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64DD
The is a peripheral developed by Nintendo to expand the capabilities of the Nintendo 64 with rewritable magnetic disks and online connectivity. Announced in 1995 before the Nintendo 64's 1996 launch, it faced multiple delays before its release in Japan on December 11, 1999. The "64" references both the Nintendo 64 console and the 64 MB storage capacity of the disks, while "DD" stands for "disk drive" or "dynamic drive". Despite its innovative features, it struggled to gain traction and was discontinued after a short-lived run in Japan. Plugging into the extension port on the console's underside, the 64DD enabled expanded, rewritable data storage via proprietary 64 MB magnetic disks. It introduced a real-time clock for persistent game world elements and included a standardized font and audio library to optimize storage efficiency. Its games and hardware accessories allowed users to create movies, characters, and animations for use across various titles and shared onli ...
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Nintendo Space World
formerly named and was an annual video game trade show hosted by Nintendo from 1989 to 2001. Its three days of high-energy party atmosphere was the primary venue for Nintendo and its licensees to announce and demonstrate new consoles, accessories, and games. Anticipated and dissected each year with hype and exclusivity, it was a destination for the international video game press, with detailed developer interviews and technology demos. The show was the launch or marketing flashpoints of countless products, especially Nintendo's flagship platforms and video games. The show launched the Super Famicom, Nintendo 64, 64DD, Game Boy Advance, GameCube, and all the ongoing games in the ''Super Mario'', ''The Legend of Zelda'', and ''Pokémon'' franchises. Some major exhibits were teased and then never seen again, leaving fans and press to maintain hype and inquiry for years, as with the ''Super Mario 128'' demo spectacle, the controversial art style of the ''Wind Waker'' Teaser (trail ...
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Nintendo 64
The (N64) is a home video game console developed and marketed by Nintendo. It was released in Japan on June 23, 1996, in North America on September 29, 1996, and in Europe and Australia on March 1, 1997. As the successor to the Super Nintendo Entertainment System (SNES), the N64 was the last major home console to use ROM cartridges as its primary storage medium. As a fifth-generation console, the Nintendo 64 primarily competed with Sony Interactive Entertainment, Sony's PlayStation (console), PlayStation and the Sega Saturn. Development of the N64 began in 1993 in collaboration with Silicon Graphics, initially codenamed Project Reality and later tested as the Ultra 64 arcade platform. The console was named for its 64-bit CPU. Although its design was largely finalized by mid-1995, the console’s release was delayed until 1996 to allow for the completion of the console's launch titles, ''Super Mario 64'', ''Pilotwings 64'', and the Japan-exclusive ''Saikyō Habu Shōgi.'' The N6 ...
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Cabbage (video Game)
was a canceled breeding simulator video game that was planned for release in the late 1990s on the 64DD, an expansion peripheral for the Nintendo 64 console. The prototype was developed by a team of Nintendo's "biggest talents", led by Shigesato Itoi ( ''Mother'' series), Tsunekazu Ishihara ( ''Pokémon'' series), Shigeru Miyamoto (''Mario'', '' Zelda'', and more), and eventually Satoru Iwata. Miyamoto spoke eagerly about the innovative development of ''Cabbage'' across the years until early 2000. Years later, he reflected that it had drifted silently into cancellation but that it deeply influenced other Nintendo games such as ''Animal Crossing'' and '' Nintendogs''. Development ''Cabbage'' was announced in 1997 as a game in which the player was able to raise, feed, and carry around a creature called a Cabbage. Shigeru Miyamoto stated at the time that the game had been in development for five years. ''Cabbage'' had been the working title of the game, though it appeared to be " ...
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List Of Commercial Failures In Video Games
As a hit-driven business, the great majority of the video game industry's software releases have been failure#In business, commercial disappointments. In the early 21st century, industry commentators made these general estimates: 10% of published games generated 90% of revenue; that around 3% of PC games and 15% of console games have global sales of more than 100,000 units per year, with even this level insufficient to make high-budget games profitable; and that about 20% of games make any profit. Within years after Steam (service), Steam relaxed limits on which games could be digitally distributed on its service, they reported that around 80% of games failed to reach $5000 in revenue in their first two weeks of sales. Some of these failure events have drastically changed the video game market since its origin in the late 1970s. For example, the failure of ''E.T. the Extra-Terrestrial (video game), E.T.'' contributed to the video game crash of 1983. Some games, though commercial f ...
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History Of Video Game Consoles (fifth Generation)
The fifth generation era (also known as the 32-bit era, the 64-bit era, or the 3D era) refers to computer and video games, video game consoles, and handheld gaming consoles dating from approximately October 4, 1993, to March 23, 2006. The best-selling home console was the Sony PlayStation, followed by the Nintendo 64 and the Sega Saturn. The PlayStation also had a redesigned version, the PSone, which was launched on July 7, 2000. Some features that distinguished fifth generation consoles from previous fourth generation consoles include: * 3D polygon graphics with texture mapping * 3D graphics capabilities – lighting, Gouraud shading, anti-aliasing and texture filtering * Optical disc (CD-ROM) game storage, allowing much larger storage space (up to 650 MB) than ROM cartridges * CD quality audio recordings (music and speech) – PCM audio with 16-bit depth and 44.1 kHz sampling rate * Wide adoption of full motion video, displaying pre-rendered computer animation or ...
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Satellaview
The is a satellite modem peripheral produced by Nintendo for the Super Nintendo Entertainment System, Super Famicom in 1995. Containing 1 megabyte of ROM space and an additional 512 kB of RAM, Satellaview allowed players to download games, magazines, and other media through satellite broadcasts provided by Japanese company St.GIGA. Its heavy third-party support included Square (video game company), Squaresoft, Taito, Konami, Capcom, and SETA Corporation, Seta. To use Satellaview, players purchased a special broadcast satellite (BS) tuner directly from St.GIGA or rented one for a six-month fee. It attaches to the expansion port on the bottom of the Super Famicom. Satellaview is the result of a collaboration between Nintendo and St.GIGA, the latter known in Japan for its "Tide of Sound" Biomusic, nature sound music. By 1994, St.GIGA was struggling financially due to the Japanese Recession affecting the demand for its music; Nintendo initiated a "rescue" plan by purchasing a stake ...
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Shigesato Itoi
is a Japanese copywriter, essayist, lyricist, game designer, and actor. Itoi is the editor-in-chief of his website and company '' Hobo Nikkan Itoi Shinbun'' ("Almost Daily Itoi Newspaper"). He is best known outside Japan for his work on Nintendo's ''Mother'' series of games, as well as his self-titled bass fishing video game. Writing During the 1980s Itoi established the profession of writing copy for advertisements among the general public in Japan. In 1981, he co-authored a collection of short stories titled '' Yume de Aimashou'' ("Let's meet in a dream") with writer Haruki Murakami. Later Itoi branched into writing essays, lyrics, and designing video games. He is best known outside of Japan for Nintendo's ''EarthBound'', released in 1994 in Japan (as ''Mother 2: Giygas Strikes Back'') and in 1995 in North America. In 1997, Itoi began using the Internet and bought his first Macintosh. In 1998 he started the website and company Hobo Nikkan Itoi Shinbun ("Almost Daily Itoi Ne ...
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Online Console Gaming
Online console gaming involves connecting a console to a network over the Internet for services. Through this connection, it provides users the ability to play games with other users online, in addition to other online services. The three most common networks now are Microsoft's Xbox network, Sony's PlayStation Network, and Nintendo's Nintendo Switch Online and Nintendo Network. These networks feature cross platform capabilities which allows users to use a single account. However, the services provided by both are still limited to the console connected (e.g. an Xbox One cannot download an Xbox 360 game, unless the game is part of the Xbox 360 to Xbox One backwards compatibility program). Additional services provided by these networks include the capability of buying additional games, online chatting, downloadable content, and game demos. Early attempts The earliest experiments relating to online connectivity on game consoles were done as far back as the early 1980s. For some c ...
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Super Mario 64
''Super Mario 64'' is a platform game developed and published by Nintendo for the Nintendo 64. It was released in Japan and North America in 1996 and PAL regions in 1997. It is the first ''Super Mario'' game to feature 3D gameplay, combining traditional ''Super Mario'' gameplay, visual style, and characters in a large open world. In the game, Bowser invades Princess Peach's castle, kidnaps her and hides the castle's sources of protection, the Power Stars, in many different worlds inside magical paintings. As Mario, the player traverses levels and collects Power Stars to unlock areas of Princess Peach's castle, in order to reach Bowser and rescue Princess Peach. Director Shigeru Miyamoto conceived a 3D ''Super Mario'' game during the production of ''Star Fox'' (1993). Development lasted nearly three years: about one year on design and twenty months on production, starting with designing the virtual camera system. The team continued with illustrating the 3D character models� ...
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Video Game Console
A video game console is an electronic device that Input/output, outputs a video signal or image to display a video game that can typically be played with a game controller. These may be home video game console, home consoles, which are generally placed in a permanent location connected to a television or other display devices and controlled with a separate game controller, or handheld game console, handheld consoles, which include their own display unit and controller functions built into the unit and which can be played anywhere. Hybrid consoles combine elements of both home and handheld consoles. Video game consoles are a specialized form of home computer geared towards video game playing, designed with affordability and accessibility to the general public in mind, but lacking in raw computing power and customization. Simplicity is achieved in part through the use of game cartridges or other simplified methods of distribution, easing the effort of launching a game. However, thi ...
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GameCube
The is a PowerPC-based home video game console developed and marketed by Nintendo. It was released in Japan on September 14, 2001, in North America on November 18, 2001, in Europe on May 3, 2002, and in Australia on May 17, 2002. It is the successor to the Nintendo 64. As a Sixth generation of video game consoles, sixth-generation console, the GameCube primarily competed with Sony Interactive Entertainment, Sony's PlayStation 2, Sega's Dreamcast and Microsoft's Xbox (console), Xbox. Nintendo began developing the GameCube in 1998 after entering a partnership with ArtX to design a graphics processing unit. The console was formally announced under the codename "Dolphin" the following year, and was released in 2001 as the GameCube. It is Nintendo's first console to use Nintendo optical discs, its own optical discs instead of ROM cartridges, supplemented by writable GameCube accessories#Memory cards, memory cards for saved games. Unlike its competitors, it is solely focused on gami ...
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