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. Website Nintendo Co., Ltd. Is a multinational consumer electronics and video game company headquartered in. Nintendo is one of the world's largest by market capitalization, creating some of the best-known and top-selling video game franchises, such as, and. Founded on 23 September 1889 by, it originally produced handmade. By 1963, the company had tried several small niche businesses, such as cab services and. Abandoning previous ventures in favor of toys in the 1960s, Nintendo developed into a company in the 1970s, ultimately becoming one of the most influential in the and Japan's third most-valuable company with a market value of over $85 billion.

From 1992 until 2016, Nintendo was also the majority shareholder for the of. Nintendo's original headquarters in the Kyoto Prefecture in 1889 Nintendo was founded as a company by on 23 September 1889. Based in, the business produced and marketed cards. The handmade cards soon became popular, and Yamauchi hired assistants to mass-produce cards to satisfy demand. In 1949, the company adopted the name Nintendo Karuta Co., Ltd., doing business as The Nintendo Playing Card Co.

Outside Japan. Nintendo continues to manufacture playing cards in Japan and organizes its own tournament called the 'Nintendo Cup'.

The word Nintendo can be translated as 'leave luck to heaven', or alternatively as 'the temple of free hanafuda'. 1956–1974: New ventures. Former headquarters plate, from when Nintendo was solely a playing card production company In 1956, grandson of Fusajiro Yamauchi, visited the U.S. To talk with the, the dominant playing card manufacturer there. He found that the biggest playing card company in the world was using only a small office. Yamauchi's realization that the playing card business had limited potential was a turning point. He then acquired the license to use Disney characters on playing cards to drive sales.

In 1963, Yamauchi renamed Nintendo Playing Card Co. To Nintendo Co., Ltd. The company then began to experiment in other areas of business using newly injected capital during the period of time between 1963 and 1968. Nintendo set up a company called Daiya. This business was initially successful. However, Nintendo was forced to sell it because problems with the labour unions were making it too expensive to run the service.

It also set up a chain, a TV network, a food company (selling ) and several other ventures. All of these ventures eventually failed, and after the 1964, playing card sales dropped, and Nintendo's stock price plummeted to its lowest recorded level of 60. In 1966, Nintendo moved into the Japanese toy industry with the, an extendable arm developed by its maintenance engineer 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, and the Kousenjuu series of 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 and.

In 1973, its focus shifted to family entertainment venues with the, 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 game ) 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. 1974–1978: Early electronic era. The Color TV-Game was Nintendo's first foray into video gaming, which would soon become its primary focus Nintendo's first venture into the video gaming industry was securing rights to distribute the in Japan in 1974.

Nintendo began to produce its own hardware in 1977, with the 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 was hired by Nintendo at this time. 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.

In 1975, Nintendo moved into the video industry with, designed by their first game designer, and several more games followed. Nintendo had some small success with this venture, but the release of in 1981, designed by Miyamoto, changed Nintendo's fortunes dramatically. The success of the game and many licensing opportunities (such as ports on the, and ) gave Nintendo a huge boost in profit and in addition, the game also introduced an early iteration of, then known in Japan as Jumpman, the eventual company. 1979–1988: First video game success. The series was Nintendo's first worldwide success in In 1979, Gunpei Yokoi conceived the idea of a, while observing a fellow bullet train commuter who passed the time by interacting idly with a portable LCD calculator, which gave birth to. 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, Ball, was distributed worldwide. The modern 'cross' design was developed in 1982, by Yokoi for a version. Proven to be popular, the design was patented by Nintendo.

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It later earned a. 1988–1989: NES, Game Boy, and Super Mario Bros. In 1983, Nintendo launched the (colloquialized as 'Famicom') home in Japan, alongside ports of its most popular arcade games.

In 1985, a cosmetically reworked version of the system known outside 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 one of the. In 1988, Gunpei Yokoi and his team at conceived the new 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 21 April 1989, and in North America on 31 July 1989. Managed a deal to bundle the popular third-party game along with the Game Boy, and the pair launched as an instant success.

1989–1995: SNES and Virtual Boy In 1989, Nintendo announced plans to release the successor to the Famicom, the. Based on a, Nintendo boasted significantly superior hardware specifications of graphics, sound, and game speed over the original 8-bit Famicom. The Super Famicom was finally released relatively late to the market in Japan on 21 November 1990, and released as the (officially abbreviated the Super NES or SNES and commonly shortened to Super Nintendo) in North America on 23 August 1991 and in Europe in 1992. Its main rival was the 16-bit, known in North America as Genesis, which had been advertised aggressively against the nascent 8-bit NES.

A between Sega and Nintendo ensued during the early 1990s. 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, codenamed Project Reality. Featuring, the new system was developed as a joint venture between Nintendo and North-American-based technology company.

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, a smaller redesign of the original NES. Nintendo also announced a drive peripheral called the, which was co-developed first by with the name 'Play Station' and then. Bearing prototypes and joint announcements at the, it was on track for a 1994 release, but was controversially cancelled.

In 1995, Nintendo announced that it had sold one billion game cartridges worldwide, ten percent of those being from the. Nintendo deemed 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. General manager was impressed by video game development company 's progress with real-time 3D graphics technology, using state of the art 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 Nintendo's first western-based. Their first game as partners with Nintendo was.

The game was a critical success and sold over eight million copies worldwide, making it the second. In September 1994, Nintendo, along with six other video game giants including Sega, Atari, Philips, and approached the and demanded a ratings system for video games to be enforced, which prompted the decision to create the. Aiming to produce an affordable console, Nintendo released the 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. 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.

The system sold poorly and was quietly discontinued. Amid the system's failure, Yokoi retired from Nintendo. During the same year, Nintendo launched the in Japan, a peripheral 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.

1996–2000: Nintendo 64 and Game Boy Color In 1996, Nintendo released the Ultra 64 as the in Japan and North America. The console was later released in Europe and Australia in 1997. The Nintendo 64 continued what had become a Nintendo tradition of hardware design which is focused less on high performance specifications than on design innovations intended to inspire game development. With its market shares slipping to the and partner-turned-rival, Nintendo revitalized its brand by launching a $185 million marketing campaign centered around the 'Play it Loud' slogan. During the same year, Nintendo also released the in Japan, a smaller version of the Game Boy that generated more sales for the platform. On 4 October 1997, famed Nintendo developer Gunpei Yokoi died in a car crash. In 1997, Nintendo released the (called Super Famicom Jr.

In Japan), a smaller redesigned version of the. 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 and were also released as accessories. In October 1998, Retro Studios was founded as an alliance between Nintendo and former founder. Nintendo saw an opportunity for the new studio to create games for the upcoming targeting an older demographic, in the same vein as Iguana Entertainment's successful series for the Nintendo 64. 2001–2003 Game Boy Advance and GameCube In 2001, jNintendo introduced the redesigned Game Boy Advance. The same year, Nintendo also released the to lukewarm sales, and it ultimately failed to regain the market share lost by the Nintendo 64.

When Yamauchi, company president since 1949, retired on 24 May 2002, became first Nintendo president who was unrelated to the Yamauchi family through blood or marriage since its founding in 1889. In 2003, Nintendo released the, a redesign of the Game Boy Advance that featured a clamshell design that would later be used in Nintendo's DS and 3DS handheld video game systems.

2004–2011: Nintendo DS and Wii. Main articles: and In 2004, Nintendo released the, its fourth major handheld system.

The DS is a dual screened handheld featuring capabilities, which respond to either a stylus or the touch of a finger. Former Nintendo president and now chairman 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.' Thanks to games such as and, the DS became a success. In 2005, Nintendo released the in North America, a redesign of the Game Boy Advance. The last system in the, it was also the smallest Game Boy, and the least successful. In the middle of 2005, Nintendo opened the in, which would sell Nintendo games, present a museum of Nintendo history, and host public parties such as for product launches. The store was renovated and renamed as Nintendo New York in 2016. The, along with the, was said to be revolutionary because of its motion detection capabilities In the first half of 2006, Nintendo released the, 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 appealed to the masses, such as the series. Meanwhile, provided a substantial addition to the 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 (including the common ), which had been codenamed 'Revolution' and was now renamed to '.

In August 2006, Nintendo published ES, a now-dormant, research project designed around but for no specific purpose. In the latter half of 2006, Nintendo released the as the backward-compatible successor to the GameCube.

Based upon intricate motion controls and a, the Wii inspired several new game franchises, some targeted at entirely new market segments of casual and fitness gaming. Selling more than 100 million worldwide, the Wii was the best selling console of the, regaining market share lost during the tenures of the Nintendo 64 and GameCube. On 1 May 2007, Nintendo acquired an 80% stake on video game development company, previously owned. Monolith Soft is best known for developing such as the and. During the holiday season of 2008, Nintendo followed up the success of the DS with the release of the in Japan. The system features a more powerful CPU and more RAM, two cameras, one facing towards the player and one facing outwards, and had an store called. The DSi was later released worldwide during 2009.

In the latter half of 2009, Nintendo released the in Japan, a larger version of the DSi. This updated system was later released worldwide in 2010. 2011–2015: 3DS and Wii U. The, Nintendo's first major success in the home console market The Nintendo Entertainment System (abbreviated as NES) is an video game console, which released in North America in 1985, and in Europe throughout 1986 and 1987. The console was initially released in as the Family Computer (abbreviated as Famicom) in 1983. The of its time, the NES helped revitalize the US video game industry following the. With the NES, Nintendo introduced a now-standard of licensing, authorizing them to produce and distribute games for Nintendo's platform.

The NES was bundled with, one of the, and received ports of Nintendo's most popular arcade games. Nintendo also produced a limited run of the in 2016. The NES Classic System was a modeled after an NES with 30 built-in classic first- and third-party games from the NES library. By the end of its production in April 2017, Nintendo shipped over two million units.

Super Nintendo Entertainment System. The, the successor to the The Super Nintendo Entertainment System (abbreviated as the Super NES or SNES) is a video game console, which was released in North America in 1991, and in Europe in 1992. The console was initially released in 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 which were integrated onto each new game cartridge's circuit boards, progressed the SNES's competitive edge. While even crude graphics had previously rarely been seen on home consoles, the Super NES's suddenly enabled a new caliber of games containing increasingly sophisticated faux 3D effects as seen in 1991's and 1992's. Developed the Super FX chip in order to replicate 3D graphics from their earlier and series on the Super NES (more specifically, ), starting with in 1993.

The SNES is the best-selling console of the although having experienced a relatively late start and fierce competition from 's console. Nintendo also plans to release a limited run of the in September 2017 through the end of the year. Like the NES Classic Edition, the Super NES Classic Edition is a dedicated console with 21 built-in games from its library, including the never-before-released. The, named for its 64-bit graphics, was Nintendo's first home console to feature 3D computer graphics The Nintendo 64 was released in 1996, featuring capabilities and built-in for up to four players. The system's controller introduced the and later introduced the, an accessory for the controller that produces with compatible games. Both are the first such features to have come to market for home console gaming and eventually became the. Announced in 1995, prior to the console's 1996 launch, the ('DD' standing for 'Disk Drive') was designed to enable the development of new genre of video games by way of 64 MB writable magnetic disks, video editing, and Internet connectivity.

Eventually released only in Japan in 1999, the 64DD peripheral's commercial failure there resulted in only nine games being released and precluded further worldwide release. The was Nintendo's first home console to use as a primary storage medium 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 is the successor to the and competed with Sony's, Microsoft's, and Sega's. The GameCube is the first Nintendo console to use as its primary storage medium. The discs are similar to the format, but the system was not designed to play standard. Nintendo introduced a variety of connectivity options for the GameCube.

The GameCube's game library has sparse support for, a feature that requires the use of the aftermarket. The GameCube supports connectivity to the, allowing players to access exclusive in-game features using the handheld as a and controller. The, Nintendo's best selling home video game console and first to use The Wii was released during the holiday season of 2006 worldwide. The system features the, which can be used as a handheld and which in. Another notable feature of the console is, which enables it to receive messages and updates over the Internet while in. It also features a game download service, called ', which features emulated games from past systems.

Since its release, the Wii has spawned many peripheral devices, including the and, and has had several. 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 slot and support, and has only one port unlike the previous models' two. The, the successor to the The Wii U, the successor to the Wii, was released during the holiday season of 2012 worldwide. The Wii U is the first Nintendo console to support. The Wii U's primary is the, which features an embedded.

Each game may be designed to use this touchscreen as supplemental to the main TV, or as the only screen for. The system supports most Wii controllers and accessories, and the more classically shaped. The system is 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, including: the for online distribution of software and content; and, a which can be variously integrated with games and applications. As of 31 March 2018, worldwide Wii U sales had totalled over 13 million units, with over 100 million games and other software for it sold. Nintendo Switch. Nintendo's new hybrid console, the.

On 17 March 2015, Nintendo announced a new 'dedicated games platform with a brand new concept' with the codename 'NX' that would be further revealed in 2016., president of Nintendo of America, referred to NX as 'our next home console' in a June 2015 interview with. In a later article on 16 October 2015, The Wall Street Journal relayed speculation from unnamed inside sources that, although the NX hardware specifications were unknown, it may be intended to feature 'industry leading' hardware specifications and include both a console and a mobile unit that could either be used with the console or taken on the road for separate use. It was also reported that Nintendo had begun distributing (SDKs) for NX to third-party developers, with the unnamed source further speculating that these moves 'suggest that the company is on track to introduce NX as early as 2016.' At an investor's meeting on 27 April 2016, Nintendo announced that the NX would be released worldwide in March 2017. In an interview with in May 2016, Kimishima referred to the NX as 'neither the successor to the Wii U nor to the 3DS', as well as it being a 'new way of playing games,' but it would 'slow Wii U sales' upon reveal and dissemination. In June 2016, Miyamoto stated that the reason Nintendo had not released any information on the 'NX' up until that point was because they were afraid of imitators, saying he and Nintendo thought other companies could copy 'an idea that they're working on.'

The same day, Kimishima revealed during a Q&A session with investors that they were also researching. On 19 October 2016, Nintendo announced they would release a trailer for the console the following day.

The next day, Nintendo unveiled the trailer that revealed the final name of the platform called Nintendo Switch. By March 2018, over 17 million Switch units had been sold worldwide. Handheld consoles Game & Watch. The original Game Boy After the success of the Game & Watch series, Yokoi developed the 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 released as late as 1998 in Japan, 1999 in North America, and 2000 in Europe. Incremental updates of the Game Boy, including, and, did little to change the original formula, though the latter introduced color graphics to the Game Boy line.

Game Boy Advance The first major update to its handheld line since 1989, the features improved technical specifications similar to those of the SNES. The was the first revision to the GBA line and introduced screen lighting and a clam shell design, while later iteration, the, brought a smaller form factor. Nintendo 3DS XL Further expanding the Nintendo DS line, the uses the process of to produce a three-dimensional effect without. 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. 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. As of August 2013, the 3DS was the best selling console in the United States for four consecutive months.

The was introduced in August 2012 and includes a 90% larger screen, a 4 GB SD card and extended battery life. In August 2013, Nintendo announced the cost-reduced, a version of the 3DS without the 3D display. It has a slate-like design as opposed to the hinged, of its predecessors.

A hardware revision, was unveiled in August 2014. It is produced in a standard-sized model and a larger XL model; both models feature upgraded processors and additional RAM, an eye-tracking sensor to improve the stability of the autostereoscopic 3D image, colored face buttons, and support for native use of products. The standard-sized model also features slightly larger screens, and support for faceplate accessories. Company structure Marketing. Main article: 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 and. The Nintendo 3DS used the slogan 'Take a look inside'.

The used the slogan 'How U will play next.' The uses the slogan 'Switch and Play' in North America, and 'Play anywhere, anytime, with anyone' in Europe. Main article: Nintendo's internal research and development operations are divided into three main divisions: (or EPD), the main software development division of Nintendo, which focuses on and development; (or PTD), which focuses on and hardware development; and Nintendo Business Development (or NBD), which focuses on refining business strategy and is responsible for overseeing the arm of the business.

Entertainment Planning & Development (EPD) The division is the primary software development division at Nintendo, formed as a merger between their former and divisions in 2015. Led by Shinya Takahashi, the division holds the largest concentration of staff at the company, housing more than 800 engineers and designers. The division is primarily located in the central Kyoto R&D building, where they are overseen by, and also has a studio in Tokyo overseen. Platform Technology Development (PTD) The division is a combination of Nintendo's former (or IRD) and (or SDD) divisions.

Led by Ko Shiota, the division is responsible for designing hardware and developing Nintendo's, developer environment and internal network as well as maintenance of the. Business Development (NBD) The Nintendo Business Development division was formed following Nintendo's foray into software development for such as and. They are responsible for refining Nintendo's business model for the dedicated video game system business, and for furthering Nintendo's venture into development for smart devices.

International divisions. Main article: A Chinese between its founder, 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, 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 was released in 2012. As of 2013, it is a 100% Nintendo-owned subsidiary. Nintendo of Korea Nintendo's South Korean subsidiary was established on 7 July 2006, and is based in Seoul. In March 2016, the subsidiary was heavily downsized due to a corporate restructuring after analyzing shifts in the current market, laying off 80% of its employees, leaving only ten people, including Hiroyuki Fukuda. This did not affect any games scheduled for release in South Korea, and Nintendo continued operations there as usual. Subsidiaries Although most of the Research & Development is being done in, there are some R&D facilities in the and 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.' (NST) and (NTD) are located in, while ( NERD) is located in, and (NSD) is located in,. Most external software development is done in, since the only overseas subsidiary is in the United States.

Although these studios are all subsidiaries of Nintendo, they are often referred to as external resources when being involved in joint development processes with Nintendo's internal developers by the (EPD) division. And are located in, while has one studio located in Tokyo and another in. Is located in,. Nintendo also established alongside and in order to effectively manage the brand.

Similarly, Warpstar Inc. Was formed through a joint investment with, which was in charge of the animated series. 2016–present Policy Content guidelines For many years, Nintendo had a policy of strict content guidelines for video games published on its consoles. Although Nintendo allowed in its video games released in Japan, were strictly prohibited. Former Nintendo president believed that if the company allowed the licensing of games, the company's image would be forever tarnished. Nintendo of America went further in that games released for Nintendo consoles could not feature nudity, sexuality, (including, or ), blood, graphic or, political messages or (with the exception of widely unpracticed religions, such as the ). The Japanese parent company was concerned that it may be viewed as a 'Japanese Invasion' by forcing Japanese on North American and European children.

Despite the strict guidelines, some exceptions have occurred: (though were eliminated in the US version), and contained human violence, the latter also containing implied and; and contained nudity, and the latter also contained religious images, as did and. A known side effect of this policy was the version of selling over double the number of the Super NES version, mainly because Nintendo had forced publisher 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. By contrast, 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 to ship uncensored the following year with a content warning on the packaging. In 1994 and 2003, when the and (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, a practice which is also enforced by and, its two greatest competitors in the present market. Nintendo has since allowed several mature-content games to be published on its consoles, including:, and, the series, the series, and.

Certain games have continued to be modified, however. For example, was forced to remove all references to cigarettes in the 2000 game (although the previous NES version of and the subsequent GameCube game both included such references, as did Wii game ), and maiming and blood were removed from the Nintendo 64 of. Another example is in the Game Boy Advance game, in which one of the bosses, called Hellbat Schilt in the Japanese and European releases, was renamed Devilbat Schilt in the North American. In North America releases of the 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 was accompanied by a number of even more controversial games, such as, and, the latter three of which were published exclusively for the console. License guidelines Nintendo of America also had guidelines before 1993 that had to be followed by its licensees to make games for the, in addition to the above content guidelines.

Guidelines were enforced through the 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 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. This rule was created to prevent market over-saturation, which had contributed to the. The last rule was circumvented in a number of ways; for example, Konami, wanting to produce more games for Nintendo's consoles, formed and later to produce more games as a technically different publisher. This disadvantaged smaller or emerging companies, as they could not afford to start additional companies.

In another side effect, (now ) executives have suggested that the price of publishing games on the along with the degree of censorship and control that Nintendo enforced over its games, most notably, were factors in switching its focus towards 's console. In 1993, a suit was taken against Nintendo under allegations that their lockout chip enabled. The case was settled, with the condition that California consumers were entitled to a $3 discount coupon for a game of Nintendo's choice. This section needs expansion. You can help. (October 2014) Nintendo is opposed to any third-party of its video games and consoles, stating that it is the single largest threat to the rights of video game developers.

However, emulators have been used by Nintendo and licensed third party companies as a means to re-release older games, with, which re-released classic games as downloadable titles, and with dedicated consoles like the and. On July 19, 2018, Nintendo sued Jacob Mathias, the owner of distribution websites LoveROMs and LoveRetro, for 'brazen and mass-scale infringement of Nintendo’s intellectual property rights.” Seal of Quality. Seal of Quality in regions The gold sunburst seal was first used by, and later Nintendo of Europe. It is displayed on any game, system, or accessory licensed for use on one of its, 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'. In 2008, game designer cited the Seal of Quality as one of the three most important innovations in video game history, as it helped set a standard for game quality that protected consumers from. NTSC regions In regions, this seal is an elliptical starburst named the '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.' The seal currently reads: 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. PAL regions In regions, the seal is a circular starburst named the 'Original Nintendo Seal of Quality.' Text near the seal in the 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. Charitable projects In 1992, Nintendo teamed with the to build Starlight Fun Center mobile entertainment units and install them in hospitals. 1,000 Starlight Nintendo Fun Center units were installed by the end of 1995. These units combine several forms of multimedia entertainment, including gaming, and serve as a distraction to brighten moods and boost kids' morale during hospital stays. Environmental record Nintendo has consistently been ranked last in 's 'Guide to Greener Electronics' due to Nintendo's failure to publish information.

Similarly, they are ranked last in the 's 'Conflict Minerals Company Rankings' due to Nintendo's refusal to respond to multiple requests for information. Like many other electronics companies, Nintendo offers a take-back 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. Trademark During the peak of Nintendo's success in the video game industry in the 1990s, their name was ubiquitously used to refer to any video game console, regardless of the manufacturer. To prevent their trademark from becoming, Nintendo pushed usage of the term 'game console', and succeeded in preserving their trademark. See also.

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