №79867827 
Parental controls

The console features parental controls, which can be used to prohibit younger users from playing games with content unsuitable for their age level. When one attempts to play a Wii or Virtual Console game, it reads the content rating encoded in the game data; if this rating is greater than the system's set age level, the game will not load without a password. Parental controls may also restrict Internet access, which blocks the Internet Channel and system-update features. Since the console is restricted to Nintendo GameCube functionality when playing Nintendo GameCube Game Discs, GameCube software is unaffected by Wii parental-control settings.[152]

European units primarily use the PEGI rating system,[153] while North American units use the ESRB rating system.[154] The Wii supports the rating systems of many countries, including CERO in Japan, the USK in Germany, the PEGI and BBFC in the United Kingdom, the ACB in Australia and the OFLC in New Zealand. Homebrew developers have reverse-engineered the function which Nintendo uses to recover lost parental-control passwords, creating a simple script to obtain parental-control reset codes.[155]
Reception

The Wii has received mixed reviews. The system was well received after its exhibition at E3 2006. At the event, Nintendo's console won the Game Critics Awards for Best of Show and Best Hardware.[22] In the December 2006 issue of Popular Science, the console was named a Grand Award Winner in home entertainment.[156] Spike TV's Video Games Award cited the Wii's breakthrough technology.[157] GameSpot chose the console as having the best hardware in its "Best and Worst 2006" awards.[158] The system was also chosen as one of PC World magazine's 20 Most Innovative Products of the Year.[159] The console received a Golden Joystick for Innovation of the Year 2007 at the Golden Joystick Awards.[160] In the category of Engineering & Technology for Creation and Implementation of Video Games and Platforms, Nintendo was awarded an Emmy Award for Game Controller Innovation by the National Academy of Television Arts and Sciences.[161] In 2009, IGN named the Wii the 10th greatest console of all time (out of 25).[162]

The Wii's success caught third-party developers by surprise, leading to apologies for the quality of their early games. In an interview with German news magazine Der Spiegel, Ubisoft's Yves Guillemot and Alain Corre admitted that they made a mistake in rushing out their launch titles, promising to take future projects more seriously.[163] Take-Two Interactive, which released few games for the Nintendo GameCube, changed its stance towards Nintendo by placing a higher priority on the Wii.[164]
sageАноним 18/11/14 Втр 01:23:09 #367 №79867844 
At the same time, criticism of the Wii Remote and Wii hardware specifications has surfaced. Former GameSpot editor and Giantbomb.com founder Jeff Gerstmann stated that the controller's speaker produces low-quality sound,[165] while Factor 5 President Julian Eggebrecht criticized the hardware audio as substandard for a console of its generation.[166] UK-based developer Free Radical Design stated that the Wii hardware lacks the power necessary to run the software it scheduled for release on other seventh-generation consoles.[167] Online connectivity of the Wii was also criticized; Matt Casamassina of IGN compared it to the "entirely unintuitive" service provided for the Nintendo DS.[168]

Game designer and The Sims creator Will Wright shared his thoughts on the Wii in the context of the current console generation: "The only next gen system I've seen is the Wii – the PS3 and the Xbox 360 feel like better versions of the last, but pretty much the same game with incremental improvement. But the Wii feels like a major jump – not that the graphics are more powerful, but that it hits a completely different demographic."[169]

The Wii is seen as more physically demanding than other game consoles.[170] Some Wii players have experienced a form of tennis elbow, known as "Wiiitis".[171] A study published in the British Medical Journal stated that Wii players use more energy than they do playing sedentary computer games. While this energy increase may be beneficial to weight management, it was not an adequate replacement for regular exercise.[172] A case study published in the American Physical Therapy Association's journal, Physical Therapy, focused on use of the Wii for rehabilitation in a teenager with cerebral palsy. It is believed to be the first published research demonstrating physical-therapy benefits from use of the gaming system. Researchers say the system complements traditional techniques.[173] In May 2010 the American Heart Association (AHA) endorsed the Wii to encourage sedentary people to take the first step toward fitness. The AHA heart icon covers the console and two of its more-active games, Wii Fit Plus and Wii Sports Resort.[174][175]
Аноним 18/11/14 Втр 01:23:12 #368 №79867849 
14162629929320.jpg
>>79867778
Определённо. Не скучай. Не блядуй тут без меня
sageАноним 18/11/14 Втр 01:23:30 #369 №79867865 
By 2008, two years after the Wii's release,[176] Nintendo acknowledged several limitations and challenges with the system (such as the perception that the system catered primarily to a "casual" audience[177] and was unpopular among "core" gamers).[178] Game designer Shigeru Miyamoto admitted that the lack of support for high definition video output on the Wii and its limited network infrastructure also contributed to the system being regarded separately from its competitors' systems, the Xbox 360 and PlayStation 3.[179]

An executive for Frontline Studios stated that major publishers were wary of releasing exclusive titles for the Wii, due to the perception that third-party companies were not strongly supported by consumers.[180] In his blog, 1UP.com editor Jeremy Parish stated that Nintendo was the biggest disappointment for him in 2007. Commenting on the lack of quality third-party support, he stated that "the Wii landscape is bleak. Worse than it was on N64. Worse than on GameCube...the resulting third-party content is overwhelmingly bargain-bin trash."[181] The Globe and Mail and Forbes noted that the Wii had few successful third-party titles compared to its rivals (due, in part, to its weaker hardware). Third-party developers often skipped the Wii instead of making games for all three consoles simultaneously ("blockbusters like the Call of Duty franchise either never arrive on Nintendo hardware or show up in neutered form"). Forbes observed that of the most successful games of 2011 (The Elder Scrolls V: Skyrim, Mass Effect 3, Portal 2, L.A. Noire, Battlefield 3, Call of Duty: Modern Warfare 3), although all were released for PC, Xbox 360, and PlayStation 3, only Modern Warfare 3 received a Wii version which was also the least positively received port of the game. The lack of third-party games may be exacerbated in the future, as Nintendo faces the "dilemma of having fallen out of sync with its rivals in the console cycle"; Microsoft and Sony would design their consoles to be more powerful than the Wii U. Strong third-party titles are seen as a key sign of a gaming console's health.[182][183][184]

The Globe and Mail, in suggesting why Nintendo posted a record loss of $926 million for the initial six months of its 2011–2012 fiscal year, blamed the Wii's design for being "short-sighted". The Wii initially enjoyed phenomenal success because it was inexpensive (due to its being less sophisticated than its competitors) and introduced a "gaming gimmick". However, this approach meant that the Wii's hardware soon became outdated and could not keep up long-term (in contrast to more-advanced rivals such as Xbox 360 and PlayStation 3, which are expected to continue doing well in 2012–2013) "as both user desires and surrounding technologies evolved" later in the generation. Furthermore, price cuts and the introduction of motion-sensor controllers for the Xbox 360 and PS3 nullified advantages once held by the Wii. The Globe suggested that there were other reasons for Nintendo's poor financial performance, including a strong yen and a tepid reception to the Nintendo 3DS handheld as mobile gaming becomes popular on smartphones and tablets (such as the iPad).[182]
sageАноним 18/11/14 Втр 01:23:58 #370 №79867881 
Sales
Main article: Wii sales

As of 30 June 2014, the Wii has sold 101.15 million consoles worldwide.[185]

Since its launch, monthly sales numbers of the console have generally been higher than its competitors around the globe. According to the NPD Group, the Wii sold more units in the United States than the Xbox 360 and PlayStation 3 combined in the first half of 2007.[186] This lead is even larger in the Japanese market, where it currently leads in total sales (having outsold both consoles by factors of 2:1[187] to 6:1[188] nearly every week from its launch to November 2007).[189] In Australia the Wii broke the record set by the Xbox 360 and became the fastest-selling game console in Australian history.[190]

On September 12, 2007, the Financial Times reported that the Wii had surpassed the Xbox 360 (released a year earlier) and had become market leader in home-console sales for the current generation, based on sales figures from Enterbrain, NPD Group and GfK. This was the first time a Nintendo console led its generation in sales since the Super Nintendo Entertainment System.[191]

On July 11, 2007, Nintendo warned that the Wii would remain in short supply throughout that calendar year.[192] In December, Reggie Fils-Aime revealed that Nintendo was producing approximately 1.8 million Wii consoles each month.[193] Some UK stores still had a shortage of consoles as of March 2007,[194] demand still outpaced supply in the United States as of June 2007,[195] and the console was "selling out almost as quickly as it hits retail shelves" in Canada as of April 2008.[196][197] In October 2008 Nintendo announced that between October and December the Wii would have its North American supplies increased considerably from 2007 levels,[198] while producing 2.4 million Wii units a month worldwide (compared to 1.6 million per month in 2007).[199]
sageАноним 18/11/14 Втр 01:24:14 #371 №79867891 
In the United States the Wii sold 10.9 million units by July 1, 2008, making it the leader in current-generation home console sales according to the NPD Group (and surpassing the Xbox 360).[200][201][202]

In Japan the Wii surpassed the number of Nintendo GameCube units sold by January 2008;[203] it sold 7,526,821 units as of December 28, 2008, according to Enterbrain.[204][205] According to the NPD Group the Wii surpassed the Xbox 360 to become the best-selling "next-generation" home video-game console in Canada (with 813,000 units sold by April 1, 2008), and was the best-selling home console for 13 of the previous 17 months.[196][197] According to the NPD Group the Wii had sold a total of 1,060,000 units in Canada as of August 1, 2008, making it the first current-generation home console to surpass the million-unit mark in that country. In the United Kingdom the Wii leads in current-generation home-console sales with 4.9 million units sold as of 3 January 2009, according to GfK Chart-Track.[206][207] On March 25, 2009 at the Game Developers Conference, Satoru Iwata said that worldwide shipments of Wii had reached 50 million.[208]

While Microsoft and Sony have experienced losses producing their consoles in the hopes of making a long-term profit on software sales, Nintendo reportedly has optimized production costs to obtain a significant profit margin with each Wii unit sold.[209] On September 17, 2007 the Financial Times reported that the direct profit per Wii sold may vary, from $13 in Japan to $49 in the United States and $79 in Europe.[210] On December 2, 2008, Forbes reported that Nintendo made a $6 operating profit per Wii unit sold.[211]

On September 23, 2009, Nintendo announced its first price reductions for the console.[212] Nintendo sold more than three million Wii consoles in the U.S. in December 2009 (setting a regional record for the month and ending nine months of declining sales), due to the price cut and software releases such as New Super Mario Bros. Wii.[213][214] On January 31, 2010 the Wii became the best-selling home video-game console produced by Nintendo, with sales of over 67 million units (surpassing those of the original Nintendo Entertainment System).[215] Nintendo reported that on Black Friday 2011 over 500,000 Wii consoles were sold, making it the most successful Black Friday in company history.[216]
sageАноним 18/11/14 Втр 01:24:44 #372 №79867915 
Other models
Family Edition
Wii Family Edition Release date

NA October 2011

EU October 2011

The Wii Family Edition variant is identical to the original model, but is designed to sit horizontally (the vertical feet are still present; however, the front labels are rotated and a stand is no longer included) and removes the GameCube controller and memory card ports. For this reason, the Family Edition variant is incompatible with GameCube games and accessories. The console was announced on August 17, 2011 and released in Europe and North America in October 2011.[69]

The Wii Family Edition was made available in Europe, bundled with a Wii Remote Plus, Wii Party and Wii Sports.[69][217][218][219] A blue Wii Family Edition was launched to coincide with Black Friday and the release of Mario & Sonic at the London 2012 Olympic Games on November 18, 2011[220] and a black Wii Family Edition (bundled with New Super Mario Bros. Wii and the official soundtrack CD of Super Mario Galaxy) was released on October 23, 2011.[221] In late 2012 Nintendo released a version of the North America black edition, including Wii Sports and Wii Sports Resort games on a single disc instead of the New Super Mario Bros. Wii game and the Super Mario Galaxy soundtrack.[222]
Wii Mini
Wii Mini Wii-Mini-Console-Set-H.jpg
Release date

CA December 7, 2012[3]

EU March 15, 2013[4]

US November 17, 2013[6]

The Wii Mini (stylized as Wii mini) is a smaller, redesigned Wii which lacks YPBPR (component video/D-Terminal), S-Video, RGB SCART output, Nintendo GameCube compatibility, online connectivity, the SD card slot and Wi-Fi support, and has only one USB port unlike the previous models' two.[223][224] The initial release omitted a pack-in game, but Mario Kart Wii was included at no extra charge beginning on September 18, 2013 in Canada[225] and from launch in the United States.[6] It was released in Canada on December 7, 2012 with a MSRP of C$99.99, in Europe on March 15, 2013, in the United Kingdom on March 22, 2013, and in the United States on November 17, 2013.[3][4][6] Nintendo uses this console and the Nintendo Selects game series to promote low cost gaming. The Wii Mini is styled in matte black with a red border, and includes a red Wii Remote Plus and Nunchuk. A composite video/audio cable, wired sensor bar and power adapter are also included.[226]
sageАноним 18/11/14 Втр 01:25:03 #373 №79867930 
Successor
Main article: Wii U

Nintendo announced the successor to the Wii, Wii U, at the Electronic Entertainment Expo 2011.[227] The Wii U features a controller with an embedded touch screen and output 1080p high-definition graphics; it is fully backward-compatible with Wii games and peripherals for the Wii. The Wii remote, Nunchuk controller and balance board are compatible with Wii U games which include support for them.[228] The Wii U was released on November 18, 2012 in North America, November 30, 2012 in Europe and Australia, and December 8, 2012 in Japan.
sageАноним 18/11/14 Втр 01:25:31 #374 №79867960 
Wii U
From Wikipedia, the free encyclopedia
Wii U WiiU.svg
Wii U and GamePad.jpg
A white Wii U console (right) and Wii U GamePad (left).
Also known as Project Café (code-name)
Developer Nintendo IRD, NTD
Manufacturer Nintendo, Foxconn, Mitsumi[1]
Product family Wii
Type Home video game console
Generation Eighth generation
Release date

US|CA November 18, 2012

EU|AUS November 30, 2012[2]

JP December 8, 2012

Other regions: see [note 1]
Retail availability 2012 - present
Introductory price US$299/¥26,250 (Basic Set)
US$349/¥31,500 (Deluxe/Premium Set)
Units shipped Worldwide: 7.29 million
(as of September 30, 2014)[5]
Media
Physical and digital[show]
Operating system Wii U system software
Power 75 W power supply
CPU 1.24 GHz Tri-Core IBM PowerPC "Espresso"
Memory 2 GB DDR3
Storage Internal flash memory:
8 GB (Basic Set) / 32 GB (Deluxe Set)
SD/SDHC card
USB storage device
Display
Video output formats[show]
Wii U GamePad (FWVGA)
Graphics 550 MHz AMD Radeon "Latte"
Sound 5.1 Linear PCM, Analog stereo
Controller input

Wii U GamePad, Wii U Pro Controller,
Wii Remote (Plus)[show]
Camera 1.3 Megapixels (Wii U GamePad)
Touchpad Resistive touchscreen (Wii U GamePad)
Connectivity Wi-Fi IEEE 802.11 b/g/n
Bluetooth 4.0[6]
4 × USB 2.0
Online services
Nintendo Network[show]
Dimensions Width: 17.2 cm (6.8 in)
Height: 4.6 cm (1.8 in)
Length: 26.9 cm (10.6 in)
Weight 1.5 kilograms (3.3 lb)
Best-selling game New Super Mario Bros. U, 4.16 million
(as of March 31, 2014)[7]
Backward
compatibility Wii, Virtual Console
Predecessor Wii
Website www.nintendo.com/wiiu

The Wii U (Japanese: ウィー ユー Hepburn: Wī Yū?, pronounced /ˌwiː ˈjuː/) is a home video game console from Nintendo and the successor to the Wii.[8] The system was released on these dates: November 18, 2012, in North America; November 30, 2012, in the PAL regions; and on December 8, 2012, in Japan.[9][10] As the first entry in the eighth generation of video game home consoles,[11][12][13] it directly competes with Sony's PlayStation 4 and Microsoft's Xbox One.

The Wii U is the first Nintendo console to support high-definition graphics. The Wii U's primary controller is the Wii U GamePad, which features an embedded touchscreen. Each software title may be designed to utilize this touchscreen as being supplemental to the main TV, or as the only screen for Off-TV Play. Each game may support any combination of the GamePad, the Wii Remote, the Wii Nunchuk, the Wii Balance Board, or Nintendo's more classically shaped Wii U Pro Controller.[14]

The system is backward compatible with Wii software; this mode also utilizes Wii-based controllers, and it optionally offers the GamePad as its primary Wii display and motion sensor bar. Nintendo features these online platforms for Wii U and 3DS: the Nintendo eShop for official software and content; and Miiverse, a social network which is dedicated to free use by Nintendo system owners and is variously integrated with games and applications.
Contents

1 History
1.1 Development
1.2 Pre-announcement
1.3 Announcement
1.4 Launch
2 Hardware
2.1 Console
2.2 Controllers
2.3 Optical disc
3 User interface
3.1 Wii U Menu
3.2 Wii Mode
3.3 TV Control
4 Software and services
4.1 Nintendo eShop
4.2 Miiverse
4.3 Internet Browser
4.4 Nintendo TVii
4.5 Wii U Chat
4.6 Wii Street U
4.7 Wii Karaoke U
5 Network features
5.1 Nintendo Network
5.2 SpotPass
6 Games
6.1 Launch titles
6.2 Off-TV Play
6.3 Asymmetric gameplay
6.4 Virtual Console
6.5 Backward compatibility
7 Reception
8 Sales
9 Notes
10 References
11 External links

sageАноним 18/11/14 Втр 01:25:48 #375 №79867972 
History
Development

The system was first conceived in 2008,[15] after Nintendo recognized several limitations and challenges with the Wii, such as the general public perception that the system catered primarily for a "casual" audience.[16] With Wii U, Nintendo explicitly wishes to bring "core" gamers back.[17] Game designer Shigeru Miyamoto admitted that the lack of HD and limited network infrastructure for Wii also contributed to the system being regarded in a separate class to its competitors' systems, the PlayStation 3 and Xbox 360.[18] It was decided that a new console would have to be made to accommodate significant structural changes.

Ideas on which direction to take for the new console led to a lot of debate within the company, and the project started over from scratch on several occasions.[19] The concept of a touchscreen embedded within the controller was originally inspired by the blue light on the Wii disc tray that illuminates to indicate new messages.[20] Miyamoto and his team wanted to include a small screen to provide game feedback and status messages to players (in similar vein to the VMU for Sega's Dreamcast). Much later in development, this was expanded to a full screen that could display the game being played in its entirety, a concept which was suggested but not financially viable earlier in the project.[20]
Pre-announcement

Initial beliefs about Wii's successor were that the new console would be an "enhanced version" named the "Wii HD." Many journalists speculated that it would have a high-definition video output along with a Blu-ray Disc drive built in with a release sometime in 2011.[21][22] However, Nintendo president Satoru Iwata later stated that he saw "no significant reason" to include HD into the Wii and that such an addition would be better suited for a successor.[23] Shigeru Miyamoto also expressed Nintendo's interest in working with HD graphics but clarified that the company is primarily focused on the gameplay experience.[24] In October 2009, Miyamoto said that they had no concrete plans about a successor yet, but knew that the successor would possibly still feature motion controls and they expected its interface to be "more compact" and cheaper.[25] Iwata also mentioned that the Wii's successor might be 3D-compatible but concluded that the adoption rates of 3D televisions should increase to at least 30% first.[26]
Аноним 18/11/14 Втр 01:26:00 #376 №79867982 
Советовали уже ТТГЛ? Да зачем я спрашиваю советовали конечно же, так вот я присоединюсь к этому анону, смотри Гуррен-Лаганн, это просто 11/10.
sageАноним 18/11/14 Втр 01:26:08 #377 №79867987 
In 2010, Nintendo of America president Reggie Fils-Aimé commented that he felt "confident the Wii home entertainment console has a very long life in front of it" and declared that a successor would not be launched in the near future.[27] At the E3 2010 presentation, Iwata revealed to the BBC that they would begin announcing a new console once Nintendo ran "out of ideas with the current hardware and cannot give users any more meaningful surprises with the technology [they had]".[28] Later, at an investor's meeting, he disclosed that they were "of course studying and developing the next console to Wii", but they were simultaneously keeping its concepts secret because it was "really important for [his] business to positively surprise people."[29] Fils-Aimé commented in a CNN article and claimed that Nintendo's next home console would not likely feature stereoscopic 3D, based on the 3D technology Nintendo had experimented with.[30]

In April 2011, an uncredited source indicated that Nintendo was planning on unveiling the successor to the Wii during E3 2011, codenamed Project Café,[8] that would be capable of gameplay in HD resolutions[31][32] and would be backward compatible with Wii software.[33] It was also rumored that the console would feature an all new controller with a built in high-resolution screen.[34] The origin of the rumor for the codename (and many other details) was French technology publication 01net.[35] 01net had previously revealed the technical specifications of Sony's PlayStation Vita before it was announced.[36] The new machine was believed twice as powerful as the PlayStation 3 and Xbox 360.[33][37]

Many claims focused on the new controller, which would feature dual analog sticks, a standard D-pad, two bumpers, two triggers and "possibly more".[34][38] IGN compared the functionality of the new controller to that of a GameCube controller.[8] 01net claimed the controller would be "a touch tablet controller, with moderate graphic output", comparing the controller to an iPad with buttons. They also added that there would be a front-facing camera on the controller.[39] Supposedly, the controller would also feature six-axis motion controls that outperform a PlayStation Move motion controller in terms of fidelity,[40] as well as a built-in sensor bar.[39] The new controller features a 6.2-inch touchscreen.[41] 01net took the rumor a step further and claimed that the touchscreen would be single-touch.[39] Sources from CVG claimed that the controller featured a high-resolution screen.[34] IGN claimed that the controller would allow players to stream entire games to the controller from the console,[8] and that the console itself "is likely to resemble a modernized version of the Super Nintendo Entertainment System (SNES)."[42]

According to Edge, software developer THQ's president Brian Farrell allegedly told investors: "We don't expect new hardware any time soon from either Microsoft or Sony. It's different on Nintendo – we'll let them announce their new hardware".[40]
sageАноним 18/11/14 Втр 01:26:27 #378 №79868004 
Announcement
Wii U debut at E3 2011
The controller prototype originally shown at E3 2011.
A demonstration of the various uses of the Wii U's new controller.

On April 25, 2011, Nintendo released a statement officially announcing a system to succeed the Wii. They simultaneously announced that it would be released during 2012, and that playable console units would be present at E3 2011 (June 7–9).[43] Speaking at an investor's conference, Nintendo CEO Satoru Iwata stated the Wii successor would "offer something new for home game systems."[44] Iwata also confirmed that the successor to the Wii would not launch in the fiscal year of 2012, meaning that it would release after April 2012.[45]

On May 4, 2011, Kotaku reported that Project Café would have 8 GB of flash-based memory on board, with the assumed purpose of storing game saves. The game discs used by the console were said to be of a proprietary format, and to hold up to 25 GB of data, which is similar to the capacity of a single-layer Blu-ray Disc.[46] In early June, Nikkei issued a report confirming earlier rumors that the new console would feature a controller with a 6 inch touchscreen that would give tablet-like controls to games, as well as a rechargeable battery and a camera. Nikkei said the system would be released in mid-2012.[47]

A prototype version of the Wii U was showcased at E3 2011. The design of the console and controller were not definitive versions.[48] The controller demonstrated a touch screen of greater than 6 inches in width with a built-in microphone, speakers, gyroscope, accelerometer, rumble and camera.[49] All processing is done on the console itself, with the output displaying on either on a TV, the controller, or both simultaneously; however, the screen only supports single touch, not multitouch, going against a popular trend across the technology industry,[49] and, at the time of unveiling, the system only supported output to one tablet controller at a time. This was despite reports that Nintendo was looking into allowing such functionality in the final version of the hardware.[50] Games confirmed for the new console included New Super Mario Bros. U and Pikmin 3, the latter of which was originally in development for the Wii but was later switched to the Wii U.[51] A list of third-party titles was also announced to be available at release, and were on show with trailers from PlayStation 3 and Xbox 360 versions.[52][citation needed]
sageАноним 18/11/14 Втр 01:26:43 #379 №79868015 
In the two days following the unveiling of the Wii U, Nintendo's stock value fell nearly 10 percent to levels not seen since 2006.[53] Some analysts expressed skepticism in regards to the addition of a touch screen to the controller, expressing concern that the controller would be less affordable and less innovative than the original Wii Remote.[54] When asked about whether or not the Wii U was going to support 3D, Iwata told San Jose Mercury News, "If you are going to connect Wii U with a home TV capable of displaying 3-D images, technologically, yes, it is going to be possible, but that's not the area we are focusing on."[55]

On January 26, 2012, Iwata told investors that the Wii U would be launched by the end of the 2012 shopping season in all major regions, and that its final specifications would be revealed at E3 2012.[56] Furthermore, Iwata stated that the console would feature a unified online system known as Nintendo Network, which would feature user account support as opposed to the use of friend codes. Nintendo Network would also provide the framework for online multiplayer interactions, add-on content sales, as well as online distribution of applications and video games.[57] Moreover, Iwata mentioned that the Wii U GamePad would support NFC, which would allow the system to wirelessly interact with figurines and cards created by developers. It would also allow for microtransactions to take place wirelessly using credit cards that have NFC support.[56]

On September 13, 2012, during a Japanese Nintendo Direct presentation, Nintendo announced that the new console would launch in Japan on December 8, 2012.[58] Later that day, Nintendo announced that the North American launch date would be November 18, 2012.[59] Nintendo of Europe and Nintendo Australia also announced that the Wii U would be released in both regions simultaneously on November 30, 2012.
sageАноним 18/11/14 Втр 01:27:01 #380 №79868037 
Launch

The Wii U was originally released in two bundles: the Basic bundle and the Premium (WW) / Deluxe (US) bundle. The Basic bundle contains a white Wii U with 8 GB of on-storage, a white Wii U GamePad and stylus and an HDMI cable, while the Premium (WW) / Deluxe (US) contains a black Wii U with 32 GB of internal storage, a black GamePad and stylus, an HDMI cable, and adds a Nintendo Network Premium subscription, the Nintendo Land game (except Japan), as well as stands for the console and controller and a sensor bar (except Japan).[60][61] On November 18, 2012, the Wii U launched in North America, price at US$299.99 for the Basic Set and US$349.99 for the Deluxe Set. The system was scheduled to launch on November 25, 2012 in Mexico, however, it was delayed to November 29.[3] On November 30, the system launched in Europe, Australia and South Africa, with European pricing set by individual retailers.[2][62] On December 8, 2012, the system launched in Japan, priced at ¥26,250 for the Basic Set and ¥31,500 for the Premium Set.

On July 13, 2013, Nintendo released a white version of the Premium Pack (32 GB) in Japan, as well as an official battery pack and charger dock for the Wii Remote. The battery pack is capable of lasting 13 hours of gameplay before needing to be recharged. Additionally, on July 25, the company released an improved battery pack for the Wii U GamePad. In contrast to the standard 1500mAh battery bundled with the console, the new 2550mAh battery pack will increase its longevity to between five and eight hours before needing to be recharged.[63]

On August 28, 2013, Nintendo announced that the Premium (WW) / Deluxe (US) 32 GB model would get a price drop from US$349.99 to US$299.99 in North America. The price drop took effect starting on September 20, 2013.[64] In Europe, Nintendo didn't confirm a formal price cut due to the fact that, in the region, individual retailers set their own prices. However, starting October 4, 2013, the company reduced the wholesale trade price of the system to retailers.[65] Coinciding with the system's price cut, Nintendo released a limited edition The Legend of Zelda: The Wind Waker HD Wii U Deluxe Set bundle. The bundle included a black Wii U console with 32 GB of internal storage, a black Wii U GamePad decorated with a golden Triforce and other thematic symbols, a download code for the game and, in North America, a digital copy of The Legend of Zelda: Hyrule Historia, a collector's book about The Legend of Zelda series.[65][66] In Europe, Nintendo also released a limited edition Lego City Undercover Wii U Premium Pack bundle. Both European bundles also featured a 7-day trial of the Wii Karaoke U service.[65] Despite doing so in other regions, Nintendo did not cut the price of the Wii U in Australia or New Zealand nor did it release any of the previous bundles in the regions.[67][68]
sageАноним 18/11/14 Втр 01:27:17 #381 №79868050 
On October 31, 2013, Nintendo introduced two new Wii U Premium Pack bundles in Japan, called Family Set. The first included either a black or white Wii U console with 32 GB of internal storage, a black or white Wii U GamePad, New Super Mario Bros. U and Wii Party U preloaded, a black or white Wii Remote, a Wii Sensor Bar, and a 30-day trial of the Wii Karaoke U service. The second bundle included all of the previous one's contents, additionally preloaded with Wii Fit U and including Nintendo's official Fit Meter pedometer (with the Wii Balance Board available separately).[69]

On November 1, 2013, Nintendo released a Mario & Luigi Deluxe Set in North America with the intent of replacing the original Wii U Deluxe Set, which included a copy of Nintendo Land. The Mario & Luigi bundle contains both New Super Mario Bros. U and New Super Luigi U packaged as a "2 in 1" disc alongside a black Wii U console with 32 GB of internal storage and black Wii U GamePad controller.[70] The bundle was later released in Europe on November 8.[71] On November 14, Nintendo released a Just Dance 2014 Basic Pack bundle in Australia and New Zealand. It contains a white Wii U console with 8 GB of internal storage, a white Wii U GamePad and Wii Remote Plus controllers, a Sensor Bar, and disc versions of both Ubisoft's Just Dance 2014 and Nintendo Land.[72] The bundle was later released in Europe on November 22.[71] On November 15, Nintendo released a Wii Party U Wii U Basic Pack bundle in Europe. It features a white Wii U console with 8 GB of internal storage, a white Wii U GamePad and Wii Remote Plus controllers, a Sensor Bar, and disc versions of both Wii Party U and Nintendo Land.[71] On November 15, Nintendo also released a Skylanders: Swap Force Wii U Basic Set bundle in North America. It contains white Wii U with 8 GB of internal storage, Activision's Skylanders Swap Force game, a Portal of Power, three Skylanders figures (one of which has an exclusive color variation), a collector poster, trading cards and sticker sheets, and a Nintendo Land game disc.[73] The bundle was later released in Australia and New Zealand on November 21.[72]

On November 26, 2013, the Wii U was released in Brazil. However, the system is only available in the black Deluxe Set in the region.[4]

On May 30, 2014, Nintendo released a Mario Kart 8 Premium (EU/AUS) / Deluxe (US) Set bundle in Europe and North America. It features a black Wii U console with 32 GB of internal storage, a black Wii U GamePad, a copy of Mario Kart 8, a Sensor Bar, and special edition red Wii Wheel (in North America only). Additionally, registering the game on Club Nintendo before July 31, 2014 presents the buyer a free Wii U game from a selection of four in North America and ten in Europe.[74][75][76] The bundle was later released Australia and New Zealand on May 31.[77]
Аноним 18/11/14 Втр 01:27:26 #382 №79868055 
14162632461980.jpg
>>79861049
Берсерк.
sageАноним 18/11/14 Втр 01:27:39 #383 №79868065 
Hardware
Console
See also: Espresso (microprocessor) and Latte (graphics chip)
An illustration of Wii U's MCM without heat spreader. The smaller chip, lower right, is the "Espresso" CPU made by IBM. The other chips are the "Latte" GPGPU (large chip) from AMD and an EEPROM chip (tiny) from Renesas.

The Wii U uses a custom multi-chip module (MCM) developed by AMD, IBM and Renesas in co-operation with Nintendo IRD and Nintendo Technology Development. The MCM combines an "Espresso" central processing unit (CPU) and a "Latte" graphics chip (GPU), as well as an SEEPROM memory chip.[78][79] The Espresso CPU, designed by IBM, consists of a PowerPC 750-based tri-core processor with 3 MB of shared L2 cache memory and clocked at approximately 1.24 GHz.[80][81][note 2] Despite belonging to the PowerPC family, the Espresso also shares some architectural concepts with the POWER7 architecture such as the use of eDRAM cache and being manufactured at a 45 nm node.[82][83][note 3] The Latte graphics chip contains both a "GX2" GPGPU, which runs Wii U applications, and a "GX" GPU, which enables backwards-compatibility with previous generation Wii games. The GX2, designed by AMD, is based on the Radeon R600/R700 architecture and is clocked at approximately 550 MHz.[79][81][note 2] It is manufactured at a 40 nm node and contains 32 MB of eDRAM cache memory, which can also act as L3 cache for the CPU.[note 2] The GX, originally designed by ATI Technologies, contains a 1 MB and a 2 MB banks of eSRAM cache memory.[79] The Latte chip also includes a secondary custom ARM9 processor with 96 KB of SRAM memory that handles system tasks seamlessly in the background during gameplay or while the system is in sleep mode, and dedicated hardware audio DSP module.[79]
sageАноним 18/11/14 Втр 01:27:57 #384 №79868085 
The console contains 2 GB of DDR3 system memory consisting of four 512 MB (4 Gb) DRAM chips with a maximum bandwidth of 12.8 GB/s. This is 20 times the amount found in the original Wii.[84] However, 1 GB is reserved for the operating system and unavailable to games. The memory architecture allows the CPU and GPU to access both the main DDR3 memory pool and the eDRAM cache memory pool on the GPU, removing the need for separate, dedicated memory pools.[85] The console includes either an 8 GB (Basic) or 32 GB (Premium (WW) / Deluxe (NA)) internal eMMC flash memory, expandable via SD memory cards up to 32 GB and USB external hard disk drives up to 2 TB.[86][87]

The Wii U features 802.11 b/g /n wireless network connectivity and Fast Ethernet (although it requires an accessory), Bluetooth 4.0, four USB 2.0 ports (two in the rear and two in the front of the console) and an SD/SDHC memory card slot.[6][88] An additional power port is also included to power the Wii Sensor Bar, an auxiliary infrared emitter which communicates with the Wii Remote first introduced on the Wii. Video output options include 1080p, 1080i, 720p, 576i, 480p and 480i, through HDMI 1.4 and component video (YPBPR, D-Terminal and RGB SCART) or 576i, 480i anamorphic widescreen through composite video (S-Video, SCART and D-Terminal). Audio output options include six-channel 5.1 linear PCM surround sound or analog stereo. The console also supports stereoscopic (3D) images and video.[55][80]
Controllers

The Wii U GamePad is the Wii U's main controller. Up to two GamePads can be connected per console.[89] The console is also compatible with up to four Wii Remote (Plus) (including the Nunchuk and Classic Controller attachments) or up to four Wii U Pro Controllers for more traditional controls, or a combination of the two.[90] The console also supports the Wii Balance Board and every official Wii accessory, such as the Wii Wheel and Wii Zapper.
sageАноним 18/11/14 Втр 01:28:16 #385 №79868103 
Wii U GamePad
Main article: Wii U GamePad
An illustration of the Wii U GamePad (White)

The Wii U GamePad is the Wii U's primary controller and comes bundled with the console. It features a built-in 6.2 inch (15.7 cm) 16:9 FWVGA (854x480) resistive touchscreen, which can either function as a standalone screen independent of the use of the television screen when using Off-TV Play, or supplement the gameplay shown on the television display. This allows games to feature asymmetric gameplay where the player using the GamePad has one gameplay experience, while competing players using Wii Remotes or Wii U Pro Controllers have different experiences. The GamePad also features a built-in front-facing camera and infrared sensor strip, a microphone, stereo speakers, and supports near field communication (NFC).[91] In addition, the GamePad features nine-axis motion detection via a three-axis accelerometer, three-axis gyroscope and a three-axis magnetometer, and comes equipped with a rumble feature.[92] It includes a removable, rechargeable lithium-ion battery capable of storing 1500 mAh with a longevity from 3 to 5 hours. The controller weighs 1.1 lbs (500 g) and has measures 130 × 23 × 260 mm (5.3 × 0.9 × 10.2 in). The GamePad's wireless communication with the Wii U console is based on IEEE 802.11n operating at either 5.2 GHz or 5.8 GHz and technically supports repeaters,[93] while using a proprietary transfer protocol and software co-developed by Broadcom and Nintendo.[94][95] The Wii U GamePad is not compatible with the original Wii, and cannot function as a controller when the Wii U is in Wii Mode. It can, however, mirror TV output while in Wii Mode.

The controller features the following buttons: a HOME button, a TV CONTROL button, START (+) and SELECT (-) buttons, dual clickable analog sticks, a D-pad, four face buttons (A, B, X, Y), bumper buttons (L/R) and trigger buttons (ZL/ZR), and a POWER button. The Start and Select buttons are represented by "+" and "-" signs respectively. The analogue sticks are not restricted to 8-axis movement, a departure from previous Nintendo console controllers with analogue sticks.[citation needed] The Wii U GamePad also features a dedicated volume slider, which controls the controller's speakers' volume. The controller comes bundled with a stylus for interacting with the touch screen. It has plastic grips in its rear in order to increase its grip.
sageАноним 18/11/14 Втр 01:28:32 #386 №79868113 
The GamePad has several output connectors. Its audio jack (3.5 mm connector) supports the connection of a headset to allow a user to speak and hear audio simultaneously. The controller features an infrared transceiver, part of the TV Control feature. It is also able to communicate with accessories, such as the Fit Meter. In addition, there is a power port to recharge the controller via a proprietary cable, two metal contacts, which serve as power connectors for the charging cradle (bundled with Premium (WW) / Deluxe (US) consoles), and a Multi-Purpose External Extension Connector which allows power and data transmission for future accessories.

The Wii U GamePad has a built-in near field communication (NFC) chip, which has the ability to read and write information on compatible items by simply placing them on top of the GamePad.[96] It can be used to interact with special figurines, which is the case of Pokémon Rumble U, the first game to use the feature,[97] and Amiibo, Nintendo's unified figurine platform.[98] According to Nintendo, it will also be used to make wireless credit card transactions using supported credit cards.[91][99] The GamePad also allows for asymmetric gameplay, where the player using the controller has one gameplay experience, and competing players using Wii Remotes or a Wii U Pro Controllers have different experiences.
Wii U Pro Controller
A white Wii U Pro Controller
Main article: Wii U Pro Controller
See also: List of Wii U games that use the Wii U Pro Controller

The Wii U Pro Controller is the second controller released for the console, available separately. Like its predecessors, it has standard analogue sticks, face buttons, and triggers. The battery charge is sufficient for up to 80 hours of use.[100] Nintendo showed the Pro Controller at E3 2012 with the aim of attracting more "hardcore" gamers to make the Wii U more competitive with Sony and Microsoft's offerings.[101] Many video game journalists have noted the similarity between the controller and Microsoft's Xbox 360 Controller.[102][103] Nintendo says that the Pro Controller is an “enhanced version” of the Classic Controller and "offers a richer experience."[104] Some games for Pro Controller, such as Call of Duty: Black Ops II and Trine 2: Director's Cut, are also compatible with the Classic Controller, but the Pro Controller cannot be used with earlier Wii games.[105]
sageАноним 18/11/14 Втр 01:28:50 #387 №79868131 
Wii Remote
A white Wii Remote
Main article: Wii Remote

The Wii Remote (also known colloquially as the Wiimote) and Wii Remote Plus, which come with a built-in Wii MotionPlus sensor, are compatible with the Wii U. A main feature of the Wii Remote is its motion sensing capability, which allows the user to interact with and manipulate items on screen via gesture recognition and pointing through the use of accelerometer and optical sensor technology. Another feature is its expand-ability through the use of attachments. The Nunchuk, which complements the Wii Remote, provides an analogue stick and a set of trigger buttons that function similar to those in the Wii U GamePad. Some other attachments include the Classic Controller, which offers more traditional controls, similar to the Wii U Pro Controller; the Wii Zapper, which is mainly used for first person shooter games; and the Wii Wheel, originally used for Mario Kart Wii and now also compatible with Mario Kart 8 among other Wii U racing games.

On July 13, 2013, Nintendo released an official battery pack and charger dock for the Wii Remote capable of lasting 13 hours of gameplay before needing to be recharged.[106]
Optical disc

The Wii U Optical Disc is a proprietary high-density optical disc, developed by Nintendo and Panasonic, and serves as the physical medium for Wii U games. The format is very similar in physical design and specifications as the Blu-ray Discs, sporting a capacity of 25 GB per layer. The console's read-only optical disc drive reads these discs at 5x CAV, for a maximum read speed of 22.5 MB/s.[107][108] To further enhance optical drive performance, the Wii U features Zlib decompression like its predecessor, allowing for greater real-time bandwidth. Wii U Optical Discs differ from other optical disc formats in that they have soft, rounded edges.[109] It also supports Wii Optical Discs, albeit at 6x CAV for backwards compatibility with the Wii. However, the console is not backwards compatible with GameCube Game Discs.[110]

Each disc contains a burst cutting area (BCA) mark, a type of barcode that is written to the disc with a YAG laser. The data stored in this BCA mark includes an encrypted table related to the hardware-based copy-protection mechanics, in addition to 64 bytes of un-encrypted user-accessible data.[111]
sageАноним 18/11/14 Втр 01:29:08 #388 №79868140 
The Wii U uses either the Wii U Menu or the Wii Mode depending on which application it is going to launch. The Wii U Menu is used to access applications built specifically for the Wii U. On the other hand, the Wii Mode activates the system's backward compatibility with the original Wii and launches the Wii Menu.
Wii U Menu
The Wii U Menu user interface.

The Wii U Menu is the main dashboard of the system and is directly integrated with Miiverse and the Nintendo Network. Along with the Home Menu, it serves as the system's main graphical user interface, similar to the Wii's "Wii Menu" and Nintendo 3DS' HOME Menu. It allows launching software stored on Wii U optical discs, applications installed in the internal memory or an external storage device, or Wii titles through the system's "Wii Mode". Like the original Wii, discs can also be hot-swapped while in the menu. The Wii U Menu also allows users to access system applications such as the Miiverse, surf the web using the Internet Browser, watch movies and TV shows on Nintendo TVii, download apps through the Nintendo eShop, and check for notifications.[112] System settings, parental controls and the activity log can also be launched through the menu.

When the Wii U powers on, the television screen will show the WaraWara Plaza in which trending user status and comments on Miiverse are shown. Each user is represented by their respective Mii and is often associated with a Miiverse community.[113] Users can save any Mii on the WaraWara Plaza to their personal library, Yeah! their post, write a comment, and send a friend request. By default, on the TV screen, the WaraWara Plaza is displayed while on the GamePad screen, application icons are displayed. These however can be swapped any time between the television screen and the GamePad screen.
Home Menu

The Home Menu (stylized as HOME Menu) can be accessed during any game or application through by pressing the Home Button on the Wii U GamePad, Wii U Pro Controller or Wii Remote. The Home Menu allows the user to launch certain multitasking applications, such as Miiverse, Nintendo eShop, Internet Browser, Nintendo TVii, and Friend List while a game or application is suspended. It also displays various information such as the current date and time, wireless signal status, number of friends online, remaining controller battery and controller settings. On-going downloads can also be managed in the Download Manager, which downloads and installs games and applications and their respective updates, as well as downloading system updates in the background, while a game or application is running.
sageАноним 18/11/14 Втр 01:29:30 #389 №79868159 
Wii Mode
Main article: Wii Menu

Wii Mode is a fully virtualized Wii system within the Wii U, with all of the limitations and most of the privileges therein. Wii mode can be launched from an icon on the Wii U HOME menu and by selecting either the Wii system icon, or the icon of a Wii game disc which has been inserted into the system. Although the Wii Shop Channel is fully available, not all of the content is; the Netflix, Hulu Plus, and YouTube applications available on the Wii Shop Channel cannot be used on the Wii U. Nintendo has announced a GameCube controller adaptor for Wii U games,[114] but the Wii U is wholly incompatible with GameCube-native games;[110] thus software in Wii Mode can only be controlled using original Wii peripherals.[115] Initially, "Wii Mode" could only be displayed on a television screen but a post-release system update has allowed for Wii Mode to display on the Wii U GamePad screen simultaneously. In this setting, the GamePad's sensor bar can be used as an alternative to an ordinary sensor bar for pointing-based input from Wii Remote controllers.
TV Control

TV Control is a Wii U GamePad feature that allows it to function as an infrared TV remote allowing the user to change channels, adjust volume, change the television video input or browse a programming guide, even if the Wii U console is not powered on. It is compatible with most cable and satellite providers' set-top boxes and most TV brands.[116] This feature is also implemented in the Nintendo TVii system application.
sageАноним 18/11/14 Втр 01:29:47 #390 №79868171 
Software and services
Nintendo eShop
Main article: Nintendo eShop

The Nintendo eShop is Nintendo's online digital distribution service, serving both the Wii U and the Nintendo 3DS handheld console. The eShop provides downloadable Wii U software titles (both retail and download only), Virtual Console games, trial versions (demos), and various applications. It also allows users to purchase downloadable content (DLC) and automatically download patches for both physical and downloadable games. All content obtained from the Nintendo eShop is attached to a Nintendo Network ID but can only be used in one system. The Wii U allows background downloading via SpotPass, either while playing a game or application or in sleep mode. Up to ten downloads can be queued at a time and their status can be checked on the Download Manager application. A pop-up notification will appear on the Home Menu to notify the user that a download is finished.[citation needed]

Unlike past Nintendo digital stores, such as the Wii Shop Channel and the Nintendo DSi Shop which used Nintendo Points as its currency, the Nintendo eShop uses the user's local currency using a digital wallet system whereby funds are added to and debited from the wallet. The user can add funds to their wallet in a number of ways either by credit or debit card or by purchasing Nintendo eShop cards. It is also possible to purchase download codes from select retailers and later redeem the on the eShop. On July 22, 2014, the Japanese Nintendo eShop was updated to support digital money cards to add funds to the user account's digital wallet via near field communication (NFC) on the Wii U GamePad. These cards are embedded with IC chips and are typically used to buy train or bus tickets as well as make purchases at convenience stores.[117]

The Nintendo eShop supports user software reviews. Users can submit a review with "stars" ranging from one to five, representing its quality in a crescent order. It is also possible to categorize the software on whether it is suitable for hardcore or for more casual players. Reviews can only be submitted after the software in review has been used for at least one hour.[citation needed] In the future, it will be possible to attach Miiverse posts to each review.[118]
Miiverse
Main article: Miiverse

Miiverse (portmanteau of "Mii" and "Universe") is an integrated social networking service, which allows players to interact and share their experiences through their own Mii characters. Miiverse allows users to seamlessly share accomplishments, comments hand written and game screenshots notes with other users. Select games are integrated with Miiverse, where social interactions can also occur within the game. Miiverse is moderated through software filtering as well as a human resource team in order to ensure that the content shared by users is appropriate and that no spoilers are shared. In order to facilitate this, it was stated that comments posted could take up to 30 minutes to appear on Miiverse.[119]

On April 25, 2013, Miiverse also became available on web browsers for internet-enabled smartphone, tablet and PC devices.[120] It later became available for the Nintendo 3DS in December 2013. Nintendo are also planning to release a specialized Miiverse app for smartphone and tablet devices in the future.
sageАноним 18/11/14 Втр 01:30:04 #391 №79868185 
Internet Browser

Internet Browser allows users to browse the web on the Wii U GamePad and/or the television screen. It functions as a multitasking application on the Wii U, so it can be used while another game or application is suspended in the background.[121] The browser is primarily controlled using the Wii U GamePad's touchscreen, or with the analog stick to scroll through web pages and the D-pad to cycle through links on the page, similar to using a keyboard. It can play HTML 5 video and audio in websites such as YouTube and various other social media.[122] The user can choose to hide the browser's view on the TV screen for privacy, which contains presentation effects such as the opening of stage curtains.[123] The user can also choose between the Google and Yahoo! search engines. There is a text wrap option to automatically wrap text to the width of the screen at different zoom levels. Users can also create bookmarks, with each user having its own set of personal bookmarks. The browser supports up to six tabs simultaneously.[124] Up to 32 pages can be stored into the browser's history before the older items start being replaced.
Nintendo TVii
Main article: Nintendo TVii

Nintendo TVii is a free television based service which allows users to find programs on Netflix, Hulu Plus, Amazon Instant Video, and on their cable network. Nintendo TVii also allows users to control their TiVo DVR through the Wii U.[125] Users are then able to select the source of the program they wish to watch and watch it on their television or on the Wii U GamePad.[126] By default, the GamePad screen shows information on the show currently being watched. This information includes reviews, screenshots, cast lists, trailers, and other general information about the show provided by Wikipedia, IMDb, Rotten Tomatoes, as well as other individual source services. Nintendo TVii also has a dedicated sports section where the user can view player positions and highlights of the match updated in real-time.

Each user has its own personalized settings on Nintendo TVii, such as their preferences, favorite shows and sports teams, personal Mii and social network account integration. Users can then interact with their friends and the community by sharing and commenting on reactions to live moments on the current show, on social networks such as Miiverse, Facebook, and Twitter, through the GamePad while they watch their show on the television screen.

The service is currently only available in selected regions. Nintendo TVii was made available with the Wii U's release in Japan on December 8, 2012.[127] It was released in North America on December 20, 2012[128] and was scheduled to be released in Europe sometime in 2013,[129] but was never fulfilled. Nintendo UK had since issued an apology and stated to expect further announcements in the "near future".[130]
Other video services

Nintendo is also working with YouTube, LoveFilm (United Kingdom and Ireland only), Nico Nico Douga and YNN! (Japan only) to bring streaming movie and television content to the Wii U. Nintendo had initially delayed the deployment of some media capabilities for the Wii U as it delayed its online infrastructure. Late in the launch day, a firmware update deployed the Netflix app.[131] Then, access to the Hulu Plus, Amazon Instant Video, and YouTube apps gradually became active later in the launch week.
Аноним 18/11/14 Втр 01:30:07 #392 №79868187 
>>79867479
В голос с говноеда!
sageАноним 18/11/14 Втр 01:30:30 #393 №79868201 
Wii U Chat
Main article: Wii U Chat

Wii U Chat is Nintendo's online video chat solution, powered by the Nintendo Network. The service allows the users to use the Wii U GamePad's front-facing camera to video chat with registered friends. While video chatting, only the Wii U GamePad is essentially needed, since the application is compatible with Off-TV Play. Users can draw pictures on the GamePad, on top of the video chat display.[132] If there is a game or another application already running, the GamePad's HOME button ring will flash indicating that there is an incoming call.
Wii Street U
The Wii Street U logo

Wii Street U is a built-in map application developed by Nintendo and Google for the Wii U. During a Nintendo Direct, Satoru Iwata revealed that Google Maps will be integrated with the panorama feature of the Wii U. The player can choose any place from around the globe to look at, use the street view feature and can use the Wii U GamePad.

This application was available on Wii U eShop for free, until October 31, 2013.
Wii Karaoke U
The Wii Karaoke U logo

Wii Karaoke U is a built-in karaoke app developed by Nintendo and Joysound for the Wii U. It licenses the Joysound online song library from Japanese karaoke service provider Xing. The game can use both the Wii U GamePad's microphone and any universal USB microphone connected to the Wii U console.

The game requires an Internet connection for players to access new songs to download. Buying tickets for songs from the Nintendo eShop, players rent the songs they want to sing for a limited period (from 24 hours to up to 90 days) from Joysounds's song library. Choosing a stage to perform on, players are able to select their own Mii characters to represent themselves. Players are also able to adjust options such as echo, key and speed of the song, and other players can use their Wii Remotes to accompany the singer by playing instruments such as cymbals and maracas. The game includes a lesson mode which trains and quizzes players on tone and rhythm.

It was released as a free app, titled Wii Karaoke U by Joysound, on the Nintendo eShop in Europe, on October 4, 2013.[133]
sageАноним 18/11/14 Втр 01:30:48 #394 №79868217 
Network features
Nintendo Network
Main article: Nintendo Network
Nintendo Network, Wii U's primary online service.

Nintendo Network is Nintendo's unified network infrastructure similar to the Sony's PlayStation Network and Microsoft's Xbox Live, and succeeds the previous Nintendo Wi-Fi Connection service. The Wii U is the second system to support the new network infrastructure, alongside the Nintendo 3DS. Nintendo Network provides the means for online multiplayer and other online interactions such as leaderboards and communication, as well as digital media delivery through digital distribution.

The Wii U uses a user account system much like its competitors, denominated Nintendo Network ID. Each Wii U system can contain up to twelve user accounts and Nintendo Network IDs.[134] The user account system on the Wii U replaces the previous friend code model that was used on the original Wii, but does not eliminate the use of friend codes on Wii games using the Wii Mode.
Nintendo Network Premium

Nintendo Network Premium (Deluxe Digital Promotion in North America) is a loyalty program similar to PlayStation Plus. Consumers who purchase the Premium (WW) / Deluxe (US) Wii U will receive a subscription to this service which enable Wii U owners to receive points for each digital software purchase. Members who buy games and applications through the Wii U's Nintendo eShop will receive ten percent of the price back in the form of points, which can subsequently be put towards future online purchases on the Nintendo eShop, both on Wii U and Nintendo 3DS. The promotion is currently planned through December 2014.[citation needed]
SpotPass

Similar to Nintendo 3DS's more distinctly mobile SpotPass functionality, the SpotPass feature is an online utility which is built into the Wii U console. It allows the Wii U to automatically download available content via Wi-Fi in the background even when the Wii U is already running an application, or powered off in sleep mode. Content that can be downloaded via SpotPass include full game and application downloads, firmware updates, patches, and specific in-game content. It can be customized to fit the user's preferences, including opting it out altogether for selected software. Content currently being downloaded can be viewed in the Download Manager, accessed via the Wii U's Home Menu.
sageАноним 18/11/14 Втр 01:31:10 #395 №79868238 
Games
Main articles: List of Wii U software and List of best-selling Wii U video games
An opened Wii U Optical Disc case, without its paper cover and instructions. The eco-friendly design uses less plastic, reducing manufacturing waste. The Recycle logo does not appear on European or Japanese cases. These cases are identical to common Wii cases made for Nintendo-published titles released since circa 2010, save for having Nintendo's own logo embossed above the disc area instead of Wii's logo.

Retail copies of games are supplied on proprietary optical discs called Wii U Optical Discs, which are packaged in keep cases with simple instructions. In Europe, retail boxes have a triangle at the bottom corner of the paper sleeve-insert side. The triangle is color-coded to identify the region for which the title is intended and which manual languages are included. Unlike with previous Nintendo consoles, the complete software manual is only available digitally via the system's Home Menu. Retail and download-only games are also available for download on the Nintendo eShop. The console is region locked (software purchased in a region can be only played on that region's hardware).

New games in Nintendo's flagship franchises (including Super Mario, Donkey Kong and The Legend of Zelda), as well as several Wii series games (including Wii Sports Club, Wii Fit U and Wii Party U) have been released, in addition to many original titles and third-party-developed games. Nintendo has received third-party support from companies such as Ubisoft, Sega, Warner Bros. Interactive Entertainment, Activision Blizzard and Capcom, and various independent developers such as Two Tribes.

A total of 32.28 million Wii U games have been sold worldwide as of March 31, 2014,[135] with six titles surpassing the million-unit mark. The highest selling game is New Super Mario Bros. U at 4.16 million units, followed by Nintendo Land at 3.09 million units[136] and Mario Kart 8 at 2.82 million units. Mario Kart 8 is the fastest selling Wii U game as of June 30, 2014.[137]
sageАноним 18/11/14 Втр 01:31:30 #396 №79868255 
Launch titles

The Wii U was launched with 23 games in North America,[138] 26 games in Europe, 25 games in Australia, and 11 games in Japan on December 8, 2012. Some download-only games were also available on launch day for the Wii U in North America, Europe, and Australia, via Nintendo eShop. An additional 30 games were announced for release during the system's launch window, which includes the three months after the system's launch date.

Key:

NA North America
EU Europe
JP Japan
AUS Australasia

[show]List of Wii U launch titles by region released
Off-TV Play
Main article: Off-TV Play

The Off-TV Play feature lets the user play games only on the Wii U GamePad controller using its embedded touchscreen, without the need for the television to be powered on. This feature is available on certain games only. Due to a system update, "Wii Mode" can be played off-TV. However, regular Wii remotes and accessories need to be used to control the software.
Asymmetric gameplay

Asymmetric gameplay is a form of multiplayer in video games in which multiple players can play the same game simultaneously in different ways and rules. For example, one player may play a game with different gameplay mechanics and rules on the Wii U GamePad's screen while the rest of the players play the same game with different rules on the television screen.[139] This feature is a major component of various Wii U games such as Nintendo Land and New Super Mario Bros. U.

Dual screen multiplayer mode is also a unique feature of the Wii U. It functions similarly to a traditional split screen multiplayer mode without the need for an actual split screen. The Wii U GamePad and the TV can function as two separate screens, offering each player a full screen experience. Compared to Ad-hoc multiplayer, dual screen multiplayer is rendered on the same console and does not require two independent systems and multiple copies of the game.
Аноним 18/11/14 Втр 01:31:39 #397 №79868262 
Ты там не устал?
sageАноним 18/11/14 Втр 01:31:51 #398 №79868274 
Virtual Console
Main article: Virtual Console

In January 2013, Nintendo announced that NES and Super NES titles would be made available for the Virtual Console service on the Wii U in April 2013 and would include the option to use Off-TV Play on the Wii U GamePad and the ability to post on Miiverse dedicated communities.[140] Game Boy Advance and Nintendo 64 titles will also be made available at a later date.[141] On March 26, 2014, Game Boy Advance titles were confirmed and started to appear on the eShop the following month.[142]
Backward compatibility
See also: List of Wii games

The Wii U is compatible with most Wii games, both on disc and download. Wii accessories such as the Wii Remote (Plus), Wii Nunchuk, and the Wii Balance Board also remain compatible.[143] It is also possible to move most downloaded software and save files from the Wii to the Wii U.[87] While original Wii games are playable on the Wii U console, they cannot be played on the Wii U GamePad.[144] However, the fourth version of the system software allows players to see Wii gameplay on the GamePad screen when playing.

Regardless of the Wii's general compatibility with GameCube games, the Wii U is not directly compatible with GameCube discs or accessories, with the exception of controllers via an accessory.[114] Nintendo has stated a general intention to eventually provision the Nintendo eShop with GameCube games in the form of Virtual Console titles,[145] but that it has no such official announcement yet.[146]
Reception

John Teti of The A.V. Club's Gameological Society considers the Wii U a compelling video game system which lacks focus, citing Nintendo Land as "ideas act[ing] in service of the technology" simply to show off features of the console.[147] Ben Gilbert of Engadget states that Nintendo delivers on its promise of releasing "a modern HD gaming console" but notes that "there are also some major missteps and half-baked ideas: a befuddling Friends List / Miiverse connection, a complete lack of many system-wide console standards (group chat, achievements, the ability to play non-game disc-based media) and a game controller that lasts only 3.5 hours", and stated that he could not give a complete assessment of the console with online components such as Nintendo TVii missing at launch time.[148] Similarly, TechRadar praised the system's GamePad functionality and HD graphics, but criticized the limited battery power for the GamePad, and the insufficient number of top-tier game titles available during the launch period.[149] Some industry figures do not consider the Wii U as an eighth-generation console,[150] with many citing the hardware's processing speed as the reason.[151][152] However, Reggie Fils-Aimé has noted that similar comments were made in 2006 when the original Wii first launched.[153]
Аноним 18/11/14 Втр 01:32:04 #399 №79868288 
Кто вайпает, почаны?
sageАноним 18/11/14 Втр 01:32:20 #400 №79868298 
By May 2013, Electronic Arts announced that it was reducing support for the console and had no games in development for it at the time,[154] but then partially reconsidered this decision a few days later, with EA's CFO announcing that "We are building titles for the Nintendo console, but not anywhere near as many as we are for Playstation or Xbox".[155] At E3 2013, Ubisoft revealed that they were not going to make any more exclusives for the Wii U until sales of the console improved,[156] though they stated shortly after that they are still "big supporters" of the Wii U, and plan to release as many Wii U games in 2013 as they did in 2012.[157] In July 2013, Bethesda Softworks has announced that they had no games in development for the Wii U, with Bethesda VP of PR and marketing Pete Hines explaining the decision: "It depends on the games that we are making and how we think it aligns with that console, and how the hardware aligns with the other stuff we are making".[158] This explanation was later refined to being largely due to the hardware.[159] Contrarily, Activision has stated that they will "do everything they can" to support the system and would continue to develop games for it.[160]

Following the launch of other eighth-generation consoles, the PlayStation 4 and Xbox One, in November 2013, it has been suggested by some critics that the Wii U would continue to struggle as it lacked the third-party developer support of its rivals.[161][162] However, New York Times writer Chris Suellentrop stated that the Wii U was the only new console with a video game worth playing, citing Super Mario 3D World as "the best Mario game in years". Despite the praise, he noted that "one great game won't save a console", and although other good games exist on the Wii U, he admitted that its lineup "is still pretty thin".[163] Time writer Matt Peckham said that the Wii U was the system of choice to pick up during that holiday season, praising the console's first-party and indie games lineup, affordable price, Off-TV Play, absence of annual subscription fees, backwards-compatibility and media capabilities. However, he noted that the system still needs a new price cut and an improved first and third-party software lineup.[164] CNET also said that the Wii U had a better games lineup and lower price in comparison with its competitors, mainly due to its one-year head start.[165] Meanwhile, The Motley Fool editor Sam Mattera thinks that Nintendo could be forced to discontinue the Wii U in 2014, mainly thanks to poor sales and the increased competition.[166] GamesRadar writer Justin Towell said that, despite having a good lineup of games, Nintendo should discontinue the Wii U and develop a new, more powerful console.[167] The Wii U was one of winners of the Best Deals Awards for Black Friday and Cyber Monday 2013.[168]
sageАноним 18/11/14 Втр 01:32:40 #401 №79868319 
Sales
Life-to-date number of hardware and software units shipped, in millions Date Japan Americas Other Total
Hardware Software Hardware Software Hardware Software Hardware Software
2012-12-31[169] 0.83 1.48 1.32 6.40 0.90 3.82 3.06 11.69
2013-03-31[170] 0.92 1.73 1.52 7.28 1.01 4.40 3.45 13.42
2013-06-30[171] 1.01 1.91 1.58 7.80 1.02 4.73 3.61 14.44
2013-09-30[172] 1.15 2.57 1.75 10.97 1.01 6.17 3.91 19.71
2013-12-31[173] 1.75 5.21 2.61 15.23 1.49 8.94 5.86 29.37
2014-03-31[135] 1.81 5.62 2.81 16.98 1.56 9.67 6.17 32.28
2014-06-30[174] 1.87 6.43 3.08 19.28 1.73 10.95 6.68 36.67
2014-09-30[5] 1.97 6.96 3.43 22.58 1.88 12.13 7.29 41.67

As of September 30, 2014, Nintendo reports 7.29 million console units and 41.67 million software units have been shipped worldwide.[5]

During its first week of release in the United States, Nintendo sold its entire allotment of over 400,000 Wii U units[175] and sold a total of 425,000 units for the month of November, according to the NPD Group.[176] It also sold over 40,000 consoles in the UK in its first weekend.[177] In Japan, over 600,000 Wii U units were sold during December 2012.[178] According to the NPD Group, nearly 890,000 Nintendo Wii U units were sold in the United States after 41 days on the market. [179] From the Wii U's launch till December 31, 2013, Nintendo reported that 3.06 million consoles and 11.69 million software units had been shipped worldwide.[172]

In January 2013, Nintendo sold 57,000 Wii U units in the US.[180] By comparison, the original Wii sold 435,000 in January 2007, also two months after launch.[181] Initial sales numbers in the US and other territories were lower than expected, resulting in Nintendo cutting sales projections for fiscal year 2013 by 17 percent, from 5.5 million to 4 million;[182] the system actually ended up selling 3.5 million units.[183] During the first quarter of 2013, Nintendo reported that 0.39 million consoles and 1.73 million software units were shipped worldwide.[170] From March to June 2013 the system sold approximately 160,000 units, which was down 51 per cent from the three months prior.[184] During the second quarter of 2013, Nintendo reported that 0.16 million consoles and 1.03 million software units were shipped worldwide.[171]

At the end of July 2013, Walmart subsidiary Asda, the second-largest supermarket chain in the UK, confirmed that they had no plans to stock the Wii U, but would still stock games "on a title by title merit basis".[185] Despite this, many specialist retailers continued to emphasize their support, with Game CEO Martyn Gibbs saying "We fully support all Nintendo products, including Wii U."[186]
Аноним 18/11/14 Втр 01:32:54 #402 №79868326 
Неслабо у него бомбануло
sageАноним 18/11/14 Втр 01:32:57 #403 №79868334 
Following the system's $50 price cut and the release of The Legend of Zelda: The Wind Waker HD on September 20, Wii U sales in North America saw a 200 percent rise over August.[187] From July to September 2013, the system sold approximately 300,000 units, which was up 87 per cent from the three months prior. Despite only having sold 460,000 consoles since April, Nintendo has maintained its 9 million Wii U sales forecast for the fiscal year through March 2014. Wii U software showed improvement in the Q2 period, reaching 5.27 million units - a 400 per cent jump on the previous quarter. Nintendo credited the software growth to key first-party releases such as Pikmin 3 and The Legend of Zelda: The Wind Waker HD.[188] During the third quarter of 2013, Nintendo reported that 0.3 million consoles and 5.27 million software units were shipped worldwide.[172]

In October 2013, online retailer Play.com announced that its Wii U sales saw a 75 per cent sales increase. The company also predicted that the Wii U would be more popular than its competition, the PlayStation 4 and Xbox One, amongst children during the holiday season.[189] Following the release of Wii Party U on October 31 in Japan, weekly Wii U sales spiked to 38,802 units sold.[190] On November 29, 2013, Nintendo of France deputy general manager Philippe Lavoué announced that the Wii U had sold approximately 175,000 units in France since launch.[191] During the first two weeks of December, the Wii U was the top performing home console in Japan, with 123,665 units sold.[192] After one year in the market, the Wii U had sold approximately 150,000 units in the United Kingdom.[193] According to the NPD Group, Wii U sales in November increased by 340 percent over sales in October in North America, selling approximately 220,700 units sold in that month.[194] According to several publications, including NPD Group figures, December 2013, was the best-selling Wii U month in the US since its launch, selling around 481,000 units.[195] Independent estimates put the number of Wii U consoles sold by the end of 2013 between 4.5 and 5.2 million.[196] During the fourth quarter of 2013, Nintendo reported that 1.95 million consoles and 9.96 million software units were shipped worldwide.[173]

In January 2014, citing lower-than-expected sales during the 2013 holiday season, Satoru Iwata announced that Wii U sales forecasts for fiscal year 2014 had been cut from 9 million units to 2.8 million.[197] In light of this announcement, the Wii U's long-term viability, and its ability to compete with the PlayStation 4 and Xbox One, have been called into question.[198] In February 2014, Nintendo revealed that the Wii U had improved about 180% in year-over-year sales in the United States due to the launch of Donkey Kong Country: Tropical Freeze, which sold 130,000 copies, making it the number four best-selling SKU for the month.[199] By February 26, Wii U sales had surpassed those of the Xbox 360 in Japan.[200] In March 2014, Nintendo sold just over 70,000 Wii U units, tracking it down 50% less than the GameCube and 90% less than the Wii during equivalent time periods.[201] During the month, total worldwide sales of the PlayStation 4 surpassed those of the Wii U.[202] During the first quarter of 2014, Nintendo reported that 310,000 consoles and 2.91 million software units were shipped worldwide.[135]
sageАноним 18/11/14 Втр 01:33:16 #404 №79868359 
During an annual investors' meeting, Satoru Iwata revealed Nintendo's projection of 3.6 million Wii U unit sales during the fiscal year of March 2014 to March 2015.[203] On May 22, 2014, Nintendo France announced that sales were 50% higher compared to the last in the region, and that lifetime sales of the Wii U in France were at 340,000 units.[204] With Mario Kart 8 being Nintendo's biggest game launch in all of Wii U history to date,[205] Wii U console sales reportedly increased by 666% in the United Kingdom, with the Mario Kart 8 console bundle representing 82% of the region's Wii U console sales for the week.[206] NPD Group reported that in the United States, when comparing the month of June 2013 to the same month in 2014, Wii U software sales were up 373% and console sales were up 233% (140,000 units).[207]
Notes

Release date in other regions
ME November 29, 2012[3]
SA November 29, 2012[3]
BR November 26, 2013[4]
Neither Nintendo, IBM nor AMD has revealed detailed specifications, such as the number of cores, clock rate, or cache sizes.
Official reports made by IBM only confirm that the chip contains "a lot" of eDRAM and "the same processor technology found in Watson".[83]

sageАноним 18/11/14 Втр 01:33:41 #405 №79868380 
Game & Watch
From Wikipedia, the free encyclopedia
This article is about the Nintendo-produced Game & Watch product line. For the American-made Game Watch line, which included titles such as Donkey Kong, Legend of Zelda and Mario's first game, see Nelsonic Industries.
This article needs additional citations for verification. Please help improve this article by adding citations to reliable sources. Unsourced material may be challenged and removed. (April 2008)
Game & Watch Game & Watch logoFirst Game & Watch: Ball
Ball, the first title of the series, released on April 28th, 1980.
Manufacturer Nintendo
Product family Game & Watch
Type Handheld electronic game
Generation Second generation
Discontinued 1991
Units sold Worldwide: 43.4 million units[1]
Media Pre-installed software
Predecessor Color TV Game
Successor Game Boy

Game & Watch (Japanese: ゲーム&ウオッチ Gēmu & Uotchi; called Tricotronic in West Germany and Austria) is a line of handheld electronic games produced by Nintendo from 1980 to 1991. Created by game designer Gunpei Yokoi, each Game & Watch features a single game to be played on an LCD screen in addition to a clock, an alarm, or both. It was the earliest Nintendo product to garner major success.[2]

Contents

1 Origin and design
1.1 Game A and Game B
2 Series
3 Releases
4 Legacy
4.1 Clones and unofficial ports
5 Mr. Game & Watch
5.1 Appearances
5.2 Reception
6 See also
7 References
8 External links

sageАноним 18/11/14 Втр 01:34:02 #406 №79868403 
Origin and design

In 1979, Gunpei Yokoi, traveling on the Shinkansen, saw a bored businessman playing with an LCD calculator by pressing the buttons. Yokoi then thought of an idea for a watch that doubled as a miniature game machine for killing time.[3]

The units use LR4x/SR4x "button-cell" batteries, the same type used in most laser pointers or handheld calculators. Different models were manufactured, with some having two screens and a clam-shell design (the Multi Screen Series). The Game Boy Advance SP, Nintendo DS, and Nintendo 3DS later reused this design.

Titles available in Game & Watch form vary from Mickey Mouse to Balloon Fight, including Nintendo staples such as Donkey Kong, The Legend of Zelda, and Mario Bros..

The modern "cross" D-pad design was developed in 1982 by Yokoi for the Donkey Kong handheld game. The design proved to be popular for subsequent Game & Watch titles. This particular design was patented and later earned a Technology & Engineering Emmy Award.[4][5]
Game A and Game B

Most of the titles have a 'GAME A' and a 'GAME B' button. Game B is generally a faster, more difficult version of Game A, although exceptions do exist, including:

In Squish, Game B is radically different from Game A — the player must touch aliens to eliminate them as opposed to avoiding moving walls.[6]
In Flagman, Game B is a mode where you have to press the right button in a certain amount of time, not memorizing patterns.
In Judge, Boxing, Donkey Kong 3 and Donkey Kong Hockey Game B is a two-player version of Game A.[7]
In Climber,[8] Balloon Fight,[9] and Super Mario Bros.,[10][11] there is no Game B button.
sageАноним 18/11/14 Втр 01:34:21 #407 №79868418 
Series
Main article: List of Game & Watch games

Silver (1980)
Gold (1981)
Multi Screen (1982–1989)
Tabletop (1983)
Panorama (1983–1984)
New Wide Screen (1982–1991)
Super Color (1984)
Micro Vs. System (1984)
Crystal Screen (1986)
Mini Classics (1998)

There were 59 different Game & Watch games produced for sale and one that was only available as a contest prize, making 60 in all.[12] The prize game was given to winners of Nintendo's F-1 Grand Prix tournament, a yellow-cased version of Super Mario Bros. that came in a plastic box modeled after the Disk-kun character Nintendo used to advertise their Famicom Disk System.[11] As only 10,000 units were produced and it was never available for retail sale, the yellow version is considered rare.[12]

Mario the Juggler, released in 1991, was the last game created in the Game & Watch series.[13]
Releases

The Game & Watch games were renewed between 1995 and 2002 with the Game & Watch Gallery series, five Game & Watch collections released for the Game Boy, Game Boy Color, and Game Boy Advance. They feature the original ports, as well as new, modernized versions starring the Mario series cast.

From 1998 onward, a number of third-party distributors have been licensed to re-release smaller LCD versions of ten separate Game & Watch games which together compose the Nintendo Mini Classics series.

In 2001, Nintendo released Manhole-e bundled with its Nintendo e-Reader systems.[14] Although an entire line of Game & Watch e-Reader cards were planned, they were never released.

Between July 2006 and March 2010, Nintendo produced two Game & Watch Collection cartridges for the Nintendo DS to be released exclusively for Club Nintendo members. The first cartridge featured three games from the Game & Watch Multi Screen series: Oil Panic, Donkey Kong, and Green House. The second compilation, Game & Watch Collection 2, contained Parachute, Octopus, and a new dual-screen game with Parachute on the top screen and Octopus on the bottom. Both cartridges are now available to the general public.

Between July 2009 and April 2010 Nintendo released nine separate Game & Watch ports for DSiWare including remakes of Ball (called Game & Watch: Ball),[15] Flagman (called Game & Watch: Flagman), Manhole (called Game & Watch: Manhole),[16] and Mario's Cement Factory (called Game & Watch: Mario's Cement Factory) among others.[17][18]

In March 2010, Takara Tomy released officially licensed Game & Watch-styled keychains, based on the Wide Screen series editions of Octopus, Parachute, and Chef. They do not actually run the games, instead just display a demo screen. While the game cannot be played, the speed at which the demo runs can be adjusted. The batteries are recharged with solar panels on the unit.[19]

Ball was rereleased exclusively via Club Nintendo to celebrate the 30th anniversary of Game & Watch, with the Club Nintendo logo on the back. Unlike the original release, this version includes a mute switch.[20] For members of the Japanese Club Nintendo, after an announcement in November 2009, it was shipped in April 2010 to Platinum members.[21][22] For members of the North American Club Nintendo, it was available for 1200 coins from February 2011.[23][24] For members of the European Club Nintendo, it was available for 7500 stars from November 2011.[25][26]
sageАноним 18/11/14 Втр 01:34:38 #408 №79868429 
Legacy

The Game & Watch made handhelds vastly popular. Many toy companies followed in the footsteps of Game & Watch, such as Tiger Electronics and their Star Wars themed games.

Nintendo's Game & Watch units were eventually superseded by the original Game Boy. Each Game & Watch was only able to play one game, due to the use of a segmented LCD display being pre-printed with an overlay. The speed and responsiveness of the games was also limited by the time it took the LCD to change state. The Nintendo Entertainment System (NES) controllers were based on the controls in Game & Watch, and Game & Watch Multi Screen version became the model on which the Nintendo DS was based.

Nintendo Game & Watch was issued under different trademarks in different countries, resulting in different packaging. These have become rare and are also collectable.
Clones and unofficial ports

In the Soviet Union, clones of some wide-screen console games appeared by mid-1980s; they were sold under the universal Elektronika brand. The choice of titles included Octopus (renamed Mysteries of the Ocean), Chef, Egg (renamed Nu, pogodi! with the Wolf resembling the main character from the animated series), slightly different variants of Egg named Hunt (featuring a hunter firing at ducks) and Explorers from Space (featuring a space ship being fired upon), and many others.

Before the Game & Watch Gallery series, the Game & Watch Mario Bros. game was the only Game & Watch game ported onto a different system. In this case, it had been unofficially ported over to the Commodore 64 system. Since the arcade game Mario Bros. had also been ported over to the same system, the similarly titled Game & Watch version had to be rebranded as a sequel, entitled Mario Bros. II.[27]
Mr. Game & Watch
Mr. Game & Watch as he appeared in Super Smash Bros. Brawl.

Mr. Game & Watch is the mascot of the Game & Watch series, following his appearance in Super Smash Bros. Melee,[28] although the character was first seen in the Game & Watch game Ball. Mr. Game & Watch does not speak in the games that he is featured in, instead making beeping noises similar to those heard while playing Game & Watch games. Other traits unique to the character are him being paper-thin (due to having only two dimensions, not possessing depth) and his very limited animation, both alluding to the LCD screens on which Game & Watch games run. In Super Smash Bros. Brawl, the main storyline suggests Mr. Game & Watch is made of a primordial substance that can take on any number of forms. Mr. Game & Watch was harvested for this reason to create The Subspace Army.[29] It is also stated on the Smash Dojo that Mr. Game & Watch allowed this to happen because he has no concept of good and evil.
Аноним 18/11/14 Втр 01:34:42 #409 №79868433 
А о чём он хоть вайпает, кто-то читал?
sageАноним 18/11/14 Втр 01:34:54 #410 №79868440 
Appearances

Mr. Game & Watch has appeared in several Game & Watch Gallery games. In Game & Watch Gallery 4, wherein he was the manager of the "classic games" area alongside Mario, he was able to speak, unlike prior appearances.

He is a part of the playable rosters of Super Smash Bros. Melee, Super Smash Bros. Brawl and Super Smash Bros. for Nintendo 3DS and Wii U.[28][30][31] In all games, the character's special abilities include attacks derived from various aspects of the Game & Watch series (such as turning into the octopus seen in the game Octopus).

Mr. Game & Watch appears in several games in the WarioWare series, along with several other characters that bear a strong artistic similarity to him, usually as a brief cameo appearance. He also appears in the Nintendo DS title Cooking Guide: Can't Decide What To Eat? in the Game & Watch game Chef, after it is unlocked. In the title Donkey Kong Country Returns, he appears in the background of level 7-1, as a worker in a foggy factory; this could be a reference to the game Mario's Cement Factory. He also appears during certain stages in Rhythm Heaven Fever.
Reception

UGO.com listed Mr. Game and Watch on their list of "The Cutest Characters", stating "Mr. Game and Watch is adorable because he’s completely oblivious to his condition."[32]
See also
Portal icon Nintendo portal

List of Game & Watch games
Elektronika§Electronic toys
Nelsonic game watch
History of Nintendo
sageАноним 18/11/14 Втр 01:35:20 #411 №79868459 
Nintendo Mini Classics
From Wikipedia, the free encyclopedia
This article is incomplete. Please help to improve the section, or discuss the issue on the talk page. (April 2013)

Nintendo Mini Classics are a series of small LCD games licensed by Nintendo. Most games in the series are reissues of Game & Watch titles, but the series does include titles that were not from the original Game & Watch line. All of the Mini Classics titles are still officially licensed by Nintendo.

Contents

1 Design
1.1 Batteries
2 Games
2.1 Game & Watch reissues
2.2 Original titles
3 Colors
3.1 Octopus
3.2 Donkey Kong Jr.
3.3 Mario's Cement Factory
3.4 Super Mario Bros.
3.5 The Smurfs
4 Distributors
5 Notes
6 See also
7 References
8 External links

Design

Each Mini Classics unit is designed to look like a small Game Boy. Units typically have all the buttons of a Game Boy, with A, B, Start, and Select buttons, a keychain attached to the top left hand corner, and a stand on the back. Some games, however, do not have a stand, especially Dual-screen releases such as Oil Panic and Donkey Kong.

Mini Classics are sold in an assortment of colors, varying from game to game. For example, Mario's Cement Factory is blue and Donkey Kong Junior is gold.

Similar to the Game and Watch, the Nintendo Mini Classics units have alarm clock features. Some games, like Oil Panic, have two displays.
sageАноним 18/11/14 Втр 01:35:37 #412 №79868473 


The back of a Mario's Cement Factory Mini Classics system.

The stand on the back of a Nintendo Mini Classics system.

Batteries

The unit is powered by two AG13/Button Cell/LR44 batteries, which are packaged with the Nintendo Mini Classic. The Mini Classics version of Super Mario Bros. reportedly drains batteries fairly quickly.
Games
Game & Watch reissues

Parachute
Octopus
Fire
Snoopy Tennis
Oil Panic (Dual Screen) (Europe exclusive)
Donkey Kong (Dual-Screen)
Donkey Kong Jr.
Mario's Cement Factory
Super Mario Bros.
Zelda (Dual-Screen) (1998)[1]

Original titles

Carrera (a racing game branded by the slot car manufacturer Carrera)
Harry Potter and the Goblet of Fire (Europe exclusive)
Poker (Europe exclusive)
Smurfs (Europe exclusive)
Soccer
Spider-Man
Star Trek: The Next Generation (Single Screen) (Europe exclusive)
Star Trek: The Next Generation (Dual-Screen) (Europe exclusive)
Star Trek: TOS Beam me up! (Europe exclusive)
Sudoku (Europe exclusive)
Tetris (Europe Exclusive) (licensed by Nintendo)[2]
UEFA Euro 2008 (Europe exclusive)
Yu-Gi-Oh!
Аноним 18/11/14 Втр 01:35:50 #413 №79868487 
>>79868433
Старые игровые консоли. Статьи с английской википедии.
sageАноним 18/11/14 Втр 01:35:56 #414 №79868491 
Colors

Some of the Mini Classics models, particularly the often-reissued Mario and Donkey Kong titles, have undergone several different color changes since the original 1998 releases, mostly due to multiple companies working with Nintendo to make and distribute the titles. Some titles have also been given new color-tinted LCD displays since then. The companies that help distribute them are also responsible of the programming for their versions of the titles, which is why some might sound and behave differently.
Octopus

Toymax: light blue case (1999)
Take 2:

Donkey Kong Jr.

Toymax: dark green case (1998)
MGA: yellow-green case (2000) (later reissued with color LCD circa 2005)
It's Outrageous: yellow case with color LCD (2007)

Mario's Cement Factory

Toymax: yellow case (1999)
MGA: grey case / dark blue case with white D-pad (2000)
Take 2: transparent yellow case (2002)[citation needed]
It's Outrageous: dark blue case (2007)
Marks and Spencer: silver case (2007)
Vivid Imaginations: yellow case (1998)
StadlBauer : Translucent Yellow Case with Grey D-Pad (1998) and Blue Case (1998)

Super Mario Bros.

Stadlbauer: silver case / smaller pack with green case (1998)
Toymax: white case (1998)
MGA: blue case (2000)
It's Outrageous: green case with color LCD (2007)

The Smurfs

Take 2: transparent blue-green case (2001[citation needed])
Take 2 (?): yellow case (2006[citation needed])
sageАноним 18/11/14 Втр 01:36:14 #415 №79868510 
Distributors

Zappies Ltd, exclusive distributor in the UK.[3]
Stadlbauer, maker of the Nintendo Mini Classics, and principal distributor of the titles in Europe.
Take-Two Interactive, current[citation needed] distributor of the Mini Classics in parts of Europe. The only known distributor of Oil Panic and the games based on Star Trek: The Next Generation.
Toymax, first American distributor of the Mini Classics. The first wave released in 1998 consisted of Super Mario Bros., Donkey Kong Jr., Fire, and Parachute. Octopus and Mario's Cement Factory were issued shortly thereafter in 1999. The packaging and an insert included for the last two games indicate that Snoopy Tennis apparently was also released in that time, but a Toymax-branded version of the game has yet to be discovered.
MGA Entertainment, after the Toymax releases, MGA reissued Super Mario Bros., Donkey Kong Jr., and Mario's Cement Factory in the USA beginning in 2000.
It's Outrageous, current distributor of the Mini Classics in the United States. The company re-reissued Super Mario Bros., Donkey Kong Jr., and Mario's Cement Factory, and introduced several of the newer Mini Classics to America, including Donkey Kong, Zelda, Soccer, Spiderman, and Carrea.
Playtronic, former distributor of Mini Classics in Brazil.
Candide, current distributor of the Mini Classics in Brazil. 5 titles were released, all of them are the It's Outrageous versions. The games are Super Mario Bros, Donkey Kong Jr., Soccer, SMB Cement Factory, and Carrera.

Notes

The US version of Carrera has both Stadlbauer and It's Outrageous branding. Both companies' logos are on the packaging, and Stadlbauer's is on the unit itself. This is presumably because Carrera was originally designed for the European market (where Stadlbauer, not It's Outrageous, is the main distributor), where 1/32 slot cars (the Carrera company's main product) are much more popular than they are in the United States.
sageАноним 18/11/14 Втр 01:36:50 #416 №79868545 
Pokémon Pikachu
From Wikipedia, the free encyclopedia
Original Pokémon Pikachu
Pokémon Pikachu 2

Pokémon Pikachu, also known as Pocket Pikachu (ポケットピカチュウ?) in Japan, is a series of portable Pokémon digital pets featuring the famous yellow electric Pokémon, Pikachu. This product was intended as an exercise toy and mentioned by Guinness World Records as the most popular exercise toy of its time.[citation needed] The first release of the device was simply called "Pokémon Pikachu." A yellow unit resembling a Game Boy, it features a black and white LCD screen used to display animations of Pikachu's activities. The second release, Pokémon Pikachu 2 GS, was available in clear and silver casing with a color display featuring more animations.[1] Both of the Pokémon Pikachu incarnations differ slightly from more traditional portable virtual pets in that Pikachu does not need to be fed, watered, or cleaned up after. Instead, the Pokémon Pikachu unit can be strapped to a belt and used as a pedometer. With every step it counts, the Pokémon Pikachu credits its user with "watts," which are a sort of currency used to buy Pikachu presents. Twenty steps on the pedometer will reward the player with one watt. As the player grows closer to Pikachu, more activities become available. However, if neglected, Pikachu will become angry and eventually refuse to recognize the player.[2] Pokémon Pikachu 2 GS features an infrared port for interacting with Pokémon Gold, Silver, and Crystal via the Mystery Gift option, which uses the Game Boy Color's built-in infrared communication port. This mode allows players of the Game Boy titles to trade their Pokémon Pikachu's watts for items to use in the Game Boy game. Although there is a limitation on how much the Mystery Gift mode can be used between Game Boy cartridges, Pokémon Pikachu's only limit is that of available watts. Watts can also be sent to other Pokémon Pikachu 2 units.

Contents

1 Other models
2 Pokéwalker
3 References
4 External links

Other models

Pokémon and its character, Pikachu were not the only media franchises that were used by this Nintendo-made device. Sakura Taisen, a media franchise of SEGA and licensed by RED Entertainment released a virtual-pet with pedometer in the same style as the Pokémon Pikachu 2 called Pocket Sakura (ポケットサクラ). It was released alongside Sakura Taisen GB, they were developed by Jupiter. Sega could not publish either of them because they were rivals at the time with Nintendo, so publishing was handled by Media Factory.[3]

Similarly, Sanrio, responsible of the Hello Kitty franchise licensed to Nintendo the development of the Pocket Hello Kitty, which was a version of the first Pokémon Pikachu, just with different software/game, this time based in Hello Kitty and her friends and in a pink colored case.
Pokéwalker

A device similar to the Pokémon Pikachu, called the Pokéwalker, comes packaged with Pokémon HeartGold and SoulSilver and communicates directly with the game cards via infrared. It allows the player to transfer one Pokémon at a time from their HeartGold or SoulSilver. The user is able to catch Pokémon and find items by spending watts.[4]
sageАноним 18/11/14 Втр 01:37:15 #417 №79868564 
Pokémon Mini
From Wikipedia, the free encyclopedia
Pokémon Mini Pokémon mini
"Wooper blue" Pokémon mini
Manufacturer Nintendo
Type Handheld game console
Generation Sixth generation era
Release date

NA November 16, 2001[1]

JP December 14, 2001[2]

EU March 15, 2002[3]

Media Game Pak (512KiB cartridge)
CPU 8 bit, 4 MHz custom
Storage 6 "files" on-board system memory[4]
Display 96 x 64 pixel monochrome LCD
Dimensions 74mm x 58mm x 23mm (2.91in x 2.28in x 0.91in)[5]
Weight 70g (2.47oz) with Game Pak and AAA battery inserted[5]
Related articles Pokémon Pikachu handhelds

The Pokémon Mini (ポケモンミニ?) (stylized Pokémon mini) is a handheld game console designed and manufactured by Nintendo and themed around the Pokémon media franchise. It is the smallest game system with interchangeable cartridges ever produced by Nintendo, weighing just under two and a half ounces (70 grams).[5][6] It was first released in North America on November 16, 2001,[1] then in Japan on December 14, 2001,[2] and in Europe on March 15, 2002.[3] The systems were released in three colors: Wooper Blue, Chikorita Green, and Smoochum Purple.[7]

Features of the Pokémon mini include an internal real-time clock, an infrared port used to facilitate multiplayer gaming, an accelerometer, and a motor used to implement force feedback. The Nintendo GameCube game Pokémon Channel features playable demo versions of several Pokémon mini games via console emulation. Also included in the game is Snorlax's Lunch Time, a Pokémon Channel exclusive. Some games were only released in Japan, such as Togepi's adventure.

Various hackers have reverse engineered the Pokémon mini (with the aid of the aforementioned emulator in Pokémon Channel) in order to enable the creation of homebrew games, and to allow official games to be played on other platforms (such as a PC, Dreamcast and various others).

Contents

1 List of games
2 Programming
3 References
4 External links

Аноним 18/11/14 Втр 01:37:22 #418 №79868572 
>>79861049
врата штейна не?
еще сворд арт онлайн и Семь Смертных Грехов
sageАноним 18/11/14 Втр 01:37:34 #419 №79868585 
List of games

Pokémon Party mini (ポケモンパーティミニ?): A collection of several minigames, included with the Pokémon mini. The minigames include: Hitmonchan's Boxing, where you shake the system to 'punch'; Pikachu's Rocket Start, a game where you have to launch off a starting line before another Pokémon; Bellossom's Dance, a Dance Dance Revolution-like game; Chansey's Dribble, kick the ball to the finish line as quickly as possible; Slowking's Judge, predict if the tennis ball will land in or out of the court; Sneasel's Fakeout, a rock-paper-scissors-like game for two players; Battlefield, where two to six players battle for the highest score; and Celebi's Clock, which is essentially a clock with date, alarm and stopwatch function.

Pokémon Pinball mini

Pokémon Pinball mini (ポケモンピンボールミニ?): A pinball game with several levels where a Diglett or a Pikachu acts as the 'bumping' mechanism.
Pokémon Puzzle Collection (ポケモンパズルコレクション?): A collection of different puzzle-games such as: Shadow Puzzle, where different shapes are put together to make an image of a Pokémon; Motion Puzzle, a sliding game where an image of a Pokémon has to be unscrambled; Escape, where one has to move blocks to let a Pokémon out of a maze; and a bonus for completing most of your Minidex is the game Power On, a 'Pipe Dream'-like game where one has to connect a Pikachu to a light bulb, creating a circuit).
Pokémon Zany Cards (ポケモンアニメカード大作戦 Pokemon Anime Kādo Daisakusen?, lit. "Pokémon Anime Card Great Strategy"): A small collection of four card games featuring Pokémon-oriented cards.
Pokémon Tetris (ポケモンショックテトリス Pokemon Shokku Tetorisu?, lit. "Pokémon Shock Tetris"): Tetris with Pokémon; Released only in Japan and Europe.
Pokémon Puzzle Collection vol. 2 (ポケモンパズルコレクションVol.2?): Similar to the first puzzle collection, but some games are different and there are 80 new puzzles. This was only released in Japan.
Pokémon Race mini (ポケモンレースミニ?): A platform racing competition where the player controls a Pikachu racing against other Pokémon.
Pichu Bros. mini (ピチューブラザーズミニ?): A collection of several mini-games, similar to Pokémon Party mini.
Togepi's Great Adventure (トゲピーのだいぼうけん Togepī no Daibōken?): You have to guide Togepi out of a tower, avoiding traps. Another game only released in Japan.
Pokémon Breeder mini (ポケモンそだてやさんミニ Pokemon Sodateyasan mini?): The player cares for a young Pokémon, such as Mudkip. This was only released in Japan.

Pokémon Party mini, Pokémon Zany Cards and Pichu Bros. mini were developed by Denyusha[8] while the rest of the games except Pokémon Tetris were developed by Jupiter.[9]
Programming

Through intensive reverse engineering the Pokémon Mini was hacked. Since then it is possible to program the Pokémon Mini. The demo „SHizZLE“[10] which was released at Breakpoint 2005 caused lots of excitement within the demoscene and media.
Аноним 18/11/14 Втр 01:37:57 #420 №79868606 
>>79868487
Ясно. А нахуя он это делает, не подскажешь?
sageАноним 18/11/14 Втр 01:37:58 #421 №79868607 
Game Boy
From Wikipedia, the free encyclopedia
For the entire Game Boy line of handheld consoles, see Game Boy line.
Game Boy Gameboy logo.svg
Nintendo Gameboy.jpg
Manufacturer Nintendo
Product family Game Boy line
Type Handheld game console
Generation Fourth generation
Retail availability

JP April 21, 1989[1]
NA July 31, 1989[2]
EU September 28, 1990

Discontinued March 23, 2003[3]
Units sold Worldwide: 118.69 million (including Game Boy (Play it Loud!), Game Boy Pocket, Game Boy Light and Color units)
Media Game Boy cartridges, referred to as Game Paks.
CPU Sharp LR35902 core @ 4.19 MHz
Best-selling game Tetris, 30.26 million (pack-in/separately)
Pokémon Red and Blue, 23.64 million approximately (as of January 18, 2009).[4]
Predecessor Game & Watch
Successor Game Boy Pocket (redesign)
Game Boy Light (redesign)
Game Boy Color (successor)[5]

The Game Boy (ゲームボーイ Gēmu Bōi?) is an 8-bit handheld video game device developed and manufactured by Nintendo. It was released in Japan on April 21, 1989, in North America in August 1989, and in Europe on September 28, 1990. It is the first handheld console in the Game Boy line, and was created by Gunpei Yokoi and Nintendo Research & Development 1—the same staff who had designed the Game & Watch series as well as several popular games for the Nintendo Entertainment System.[6] Redesigned versions were released in 1996 and 1998, in the form of Game Boy Pocket, and Game Boy Light (Japan only), respectively.

The Game Boy is Nintendo's second handheld system following the Game & Watch series introduced in 1980, and it combined features from both the Nintendo Entertainment System and Game & Watch.[6] It was originally bundled with the puzzle game Tetris.[7]

As part of the fourth generation of gaming, the Game Boy competed with the Sega Game Gear, Atari Lynx, and the TurboExpress. Despite these other technologically superior handheld consoles,[8] the Game Boy was a tremendous success. The Game Boy and its successor, the Game Boy Color,[5] have both combined sold 118.69 million units worldwide. Upon its release in the United States, it sold its entire shipment of one million units within a few weeks.[9]
Аноним 18/11/14 Втр 01:38:14 #422 №79868624 
Посоветуйте аниму про космос. Без ебаных мехов.
sageАноним 18/11/14 Втр 01:38:15 #423 №79868625 

Contents

1 Hardware
1.1 Technical specifications
2 Launch games
3 Revisions
3.1 Play It Loud!
3.2 Game Boy Pocket
3.3 Game Boy Light
4 Reception
5 See also
6 References
7 External links

Hardware
The right side of the Game Boy, showing the volume control and the extension connector, with detached protector.

The Game Boy has four operation buttons labeled "A", "B", "SELECT", and "START", as well as a directional pad.[10] There is a volume control dial on the right side of the console and a similar knob on the left side to adjust the contrast.[11] At the top of the Game Boy, a sliding on-off switch and the slot for the Game Boy cartridges are located.[12] Nintendo recommends users leave a cartridge in the slot to prevent dust and dirt from entering the system.[13]

The Game Boy also contains optional input and/or output connectors. On the left side of the system is an external power supply jack that allows users to use an external rechargeable battery pack or AC adapter (sold separately) instead of four AA batteries.[14] The Game Boy requires 6 V DC of at least 150 mA.[15] A 3.5 mm stereo headphone jack is located on the bottom side of the console which allows users to listen to the audio with headphones or speakers.[16]

The right-side of the device offers a port which allows a user to connect to another Game Boy system via a link cable, provided both users are playing the same game.[17] The port can also be used to connect a Game Boy Printer. The link cable was originally designed for players to play head-to-head two-player games such as in Tetris. However, game developer Satoshi Tajiri would later use the link cable technology as a method of communication and networking in the popular Pokémon video game series.[18]
sageАноним 18/11/14 Втр 01:38:32 #424 №79868642 
Technical specifications
A Game Boy, opened
Main article: Comparison of Nintendo portable consoles

CPU: Custom 8-bit Sharp LR35902[19] core at 4.19 MHz. This processor is similar to an Intel 8080 in that none of the registers introduced in the Z80 are present. However, some of the Z80's instruction set enhancements over the stock 8080, particularly bit manipulation, are present. Still other instructions are unique to this particular flavor of Z80 CPU. The core also contains integrated sound generation.[20]
RAM: 8 kB internal S-RAM[21] (can be extended up to 32 kB)[22]
Video RAM: 8 kB internal[22]
ROM: On-CPU-Die 256-byte bootstrap;[23] 256 kb, 512 kb, 1 Mb, 2 Mb, 4 Mb and 8 Mb cartridges
Sound: 2 pulse wave generators, 1 PCM 4-bit wave sample (64 4-bit samples played in 1×64 bank or 2×32 bank) channel, 1 noise generator, and one audio input from the cartridge.[24] The unit only has one speaker, but headphones provide stereo sound (for further information, see Game Boy music)
Display: Reflective STN LCD[25] 160 × 144 pixels[22]
Frame Rate: Approx. 59.7 frames per second on a regular Game Boy, 61.1 on a Super Game Boy[26]
Vertical Blank Rate: Approx 1.1 ms[26]
Screen size: 66 mm (2.6 in) diagonal[20]
Color Palette: 2-bit (4 shades of "gray" {light to very dark olive green})[22]
Communication: 2 Game Boys can be linked together via built-in serial ports, up to 4 with a DMG-07 4-player adapter.[22]
Power: 6 V, 0.7 W (4 AA batteries provide 15–30+ hours)[25]
Dimensions: 90 mm (W) × 148 mm (H) × 32 mm (D) / 3.5″ × 5.8″ × 1.3″[25]
sageАноним 18/11/14 Втр 01:38:53 #425 №79868660 
Launch games
Launch Title Japan North America Europe
Super Mario Land Yes Yes Yes
Alleyway Yes Yes Yes
Baseball Yes Yes Released later
Yakuman Yes No[27] No[27]
Tetris Released later Yes Yes
Tennis No Yes Released later
Revisions
Play It Loud!
Transparent Game Boy Play It Loud!

On January 1, 1995, Nintendo released several Game Boy models with colored cases, advertising them in the "Play It Loud!" campaign[28] (Japanese name: Game Boy Bros. /ゲームボーイブロス/ゲームボーイブラザース). Specifications for this unit remain exactly the same as the original Game Boy, including the monochromatic screen. This new line of colored Game Boys would set a precedent for later Nintendo handhelds; the Game Boy Pocket, the Game Boy Color, Game Boy Advance (including the SP and Micro), Nintendo DS (including the Lite, DSi, DSi XL), and Nintendo 3DS (including XL, 2DS) all feature different colored units. Play It Loud! units were manufactured in red, green, black, yellow, white, blue, and clear (transparent) cases. Most common are the Clear and yellow. Black, Red and green are less common. Blue is scarce and the White was a Japanese only release. White remains the rarest of all the Play it Loud Colours. A rare, limited edition Manchester United Game Boy is red, with the logos of the team emblazoned on it. It was released simultaneously with the Play it Loud! handhelds in the United Kingdom. The Play It Loud's screens also have a darker border than the normal Game Boy.
sageАноним 18/11/14 Втр 01:39:11 #426 №79868674 
Game Boy Pocket
The 1st release Game Boy Pocket

In 1996, Nintendo released the Game Boy Pocket: a smaller, lighter unit that requires fewer batteries. It has space for two AAA batteries, which provides approximately 10 hours of game play. The Pocket has a smaller link port, which requires an adapter to link with the older Game Boy. The port design is used on all subsequent Game Boy models, excluding the Game Boy Micro. The screen was changed to a true black-and-white display, rather than the "pea soup" monochromatic display of the original Game Boy. Also, the Game Boy Pocket (GBP) has a larger screen than the Game Boy Color (GBC) that later superseded it. The GBP's screen has a 65 mm (2.56 in) diagonal, 48.5 mm (1.91 in) width, and 43.5 mm (1.71 in) height, compared to a 59 mm (2.32 in) diagonal for the GBC. Although, like its predecessor, the Game Boy Pocket has no backlight to allow play in a darkened area, it did notably improve visibility and pixel response-time (virtually eliminating video ghosting). The first version did not have a power LED. This was soon added due to public demand, along with new Game Boy Pocket units of different colors (released on April 28, 1997), some of them new to the Game Boy line. There were several limited-edition Game Boy Pockets including a metallic Ice Blue unit and a pink model exclusive to Japan. The Game Boy Pocket was not a new software platform and played the same software as the original Game Boy model.
Game Boy Light
Game Boy Light

The Game Boy Light was released on April 14, 1998 for ¥6,800[29] and was only available in Japan. The Game Boy Light is only slightly bigger than the Game Boy Pocket and features an electroluminescent backlight for low-light conditions. It uses 2 AA batteries, which gave it approximately 20 hours with the light off and 12 with it on. It was available in two standard colors, gold and silver, as well as numerous special editions - an Astro Boy edition with a clear case with an Astro Boy picture on it, an Osamu Tezuka World shop edition with a clear red case and a picture of his characters, a solid yellow Pokémon Center Tokyo version, a clear 'skeleton' Famitsu edition which had only 5,000 units released, and a clear yellow edition separate from the Pokémon Center Tokyo version.
Аноним 18/11/14 Втр 01:39:15 #427 №79868676 
>>79868606
Не знаю, может ему скучно.
sageАноним 18/11/14 Втр 01:39:31 #428 №79868693 
Reception

In its first two weeks in Japan, from its release on April 21, 1989, the entire stock consisting of 300,000 units was sold; a few months later, the Game Boy's release in the United States on July 31, 1989 saw 40,000 units sold on its first day.[30] The Game Boy and Game Boy Color combined have sold 118.69 million units worldwide, with 32.47 million units in Japan, 44.06 million in the Americas, and 42.16 million in other regions. By Japanese fiscal year 1997, before Game Boy Color's release in late-1998, the Game Boy alone had sold 64.42 million units worldwide.[3][31] At a March 14, 1994 press conference in San Francisco, Nintendo vice president of marketing Peter Main answered queries about when Nintendo was coming out with a color handheld system by stating that sales of the Game Boy were strong enough that they had decided to hold off on developing a successor handheld for the near future.[32]

In 1995, Nintendo of America announced that 46% of Game Boy players were female, which was higher than the percentage of female players for both the Nintendo Entertainment System (29%) and Super Nintendo Entertainment System (14%).[33] In 2009, the Game Boy was inducted into the National Toy Hall of Fame, 20 years after its introduction.[34] As of June 6, 2011, Game Boy and Game Boy Color games are available on the Virtual Console service on the Nintendo 3DS's Nintendo eShop.[35]
See also
Portal icon Nintendo portal
Portal icon 1980s portal
Portal icon 1990s portal

List of Game Boy colors and styles
List of games for the original Game Boy
Game Boy accessories (description of some selected accessories)
Game Boy Advance
Game Boy line
Microvision, the first handheld to use cartridges
Аноним 18/11/14 Втр 01:39:34 #429 №79868696 
>>79861049
Если аниме про школьников, девочек-волшебниц, или происходит в японии, то это сразу 0/10. Хорошее аниме - Берсерк, Атака на титана и т.п.
Аноним 18/11/14 Втр 01:39:44 #430 №79868703 
>>79868624
Детспейс. Там две полнометражки, довольно годые.
Аноним 18/11/14 Втр 01:39:52 #431 №79868708 
>>79868624
Planetes?
Платиновый ответ, сам не смотрел.
sageАноним 18/11/14 Втр 01:39:56 #432 №79868712 
Game Boy Color
From Wikipedia, the free encyclopedia
Game Boy Color Game Boy Color logo.svg
Game-Boy-Color-Purple.jpg
Purple version of the Game Boy Color.
Manufacturer Nintendo
Product family Game Boy line
Type Handheld game console
Generation Fifth generation
Release date

JP October 21, 1998

NA November 18, 1998

PAL November 23, 1998

AUS November 27, 1998

Discontinued 2003
Units sold Worldwide: 118.69 million,[1] including Game Boy units[2]
Media ROM cartridge
CPU Custom, Zilog Z80-
Best-selling game Pokémon Gold and Silver, approximately 14.51 million combined (in Japan and the US) (details).[3][4]
Backward
compatibility Game Boy
Predecessor Game Boy[5]
Successor Game Boy Advance[5]

The Game Boy Color (ゲームボーイカラー Gēmu Bōi Karā?), referred as GBC, is a handheld game console manufactured by Nintendo. It was released on October 21, 1998 in Japan and was released in November of the same year in international markets. It is the successor of the Game Boy.

The Game Boy Color, as suggested by the name, features a color screen. It is slightly thicker and taller than the Game Boy Light, which is a redesigned Game Boy released in 1998. As with the original Game Boy, it has an 8-bit processor and the custom Zilog Z80 central processing unit (CPU).[6] The original name - with its American English spelling of "color" - remained unchanged even in markets where "colour" was the accepted English spelling, such as the UK, Ireland, Australia, South Africa, and New Zealand.

As part of the fifth generation of gaming (from 1997), the Game Boy Color's primary competitors were the SNK's Neo Geo Pocket and the Bandai's WonderSwan (JDM only), though the Game Boy Color outsold these by a huge margin. The Game Boy and Game Boy Color combined have sold 118.69 million units worldwide.[1][2] It was not discontinued until the release of the Game Boy Advance SP, a redesigned Game Boy Advance in 2003.

Contents

1 History
1.1 Launch titles
2 Specifications
2.1 Summary
2.2 Cartridges
2.3 Color palettes used for original Game Boy games
2.3.1 Partial List of games with special palettes
2.3.2 Hi-Color Mode
2.4 Colors produced
3 Games
4 Sales
5 See also
6 References
7 External links

sageАноним 18/11/14 Втр 01:40:24 #433 №79868730 
History

The Game Boy Color was a response to pressure from game developers for a new and much more sophisticated system of playing, as they felt that the Game Boy, even in its latest incarnation, the Game Boy Pocket, was insufficient.[citation needed] The resultant product was backward compatible, a first for a handheld system, and leveraged the large library of games and great installed base of the predecessor system. This became a major feature of the Game Boy line, since it allowed each new launch to begin with a significantly larger library than any of its competitors.
Launch titles

Tetris DX
Wario Land II
Pocket Bomberman

Specifications
Main article: Comparison of Nintendo portable consoles
Summary
Game Boy Color Rear disassembled

The technical details for the console are as follows:[7]

Main processor: Sharp Corporation LR35902 (based on the popular Zilog Z80, 8-bit)
Processor speed: 4 or 8 MHz (two processor modes)
Resolution: 160 x 144 pixels (same as the original Game Boy)
Palette colors available: 32,768 (15-bit)
Colors on screen: Supports 10, 32 or 56
Maximum sprites: 40 total, 10 per line, 4 colors per sprite (one of which being transparent)
Sprite size: 8x8 or 8x16
Tiles on screen: 512 (360~399 visible, the rest are drawn off screen as a scrolling buffer)
Audio: 2 square wave channels, 1 wave channel, 1 noise channel, mono speaker, stereo headphone jack
ROM: 8 MB maximum
RAM: 32 kB
VRAM: 16 kB
Cartridge RAM: 128 kB
Аноним 18/11/14 Втр 01:40:24 #434 №79868731 
>>79868606
Потому что аниме говно, соси хуй анимепидор
sageАноним 18/11/14 Втр 01:40:40 #435 №79868743 
Power:
internal: 2 AA batteries, 30+ hours of gameplay
external: 3V DC 0.6W
indicator: Red LED
Input:
8-way D-pad
4 buttons (A, B, Start, Select)
Volume potentiometer
Power switch
Serial I/O ("Link cable"): 512 kbit/s with up to 4 connections in serial
Infra-red I/O: Less than 2 m distance at 45°
Cartridge I/O
Dimensions:
Metric: 75 mm x 27 mm x 133 mm
Imperial: 2.95 in x 1.06 in x 5.24 in

The processor, which is a Z80 workalike made by Sharp with a few extra (bit manipulation) instructions, has a clock speed of approximately 8 MHz, twice as fast as that of the original Game Boy. The Game Boy Color also has three times as much memory as the original (32 kilobytes system RAM, 16 kilobytes video RAM). The screen resolution was the same as the original Game Boy, which is 160x144 pixels.

The Game Boy Color also featured an infrared communications port for wireless linking. The feature was only supported in a few games, so the infrared port was dropped from the Game Boy Advance line, to be later reintroduced with the Nintendo 3DS, though wireless linking (using Wi-Fi) would return in the Nintendo DS line. The console was capable of showing up to 56 different colors simultaneously on screen from its palette of 32,768 (8x4 color background palettes, 8x3+transparent sprite palettes), and could add basic four-, seven- or ten-color shading to games that had been developed for the original 4-shades-of-grey Game Boy. In the 7-color modes, the sprites and backgrounds were given separate color schemes, and in the 10-color modes the sprites were further split into two differently-colored groups; however, as flat black (or white) was a shared fourth color in all but one (7-color) palette, the overall effect was that of 4, 6 or 8 colors. This novel method of upgrading the color count did result in graphic artifacts in certain games; for example, sometimes a sprite that was supposed to meld into the background would be colored separately, making it easily noticeable.
sageАноним 18/11/14 Втр 01:40:58 #436 №79868756 
Cartridges

Games that are designed specifically for the Game Boy Color are housed in clear-colored cartridges and are shaped slightly different from original Game Boy games. These games would display a warning message and refuse to play if used in older Game Boy models. Games that are designed for the Game Boy Color, but which also include backwards-compatibility with the previous Game Boy systems, are shaped like original Game Boy games, but usually have black colored cartridges. Pokémon Gold and Silver are also examples of Game Boy Color games that work on an original Game Boy system. The clear-colored Game Boy Color cartridges will function correctly only when used in a Game Boy Color or a later model (a Game Boy Advance, Game Boy Advance SP, or Game Boy Player).
Color palettes used for original Game Boy games
Directional pad Action button
None A B
Up Brown Red Dark brown
Down Pastel mix Orange Yellow
Left Blue Dark blue Grayscale
Right Green Dark green Inverted

When playing an original Game Boy game on a later system, the user can choose which color palette is used. This is achieved by pressing certain button combinations, namely either A or B (or neither) and a direction key while the Game Boy logo is displayed on the screen.

These palettes each contain up to ten colors.[8] In most games, the four shades displayed on the original Game Boy would translate to different subsets of this 10-color palette, such as by displaying movable sprites in one subset and backgrounds, etc. in another. The grayscale (Left + B) palette produces an appearance essentially identical to that experienced on the original Game Boy, the inverted colors palette (Right + B) inverts the colors from the Game Boy Color's color palettes.
Illustrated color-samples of the palettes for the different key-combinations. Any color crossed out will be present in palette RAM, but rendered as transparent.

In addition, 93[citation needed] Game Boy games have a special palette that is enabled when no buttons are pressed. Any game that does not have a special palette will default to the dark green (Right + A) palette. The default palettes are stored in a database within the internal boot ROM of the GBC, and not the game cartridge itself.[9]

Super Game Boy titles will work too. Despite compatibility with Super Game Boy titles, the Game Boy Color will not recognize the coloring header for Super Game Boy titles which have a color graphics system of its own.
Аноним 18/11/14 Втр 01:41:02 #437 №79868759 
>>79868696
> Атака на титана
В голос! Откуда лезут такие?
sageАноним 18/11/14 Втр 01:41:14 #438 №79868774 
Partial List of games with special palettes

Donkey Kong (Game Boy)
Kirby's Dream Land
Kirby's Dream Land 2
Metroid II: Return of Samus
Pokemon Red and Blue
Super Mario Land
Super Mario Land 2: 6 Golden Coins
Tetris (Game Boy)
Wario Land: Super Mario Land 3

Hi-Color Mode

A few games used a technical trick to increase the number of colors available on-screen. This "Hi-Color mode" is a mode used by the Italian company 7th Sense s.r.l. among others, and can display more than 2000 different colors on the screen. Some examples of games using this trick are The Fish Files and The New Addams Family Series.[citation needed]
Colors produced
See also: List of Game Boy colors and styles § Game Boy Color
The Atomic Purple Game Boy Color system has a purple tinted transparent case. It is a standard color.

The logo for Game Boy Color spelled out the word COLOR (US spelling) in the five original colors in which the unit was manufactured. They were named:

Berry (C)
Grape (O)
Kiwi (L)
Dandelion (O)
Teal (R)

Another color released at the same time was "Atomic Purple", made of a transparent purple plastic that was also used on the color-respective Nintendo 64 controller.

Other colors were sold as limited editions or in specific countries.
sageАноним 18/11/14 Втр 01:41:34 #439 №79868793 
Games
Main article: List of Game Boy Color games

The last Game Boy Color game released in Japan that was also compatible with the Game Boy and Super Game Boy was From TV Animation – One Piece: Maboroshi no Grand Line Boukenhen! (July 2002). The last Game Boy and Super Game Boy compatible game released there was Dragon Warrior Monsters 2 (September 2001). The last North American Game Boy Color-exclusive game, however, was Harry Potter and the Chamber of Secrets. Although it was released on different consoles, the Game Boy Color featured an exclusive version.

With the release of the Nintendo 3DS the Virtual Console service is also available for the 3DS and it allows players to play games from the Game Boy and Game Boy Color. More games for both systems have also been planned for release on the 3DS.
Sales

The Game Boy and Game Boy Color combined have sold 118.69 million units worldwide, with 32.47 million units in Japan, 44.06 million in the Americas, and 42.16 million in other regions.[1][2]
See also
Portal icon Nintendo portal

List of Player's Choice games
List of Game Boy accessories
Аноним 18/11/14 Втр 01:41:37 #440 №79868795 
Ручками что ли ебашишь?
Аноним 18/11/14 Втр 01:41:47 #441 №79868807 
>>79868759
Из /a/, очевидно же.
sageАноним 18/11/14 Втр 01:41:55 #442 №79868810 
Virtual Boy
From Wikipedia, the free encyclopedia
Virtual Boy Virtualboy logo.svg
Virtual-Boy-Set.png
Manufacturer Nintendo
Type Video game console
Generation Fifth generation era
Retail availability

JP July 21, 1995
NA August 14, 1995

Discontinued

JP December 22, 1995
NA March 2, 1996

Units sold 770,000[1]
Media Game Pak (ROM cartridge)
CPU NEC V810
Related articles Famicom 3D System
Nintendo 3DS

The Virtual Boy (バーチャルボーイ Bācharu Bōi?) (Originally known as VR-32) is a 32-bit table-top 3D video game console developed and manufactured by Nintendo. It was marketed as the first "portable" video game console capable of displaying "true 3D graphics" out of the box.

It was released on July 21, 1995 in Japan and August 14, 1995 in North America at a price of around US$180. It proved to be a commercial failure and was not released in other regions. Its lukewarm reception was unaffected by continued price drops. Nintendo discontinued it the following year on March 2, 1996.

Contents

1 History
1.1 Development
1.2 Promotion
1.3 Release
2 Hardware
2.1 Display
2.2 Control
2.3 Connectivity
3 Games
4 Reception
5 Legacy
6 In popular culture
7 See also
8 Notes
9 References
10 External links

Аноним 18/11/14 Втр 01:42:01 #443 №79868818 
>>79868795
Скорее всего нет, у него пасскод и какая-то умная вайпалка.
Аноним 18/11/14 Втр 01:42:07 #444 №79868825 
14162641279990.png
>>79868731
Почему ты горишь, няш?
Аноним 18/11/14 Втр 01:42:08 #445 №79868828 
Games
Main article: List of Game Boy Color games

The last Game Boy Color game released in Japan that was also compatible with the Game Boy and Super Game Boy was From TV Animation – One Piece: Maboroshi no Grand Line Boukenhen! (July 2002). The last Game Boy and Super Game Boy compatible game released there was Dragon Warrior Monsters 2 (September 2001). The last North American Game Boy Color-exclusive game, however, was Harry Potter and the Chamber of Secrets. Although it was released on different consoles, the Game Boy Color featured an exclusive version.

With the release of the Nintendo 3DS the Virtual Console service is also available for the 3DS and it allows players to play games from the Game Boy and Game Boy Color. More games for both systems have also been planned for release on the 3DS.
Sales

The Game Boy and Game Boy Color combined have sold 118.69 million units worldwide, with 32.47 million units in Japan, 44.06 million in the Americas, and 42.16 million in other regions.[1][2]
See also
Portal icon \tNintendo portal

List of Player's Choice games
List of Game Boy accessories
sageАноним 18/11/14 Втр 01:42:14 #446 №79868832 
History
Development

In the early 1990s, Nintendo and Sega had seen success with their 16-bit consoles but the games market had stalled. There was still a period of delay before the 32-bit consoles would launch, and competitors such as the PlayStation were readying for launch. In this context, Nintendo and Sega hoped "to reignite the market for their games."[2]

The New York Times previewed the Virtual Boy on November 13, 1994.[2] The console was officially announced via press release the next day, November 14. Nintendo promised that Virtual Boy would "totally immerse players into their own private universe."[3] The system was formally unveiled the next day at the Shoshinkai (初心会) Show.[4] Nintendo of America showed the Virtual Boy at the Consumer Electronics Show on 6 January 1995.[3]

While Nintendo's Research & Development 3 division (R&D3) was focused on developing the Nintendo 64, the other two engineering units were free to experiment with new product ideas.[4] The Virtual Boy was designed by Gunpei Yokoi, the general manager of Nintendo's R&D1, and the inventor of the Game & Watch and Game Boy handheld consoles. He saw the Virtual Boy as a unique technology that competitors would find difficult to emulate. Additionally, the console was intended to enhance Nintendo's reputation as an innovator.[4]

Initial press releases and interviews about the system focused on its technological capabilities, avoiding discussion of the actual games that would be released.[4] The company entered into an exclusive agreement with Reflection Technology to license the technology for the Scanned Linear Array displays.
sageАноним 18/11/14 Втр 01:42:31 #447 №79868843 
Problems emerged when Nintendo attempted to turn its vision into an affordable console, searching for low-cost hardware components.[4] Yokoi opted for red LEDs because they were the cheapest;[4] Nintendo said a color display would have been prohibitively expensive.[5] Color was also said to have caused "jumpy images in tests."[5] Even with cost-saving measures in place, Nintendo priced the Virtual Boy at a relatively high US$180.[4] While slightly less expensive than a home console (and significantly less powerful), this was considerably more costly than the Game Boy handheld.

With seemingly more advanced graphics, the Virtual Boy was not intended to replace the Game Boy in Nintendo's product line, as use of the system requires a steady surface and completely blocks the player's peripheral vision. According to David Sheff's book Game Over, Yokoi never actually intended for the console to be released in its ultimate form. However, Nintendo pushed the Virtual Boy to market so that it could focus development resources on the Nintendo 64.[6] Design News described the Virtual Boy as the logical evolution of the View-Master 3-dimensional image viewer.[7]

A number of technology demonstrations were used to show what the Virtual Boy was capable of. Driving Demo was one of the more advanced demos; its 30-second clip showed a first-person view of driving by road signs and palm trees. This demo was shown at E3 and CES in 1995.[8] The start-up screen of the Virtual Boy Prototype was shown at Shoshinkai in 1994.[9] The demo of what would have been a Star Fox game showed a Star Fox-like Arwing doing various spins and motions.[10] Cinematic camera angles were a key element, as they were in Star Fox 2. It was shown at E3 and CES in 1995.
sageАноним 18/11/14 Втр 01:42:47 #448 №79868857 
Promotion

Nintendo extensively advertised the Virtual Boy, and claimed to have spent US$25 million on early promotional activities.[4] Advertising promoted the system as a paradigm shift from past consoles; some pieces used cavemen to indicate a historical evolution, while others utilized psychedelic imagery. Nintendo targeted an older audience with advertisements for the Virtual Boy, shifting away from the traditional focus on children it had employed in the past.[4]

Nintendo portrayed the system as a type of virtual reality, as its name indicates; it was to be more than just another gaming console. Nintendo also focused on the technological aspects of the new console in its press releases, neglecting to detail specific games.[4]

Confronted with the challenge of showing 3-dimensional gameplay on 2-dimensional advertisements, the company partnered with Blockbuster and NBC in a coordinated effort.[4] A $5 million campaign promoted NBC's fall lineup alongside the Virtual Boy.[11] American viewers were encouraged via television advertisements on NBC to rent the console for US$10 at a local Blockbuster. This made it affordable for a large number of gamers to try the system,[4] and produced 750,000 rentals.[12] Upon returning the unit, renters received a coupon for $10 off the purchase of a Virtual Boy from any store.[13] 3,000 Blockbuster locations were included in the promotion, which included a sweepstakes with prizes including trips to see the taping of NBC shows.[11] Despite its popularity, the rental system proved harmful to the Virtual Boy's long-term success, allowing gamers to see just how un-immersive the console was.[4] Taken as a whole, the marketing campaign was commonly thought of as a failure.[14]
sageАноним 18/11/14 Втр 01:43:04 #449 №79868875 
Release

The Virtual Boy was released on July 21, 1995 in Japan and on August 14, 1995 in North America with the launch titles Mario's Tennis, Red Alarm, Teleroboxer, and Galactic Pinball.[15] It was not released in PAL markets. In North America, Nintendo shipped Mario's Tennis with every Virtual Boy sold, as a pack-in game.[16] Nintendo had initially projected sales of 3 million consoles and 14 million games.[3] The system arrived later than other 32-bit systems from Sony, 3DO, and Sega, but at a lower price.[17]

At the system's release, Nintendo of America projected hardware sales of 1.5 million units and software sales numbering 2.5 million by the end of the year.[18][19] Nintendo had shipped 350,000 units of the Virtual Boy by December 1995, around three and a half months after its North American release.[20] The system made number 5 on GamePro '​s the "Top 10 Worst Selling Consoles of All Time" list in 2007.[1]

The Virtual Boy did not live very long following its disappointing sales. The last official title to be released for the Virtual Boy was 3D Tetris, released on March 22, 1996.[21] Nintendo announced additional titles for the system at the Electronic Entertainment Expo in 1996, but these games never saw the light of day.[4] The Virtual Boy was discontinued in late 1995 in Japan and in early 1996 in North America. Nintendo killed the system without fanfare, avoiding an official press release.[4]
Hardware
Main article: Virtual Boy hardware

The Virtual Boy was Nintendo's first 32-bit system.[17] The Virtual Boy system uses a pair of 1×224 linear arrays (one per eye) and rapidly scans the array across the eye's field of view using flat oscillating mirrors. These mirrors vibrate back and forth at a very high speed, thus the mechanical humming noise from inside the unit. Each Virtual Boy game cartridge has a yes/no option to automatically pause every 15–30 minutes so that the player may take a break before any injuries to the eyes. One speaker per ear provides the player with audio.[22]
sageАноним 18/11/14 Втр 01:43:20 #450 №79868884 
Display
The screens of the Virtual Boy

The Virtual Boy was the first video game console that was supposed to be capable of displaying "true 3D graphics" out of the box, in a form of virtual reality.[23] Whereas most video games use monocular cues to achieve the illusion of three dimensions on a two-dimensional screen, the Virtual Boy creates an illusion of depth through the effect known as parallax. In a manner similar to using a head-mounted display, the user looks into an eyepiece made of neoprene on the front of the machine, and then an eyeglass-style projector allows viewing of the monochromatic (in this case, red) image. Nintendo claimed that a color display would have made the system too expensive and resulted in "jumpy" images, so the company opted for a monochrome display.[17]
Control
The Virtual Boy controller

The Virtual Boy was meant to be used sitting down at a table,[2] although Nintendo said it would release a harness for players to use while standing.[17] One of the unique features of the controller is the extendable power supply that slides onto the back. It houses the six AA batteries required to power the system. This can be substituted with a wall adapter, though a "slide-on" attachment is required for the switchout. Once the slide-on adapter is installed, a power adapter can be attached to provide constant power.

The Virtual Boy, being a system with heavy emphasis on three-dimensional movement, needed a controller that could operate along a Z axis. The Virtual Boy's controller was an attempt to implement dual digital "D-pads" to control elements in the aforementioned 3D environment. The controller itself is shaped like an "M" (similar to a Nintendo 64 controller).[24] One holds onto either side of the controller and the part that dips down in the middle contains the battery pack.

In more traditional 2-dimensional games, the two directional pads are interchangeable.[25] For others with a more 3D environment, like Red Alarm, 3D Tetris, or Teleroboxer, each pad controls a different feature. The symmetry of the controller also allows left-handed gamers to reverse the controls (similar to the Atari Lynx).[26]
sageАноним 18/11/14 Втр 01:43:41 #451 №79868903 
Connectivity

During development, Nintendo promised the ability to link systems for competitive play.[5] The system's EXT (extension) port, located on the underside of the system below the controller port, was never officially supported since no "official" multiplayer games were ever published, nor was an official link cable released. (Although Waterworld and Faceball were going to use the EXT port for multiplayer play, the multiplayer features in the former were removed[27] and the latter was canceled.)[28]
Games
A screenshot from Mario's Tennis, the North American pack-in for Virtual Boy, on an emulator. The anaglyph red/blue format simulates the Virtual Boy's 3D display.
3d glasses red cyan.svg 3D red cyan glasses are recommended to view this image correctly.
Main article: List of Virtual Boy games

Nintendo initially showcased three games for the Virtual Boy. They planned to release three titles at launch, and two or three per month thereafter.[5] Given the system's short lifespan, only 22 games were released. Of them, 19 games were released in the Japanese market, while 14 were released in North America.[29]

As of 2007, the homebrew community at Planet Virtual Boy were still developing unofficial software.[4] Two previously unreleased games, namely Bound High and the Japanese version of Faceball (known as NikoChan Battle) have finally seen the light of day.

When asked if Virtual Boy games were going to be available for download on the Virtual Console for the Nintendo 3DS, Nintendo of America President Reggie Fils-Aime said he could not answer, as he was unfamiliar with the platform. He noted that, given his lack of familiarity, he would be hard-pressed to make the case for inclusion of the games on the Virtual Console.[30]
sageАноним 18/11/14 Втр 01:44:05 #452 №79868929 
Reception
A man using a Virtual Boy eyepiece

The Virtual Boy was a commercial failure.[31] The Virtual Boy failed for a number of reasons, among them "its high price, the discomfort caused by play [...] and what was widely judged to have been a poorly handled marketing campaign."[14]

Gamers who previewed the system at the Shoshinkai 1995 show complained that the Mario demo was not realistic enough, was not in full color, and didn't allow for "tracking" (the movement of the image when the player turns his or her head).[17] Following its release, reviews of the Virtual Boy tended to praise its novelty, but questioned its ultimate purpose and longtime viability. The Los Angeles Times described gameplay as being "at once familiar and strange."[15] The column praised the quality of motion and immersive graphics, but considered the hardware itself tedious to use and non-portable. A later column by the same reviewer found the system to be somewhat asocial, although it held out hope for the console's future.[32]

While Nintendo had promised a virtual reality experience, the monochrome display limited the Virtual Boy's potential for immersion.[4] Reviewers often considered the 3-dimensional features a gimmick, added to games that were essentially 2-[4] or even 1-dimensional.[33] The Washington Post felt that, even when a game gives the impression of 3-dimensionality, it suffers from "hollow vector graphics."[33] Yokoi, the system's inventor, noted the system's relative strengths with action and puzzle games, although those types of games provided only minimal immersion. Multiple critics[4][14] lamented the absence of head-tracking in the Virtual Boy hardware. Critics found that, as a result, players were unable to immerse themselves in the game worlds of Virtual Boy games. Instead, they interacted with the fictional worlds in the manner of any traditional 2-dimensional game (that is, via a controller). Boyer said the console "struggles to merge the two distinct media forms of home consoles and virtual reality devices." While the device employed virtual reality techniques, it did so via the traditional home console. No feedback from the body was incorporated into gameplay.[4]

Many reviewers complained of painful and frustrating physiological symptoms when playing the Virtual Boy. Bill Frischling, writing for The Washington Post, experienced "dizziness, nausea and headaches."[33] Reviewers attributed the problems to both the monochromatic display and uncomfortable ergonomics. Nintendo, in the years after Virtual Boy's demise, has been frank about its failure. Howard Lincoln, chairman of Nintendo of America, said flatly that the Virtual Boy "just failed."[4]
sageАноним 18/11/14 Втр 01:44:22 #453 №79868943 
Legacy

According to Game Over, Nintendo laid blame for the machine's faults directly on its creator, Gunpei Yokoi.[6] The commercial demise of the Virtual Boy was said to be the catalyst that led to Yokoi being driven from Nintendo.[34] Nevertheless, The New York Times maintained that Yokoi kept a close relationship with Nintendo[35] despite Yokoi having later created the WonderSwan, a rival handheld system for Bandai.

Although considered a failure in the traditional sense, the Virtual Boy did little to alter Nintendo's development approach and focus on innovation.[4] If anything, it encouraged a more open-ended metric for success than finances or sales.[citation needed] While the console itself failed in many regards, its focus on peripherals and haptic technology reemerged in later years.[36] The hope of developing a virtual reality gaming platform has considerably outlived the Virtual Boy itself.[4] Because Nintendo only shipped 1.26m Virtual Boy units worldwide, it is considered a valuable collector's item.[37]

With the launch of the Nintendo 3DS console in 2011, Nintendo released a true handheld gaming console with auto-stereoscopic 3D visuals. In other words, this console produced the desired effects without any special glasses and was portable. In the period leading up to the release of the Nintendo 3DS, Shigeru Miyamoto discussed what he felt were the issues with the Virtual Boy. One was the actual use of the three-dimensional effects - while it was designed to render wireframe graphics, it was generally used to separate two-dimensional games into different planes separated by depth. Further, Miyamoto stated that the graphics were not as appealing, and while developing the Nintendo 64, had ruled out the use of wireframe graphics as too sparse to draw players. Finally, he stated that he perceived the Virtual Boy as a novelty that should not have used the Nintendo license so prominently.[38]
In popular culture

In the anime series, Maria Holic, a dorm adviser is going over a list of items not approved in dorm rooms, with one item of the list reading "Game Consoles (except Virtual Boy.)" When asked why the Virtual Boy was an exception, she replies "Because God (referring to herself) loves things that have a tragic history." referencing the Virtual Boy's short lived shelf life. It is referenced frequently throughout the show and at one point is lined up with other failed devices that include Sony's PocketStation and Betamax, SEGA's Dreamcast, Enterbrain's Jashin MOK-KOS figurine and Nintendo's Power Glove.
sageАноним 18/11/14 Втр 01:44:46 #454 №79868955 
Game Boy Advance
From Wikipedia, the free encyclopedia
"GBA" redirects here. For other uses, see GBA (disambiguation).
Game Boy Advance Gameboy advance logo.svg
Game-Boy-Advance-Blk.jpg
1st generation Game Boy Advance
Manufacturer Nintendo
Product family Game Boy line
Type Handheld game console
Generation Sixth generation era
Retail availability

JP March 21, 2001[1]
NA June 11, 2001[2]
PAL June 22, 2001[3]

CN June 8, 2004

Discontinued

JP 2006
EU 2007

NA 2008

Units sold Worldwide: 81.51 million, all versions combined (as of June 30, 2010).
Japan: 16.96 million
Americas: 41.64 million
Other: 22.91 million[4]
Media ROM cartridge
CPU 16.78 MHz ARM7TDMI
8 or 4 MHz Z80 coprocessor
Graphics Custom 2D core
Best-selling game Pokémon Ruby and Sapphire, 16 million combined[5]
Backward
compatibility Game Boy, Game Boy Color (GBA & GBA SP only)
Predecessor Game Boy Color[6]
Successor Game Boy Advance SP (redesign)
Game Boy Micro (redesign/concurrent)
Nintendo DS (successor)

The Game Boy Advance (ゲームボーイアドバンス Gēmu Bōi Adobansu?), often shortened to GBA, is a 32-bit handheld video game console developed, manufactured and marketed by Nintendo. It is the successor to the Game Boy Color. It was released in Japan on March 21, 2001; in North America on June 11, 2001; in Australia and Europe on June 22, 2001; and in the People's Republic of China on June 8, 2004 (excluding Hong Kong).

Nintendo's competitors in the handheld market were the Neo Geo Pocket Color, WonderSwan, GP32, Tapwave Zodiac, and the N-Gage. Despite the competitors' best efforts, Nintendo maintained its majority market share with the Game Boy Advance.
Wikimedia Commons has media related to Game Boy Advance.

As of June 30, 2010, the Game Boy Advance series has sold 81.51 million units worldwide.[4] Its successor, the Nintendo DS, was released in November 2004.

Contents

1 History
1.1 Project Atlantis
2 Technical specifications
3 Games
4 Accessories
4.1 Official
4.2 Unofficial
5 Emulation
6 Revisions
6.1 Game Boy Advance SP
6.2 Game Boy Micro
7 Unit colors
7.1 Game Boy Advance
7.2 Game Boy Advance SP
7.3 Game Boy Micro
8 Sales
9 Legacy
10 References
11 External links

Аноним 18/11/14 Втр 01:44:55 #455 №79868964 
14162642952770.jpg
>>79868825
Потому что он альфа.
sageАноним 18/11/14 Втр 01:45:09 #456 №79868976 
History
Project Atlantis

In 1996, magazines including Electronic Gaming Monthly,[7] issues 53 and 54 of Total![citation needed] and the July 1996 issue of Game Informer[citation needed] featured reports of a new Game Boy, codenamed Project Atlantis. Although the expected release date of "early 1997" would make that machine seem to be the Game Boy Color, it was described as having a 32-bit RISC processor, a 3-by-2-inch color LCD screen, and a link port[7]—a description that more closely matches the Game Boy Advance. It also may have referred to the unnamed, unreleased Game Boy Color successor prototype that was revealed at 2009's Game Developers Conference.[8] It was announced that Nintendo of Japan was working on a game for the system called "Mario's Castle".[7]
Technical specifications
Main article: Comparison of Nintendo portable consoles

The technical specifications of the original Game Boy Advance are, as provided by Nintendo:[9]
Length: approximately 14.45 cm (5.69 in).
Width: approximately 2.45 cm (0.96 in).
Height: approximately 8.2 cm (3.2 in).
Mass: approximately 140 g (4.9 oz).
Screen: 2.9 inches reflective thin-film transistor (TFT) color LCD.
Power: 2 AA batteries.
Battery life: approximately 15 hours on average while playing Game Boy Advance games (also dependent on the Game Pak being played, volume setting and any external peripherals being used - e.g. a screen light[10])
CPU: 16.8 MHz 32-bit ARM7TDMI with embedded memory. 8 or 4 MHz 8-bit Z80 coprocessor for Game Boy backward compatibility.
Memory: 32 kilobyte + 96 kilobyte VRAM (internal to the CPU), 256 kilobyte DRAM (outside the CPU).
Resolution: 240 × 160 pixels (3:2 aspect ratio).
Color support: 15-bit BGR (5 bits depth per channel), capable of displaying 512 simultaneous colors in "character mode" and 32,768 (215) simultaneous colors in "bitmap mode".
Sound: Dual 8-bit DAC for stereo sound (called Direct Sound), plus all legacy channels from Game Boy. The new DACs can be used to play back streams of wave data, or can be used to output multiple wave samples processed/mixed in software by the CPU.

Backward compatibility for Game Boy and Game Boy Color games is provided by an 4/8 MHz Z80 coprocessor (Game Boy Advance software can use the audio tone generators to supplement the primary sound system), while a link port at the top of the unit allows it to be connected to other devices via use of a Nintendo Game Link cable or GameCube link cable. When playing Game Boy or Game Boy Color games on the Game Boy Advance, the L and R buttons can be used to toggle between a stretched widescreen format (240×144) and the original screen ratio of the Game Boy (160×144). Game Boy games can be played using the same selectable color palettes as on the Game Boy Color. Every Nintendo handheld system following the release of the Game Boy Advance SP has included a built-in light and rechargeable battery.
sageАноним 18/11/14 Втр 01:45:33 #457 №79868995 
Games
See also: List of Game Boy Advance games

With hardware comparable to the Super NES it had proven that sprite-based technology could improve and live side by side with the 3D games of the day's consoles.[citation needed] The Game Boy Advance not only has typical platformers, but also a huge collection of SNES-style role-playing video games. It has also become a popular system for old-school gamers due to the increasing number of games ported from various 8-bit and 16-bit systems of the previous eras, including the popular Super Mario Advance series, as well as its compatibility with all earlier Game Boy titles.

Final Fantasy VI Advance was the last Japanese GBA game, released November 2006, the last Nintendo-published game for the system.[11] The Legend of Spyro: The Eternal Night was the last European GBA game, released November 2007.[12] Samurai Deeper Kyo was the last North American GBA game, released in February 2008.
Accessories
Official
The Wireless Adapter was packed in with Pokémon FireRed and LeafGreen

Nintendo released many addons for the Game Boy Advance. These include:

Wireless Adapter: Released in 2004, this adapter hooks up to the back of the Game Boy Advance. It replaces link cables and allows many people to link together. It markets for US$20 and came included with Pokémon FireRed and LeafGreen. Because it was released so late in the Game Boy Advance's life, fewer than 20 games support this hardware. The adapter's usefulness is most evident in Pokémon, as FireRed/LeafGreen and Emerald feature a "Union Room" where up to forty people can enter to battle or trade Pokémon. A Game Boy Micro version has also been released; it can interact fully with both models of the Wireless Adapter.

Game Boy Advance Infra-Red Adapter: This adapter was included with the game Cyberdrive Zoids, as it is only compatible with this game and the latest GBA Pokémon games. The adapter was not sold separately. This is also currently the only Game Boy Advance accessory that has not been remade for the Game Boy Micro.
sageАноним 18/11/14 Втр 01:45:50 #458 №79869012 

Nintendo GameCube – Game Boy Advance link cable: The link cable is used to connect the Game Boy Advance to the GameCube gaming console. It is intended for interoperability between games for the Game Boy and corresponding games for the GameCube. There were not many games that supported the hardware; notable titles are Final Fantasy Crystal Chronicles and The Legend of Zelda: Four Swords Adventures, allowing up to 4 players to use their Advance or SP handheld as a controller that has additional information on the screen, as well as The Legend of Zelda: The Wind Waker, allowing additional content to be unlocked through one of the characters in the game. Also, the device works for Pokémon Colosseum and Pokémon XD which lets you trade Pokémon back and forth to its GBA iterations (Pokémon FireRed, LeafGreen, Ruby, Sapphire, and Emerald). In addition, it can be used to transfer Chao between Sonic Adventure 2, Sonic Adventure DX and Sonic Advance, Sonic Advance 2. Finally, it can be used to unlock the "Fusion" skin for Samus (that was introduced in Metroid Fusion) for use in Metroid Prime, provided that the player has also met certain conditions in both Fusion and Prime.

Play-Yan: The Play-Yan is an MP3/MPEG4 player for the Game Boy Advance and Nintendo DS. The cartridge is slightly broader than a normal Game Boy Advance cartridge and includes a built-in headphone port as well as an SD Card slot. Music or videos that users have downloaded from the Internet can be transferred onto an SD Card and slotted into the Play-Yan device. Nintendo has released several mini games for the Play-Yan that can be downloaded from their website, although Nintendo later removed all minigame functionality through a firmware update. The Play-Yan was initially available in Japan only, but was released in Europe as the Nintendo MP3 Player on December 8, 2006, with the MPEG4 functionality removed. The Play-Yan was never released in North America.

e-Reader: The e-Reader is a scanning device that plugs into the game cartridge slot of the Game Boy Advance. Specialized cards with codes along the side and bottom are slid through the slot, scanning the card into the Game Boy Advance. Many ideas for the e-Reader include cards that scan classic games like Donkey Kong and Excitebike onto the handheld ready to play, as well as a collaboration with Super Mario Advance 4 and Pokémon Ruby and Sapphire to have cards that unlock content. Nintendo GameCube games like Animal Crossing have cards with unlockable content as well, and the Pokémon Trading Card Game playing cards also adopt the e-Reader codes. The e-Reader works with the Game Boy Player and Game Boy Advance SP, but cannot fit into the Nintendo DS's Game Boy slot (however it can fit into the Nintendo DS Lite's Game Boy slot). Nintendo continues to manufacture the accessory and sell it at its Online Store. It is still quite popular in Japan. It was not released in Europe.

Game Boy Advance Video: These cartridges contain two episodes of thirty minute cartoon programs. First released in North America in May 2004, these cartridges included cartoons such as Dragon Ball GT, Pokémon, SpongeBob SquarePants, Sonic X, Teenage Mutant Ninja Turtles, and Yu-Gi-Oh!. The movies Shrek, Shrek 2, and Shark Tale are also available for Game Boy Advance Video and all three movies are full. Due to the Game Boy Advance screen ratio, the three movies are in their widescreen format. These cartridges display an error when inserted into a GameCube via a Game Boy Player. The Game Boy Advance Videos are no longer available at most major retailers.

Cleaning cartridge: A white cartridge that has a soft cloth inside so that it cleans the connectors of the Game Boy Advance when inserted. It can also be used to clean Slot 2 of the Nintendo DS or DS Lite.

Mobile Adapter: The device works with Game Boy and Game Boy Advance systems to connect to mobile phones for remote play. It was released in Japan and was compatible with Pokémon Crystal.[13][14][15]
sageАноним 18/11/14 Втр 01:46:09 #459 №79869029 
Unofficial
The Afterburner installed on a GBA, showing internal lighting.

Other accessories for the Game Boy Advance are:

Afterburner: The Afterburner was an internal front-lighting system. The installation consisted of disassembling the system, removing some plastic from the interior of the case, attaching the lighting mechanism to the screen, and soldering two wires to the motherboard for power. Optionally, a potentiometer or an integrated circuit could be added to allow adjusting the brightness of the light. When the initial version of the Game Boy Advance SP was released, it included a very similar integrated lighting system. This was replaced in the subsequent version of the Game Boy Advance SP with a backlit display.

Halo Light: The Halo light was an external front-lighting system that replaced the screen protector/lens of the GBA. The Halo had an external power adapter that connected to the link port, it featured on/off functions with a dimmer and a pass-through connector so other devices could be connected to the link port.

Worm Light: The Worm Light was an adjustable and flexible light that connected to the link port. It had a small bulb which shined over the screen.

GBA Movie Player: The GBA Movie Player is a versatile gaming cartridge that allows users to play NES/Famicom games, watch movies, read .txt files, listen to sound clips, etc. The GBA Movie Player does not actually play MPEGS or MP3s directly, a freeware conversion software is needed, that converts an array of formats into GBM and GBS formats that are compatible with the GBA Movie Player. There are two forms of the GBA Movie Player with one using a CF (Compact Flash) card and one using an SD (Secure Digital) card, though different companies have made their own devices similar to the GBA Movie Player.

GBA TV Tuner: It makes the portable system into a portable television. There are several versions available, which are made by different companies. The most popular TV Tuner requires a cartridge inserted in the Tuner to start up. The TV Tuners can store up to 99 channels.

GameShark: The Game Boy Advance version of the GameShark, programmed only to work with Game Boy Advance games as making the device take Game Boy Color cartridges too would have made it expensive. This cheat device allowed users to change the code in their games to create cheats. Codes could be entered by hand or uploaded to the device itself with the provided USB cable and software.
Аноним 18/11/14 Втр 01:46:10 #460 №79869033 
14162643708000.jpg
>>79868964
Все альфы- таки подгорашки?
sageАноним 18/11/14 Втр 01:46:25 #461 №79869045 

Action Replay: A cheating device like the GameShark, the Action Replay was sold mainly in Europe. It has a few extra features as well as an updated interface.

Action Replay MAX Duo: This was an update to the Action Replay for Game Boy Advance. Not only did it function as an Action Replay, but for DS users, it could hold premade game saves or "powersaves" that could be downloaded from the Action Replay site as well as user made saves. It did not, however, function as a cheat device for Nintendo DS games; it was only for data backup.

Worm Cam: This device by Nyko attached to the top of the Game Boy Advance and connected into the link port of the GBA. This device functioned as a digital camera which allowed digital pictures to be taken. The snapshots could then be uploaded to a PC with the USB cable and software provided. This camera's strange shape prevented it from being used with the GBA SP.

DigiCam SP: This camera attachment was also made by Nyko and was essentially the Worm Cam for the Game Boy Advance SP. This add-on would slide on to the top half of the GBA SP (behind the screen) and a small plug would be connected into the link port.

DataBoy: This cartridge plugs into the GBA game slot and converts the Game Boy into an RS-232 data scope (also known as serial line monitor or protocol analyzer). Users can play GB games, GBC games, and GBA games on it.

Game Boy Advance flash cartridges: These devices are commonly used for independently created games, or other third party development.

Glucoboy: A blood glucose monitor with built-in games released in Australia in 2007 for children with diabetes.[16]

There are also numerous AC adapters that allow the Game Boy Advance to be used without batteries.
Аноним 18/11/14 Втр 01:46:41 #462 №79869064 
>>79868825
Пидрилка анимешная ты тут никто, даже модеры за нас. съебал отсюдова
sageАноним 18/11/14 Втр 01:46:48 #463 №79869071 
Emulation

Due to its simple hardware, many popular emulators are available for the Game Boy Advance, such as VisualBoyAdvance and NO$GBA.
Revisions
Game Boy Advance SP
Game Boy Advance SP
Main article: Game Boy Advance SP

In early 2003, Nintendo introduced a new form-factor for the handheld, known as the Game Boy Advance SP (model AGS-001). The redesigned unit resembles a pocket-size laptop computer, including a folding case approximately one-half the size of the original unit. It also supports a rechargeable lithium ion battery, a significantly brighter LCD screen, and an internal front-light that can be toggled on and off. The redesign was intended to address some common complaints about the original Game Boy Advance, which had been criticized for being somewhat uncomfortable to use, especially due to an overly dark screen.[citation needed]

Around the same time as the release of the Game Boy Micro, Nintendo released a new backlit version of the SP (model AGS-101) in North America (commonly referred to as the "GBA SP+", SPII, or SP2).[citation needed] The switch that controls the light now toggles between "normal" (which itself is already brighter than the original Game Boy Advance SP's screen), and "bright", an intense brightness level similar to an LCD television set.
Game Boy Micro
Game Boy Micro
Main article: Game Boy Micro

In September 2005, Nintendo released a second redesign of the Game Boy Advance. This model, dubbed the Game Boy Micro, is similar in style to the original Game Boy Advance's horizontal orientation, but is much smaller and sleeker. The Game Boy Micro also allows the user to switch between several colored faceplates to allow customization, a feature which Nintendo advertised heavily around the Game Boy Micro's launch. Nintendo also hoped that this "fashion" feature would help target audiences outside of typical video game players. Unlike the previous Game Boy Advance models, Game Boy Micro is unable to support Game Boy and Game Boy Color titles. The Game Boy Micro did not make much of an impact in the video game market as it was overshadowed by Nintendo's other portable, the Nintendo DS.[17]
sageАноним 18/11/14 Втр 01:47:08 #464 №79869093 
Unit colors

The Game Boy Advance, SP, and Micro had numerous colors and limited editions.
Game Boy Advance
See also: List of Game Boy colors and styles § Game Boy Advance

The Game Boy Advance was initially available in Arctic, Black, Orange, Fuchsia, Glacier (translucent blue/purple) and Indigo. Later in the system's availability, additional colours and special editions were released. These editions include: Red, Clear Orange/Black, Platinum, White, Gold, Hello Kitty edition (pink with Hello Kitty and logo on bezel), King of Fighters edition (black with images on bezel and buttons), Chobits edition (translucent light blue, with images on bezel and buttons), Battle Network Rockman EXE 2 (light blue with images on bezel), Mario Bros. edition (Glacier with Mario and Luigi on bezel) and Yumiuri Giant edition (Glacier with images on bezel).

A number of Pokémon-themed limited-edition systems were made available in Pokémon Center stores in Japan. These editions include: Gold Pokémon edition (Gold with Pikachu and Pichu on bezel), Suicune edition (blue/grey with greyscale Pikachu and Pichu on bezel, and a Pokémon Center sticker on the back), Celebi edition (olive green with Celebi images on bezel), and Latias/Latios edition (pink/red and purple, with images of Latias and Latios on bezel).
Game Boy Advance SP
See also: List of Game Boy colors and styles § Game Boy Advance SP

Blue Kyogre
Cobalt Blue
Flame Red
Famicom 20th Anniversary Edition
Gold with Zelda Triforce
Graphite
Green Rayquaza
Green Venusaur
sageАноним 18/11/14 Втр 01:47:24 #465 №79869112 
Kingdom Silver (Kingdom Hearts: Chain of Memories Edition)
Spice & Lime
Mario
NES Black (UK and US only as a limited edition)
Onyx Black
Pearl Blue
Pearl Green
Pearl Pink
Pearl White (Limited Edition)
Pikachu Yellow
Platinum
Red Groudon
Snow White
SpongeBob
Torchic Orange
Tribal
White Rip Curl special edition (Australia only)
"Who Are You?" (Black with "Who Are You?" printed on the top)
All Blacks (New Zealand only)
Surf Blue (UK only)

Game Boy Micro
See also: List of Game Boy colors and styles § Game Boy micro

Black (included silver, green camo, and fire faceplates)
Silver (included black, flower, and blue energy faceplates)
Green (Europe only)
Blue (Europe and Japan only)
Pink (Europe only)
Red (Australia only)
Lavender (Japan only)
Famicom 20th Anniversary Edition
Final Fantasy IV
Lite Blue (Japan only)
Mother 3 (Red)
sageАноним 18/11/14 Втр 01:47:42 #466 №79869129 
Sales

On December 1, 2006, Nintendo of America released launch-to-date information indicating that the Game Boy Advance series had sold 33.6 million units in the United States.[18] In a Kotaku article published on January 18, 2008, Nintendo revealed that the Game Boy Advance series has sold 36.2 million units in the United States, as of January 1, 2008.[19] As of December 31, 2009, the Game Boy Advance series has sold 81.51 million units worldwide, of which 43.57 million are Game Boy Advance SP units and 2.42 million are Game Boy Micro units.[20]

After the Game Boy Advance's support lessened, the most popular software became mostly games oriented to younger gamers.[21]
Legacy

Nintendo did not initially release GBA games for the Nintendo 3DS Virtual Console, but later made ten titles available to the platform as part of the Nintendo 3DS Ambassador Program.[22] Despite this, no plans have been made to release the games to the general public.[23] Satoru Iwata stated Game Boy Advance games will be available on the Wii U Virtual Console during April 2014.[24] On April 3, 2014, the first of the announced GBA games (Advance Wars, Metroid Fusion and Mario & Luigi: Superstar Saga) were released for the Wii U Virtual Console.[25]
sageАноним 18/11/14 Втр 01:48:04 #467 №79869142 
Game Boy Advance SP
From Wikipedia, the free encyclopedia
Game Boy Advance SP Game-Boy-Advance-SP-Mk1-Blue.jpg
A blue front-lit version of the Game Boy Advance SP.
Manufacturer Nintendo
Product family Game Boy line
Type Handheld game console
Generation Sixth generation era
Retail availability

JP February 14, 2003[1]

NA March 23, 2003[2]

PAL March 28, 2003[3]

Discontinued 2008
Units shipped 43.54 million (as of June 30, 2010)[4](details)
Media ROM cartridges
CPU 32-bit 16.78 MHz ARM7TDMI
8 or 4 MHz Z80 coprocessor
Best-selling game Pokémon Ruby and Sapphire, 13 million combined (as of November 25, 2004)[5]
Pokémon Emerald, 6.32 million (as of March 31, 2007)[6]
Backward
compatibility Game Boy, Game Boy Color (GBA & GBA SP only)
Predecessor Game Boy Advance (concurrent)
Successor Game Boy Micro (redesign)
Nintendo DS (successor)

The Game Boy Advance SP (ゲームボーイアドバンスSP Gēmu Bōi Adobansu Essu Pī?), released in February 2003,[7] is an upgraded version of Nintendo's Game Boy Advance. The "SP" in the name stands for "Special".[8] The SP was marketed at US$99.99 at launch. In September 2004, Nintendo lowered the price to US$79.99. The SP is accompanied by the Nintendo DS (released in November 2004) and the Game Boy Micro (released in September 2005).

In Japan, it was marketed at ¥12,500 on February 14, 2003. In Canada, it was marketed at CA$149.95 on March 22, 2003. In Australia, it was marketed at A$199.99 on March 28, 2003. In Europe, it was marketed at €129.99 on March 28, 2003.

Contents

1 Technical specifications
1.1 Physical
1.2 Internal
1.3 Headphone jack
2 Backlit Model (AGS-101)
3 Sales information
4 See also
5 References
6 External links

Аноним 18/11/14 Втр 01:48:05 #468 №79869144 
14162644850020.png
>>79869064
Кокой ты злой. Добрее будь, няша, не нервничай так.
Аноним 18/11/14 Втр 01:48:09 #469 №79869150 
>>79869064
>за нас
Кого "вас"? Лицом /b/ себя возомнил?
sageАноним 18/11/14 Втр 01:48:26 #470 №79869173 
Technical specifications
Main article: Comparison of Nintendo portable consoles
Physical

Size (closed): Approximately 8.4 × 8.2 × 2.44 cm (3.3 × 3.23 × 0.96 inches).
Weight: 142 grams (approximately 5 ounces)
Screen: 2.9 inch Reflective TFT Color LCD.
Light source: Frontlight integrated LCD.
Power: Rechargeable lithium ion battery.
Battery life: 10 hours continuous play with light on, 18 hours with light off; needs at most 3 hours recharging.
Hardware colors: Onyx, Flame, Platinum Silver, Cobalt Blue, Pearl Pink, Pearl Blue, Graphite, Midnight Blue, Charizard Fire Red, Torchic Orange, Venusaur Leaf Green, NES classic design, and Pikachu Yellow. A limited gold edition with a Triforce and the Hyrule Royal Family crest was available in Europe which included a copy of The Legend of Zelda: The Minish Cap.[9] In 2003, Toys R Us sold an exclusive gold edition (without any Zelda symbols) in the US starting on Black Friday of that year, initially with a Super Mario Advance 4 game.[10] In September 2005, a Surf Blue edition was sold through Best Buy. A special Pokémon Emerald pack contained a limited edition Green Rayquaza SP and the Emerald game. A limited edition backlit edition exists. There is also an All Blacks edition. An Orange and red version was made as a prize for a speed run competition for Metroid Zero Mission. A red SP with a circle with an M in it, modeled after Mario's cap, was also made in a special pack that included the Mario Vs. Donkey Kong game.
Main article: List of Game Boy colors and styles § Game Boy Advance SP

The GBA SP is slightly more than half the size of the GBA when closed and roughly the height of Nintendo's Game Boy Color when open. The clamshell or laptop design protects the screen from scratches and dust, reminiscent of two-screen Game & Watch units. However, the casing is made from a different material, making it more prone to scratches than previous Game Boy systems. The slot for cartridges has been moved to the front of the system, facing towards the user.
sageАноним 18/11/14 Втр 01:48:45 #471 №79869190 
The GBA SP AC adapter comes with the package to recharge its lithium ion battery, something previous Game Boys did not have. The software library and general hardware specifications are identical to those of the Game Boy Advance. This adapter is also compatible with the original version of the DS.

In Japan it was released in a variety of standard colors and special packages. In most other regions it was released in Platinum Silver and Charcoal Black. Later, a Flame Red version was released. Six special editions have also been released: a NES Classics model with the same color scheme as a classic NES controller (and designed to resemble a NES deck when closed), a SpongeBob SquarePants model, a Pikachu model, and a silver model with a tattoo design engraved on it, called the 'Tribal Edition'.[11] In other regions, such as Europe, Asia, and the Middle East, additional colors have been released, such as Pearl Green and Starlight Gold.[12] Additionally, two new special versions have been released in Asia exclusive to that region.

Nintendo was planning to have the SP be 3D-compatible, but the resolution of LCD was too low, resulting in Nintendo scrapping it.[13]
Internal

CPU: 32-bit ARM7TDMI with embedded memory.
Co-processor: 8-bit Zilog Z80
Memory: 32 kilobyte+96 kilobyte VRAM (internal CPU), 256 kilobyte DRAM (external CPU).
Resolution: 240 × 160 pixels.
Color: 15-bit RGB (16-bit color space using 5 bits depth per channel), capable of displaying 512 simultaneous colors in "character mode" and 32,768 (215) simultaneous colors in "bitmap mode".
Software: Fully compatible with Game Boy and Game Boy Color games. Game Boy games can be played using the same selectable color palettes as on the Game Boy Color.

Headphone jack
Question book-new.svg
This section does not cite any references or sources. Please help improve this section by adding citations to reliable sources. Unsourced material may be challenged and removed. (May 2014)
Headphone adapter for Game Boy Advance SP

Nintendo removed the stereo headphone jack from the SP, which had been included on all previous Game Boy models. Headphones designed specifically for the GBA SP can be purchased, or standard headphones can be attached with an optional, stereophonic[14] adapter that plugs into the same port as the AC adapter.

As both AC adapter and headphones use the same port, it is not possible to charge the SP and listen to headphones at the same time with the Nintendo brand adapter. There are, however, third-party solutions, such as an adapter that "splits" into two different cords; the power jack on one side, and a mono headphone jack on the other.
sageАноним 18/11/14 Втр 01:49:02 #472 №79869197 
Backlit Model (AGS-101)
The pearl blue AGS-101 GBA SP model that featured an improved backlit screen.[15]

In September 2005, around the time of the Game Boy Micro's release, Nintendo released an improved version of the Game Boy Advance SP in North America, featuring a brighter backlit screen instead of the previous version's frontlit screen. The new model can be distinguished by the following features:

The box states "Now with a BRIGHTER backlit screen!" to distinguish the new model from the older, frontlit models.
The backlit SP has the Model Number AGS-101 on the label on the bottom of the unit, whereas the original frontlit SP has the Model Number AGS-001[16]
The mini button at the top center of the console's lower face is now referred to in the manual as the "Brightness Switch" and selects between two levels of brightness, "Normal"(Low) and "Bright"(High) with no off setting. On the frontlit models this button turned the frontlight on or off only. With the backlight set to "Normal"(Low) the brightness still surpasses the original AGS-001 with the frontlight on.
When powered off, the backlit model's screen is completely black, but the frontlit model's screen has a slight grey tint to it.

The North American backlit version comes in three standard colors: "Pearl Blue", "Pearl Pink" and "Graphite" (a greyer version of Onyx Black). There were also two Toys "R" Us exclusive backlit models; a "SpongeBob SquarePants" model[17] and a "Limited Edition Pikachu" model.

In 2006, the AGS-101 backlit model also saw a very limited release in Europe.[18] Few models made it to market, likely due to the release of the Game Boy Advance-compatible Nintendo DS one year prior. The European version was released in "Surf Blue"[19] as well as re-issued "Pink" and "Tribal" editions.

Unlike the North American release, the European box does not feature any prominent text to distinguish the backlit models from the older frontlit models. In addition, only the "Surf Blue" color was unique to the AGS-101, the other two colors "Pink" and "Tribal" had already been released as frontlit models - for these reasons it can be very difficult to identify a European backlit SP. Apart from the AGS-101 model number on the base of the unit, the only other obvious distinguishing feature of the European backlit model is the large picture of the Game Boy Advance SP featured on the front of the box. (The European frontlit models of "Pink" and "Tribal" only feature small pictures of the Game Boy Advance SP on the sides of the box and Flower/Tattoo patterns on the front respectively.)

So far the European AGS-101 model is only reported in Belgium, France, Denmark, Germany, Italy, The Netherlands, Spain, Sweden and Switzerland so it may not be released in all European countries.[citation needed]
sageАноним 18/11/14 Втр 01:49:18 #473 №79869212 
Sales information

As of June 30, 2009, the Game Boy Advance series has sold 81.48 million units worldwide, of which 43.54 million are Game Boy Advance SP units.[20]
Life-to-date Number of units sold Date Japan Americas Other Total
2003-03-31[21] 0.82 million 0.83 million 0.46 million 2.10 million
2003-06-30 4.84 million[22]
2003-09-30[23] 2.33 million 4.32 million 2.38 million 9.04 million
2003-12-31[24] 3.14 million 7.82 million 4.34 million 15.30 million
2004-03-31[25] 3.68 million 8.78 million 4.70 million 17.16 million
2004-06-30 19.33 million[26]
2004-09-30[27] 5.02 million 12.46 million 6.21 million 23.68 million
2004-12-31[28] 5.94 million 16.13 million 8.67 million 30.73 million
2005-03-31[29] 6.00 million 16.69 million 9.10 million 31.79 million
2005-06-30
2005-09-30[30] 6.16 million 18.08 million 10.08 million 34.32 million
2005-12-31[31] 6.35 million 20.40 million 10.64 million 37.40 million
2006-03-31[32] 6.42 million 20.95 million 10.86 million 38.23 million
2006-06-30[33] 6.46 million 21.30 million 11.08 million 38.84 million
2006-09-30[34] 6.48 million 21.95 million 11.37 million 39.79 million
2006-12-31[35] 6.50 million 23.06 million 11.78 million 41.33 million
2007-03-31[36] 6.50 million 23.47 million 11.95 million 41.92 million
2007-06-30[37] 6.50 million 23.78 million 12.14 million 42.43 million
2007-09-30[38] 6.51 million 24.01 million 12.31 million 42.82 million
2007-12-31[39] 6.51 million 24.01 million 12.51 million 43.02 million
2008-03-31[40] 6.51 million 24.00 million 12.71 million 43.23 million
2008-06-30[41] 6.51 million 24.00 million 12.89 million 43.41 million
2008-09-30[42] 6.51 million 24.00 million 12.97 million 43.49 million
2008-12-31[4] 6.51 million 24.00 million 13.00 million 43.52 million
sageАноним 18/11/14 Втр 01:49:42 #474 №79869227 
Game Boy Micro
From Wikipedia, the free encyclopedia
Game Boy Micro Gameboy micro logo.svg
Game-Boy-Micro.jpg
Manufacturer Nintendo
Product family Game Boy line
Type Handheld game console
Generation Sixth generation era
Release date

JP September 13, 2005

NA September 19, 2005

AUS November 3, 2005

EU November 4, 2005

Discontinued 2008
Units sold 2.42 million (details)
Media Game Pak
CPU 32-bit ARM7TDMI (16.78 MHz)
Predecessor Game Boy Advance SP (concurrent)
Successor Nintendo DS

Game Boy Micro (ゲームボーイミクロ Gēmu Bōi mikuro?) (stylized as Game Boy micro) is a handheld game console developed and manufactured by Nintendo. It was first released in September 2005. The system is the very last console for the original Game Boy line.

Contents

1 History
2 Design and specifications
2.1 Software and hardware
3 Packaging
4 Release and sales
4.1 Price history
5 Reception
6 References
7 External links

sageАноним 18/11/14 Втр 01:50:04 #475 №79869244 
History

The Game Boy Micro was officially unveiled by Nintendo of America's vice president of sales and marketing, Reggie Fils-Aime, at the company's E3 press conference on May 17, 2005. The system was released in Japan on September 13, 2005 and in North America on September 19, 2005. It was released in Europe on November 4, 2005 and Australia on November 3, 2005. It was released in China as the iQue Game Boy Micro on October 1, 2005, and later released in South Korea on November 9, 2005.
Design and specifications
Main article: Comparison of Nintendo portable consoles
The control pad has a similar design to the later Nintendo DS Lite system.

The Game Boy Micro retains some of the functionality of the Game Boy Advance SP, but with an updated form factor. It is unable to play original Game Boy and Game Boy Color games due to design changes. Even though it still has the required Z80 processor and graphics hardware necessary to run the old games, it is missing other circuitry necessary to be compatible with the old Game Boy cartridges. It is officially incompatible with the Nintendo e-Reader and some other peripherals due to design issues. It is smaller than previous Game Boy systems. Additionally, it features a backlit screen with the ability to adjust the brightness so as to adapt to lighting. The shape itself is kept to a more simple oblong—similar to the style of the Nintendo Entertainment System controller.

The Game Boy Micro features a removable face plate that allows consumers to purchase alternative designs.

Dimensions: 50×101×17.2 mm (2×4×0.7 in)
Weight: 80 g (2.8 oz)
Processor: 32-bit 16.8 MHz ARM processor (ARM7TDMI)
Case Colors: various
Screen: 51 mm / 2 inches, backlight with adjustable brightness.
Resolution: 240×160 pixels
Colors: 512 (character cell mode) or 32,768 (bitmap mode)
Battery: built-in rechargeable lithium-ion battery, up to 5 hours of battery life with top brightness and sound or 8 hours with both features on default
Headphones: standard 3.5mm headphone jack[1]

The Game Boy Micro has a two-way switch on its right side for adjusting volume up or down. By holding down the L shoulder button, the switch can also be used to adjust the backlight between five levels of brightness.
sageАноним 18/11/14 Втр 01:50:22 #476 №79869262 
Software and hardware

The Game Boy Micro is compatible with Game Boy Advance games, including Game Boy Advance Video Game Paks.

According to the Game Boy Micro's Instruction Manual,[2] the following games/accessories are not compatible with the Game Boy Micro system:

Original Game Boy Game Paks
Game Boy Color Game Paks
Game Boy or Game Boy Advance Game Link cables
Game Boy Advance Wireless Adapter
Game Boy Advance e-Reader
Nintendo GameCube Game Boy Advance cable
Game Boy Printer
Game Boy Camera

While Game Boy or Game Boy Advance Game Link cables and the Game Boy Advance Wireless Adapter are not compatible with the Game Boy Micro system, adapters and a Game Boy Micro-compatible Wireless adapter have been released[3] Nintendo has also redesigned their Play-Yan music/video adapter to better fit the Game Boy Micro. This device can play MP3 and digital video files from SD cards.

As with the Game Boy Advance and Game Boy Advance SP systems, there are no regional lockouts on software, so North American games can be played on Japanese or European hardware and vice versa.
sageАноним 18/11/14 Втр 01:50:40 #477 №79869287 
Packaging
See also: List of Game Boy colors and styles § Game Boy Micro
Comparing the size of Game Boy Micro and Game Boy Advance SP.

In Japan, the handheld has been released in four colors and styles each. The four colors are black, blue, purple, and silver. The Game Boy Micro also has four limited edition styles: one based on the original Famicom video game console's controller, a blue bodied model with a faceplate based on Final Fantasy IV, a red bodied and red faced edition for the release of the game Mother 3,[4] and a red bodied model with a black faceplate containing the silhouette of the iconic Pikachu from the Pokémon franchise.

In the United States and Canada, the Game Boy Micro is available in two regular colors, each sold with three interchangeable faceplates included: silver with black, "Ammonite" and "Ladybug" faceplates, and black with silver, "Flame" and "Camouflage" faceplates.[5] The "20th Anniversary" edition was released in December 2005, which resembles the Famicom controller.

In Europe the Game Boy Micro is available in four different colors, with one matching faceplate: silver, green, blue and pink. Game Boy Micro sold in Australia have the same colors (except Green which replaced by red color) as Europe.[6]

There are reportedly no plans to sell additional faceplates in the US retail locations (as indicated in the letter page in issue 200 of Nintendo Power) or the UK.[7] Nintendo of Europe cannot supply replacement faceplates of any kind, and the feature is omitted from the product's marketing, packaging, and manual in Europe. However, some third parties are manufacturing such faceplates for sale in the US and Europe, and some importers stock faceplates acquired from Japan. Nintendo of America sells some of the faceplates individually online.[8]
sageАноним 18/11/14 Втр 01:50:58 #478 №79869300 
Release and sales
Life-to-date Number of units sold Date Japan Americas Other Total
2005-09-30[9] 0.41 million 0.29 million 0 0.70 million
2005-12-31[10] 0.57 million 0.47 million 0.78 million 1.82 million
2006-03-31[11] 0.58 million 0.47 million 0.79 million 1.83 million
2006-06-30[12] 0.59 million 0.47 million 0.80 million 1.86 million
2006-09-30[13] 0.59 million 0.47 million 0.80 million 1.87 million
2006-12-31[14] 0.60 million 0.96 million 0.85 million 2.40 million
2007-03-31[15][16] 0.61 million 0.95 million 0.87 million 2.42 million

The Game Boy Micro sold over 170,000 units during its first days in Japan.[17]
The North American release drew some criticism; with a formal release of September 19, 2005, many stores simply ignored it, some delaying it until September 26, 2005 or as late as September 30, 2005.[citation needed]
According to a Q1 2007 Nintendo earnings release, 2.42 million Game Boy Micro units had been sold worldwide as of March 31, 2007, including 610,000 units in Japan, 950,000 units in the Americas, and 870,000 in other territories such as Europe and Oceania.[15]
As of July 30, 2007, the Game Boy Micro has sold 2.5 million units, according to GamePro. It was ranked #8 in their "The 10 Worst-Selling Handhelds of All Time".[18]
Generally, the Game Boy Micro did not sell well, and failed to reach the company's aim of units sold.

Satoru Iwata stated that the marketing of the Nintendo DS may have hurt the Micro in the marketplace and admitted that Game Boy Micro sales did not meet Nintendo's expectations.[19]
sageАноним 18/11/14 Втр 01:51:19 #479 №79869317 
Price history

The system retailed for US$99,[20] compared to US$79 for the Game Boy Advance SP. The system was originally available in black and silver, and a red 20th Anniversary Edition was later released to commemorate the 20th anniversary of the Nintendo Entertainment system.
Reception
A blue Game Boy Micro next to a Game Boy Advance cartridge.

The Game Boy Micro's backlit screen, which is superior to the original Game Boy Advance SP's (a later remodel added a similar high quality screen to SP systems), has been praised for its visibility.[21] Due to a finer dot pitch, the screen is more evenly lit, and the brightness is adjustable. The smaller dot pitch has also improved the apparent sharpness of the display.

The removable faceplates have also been praised because they allow for personalization and protect the high-resolution backlit screen.[21]
sageАноним 18/11/14 Втр 01:51:37 #480 №79869331 
Visteon Dockable Entertainment
From Wikipedia, the free encyclopedia
Dockable Entertainment featuring Game Boy Advance Dockable entertainment 34.jpg
Manufacturer Visteon
Type Video game console
Generation Sixth generation
Retail availability

NA July 2006

Media Cartridge, DVD, CD
CPU ARM7TDMI, 16.78 MHz
Graphics Custom 2D core
Controller input

Visteon Wireless Game Controller
Game Boy Advance

The Visteon Dockable Entertainment System (officially referred to as Dockable Entertainment featuring Game Boy Advance) is a portable DVD player created by Visteon in July 2006 for the US market[1] at an MSRP of $1299 USD.[2] The player is notable for containing officially licensed Game Boy Advance hardware, as Visteon partnered with Nintendo to announce the product at CES 2006.[3]

The device was not sold at general retailers, but rather sold at car dealerships in combination of a roof docking head mount for installation, or already equipped in select models of certain vehicles.[4]
Hardware specifications

10.2" Flip Down LCD Display
6-Pin Auxiliary Port
Infrared Port
DVD Drive
Game Boy Advance Cartridge Slot

Alongside this, the player came with a wireless game controller, a set of wireless headphones, a remote control, and compatibility with MP3 and WMA CD files.[5]
sageАноним 18/11/14 Втр 01:51:58 #481 №79869355 
Nintendo DS
From Wikipedia, the free encyclopedia
This article is about the 2004 Nintendo DS game console. For the entire series, see Nintendo DS line and Nintendo DS (disambiguation).
Page move-protected
Nintendo DS Nintendo DS logo
An open, electric blue original Nintendo DS system.
An electric blue original Nintendo DS.
Also known as iQue DS
Developer Nintendo
Manufacturer Foxconn
Product family Nintendo DS family
Type Handheld game console
Generation Seventh generation era
Release date

NA November 21, 2004

JP December 2, 2004

AUS February 24, 2005

EU March 11, 2005

Retail availability 2004–2007
Units sold Worldwide: 154.01 million, all models combined (as of September 30, 2014)[1] (details)
Media Nintendo DS Game Card
Game Boy Advance cartridge
CPU One 67.028 MHz ARM946E-S[2] and one 33.514 MHz ARM7TDMI
Storage 4 MB RAM
Cartridge save
Connectivity Wi-Fi
Online services Nintendo Wi-Fi Connection
Best-selling game New Super Mario Bros., 30.75 million (as of March 31, 2014)[3]
Backward
compatibility Game Boy Advance (DS & DS Lite only)
Predecessor Game Boy Advance (Game Boy line)
Successor Nintendo DS Lite (redesign)
Nintendo DSi (redesign)
Nintendo DSi XL (redesign)
Nintendo 3DS (successor)

The Nintendo DS (ニンテンドーDS Nintendō DS?) is a dual-screen handheld game console developed and released by Nintendo. The device went on sale in North America on November 21, 2004. The DS, short for "Developers' System" or "Dual Screen",[4] introduced distinctive new features to handheld gaming: two LCD screens working in tandem (the bottom one featuring a touchscreen), a built-in microphone, and support for wireless connectivity.[5] Both screens are encompassed within a clamshell design similar to the Game Boy Advance SP. The Nintendo DS also features the ability for multiple DS consoles to directly interact with each other over Wi-Fi within a short range without the need to connect to an existing wireless network. Alternatively, they can interact online using the Nintendo Wi-Fi Connection service.

Prior to its release, the Nintendo DS was marketed as a "third pillar" in Nintendo's console lineup, meant to complement the Game Boy Advance and GameCube. However, backward compatibility with Game Boy Advance titles and strong sales ultimately established the new handheld console as the successor to the Game Boy series. On March 2, 2006, Nintendo launched the Nintendo DS Lite, a slimmer and lighter redesign of the original Nintendo DS with brighter screens. On November 1, 2008, Nintendo released the Nintendo DSi, another redesign with several hardware improvements and new features. As of September 30, 2014, all Nintendo DS models combined have sold 154.01 million units, making it the best selling handheld game console to date, and the second best selling video game console of all time.[1][6] The DS line was succeeded by the Nintendo 3DS in 2011.
Contents

1 History
1.1 Development
1.2 Launch
1.3 Promotion
1.4 Sales
1.5 Legacy
2 Games
2.1 Compatibility
2.2 Regional division
2.3 Media specifications
3 Hardware
3.1 Models
3.2 Technical specifications
3.3 Accessories
4 Software and features
4.1 Nintendo Wi-Fi Connection
4.2 Download Play
4.3 Multi-Card Play
4.4 PictoChat
4.5 Firmware
5 Hacking and homebrew
6 See also
7 References
8 External links

sageАноним 18/11/14 Втр 01:52:14 #482 №79869375 
History
Development

On November 13, 2003, Nintendo announced that they would be releasing a new game product in 2004. The company didn't provide many details, but stated it would not succeed the Game Boy Advance or GameCube.[7] On January 20, 2004, the console was announced under the codename "Nintendo DS".[8] Nintendo released only a few details at that time, saying that the console would have two separate, 3-inch TFT LCD display panels, separate processors, and up to 1 gigabit (128 Megabytes) of semiconductor memory.[8][9] Nintendo president Satoru Iwata said, "We have developed Nintendo DS based upon a completely different concept from existing game devices in order to provide players with a unique entertainment experience for the 21st century."[8] He also expressed optimism that the DS would help put Nintendo back at the forefront of innovation and move away from the conservative image that has been described about the company in years past.[10] In March 2004, the codename was changed to "Nitro" and a document containing most of the console's technical specifications was leaked.[11] In May 2004, the codename was changed back to "Nintendo DS" and the console was shown in prototype form at the Electronic Entertainment Expo (E3). All the features of the console were revealed by Nintendo at E3.[12] On July 28, 2004, Nintendo revealed a new design, one that was described as "sleeker and more elegant" than the one shown at E3. Also, the codename "Nintendo DS" became the official name of the console that day.[13]
Launch
Main article: Nintendo DS launch

On September 20, 2004, Nintendo announced that the Nintendo DS would be released in North America on November 21, 2004 for US$149.99.[14] It was set to release on December 2, 2004 in Japan (¥15000);[15] on February 24, 2005 in Australia ($199.95);[16] and on March 11, 2005 in Europe (£99.99/€149.99).[17] The console was released in North America with a midnight launch event at Universal CityWalk EB Games in Los Angeles, California. The console was launched quietly in Japan compared to the North America launch; one source cites the cold weather as the reason.[18] Regarding the European launch, Nintendo President Satoru Iwata said:

Europe is an extremely important market for Nintendo, and we are pleased we can offer such a short period of time between the US and European launch. We believe that the Nintendo DS will change the way people play video games and our mission remains to expand the game play experience. Nintendo DS caters for the needs of all gamers whether for more dedicated gamers who want the real challenge they expect, or the more casual gamers who want quick, pick up and play fun.[19]
Аноним 18/11/14 Втр 01:52:27 #483 №79869385 
бугипоп фантом, эрго прокси, лейн, технолайз, гильгамеш, монстр. ищу что-нибудь похожее
sageАноним 18/11/14 Втр 01:52:32 #484 №79869394 
Promotion

The system's promotional slogans revolve around the word "Touch" in almost all countries, with the North American slogan being "Touching is good."

The Nintendo DS was seen by many analysts to be in the same market as Sony's PlayStation Portable, although representatives from both companies have said that each system targets a different audience.[citation needed] At one point, Time magazine awarded the DS a Gadget of the Week award.[20]

At the time of its release in the United States, the Nintendo DS retailed for US $149.99. The price dropped to US $129.99 on August 21, 2005, one day before the anticipated North American releases of Nintendogs and Advance Wars: Dual Strike.

Nine official colors of the Nintendo DS were available through standard retailers. Titanium (silver and black) were available worldwide, Electric Blue was exclusive to North and Latin America. There was also a red version of the DS which was bundled with the game Mario Kart DS. Graphite Black, Pure White, Turquoise Blue, and Candy Pink were available in Japan. Mystic Pink and Cosmic Blue were available in Australia and New Zealand. Japan's Candy Pink and Australia's Cosmic Blue were also available in Europe and North America through a Nintendogs bundle, although the colors are just referred to as pink and blue; however, these colors were available only for the original style Nintendo DS; a different and more-limited set of colors have been used for the Nintendo DS Lite.
Sales
Main article: Nintendo DS sales

As of September 30, 2014, all Nintendo DS models combined have sold 154.01 million units, making it the best selling handheld game console to date, and the second best selling video game console of all time.[1][6]
Legacy

The success of the DS paved the way for its successor, the Nintendo 3DS, a handheld gaming console with a similar dual-screen setup. It can display images on the top screen in a three-dimensional look.[21]

On January 29, 2014, Nintendo announced that Nintendo DS games would be added to the Wii U Virtual Console,[22] with the first game, Brain Age: Train Your Brain in Minutes a Day!, being released in Japan on June 3, 2014.[23]
sageАноним 18/11/14 Втр 01:52:55 #485 №79869409 
Games
See also: List of Nintendo DS games
Compatibility
Game Boy Advance game slot on Game Boy Advance SP (below) and Nintendo DS Lite (above).

The Nintendo DS is backward compatible with Game Boy Advance (GBA) cartridges. The smaller Nintendo DS game cards fit into a slot on the top of the system, while Game Boy Advance games fit into a slot on the bottom of the system. The Nintendo DS is not backward compatible with games for the Game Boy Color and the original Game Boy.[citation needed] The Sharp Z80 compatible processor used in the older systems is still included, and indeed necessary for some GBA games that use the older sound hardware.[citation needed]

The handheld does not have a port for the Game Boy Advance Link Cable, so multiplayer or GameCube-Game Boy Advance link-up modes are not available in Game Boy Advance titles. Only single player mode is supported on the Nintendo DS.

The Nintendo DS only uses one screen when playing Game Boy Advance games. The user can configure the system to use either the top or bottom screen by default. The games are displayed within a black border on the screen, due to the slightly different screen resolution between the two systems (256 × 192 px for the Nintendo DS, and 240 × 160 px for the Game Boy Advance).

Nintendo DS games inserted into the top slot are able to detect the presence of specific Game Boy Advance games in the bottom slot. In many such games, either stated in the game during gameplay or mostly explained in the games' instruction manuals, extra content can be unlocked or added by starting the Nintendo DS game with the appropriate Game Boy Advance game inserted. Among those games were the popular Pokémon Diamond and Pearl or Pokémon Platinum, that allowed the player to find more/exclusive Pokémon in the wild if a suitable Game Boy Advance cartridge was inserted.[24] Some of the content can stay permanently, even when the GBA game has been removed after content has been added.

Additionally, GBA slot can be used to house expansion paks, such as the Rumble Pak, the Nintendo DS Memory Expansion Pak, and the Guitar Grip for the Guitar Hero: On Tour series. The Nintendo DSi and the DSi XL do not have a second cartridge slot and cannot play Game Boy Advance games.
sageАноним 18/11/14 Втр 01:53:11 #486 №79869424 
Regional division

The Nintendo DS is region free in the sense that any console will run a Nintendo DS game purchased anywhere in the world; however, the Chinese version games can only be played on the Chinese iQue DS, whose larger firmware chip contains the required Chinese character glyph images. Although the Nintendo DS of other regions cannot play the Chinese games, the iQue DS can play games of other regions. Also, as with Game Boy games, some games that require both players to have a Nintendo DS game card for multiplayer play will not necessarily work together if the games are from different regions (e.g. a Japanese Nintendo DS game may not work with a North American Nintendo DS game, even though some titles, such as Mario Kart DS and Pokémon Diamond and Pearl versions are mutually compatible). With the addition of the Nintendo Wi-Fi Connection, certain games can be played over the Internet with users of a different region game.

Some Wi-Fi enabled games (e.g. Mario Kart DS) allow the selection of opponents by region. The options are "Regional" ("Continent" in Europe) and "Worldwide", as well as two non-location specific settings. This allows the player to limit competitors to only those opponents based in the same geographical area. This is based on the region code of the game in use.[citation needed]

The Nintendo DSi, however, has a region lock for the DSiWare downloadable games, as well as DSi-specific cartridges. It still runs normal DS games of any region, however.
Media specifications
Main article: Nintendo game card

Nintendo DS games use a proprietary solid state mask ROM in their game cards.[25] The mask ROM chips are manufactured by Macronix and have an access time of 150 ns.[26] Cards currently range from 8–512 MiB (64 Mib to 4 Gib) in size (although data on the maximum capacity has not been released).[27][28] Larger cards have a 25% slower data transfer rate than more common smaller cards.[29] The cards usually have a small amount of flash memory or an EEPROM to save user data such as game progress or high scores. However, there are few games that have no save memory such as Electroplankton. The game cards are 35 × 33 × 3.8 mm (1.38 × 1.30 × 0.15 in) (about half the width and depth of Game Boy Advance cartridges) and weigh around 3.5 g (1⁄8 oz).
sageАноним 18/11/14 Втр 01:53:34 #487 №79869439 
Hardware
See also: Special versions of the Nintendo DS
Stylus for the DS Lite

The Nintendo DS design resembles that of the multi-screen games from the Game & Watch line, such as Donkey Kong and Zelda, which was also made by Nintendo.

The lower display of the Nintendo DS is overlaid with a touchscreen designed to accept input from the included stylus, the user's fingers, or a curved plastic tab attached to the optional wrist strap. The touchscreen lets users interact with in-game elements more directly than by pressing buttons; for example, in the included chatting software, PictoChat, the stylus is used to write messages or to draw.

The handheld features four lettered buttons (X, Y, A, B), a directional pad, and Start, Select, and Power buttons. On the top of the device are two shoulder buttons, a game card slot, a stylus holder and a power cable input. The bottom features the Game Boy Advance game card slot. The overall button layout resembles that of the Super Nintendo Entertainment System controller. When using backward compatibility mode on the DS, buttons X and Y and the touchscreen are not used as the Game Boy Advance line of systems do not feature these controls.

It also has stereo speakers providing virtual surround sound (depending on the software) located on either side of the upper display screen. This is a first for a Nintendo handheld, as the Game Boy line of systems has only supported stereo sound through the use of headphones or external speakers. A built-in microphone is located below the left side of the bottom screen. It has been used for a variety of purposes, including speech recognition, chatting online between and during gameplay sessions, and minigames that require the player to blow or shout into the microphone.
Аноним 18/11/14 Втр 01:53:48 #488 №79869449 
>>79869033
еще какие.
sageАноним 18/11/14 Втр 01:53:54 #489 №79869456 
Models
Main article: Nintendo DS family
See also: List of Nintendo DS colors and styles
Nintendo DS Lite

The Nintendo DS Lite (ニンテンドーDS Lite Nintendō Dī Esu Raito?) is the first redesign of the Nintendo DS. While retaining the original model's basic characteristics, it features a sleeker appearance, and brighter screens. Nintendo considered a larger model of the Nintendo DS Lite for release, but decided against it as sales of the original redesign were still strong.[30] As of March 31, 2014, shipments of the DS Lite have reached 93.86 million units worldwide, according to Nintendo.[1]
Nintendo DSi

The Nintendo DSi (ニンテンドーDSi Nintendō DSi?) is the second redesign of the Nintendo DS. It is based on the unreleased larger Nintendo DS Lite model. While similar to the previous DS redesign, new features include two inner and outer 0.3 megapixel digital cameras, a larger 3.25 inch display, internal and external content storage, compatibility with WPA wireless encryption, and connectivity to the Nintendo DSi Shop. Backwards compatibility with Game Boy Advance games was removed.

The Nintendo DSi XL (DSi LL in Japan) is a larger design of the Nintendo DSi, and the first model of the Nintendo DS family of consoles to be a size variation of a previous one.[31] It features larger screens with wider view angles, improved battery life, and a greater overall size than the original DSi.[32][33] While the original DSi was specifically designed for individual use, Nintendo president Satoru Iwata suggested that DSi XL buyers give the console a "steady place on a table in the living room", so that it might be shared by multiple household members.[31]
sageАноним 18/11/14 Втр 01:54:12 #490 №79869470 
Technical specifications
Mass Dimensions Display Resolution CPU RAM Input Voltage Battery Storage Wireless connectivity
275 g (9.7 oz) 148.7 mm wide × 84.7 mm deep × 28.9 mm high (5.85 in. × 3.33 in. × 1.13 in.) Two TFT LCD screens:

62 mm × 46 mm (2.4 in × 1.8 in), 77 mm (3.0 in) diagonal, 0.24 mm dot pitch, 18-bit depth (262,144 colors), 21 mm gap between screens (~92 lines)
256 × 192 pixels Two ARM processors:

32 bit ARM946E-S main CPU; 67 MHz clock speed. Processes gameplay mechanisms and video rendering
32 bit ARM7TDMI coprocessor; 33 MHz clock speed. Processes sound output, Wi-Fi support and takes on second-processor duties in Game Boy Advance mode

4 MB (expandable via the Game Boy Advance slot, only officially used by the Opera web browser)

Power button
8 digital buttons
D-pad
Resistive touchscreen (lower screen only)
Microphone

1.65 v Rechargeable 850 mAh lithium-ion battery. 256 kB of serial flash memory Built-in 802.11 Wireless Network Connection (WEP encryption support only)[34]
sageАноним 18/11/14 Втр 01:54:32 #491 №79869486 
The system's 3D hardware performs transform and lighting, texture-coordinate transformation, texture mapping, alpha blending, cel shading, and z-buffering; however, it uses point (nearest neighbor) texture filtering, leading to some titles having a blocky appearance. Unlike most 3D hardware, it has a set limit on the number of triangles it can render as part of a single scene; the maximum amount is about 6144 vertices, or 2048 triangles per frame. The 3D hardware is designed to render to a single screen at a time, so rendering 3D to both screens is difficult and decreases performance significantly. The DS is generally more limited by its polygon budget than by its pixel fill rate. There are also 512 kilobytes of texture memory, and the maximum texture size is 1024 × 1024 pixels.

The system has 656 kilobytes of video memory[35] and two 2D engines (one per screen). These are similar to (but more powerful than) the Game Boy Advance's single 2D engine; however, the cores are divided into the main core and sub core. Only the main core is capable of vertex 3D rendering.

The Nintendo DS has compatibility with Wi-Fi (IEEE 802.11 (legacy mode)). Wi-Fi is used for accessing the Nintendo Wi-Fi Connection, compete with other users playing the same Wi-Fi compatible game, PictoChat[36] or with a special cartridge and RAM extension, browse the internet.

Nintendo claims the battery lasts a maximum of 10 hours under ideal conditions on a full four-hour charge. Battery life is affected by multiple factors including speaker volume, use of one or both screens, use of wireless connectivity, and use of backlight, which can be turned on or off in selected games such as Super Mario 64 DS. The battery is user-replaceable using only a Phillips-head screwdriver. After about 500 charges the battery life starts dropping.[37]

Users can close the Nintendo DS system to trigger its 'sleep' mode, which pauses the game that is being played and saves battery life by turning off the screens, speakers, the wireless communications; however, closing the system while playing a Game Boy Advance game will not put the Nintendo DS into sleep mode, and the game will continue to run normally. Certain DS games (such as Animal Crossing: Wild World) also will not pause but the backlight, screens, and speakers will turn off. Additionally, when saving the game in certain games,[38] the DS will not go into sleep mode.[39] Some games, such as The Legend of Zelda: Phantom Hourglass even use the closing motion needed to enter sleep mode as an unorthodox way of solving puzzles.
sageАноним 18/11/14 Втр 01:54:50 #492 №79869508 
Accessories
Main article: Nintendo DS accessories

Although the secondary port on the Nintendo DS does accept and support Game Boy Advance cartridges (but not Game Boy or Game Boy Color cartridges), Nintendo has emphasized that its main intention for its inclusion was to allow a wide variety of accessories to be released for the system, the Game Boy Advance compatibility titles being a logical extension.[citation needed]

Due to the lack of a second port on the Nintendo DSi, it is not compatible with any accessory that uses it.
Rumble Pak
Main article: Rumble Pak § Nintendo DS

The Rumble Pak was the first official expansion slot accessory. In the form of a Game Boy Advance cartridge, the Rumble Pak vibrates to reflect the action in compatible games, such as when the player bumps into an obstacle or loses a life. It was released in North America and Japan in 2005 bundled with Metroid Prime Pinball.[40] In Europe, it was first available with the game Actionloop, and later Metroid Prime Pinball. The Rumble Pak was also released separately in those regions.
Headset

The Nintendo DS Headset is the official headset for the Nintendo DS. It plugs into the headset port (which is a combination of a standard 3.5mm(1/8-inch) headphone connector and a proprietary microphone connector) on the bottom of the system. It features one earphone and a microphone, and is compatible with all games that use the internal microphone. It was released alongside Pokémon Diamond and Pearl in Japan, North America, and Australia.
Browser
Main article: Nintendo DS Browser

On February 15, 2006, Nintendo announced a version of the cross-platform web browser Opera for the DS system.[41] The browser can use one screen as an overview, a zoomed portion of which appears on the other screen, or both screens together to present a single tall view of the page.[42] The browser went on sale in Japan and Europe in 2006,[43][44] and in North America on June 4, 2007.[45] Browser operation requires that an included memory expansion pak is inserted into the GBA slot. The DSi has an internet browser available for download from the Nintendo DSi shop for free.[46]
sageАноним 18/11/14 Втр 01:55:06 #493 №79869528 
Wi-Fi USB Connector
Main article: Nintendo Wi-Fi USB Connector

This USB-flash-disk-sized accessory plugs into a PC's USB port and creates a miniature hotspot/wireless access point, allowing a Wii and up to five Nintendo DS units to access the Nintendo Wi-Fi Connection service through the host computer's Internet connection. When tried under Linux, it acts as a regular wireless adapter, connecting to wireless networks, an LED blinks when there is data being transferred. There is also a hacked driver for Windows XP/Vista to make it function the same way. The Wi-Fi USB Connector was discontinued from retail stores.
MP3 Player
Main article: Play-Yan

The Nintendo MP3 Player (a modified version of the device known as the Play-Yan in Japan) was released on December 8, 2006 by Nintendo of Europe at a retail price of £29.99/€30. The add-on uses removable SD cards to store MP3 audio files, and can be used in any device that features support for Game Boy Advance cartridges; however, due to this, it is limited in terms of its user-interface and functionality, as it does not support using both screens of the DS simultaneously, nor does it make use of its touch-screen capability. It is not compatible with the DSi, due to the lack of the GBA slot, but the DSi includes a music player via SD card. Although it stated on the box that it is only compatible with the Game Boy Micro, Nintendo DS and Nintendo DS Lite, it is also compatible with the Game Boy Advance SP and Game Boy Advance.
Guitar grip controller

The Guitar grip controller comes packaged with the game Guitar Hero: On Tour and is plugged into the GBA game slot. It features four colored buttons just like the ones that can be found on regular Guitar Hero guitar controllers for the stationary consoles, though it lacks the fifth orange button found on the guitar controllers. The DS Guitar Hero controller comes with a small "pick-stylus" (which is shaped like a guitar pick, as the name suggests) that can be put away into a small slot on the controller. It also features a hand strap. The game works with both the DS Lite and the original Nintendo DS as it comes with an adapter for the original DS.[47] It is not compatible with the DSi or 3DS, due to the lack of GBA slot. The Guitar Grip also works with its sequels, Guitar Hero On Tour: Decades, Guitar Hero On Tour: Modern Hits, and Band Hero.
sageАноним 18/11/14 Втр 01:55:24 #494 №79869547 
Software and features
Nintendo Wi-Fi Connection
Main article: Nintendo Wi-Fi Connection
Globe icon.
The examples and perspective in this section deal primarily with North America and do not represent a worldwide view of the subject. Please improve this article and discuss the issue on the talk page. (February 2011)

The Nintendo Wi-Fi Connection is a free online game service run by Nintendo. Players with a compatible Nintendo DS game can connect to the service via a Wi-Fi network using a Nintendo Wi-Fi USB Connector or a wireless router. The service was launched in North America on November 14, 2005 with the release of Mario Kart DS.[48] Various online games and a web browser are now available. Most functions (for games on both the DS and Wii consoles) were discontinued worldwide as of May 20, 2014.[49]
Download Play

With Download Play, it is possible for users to play multiplayer games with other Nintendo DS systems using only one game card. Players must have their systems within wireless range (up to approximately 65 feet) of each other for the guest system to download the necessary data from the host system.

Download Play is also utilized to migrate Pokémon from fourth generation games into the fifth generation Pokémon Black and White, an example of a task requiring two different game cards, two handheld units, but only one player.

Some Nintendo DS retailers feature DS Download Stations that allow users to download demos of upcoming and currently available DS games; however, due to memory limitations, the downloads are erased once the system is powered off. The Download Station is made up of 1 to 8 standard retail DS units, with a standard DS card containing the demo data. On May 7, 2008, Nintendo released the Nintendo Channel for download on the Wii. The Nintendo Channel uses Nintendo's WiiConnect24 to download Nintendo DS demos through the Nintendo Channel. From there, a user can select the game demo he/she wishes to play and, similar to the Nintendo DS Download Stations at retail outlets, download the demo (until the user turns off the console) to their DS' 4MB RAM.

In collaboration with fast food restaurant chain McDonald's, a service called "Nintendo Zone" will start in the Kanto, Chūkyō and Kansai regions of Japan. It is an extension of the DS Download Station that offers exclusive content to each area and demos of upcoming and currently available DS games. The DSi has the necessary software built-in to detect and use these zones, while previous versions require downloading the "Nintendo Zone Viewer".[50][51]
sageАноним 18/11/14 Втр 01:55:44 #495 №79869563 
Multi-Card Play

Multi-Card Play, like Download Play, allows users to play multiplayer games with other Nintendo DS systems. In this case, each system requires a game card. This mode is accessed from an in-game menu, rather than the normal DS menu.
PictoChat
Main article: PictoChat

PictoChat allows users to communicate with other Nintendo DS users within local wireless range. Users can enter text (via a small on screen keyboard), handwrite messages or draw pictures (via the stylus and touchscreen). There are four chatrooms (A, B, C, D) in which people can go to chat. Up to sixteen people can connect in any one room.

On Nintendo DS and Nintendo DS Lite systems users can only write messages in black. However, the DSi and DSi XL includes a new function, letting users write in either black or rainbow colored pen.
Firmware

Nintendo's own firmware boots the system. A health and safety warning is displayed first, then the main menu is loaded. The main menu presents the player with four main options to select: play a DS game, use PictoChat, initiate DS Download Play, or play a Game Boy Advance game. The main menu also has some secondary options such as date and time, GBA screen, and touchscreen calibration.

The firmware also features an alarm clock, several options for customization (such as boot priority for when games are inserted and GBA screen preference), and the ability to input user information and preferences (such as name, birthday, favorite color, etc.) that can be used in games.
sageАноним 18/11/14 Втр 01:56:03 #496 №79869575 
Hacking and homebrew
Main article: Nintendo DS homebrew

Since the release of the Nintendo DS, a great deal of hacking has occurred involving the DS's fully rewritable firmware, Wi-Fi connection, game cards that allow SD storage, and software use. There are now many emulators for the DS such as NES, SNES, Sega Master System, Sega Mega Drive, Neo-Geo Pocket, Neo-Geo MVS (arcade), as well as older handheld consoles like the Game Boy Color.

There are a number of cards which either have built-in flash memory, or a slot which can accept an SD, or MicroSD (like the DSTT, R4 and ez-flash V/Vi) cards. These cards typically enable DS console gamers to use their console to play MP3s and videos, and other non-gaming functions traditionally reserved for separate devices.[52]

In South Korea, many video game consumers exploit illegal copies of video games, including for the Nintendo DS. In 2007, 500,000 copies of DS games were sold, while the sales of the DS hardware units was 800,000.[53]

Another modification device called Action Replay, manufactured by the company Datel, is a device which allows the user to input cheat codes that allows it to hack games, granting the player infinite "health", power-ups, access to any part of the game, etc.
sageАноним 18/11/14 Втр 01:56:22 #497 №79869588 
Nintendo DS Lite
From Wikipedia, the free encyclopedia
"DS Lite" redirects here. For the Internet meaning, see IPv6 transition mechanisms § Dual-Stack Lite (DS-Lite).
This article is about the first revision of the Nintendo DS. For the second and third revisions, see Nintendo DSi. For its successor, see Nintendo 3DS.
Nintendo DS Lite Nintendo DS Lite logo.svg
Nintendo-DS-Lite-Black-Open.jpg
Also known as iQue DS Lite (China)
Manufacturer Nintendo
Product family Nintendo DS family
Type Handheld game console
Generation Seventh generation era
Retail availability

JP March 2, 2006

AUS June 1, 2006

NA June 11, 2006

EU June 23, 2006

Units shipped Worldwide: 93.86 million (as of March 31, 2014)[1] (details)
Media Game Boy Advance cartridge
Nintendo DS Game Card
CPU One 67 MHz ARM9 and one 33 MHz ARM7
Storage Cartridge save, 4 MB RAM
Connectivity Wi-Fi
Online services Nintendo Wi-Fi Connection
Predecessor Nintendo DS (earlier design)
Game Boy Advance
Successor Nintendo DSi (redesign)
Nintendo DSi XL (redesign)
Nintendo 3DS

The Nintendo DS Lite (ニンテンドーDS Lite Nintendō Dī Esu Raito?) is a dual-screen handheld game console developed and manufactured by Nintendo. It is a slimmer, brighter, and more lightweight redesign of the original Nintendo DS. It was announced on January 26, 2006, more than a month before its initial release in Japan on March 2, 2006 due to overwhelming demand for the original model.[2] It has been released in Australia, North America, Europe, New Zealand, Singapore, and defined regions in South America, the Middle East, and East Asia. As of March 31, 2014, shipments of the DS Lite have reached 93.86 million units worldwide, according to Nintendo.[1]

Contents

1 Launch and development
1.1 Japan
1.2 Australia
1.3 North America
1.4 Europe
1.5 South Korea
2 Hardware
2.1 Features
2.2 Technical comparison
2.3 Technical specifications
3 Accessories
4 Model comparison
5 Sales
6 Image gallery
7 References
8 External links

Аноним 18/11/14 Втр 01:56:46 #498 №79869604 
>>79869385
Как ты гильгамеш осилил? Редкостное уныние же. До самого конца ждал ебли брата с сетрой и нихуя.
sageАноним 18/11/14 Втр 01:56:46 #499 №79869605 
Launch and development

A larger model of the DS Lite was an unreleased alternative to the DS Lite.[3] It was ready for mass production but Nintendo decided against its release as sales of the DS Lite were still strong. Instead Nintendo prepared the DSi and released a "DSi XL" version of that console a year later.

This larger DS Lite featured an increased screen size of 3.8 inches (9.7 cm) (slightly smaller than the DSi XL's 4.2-inch (11 cm) screens) and lacked the wide viewing angle of the DSi XL.
Japan

The Nintendo DS Lite was released on March 2, 2006 in Japan, with the suggested retail price of ¥16,800, but due to lack of supply and excessive demand of Nintendo DS systems at retail price following the Nintendo DS Lite's launch in Japan, many Asian electronics distributors raised the retail price of the redesigned handheld console to ¥23,300. On some Japanese auction sites it was being offered for prices as high as ¥40,000.[4] Even though Nintendo managed to release 550,000 units in March 2006[5] (which was above their initial projections),[citation needed] the DS Lite was sold out soon after its launch.[6] The shortage was supposed to be eased after Nintendo released 700,000 Nintendo DS Lites during April 2006; however, retailers in Tokyo sold out yet again by late May 2006.[7] This shortage would last for most of 2006 and 2007[6] with retailers all around the country having permanent ads apologizing for the shortage and announcing the ignorance of when a restock would arrive. When the product arrived, it would sell out within days. Since restocking was erratic, looking for the product often involved several visits to different retailers, and most of the time without finding the product. This was still the case in Japan as of April 25, 2007, with stores turning away potential customers every day and selling out quickly.[8][9]
sageАноним 18/11/14 Втр 01:57:06 #500 №79869618 
Australia

The Nintendo DS Lite was released in Australia on June 1, 2006 for A$199.95. It came with a demo for Dr. Kawashima's Brain Training: How Old Is Your Brain?[10] As of mid 2009, the device sells for approximately A$188.00.[11][12]
North America

The Nintendo DS Lite was released on June 11, 2006, for US$129.99 in the United States (as of June 2011, $99.99), and CA$149.99 in Canada.[13]

There have been various reports of North American Target, Wal-Mart, Kmart, and Meijer stores having sold Nintendo DS Lite units as early as May 30, 2006, breaking the official launch date.[14]

On June 12, 2006, GameSpot reported that North American Nintendo DS Lites had sold out at major online retailers, as well as several brick-and-mortar stores.[15]

On June 13, 2006, Nintendo announced that 136,500 units were sold in two days since the DS Lite went on sale in North America, and seemed to be on pace to the 500,000 sold by the original Nintendo DS in its first ten days.[16] Shortly after its launch, the DS Lite was sold out at major US retailers; however, it did not have the same ongoing shortages in the US as it did in Japan through 2006 and 2007.[6]
Europe

The Nintendo DS Lite was officially released in Europe on June 23, 2006, for £99.99 in the UK, €149.99 in the Eurozone. In Finland and Sweden, the DS Lite was released on June 22, 2006, due to Midsummer. In just 10 days, Nintendo announced it had sold 200,000 Nintendo DS Lites in Europe.[17]

On June 12, 2006, Chinese media organization Sina.com reported that a container intended for shipment to Europe was stolen, which contained HK$18 million (US$2.32 million) worth of goods, including black Nintendo DS Lites and games.[18][19] Later, GamesIndustry.biz reported that Nintendo had indeed confirmed that "A number of White DS Lite made for the UK market were stolen in Hong Kong."[20]
South Korea

Nintendo opened its latest subsidiary, Nintendo of Korea, led by Mineo Kouda, on July 20, 2006. The DS Lite is the first console to be released in South Korea by the subsidiary,[21] being released on January 18, 2007 for ₩150,000.[22] Popular Korean actor Jang Dong-gun and Ahn Sung-ki has been enlisted to help promote the console. Nintendo Korea stated that they have sold more than one million units in the first year of sale with around 1.4 million sold as of April 2008.[23][24]
sageАноним 18/11/14 Втр 01:57:25 #501 №79869641 
Hardware
Main article: Comparison of Nintendo portable consoles
Features

The Nintendo DS lite is compatible with Game Boy Advance and regular DS games. The DS lite has a DS slot on top and the Game Boy slot on bottom. It also has a microphone and dual screens.
Technical comparison

Capable of receiving Wi-Fi signals from other Nintendo DS Lite systems, the original Nintendo DS, Nintendo DSi systems, Nintendo Wii systems, and Wi-Fi access points. WEP encrypted and unencrypted networks are supported. WPA encryption is not supported.[25]

Dozens of colors and limited editions were released.

Technical specifications

Size: 73.9 millimeters (2.9 inches) tall, 133 millimeters (5.2 inches) wide, 21.5 millimeters (0.85 inches) deep.
Top Screen: A backlit, 3.12-inch, transmissive TFT color LCD with 256x192-pixel resolution and .24mm dot pitch, capable of displaying a total of 262,144 colors.
Touch Screen: Same specifications as top screen, but with a transparent analog touch screen.
Wireless Communication: IEEE 802.11b; wireless range is 30 to 100 feet; multiple users can play certain multiplayer games with one DS game card using DS Download Play.
Controls: Touch screen, embedded microphone for voice recognition, A/B/X/Y face buttons, directional control pad, L/R shoulder pads, Start and Select dimples, and Power slider. The stylus is 1 cm longer and 2 mm thicker than the stylus of the original Nintendo DS.
Input/Output: Ports for both Nintendo DS game cards and Game Boy Advance game packs, terminals for stereo headphones and a microphone. A removable cover for the Game Boy Advance game pack slot provides added protection from dust and other foreign materials.
Other Features: Embedded PictoChat software that allows up to 16 users within local range of one another to chat at once; embedded real-time clock; date, time and alarm; touch-screen calibration. The alarm can only be activated if the power is on.
CPUs: Two ARM processors, an ARM946E-S main CPU and ARM7TDMI coprocessor at clock speeds of 67 MHz and 33 MHz respectively.[26]
Sound: Stereo speakers providing virtual surround sound, depending on the software.
Battery: Lithium ion battery delivering from 15 to 19 hours of play on a three-hour charge; power-saving sleep mode; AC adapter.
Languages: English, Japanese, Spanish, French, German, Italian.
Repair parts: L-R switches: NKK type SKRTLA available from Mouser and others
Аноним 18/11/14 Втр 01:59:35 #502 №79869741 
>>79869604
ну где-то до половины сюжет нормально так держал, а потом уныло начал скатыватся. кое-как досмотрел
Аноним 18/11/14 Втр 02:04:43 #503 №79869972 
14162654831850.jpg
>>79862000
лучшее аниме эвер
Аноним 18/11/14 Втр 02:27:32 #504 №79870813 
14162668528550.jpg
А Чойта все утихло? Ну и ладненько :3
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