The Gaming Systems Of Nintendo Essay

1155 words - 5 pages

I grew up playing all sorts of Nintendo video games. It was the pass time I enjoyed the most, by far. I have always been interested on all the consoles Nintendo has ever made, and how they have affected people and games today. Nintendo started its company in 1889. There were not any consoles made back then right? Well, that is true. Nintendo started by making playing cards and selling them in a small market in Japan. These cards were completely hand-made by Nintendo employees. In 1953 Nintendo was growing successfully and became the first company to produce plastic playing cards in Japan, dominating the industry. The cards quickly gained popularity all around Japan. Because of the rise in demand for the cards, Nintendo struggled to keep up with the industry. ("Nintendo company", 2014. ) In 1977, Nintendo introduced the Color TV game, a completely new product. It played six different versions of ball and paddle games. Nintendo of Europe GmbH,2014) As Nintendo got more and more popular around the globe, they needed a new way to distribute gaming. This is when they started making coin operated Arcade video games. It later lead up to the arcades we see today. In 1985, Nintendo released the NES (Nintendo Entertainment System) supporting popular titles like Super Mario Bros., Legend of Zelda and much other game titles. It produced a whole new type of games in the industry featuring side scrolling game styles. The NES sold 1-Million units in 1986 at $199 each. The comapny later sold 4-Million in 1987 and 9.2-Million in 1989. Nintendo later stuck a deal with Disney and was able to print the Disney characters on their cards. There was now a new way to play with the cards. 1986 Nintendo was released in Europe and the company instantly became a smash hit. In 1988 Nintendo developed a hands free control for physically disabled children that couldn't use hold up the controller. New ways of playing games were made up along with it. In 1989 the hand held Gameboy device was released making traveling mush less boring for children and adults. It sold for $89.95 with Tetris. Forty-thousand units were sold on the first day it came out. By the 1990’s Nintendo owned 80% of the game industry in the US and 90% of it worldwide. In 1991 The Super Nintendo console (SNES) is introduced as the successor of the NES. The SNES unexpectedly became very popular. It sold 20 million units in the US alone. In 1996 The Nintendo 64 is created. The Nintendo 64 introduces all new 3D graphics, improved gameplay, and got a lot of sales. The N64 turned out to be the best selling console Nintendo has ever created since the start of the company. It was the most popular very likely because of the new graphics. In 2001. the Gameboy Advance is introduced. The GBA is pocket sized and features improved graphical ability. It was the newer better version of the Original Gameboy and Gameboy Color. The GameCube reaches the market in the same year. The graphics were incredible at the...

Find Another Essay On The gaming systems of Nintendo

The Many Benefits of Gaming Essay

2030 words - 8 pages issues that led to failures in the industry. It wasn't until a video game company called Nintendo, founded by Fusajiro Yamauchi, introduced one of the most iconic mascots in video game history, an Italian plumber dubbed "Mario." Mario was created by Nintendo's video game designer, Shigeru Miyamoto ("Mario" 2012). Four years later in 1985, the Nintendo Entertainment System was released in North America. This allowed Nintendo to receive a revenue

The Future of Video Gaming Essay

929 words - 4 pages them. In fact, such technologies have already been invented. Such gaming systems such as Virtual Boy by Nintendo or the Data Gloves created by Fifth Dimension Technologies ( are examples of what we aspiring to build. Right now these technologies are not too realistic but as the realism increases though, it may be harder and harder to be able to distinguish about which is real and which is not.So why are we not

The World of Competitive Gaming

1054 words - 5 pages quarters, Billy stated, "There'll always be the argument that video games are meant to be played for fun. Believe me, some of it is a lot of fun. Video games are meant to be played from home, relaxing on a couch amongst friends. And they are, and that's fun. But competitive gaming, when you wanna attach your name to a world record, when you want your name written in history, you have to play the price." Videos games are no longer played solely for

The Popularity of Virtual Gaming

670 words - 3 pages Caption: Teams take to the stage at the MLG 2011 tournament Gaming is one of the largest growing communities today. With a total of over 79 million unique subscribers within the gaming category on YouTube, and huge annual gaming conventions held around the world, virtual gaming almost seems a sport. Gaming has become so popular that annual conventions are held worldwide. One of them being MLG (Major League Gaming) the largest

Benefits of Gaming: The Handheld Debate

834 words - 4 pages “There are plenty of skills I’ve learned from playing video games. It’s more interactive then watching TV, because there are problems to solve as you’re using your brain.” This quote was said by the famous US athlete Shaun White. (Quote 1) Video games started in the late sixties and early seventies. (History 1) Later down the road, companies such as Sony and Nintendo came out with bigger and better consoles. “Sixty-three percent of parents

The Positive Impacts of Video Gaming

938 words - 4 pages The positive impacts of video gaming online are listed on the online services section so these are some of the consequences that can happen to someone socially when playing too much. “Some of the physical consequences of video game addiction can lead to social consequences as well. For instance, an addicted gamer who loses sleep because he's playing so much simply doesn't have the energy to invest in relationships. Lack of sleep may also make

Exploring the Purpose of the Indian Gaming Regulation Act

1440 words - 6 pages When the word “Native American” is mentioned, the first thing most people will think of is Indian gaming. As many people know, only Native Americans can conduct gaming while people from other ethnicity cannot. This leads to the belief that it is an indirect way for the American government to repay the tribal government for taking their lands. This is partially true. The right to conduct gaming on reservations begins with the Indian Gaming

The Impact of Computer Gaming in Revolutionizing the Learning Experience

2723 words - 11 pages The Impact of Computer Gaming in Revolutionizing the Learning ExperienceSubmitted by:Mar Jerome MedranoApril Dianne GuevarraSubmitted to:Mrs. Melina Onsana - PorcionculaTo our fellow computer gamers, who inspired us to come up with this topic.First and foremost, we are heartily thankful to our instructor, Mrs. Melina Onsana - Porcioncula, for her encouragement and effort and without her this study, too, would not have been completed or

The Rise Of The Professional Competitive Video Gaming

1911 words - 8 pages guaranteed to get at least $1 million dollars, and this is the amazing amount of money for just playing the game. Now imagine that there several tournaments like that per year. Every competitive game has its own different tournaments. What if I told you that professional gaming organizations have a several teams and every player in the team is getting paid with a salary? People are getting paid only for just playing a game several hours per day. It’s

The Development of Online Gaming Addiction In Adolescents

1570 words - 7 pages systems such as Xbox, Playstation, Nintendo Wii, etc. These devices enable people to connect and play with other people from places outside their area. There are many genres of online games. One type of online game may be a role playing game where the user creates a character. With this character, the user is able to control it and begin an adventure in the online world. Another type of online game can be an action-shooter game. There are two

OnLive: The Future of Gaming or Technological Disaster?

2532 words - 10 pages OnLive: The Future of Gaming or Technological Disaster? The OnLive Company first proposed their plan to provide cloud-based gaming service to the public at the E3 conference, June 2009. To many of the enthusiasts at the conference, it seemed that an On-Demand service for video games was only natural, given that movies and music have already adopted cloud distribution. As Microsoft and Nintendo premiered their new resource-hungry consoles

Similar Essays

The History Of Nintendo Essay

1173 words - 5 pages for semi-portable gameplay. It had the advantage of coming out before the Xbox One and PS4, but still lacks adult games and it seems gimmicky. Both competing systems are doing much better. Now, why does Nintendo play such an important role in our culture? I believe it is because Nintendo shaped many of our childhoods with its lovable characters, innovative systems, and child-friendly content. They house some of our favorite franchises and kick

The History Of Gaming Essay

1338 words - 6 pages that nobody had ever seen before.As the gaming market began to pick up, a new console called the Atari was released. In 1977, the 2600 was the most popular model, dominating the market and raising the bar for future consoles. In 1977-’79, Nintendo had released their first series of consoles, which still followed Atari’s pong styles games- Atari still was the console of choice. In less than 10 years from the first commercial console, the golden

Will We See The Downfall Of Nintendo?

1901 words - 8 pages billion and Sony at $79.1 billion. (2012 Biggest) Now of course Microsoft and Sony are known for their other products besides gaming such as computers, electronics and etc. but their average in just in the gaming industry average’s between $20-$30 billion. Nintendo ranges at $8 billion, how can a company that has been in the business for over 25 wage in such less compared to Microsoft and Sony. The Nintendo Wii was one of Nintendo’s biggest

The Future Of Interactive Gaming Essay

1243 words - 5 pages One of the new exiting up incoming trend, is the advancing in technology in video gaming consoles in three of the major companies, which include Microsoft, Sony and Nintendo. All of these companies figure it out that in video games you do not need to sit in the couch and use a controller, it is ok to stand up and interact with the game. We are going to discuss how the client purchase the trend, how the client reacted to the technology advances