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"My name is Reggie. I'm about kicking ass, I'm about taking names, and we're about making games."
Reggie Fils-Aime, then-President of Nintendo of America, E3 2004
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Although Nintendo is the world's most widely known video game company, it didn't become one until the late 1970s. The Kyoto-based company has been around for a while. A really long while: Nintendo dates to 1889, when founder Fusajiro Yamauchi created playing cards called hanafuda. The business was successful enough to create sufficient demand, and Nintendo had modest expansion through much of the 20th century. In fact, though its present-day influence on the video game industry is both widespread and undeniable, Nintendo continues to manufacture hanafuda — together with playing cards, shogi, and go — to this day.

Under the leadership of a young Hiroshi Yamauchi (Fusajiro's grandson) after World War II, the company looked to expand its business model to everything from a taxi service to a chain of Love Hotels to instant foods. Most of these junctures failed and their hanafuda sales would plummet after the 1964 Olympics. Near-bankrupt, the company reached out to one of its workers, Gunpei Yokoi, noted among coworkers for his penchant for inventing devices on the side, for product ideas. Yokoi brought in a few of his inventions, and Nintendo had a few modest hits in these ideas: the Ultra Hand, the Love Tester, and the Ultra Machine, among others. Bolstered by these successes, Yamauchi decided that Nintendo would become an entertainment and games company.

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Tinkering around with solar cells and transistors led Yokoi and another engineer to create a series of basic light gun games — shooting a bottle in the right spot would cause it to pop apart, a toy lion would roar, and so on. Moving these into abandoned bowling alleys gave Nintendo their Laser Clay Ranges, where players would insert some coins and shoot at electronic targets installed at the ends of lanes. Though initially successful, the 1973 oil crisis sunk demand for the Ranges, and Nintendo was forced to go another route.

During the 1970s, basic video games like Pong and the Magnavox Odyssey were becoming popular, and Nintendo soon created their Color TV Game line of consoles, complete with cheesy plastic overlays. In addition, Nintendo moved into the arcade with EVR Race and other small titles, where they found some success. However, it wouldn't be until the 1980s that Nintendo would begin taking the world by storm. In 1980, born from observing a fellow train commuter passing the time by idly playing with a calculator, Yokoi designed the handheld Game & Watch series of devices. In 1981, an arcade game designed by a young artist named Shigeru Miyamoto, starring a portly red-clad carpenter and a large hairy ape helped a newly established Nintendo of America (led by Yamauchi's son-in-law Minoru Arakawa) gain a hold in the Western gaming market, giving them the necessary capital and support to make more games.

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That said, Nintendo still had an eye on the home market and knew that simple Pong clones were not enough. Yamauchi wanted to create a more powerful gaming system; one that was so much better than the competitors that it would not even be a choice as to which the consumer wanted. With this in mind, Nintendo eventually released the Family Computer in Japan. The Famicom, after only a few years on the shelves, gained a lock on 90% of the Japanese home video game market; a trick that they wanted to repeat overseas. However, thanks to the The Great Video Game Crash of 1983, the home video game market in North America was deader than dead.note  Despite this, Nintendo figured the Japanese and US markets couldn't be that different, and felt they could still have a shot if they packaged it correctly and avoided all the mistakes that Atari made. To make a long story short? They packaged it correctly by making it look more like a consumer electronic product that came with a Robotic Operating Buddy, and avoided all the mistakes that Atari made by strictly controlling who could make games for the system and how many they could release per year. Regardless of how draconian this approach was, it worked: Nintendo singlehandedly revived the dead-in-the-water North American video game industry.

Of course, Nintendo didn't only find success in the home market. Even when Nintendo found themselves losing a bit of their lead in that space to Sega in 1990s, or finding themselves second place to Sony in the early 2000s, or even being a distant third in the early 2010s, Nintendo has an indisputable iron-grip on the dedicated handheld gaming market that it had from day one. Following the Game & Watch was the Game Boy in 1989, one of the most successful pieces of gaming hardware of all-time, thanks in part to the bundle-packaging of Tetris. The Game Boy was succeeded by the Game Boy Color and the Game Boy Advance before being phased out in favor the the Nintendo DS line, which surpassed the Game Boy to become the second-best selling piece of gaming hardware of all-time, after the PlayStation 2. Even the Nintendo 3DS, released in the midst of mobile games taking over the portable gaming market, still managed to hold its own to be a solid success.

Nintendo is currently the only one of the big three players in the current console wars to have video games and consoles comprise the majority of its business, while Microsoft and Sony are enormous titans in other industries. Chances are high you've used a computer running Microsoft Windows and/or using Microsoft-created software. And even if its strength in consumer technology has weakened since the 2000s, you probably own at least one piece of tech from Sony, and you've definitely watched a film or two made by the company. While you'd think this would be some cause for concern, Nintendo is never hurting for cash, having a tremendous bank account saved up for "rainy days". Indeed, there has rarely been a generation when Nintendo has not made a profit from day one, whereas competitors generally require years before hardware and software begin to make money. More than that, since Nintendo has such strong power as a company and as a brand, a good part of their success lies in transforming games into franchises (see Pokémon for a good example of how Nintendo parleyed a game into everything from stores to movies). Suffice to say, while the stakes are higher for Nintendo, it's in the business of video games because it wants to be despite easily being able to branching out into a more general media company.

At the end of the day, the company is known for a few things. Their tendency to experiment with their hardware, with game controller mainstays such as rumble, shoulder buttons, and analog sticks being either pioneered or popularized by Nintendo, and its decision to go with motion controllers for the Wii (combined with the touch screen gaming of the Nintendo DS) helping to introduce a whole new collection of gamers to the hobby. And regardless of how they place in the Console Wars — ranging from unquestionably first (NES and Wii) to barely first (SNES) to only beating out a dying Sega console (N64 and GameCube) to actually being a dying console (Wii U) — and despite Nintendo's own flaws, all of Nintendo's consoles are beloved, and every one of them has a group of standout games that represent the best of their generation, if not the best of all time. Which leads to fans and non-fans being aware of the mantra "never count Nintendo out": no matter how weird or bizarre their ideas, no matter how badly they might stumble, Nintendo will never be out of the game and they will carve out some sort of victory. After all, your company doesn't last 130 years by pure luck. Finally, most importantly, making high-quality games that are simply fun — they're often brightly colored, chipper in tone, incredibly well designed, and a blast to play with friends. Other companies devote themselves to rich story telling, intense FPS games, or year after year of sports titles, but Nintendo is known for bringing out the ten-year-old kid in everyone. In that regard, while not everyone has Nintendo as their favorite company, it's hard to find anyone that actively and genuinely dislikes Nintendo.note 

2015 was a notable year for Nintendo for three reasons: First, they announced a partnership with Universal that resulted in the planned creation of Super Nintendo World, a themed-park section one of Universal's many parks. Second, Nintendo's beloved fourth president Satoru Iwata passed away in June, a loss felt by the entire industry. Third, Nintendo moved into the mobile market, starting out with Miitomo and eventually creating a whole slew of them based on their popular IPs, including Fire Emblem Heroes, Super Mario Run, Animal Crossing: Pocket Camp, and most notably Pokémon GO.

Currently, Nintendo is skillfully riding the Nintendo Switch wave, which had an overwhelmingly successful launch, outselling the Wii U's lifetimes sales in under a year and becoming the fastest-selling console ever in the US. A steady stream of strong first-party releases and a large amount of third-party and indie support have turned the Switch into a hell of a comeback for Nintendo, giving the company the momentum it needed after the dismal performance of prior console. As for the handheld side of things, the 3DS is still going strong in its twilight years, having pushed past a shaky launch to pummel the Playstation Vita into submission and withstand the hits from the ever-growing mobile game market.

In May 2016, Nintendo revealed that they were reconsidering their stance on movie adaptations and are now planning on producing animated movies based on their franchises. What's more, they intend to (whether fully or partly) finance and produce the movies themselves rather than license them to other studios (similar to the pre-Disney structure of Marvel Studios), presumably to avoid situations like the disastrous live-action Super Mario Bros. film. So far, these plans have culminated in an agreement with Illumination Entertainment, an animation unit of Universal Studios, for an animated movie based off the Mario franchise, as of November 2017.

As a fun side note, they also majority-owned the Seattle Mariners, a US baseball team, from 1992 to 2016 — with the original purchase being rather controversial at the time. They ended up selling a majority of their ownership in 2016, though they still hold a (much smaller) stake in the team. Oh, and for the record? The Official (or "Original", in Europe) Nintendo Seal of Quality? That just meant the game wasn't going to destroy your system if you play it, not that the game was actually good.

Those looking for a more detailed history of Nintendo, ranging from its rather humble card-making beginnings up to the start of the N64 era, can find it in the book Game Over: Press Start To Continue by David Sheff and Andy Eddy.


    open/close all folders 

    Home Consoles 
  • Color TV Game: A series of dedicated consoles and Nintendo's first attempt at home video games. They were some of the many Pong clones of the era.
  • Nintendo Entertainment System (NES): The eight-bit system that gave us many of the venerable franchises that are still around today. Credited with spurring the recovery of the industry after the Great Crash of 1983.
    • Famicom Disk System: A Japan-only add-on that runs games on floppy disks rather than standard cartridges. It had better sound and memory capabilities than cartridges, but was set back by the disks' long loading times and greater risk of piracy. Several notable titles were originally released on the FDS before being ported to cartridges, such as The Legend of Zelda, Metroid, Kid Icarus, and Castlevania.
  • Super Nintendo Entertainment System (Super NES): 16-bit generation. It was the best seller of the generation, according to That Other Wiki.
    • Super Game Boy: An SNES cartridge with the hardware of the Game Boy, allowing Game Boy games (and Game Boy-compatible Game Boy Color games) to be played on a TV. The peripheral could play the games in a limited color palette (as the Game Boy can only display four shades of color due to it using an LCD screen) and featured multiple interchangeable borders. Some games were developed with the SGB specifically in mind, featuring custom palettes and borders, with some (most notably Kirby's Dream Land 2) featuring SGB-exclusive sound effects that took advantage of the SNES's hardware.
    • Satellaview: A Japan-only add-on for the Super Famicom allowing broadcast downloads of games through satellite radio, backed by live-streamed audio that sometimes featured voice-acting.
    • SNES CD-ROM: A scrapped CD-ROM add-on for the SNES. Was originally thought that all 200 of the prototypes were destroyed by Nintendo and Sony, but a prototype was found in 2015.
  • Nintendo 64: Fifth generation. While not as successful as its two predecessors, mostly due to sticking with the cartridge format over the cheaper and (for the time) high-capacity CD format, it did help jump start the industry shift, and it introduced analog sticks and force feedback on first-party controllers, creating a new standard of modern General Gaming Gamepads. It also brought about titles that are still highly regarded, such as The Legend of Zelda: Ocarina of Time, Super Mario 64, and GoldenEye (1997), the last which managed to show that not all licensed games have to suck.
    • 64DD: A Japan-only add-on that played games on magnetic disks rather than cartridges; the disks were more powerful and easier to produce than cartridges, but were still inferior to the optical discs used by rival consoles. The add-on was a commercial failure in Japan, and never saw an international release as a result; many titles proposed for the 64DD were either cancelled or shifted to standard N64 cartridges (the main exception was MOTHER 3, which was released for the Game Boy Advance).
  • Nintendo GameCube: Sixth generation. Their first system to use optical discs (albeit mini-DVD size instead of 8"), but like the Nintendo 64, it suffered from a lack of third-party development in part due to the format being smaller then its competition and lagged behind in support.
    • Game Boy Player: An add-on for the Gamecube that allowed games from the Game Boy line to be played on a TV, similarly to the Super Game Boy. Unlike the SGB, however, it did not play Game Boy games in color and was limited to a single set of interchangeable borders regardless of what game was inserted. The add-on required the Gamecube to run a special startup disc in order to function. This was the last official add-on made for a Nintendo home console.
  • Wii: Seventh generation. Nintendo's fifth home system, the company forewent the ongoing power race in favor of using simple motion controls as its selling point. A move that proved profitable, outselling its competitors by tens of millions thanks to a focus on drawing in mainstream consumers across all demographics though a wealth of health and sports-related games, in addition to more traditional or conventional video games. Early versions of the system were fully backwards-compatible with GameCube games, controllers, and peripherals, and the system also featured the debut of the Virtual Console, which allowed players to download and play digital copies of titles from past consoles, both Nintendo and otherwise.
  • Wii U: Eighth generation. Nintendo's first HD console, coincidentally releasing on the eleventh anniversary of the launch of the GameCube. Noted for its controller, called the Game Pad, which incorporated a touchscreen to emulate the second screen nature of its handheld line at the time. Gameplay could also be streamed to the controller, eliminating the need for a TV. It was backwards-compatible with Wii games and controllers, and its Virtual Console included handheld games from the GBA and Nintendo DS. The system is infamous for being the company's second biggest hardware failure after the Virtual Boy, causing Nintendo to have its first year of financial loss in its history.
  • Nintendo Switch: Nintendo's seventh home system, denoted as a "hybrid" console. Taking a cue from the Wii U, the console itself comes in the form of a touchscreen tablet that can be removed from its dock and taken on the go, allowing for play both with and without the need of a television. The system's controllers, known as Joy-Con, can be slid onto either side of the console, into a grip, or simply held separately with one in each hand similarly to the Wii Remote and Nunchuk. Speaking of which, the controllers have advanced motion-detection and more subtle rumble functions than its predecessor, which were demonstrated most prominently in the launch title 1-2-Switch.

    Portable Consoles 
  • Game & Watch: A popular series of handheld games that predated the Nintendo Entertainment System. The games, designed by janitor Gunpei Yokoi, used pre-made LCDs (based on those found in calculators) to reduce development costs. The Game & Watch port of Donkey Kong is notable for featuring the debut of the D-Pad, a cross-shaped directional controller that has been present on every Nintendo system since then.
  • Game Boy: The portable equivalent of the NES and Nintendo's first handheld console, which used interchangeable cartridges. Despite being less powerful than the other handhelds on the market, its superior battery life, Nintendo's hold on third parties at the time, and a little game known as Tetris led to widespread popularity. A smaller model called the Game Boy Pocket was created by Gunpei Yokoi as a parting gift before his resignation from Nintendo, and a variation known as the Game Boy Light was later released in Japan alone; it is notable for being the first backlit Nintendo handheld, predating the Game Boy Advance SP by roughly five years.
  • Virtual Boy: A headset that displayed games in 3D, using a red and black color palette due to the commercial & technical practicality of red LEDs compared to other colors. The system was a critical and commercial failure, in part due to the visual display causing ocular strain in a large number of consumers.
  • Game Boy Color: A successor to the Game Boy, with full-color displays and slightly more power behind it, made to hold off consumers during the Game Boy Advance's development. Unlike the Game Boy Light, it shared the Game Boy and Game Boy Pocket's lack of a backlight. It was backwards-compatible with the Game Boy, which itself was forwards-compatible with certain Game Boy Color games; to differentiate between Game Boy-compatible and Game Boy-incompatible games, compatible cartridges used the same plastic shell as Game Boy cartridges, while incompatible GBC cartridges used transparent plastic shells that curved slightly inwards at the top.
  • Game Boy Advance: In graphical power, roughly equivalent to the SNES. One of the best-selling game consoles of that system, and the last 2D-gaming dedicated device created by Nintendo. It was backwards-compatible with Game Boy and Game Boy color games. A later, backlit model known as the Game Boy Advance SP was released two years after the GBA's debut; every Nintendo handheld since its release has featured a backlight.
  • Pokémon mini: Released briefly in 2001 the Pokémon mini was the only game system ever created that focused on just one franchise, that being the popular Pokémon series. The system featured only about a dozen games but it did feature a few features that even Nintendo's newer consoles lacked, notably force feedback and on-board vibration.
  • Nintendo DS: One of the most successful gaming consoles ever created by Nintendo, next to the Wii. It was the first mainstream gaming device to utilize a touchscreen. Being similar to the N64 in power, it was backwards-compatible with Game Boy Advance games.
  • Nintendo 3DS: More powerful than the GameCube, and almost as capable as the Wii, the handheld's major selling-point was its stereoscopic 3D visual features. It is backwards-compatible with Nintendo DS games, and can play Game Boy and Game Boy Color games via the Virtual Console.

Also see:

  • Nintendo Power, which for years was the company's in-house magazine and remained one of the most popular gaming publications until it ended in 2012. It was revived in the form of a podcast in December 2017.
  • Nintendo Direct, the company's announcement webcast series.
  • amiibo, a line of figures and collectibles that tie into various games.
  • Play Nintendo Comics, a series of online promotional gag comics for new games.


    (Partial) list of Nintendo games 
Nintendo was once (or, depending on your preference, still is) the go-to company for video games, and as such, they hold a larger place in entertainment history than any other video game company. The list that follows is only a partial selection of an absolutely massive 30+ year lineup on multiple different consoles and many hand held variants:

Nintendo has developed/published the following titles:

Franchises

Games

Nintendo affiliate HAL Laboratory has developed/published the following titles:

Licensed games

    Notable people 
  • Doug Bowser note 
  • Reggie Fils-Aimé note 
  • Shigesato Itoi note 
  • Satoru Iwata note 
  • Tatsumi Kimishima note 
  • Yoshiaki Koizumi note 
  • Koji Kondo note 
  • Charles Martinetnote 
  • Shigeru Miyamoto note 
  • Yoshio Sakamoto note 
  • Masahiro Sakurai note 
  • Satoshi Tajiri note 
  • Shinya Takahashi note 
  • Hirokazu Tanaka note 
  • Kazumi Totaka note 
  • Hiroshi Yamauchi note 
  • Gunpei Yokoi note 
  • Mahito Yokota note 

    List of Nintendo subsidiaries and related companies 


Tropes associated with Nintendo:

  • Artist Disillusionment: Due to building Values Dissonance between young American gamers (who like action-packed, violent, and cinematic games) and Nintendo (who prefer simple games that are fun for the whole family) which ended up hurting sales of the Nintendo GameCube, Nintendo began to feel contempt for Western gamers toward the end of the GameCube era.
  • Ascended Meme:
  • Badass Boast: Reggie's classic E3 2004 introduction speech:
    "My name is Reggie. I'm about kicking ass, I'm about taking names, and we're about making games."
  • Breakthrough Hit: Donkey Kong. The story goes that after ordering several thousand machines of a game called Radar Scope, the game simply didn't perform very well, and Nintendo of America was on the verge of going under. Their parent company in Japan sent over a machine with Donkey Kong on it, and Nintendo soon converted all the Radar Scope machines into Donkey Kong machines. The game made obscene amounts of money, and NoA was saved.
  • The Bus Came Back: Done with a color, of all things. The Switch era saw a return of the use of red in Nintendo's branding, which they had stopped doing around the start of the Wii era.
  • Cash Cow Franchise: The games they publish (especially the Mario, The Legend of Zelda, and Pokémon series) as well as their systems. Nintendo itself is seen as a Cash Cow Company.
  • Early Installment Weirdness: Nintendo actually starting as a playing card company in 1889. They even tried branching out into numerous other ventures from the mid 1950's and on, such as a Taxi service, a rice company, a love hotel chain, a TV network, and even being a toy manufacturer before they finally carved out their niche as a video game company.
  • Excuse Plot: The company had its original heyday when this was the norm, but it's still applied it to certain franchises today, sometimes because of the Grandfather Clause, other times because it's found that having a plot is secondary to the quality of the main game. Miyamoto himself has gone on the record to say that sometimes a plot can be an obstruction to the quality of the gameplay, regardless of how good the plot itself is. That's not to say there aren't any exceptions.
  • Executive Meddling: Nintendo has had an up-and-down history with this. Originally Nintendo did this in the early days of the NES/Famicom to avoid having poor-quality games flood its first home console (Nintendo had to later drop this for legal reasons) and to make sure the games it publishes itself remain high in quality, even if it meant droughts at times for said games (which Nintendo still does to this day). Unfortunately, Nintendo has been hit hard by executive meddling by many third parties, leading to many third-party games either being gimped / badly ported, of poor quality, or not coming out on Nintendo's systems even when Nintendo makes a high-quality and capable system. It doesn't always help that Nintendo has made consoles that were vastly different from their main competitors in many respects, but especially in technological capability. This makes straight ports difficult, if not impossible, and their focus on unique control systems and gameplay features means that even ports that can be made relatively simply have their own challenges if they want to mesh well with the unique aspects. Sometimes Nintendo itself causes a lack of support for its platforms. In the case of the Virtual Console, Nintendo handles the majority of the service itself, which sometimes leads it to pass over games other players would love because Nintendo would rather focus on other classics from other platforms. This is why games like the SNES Pocky & Rocky games are unlikely to come to the Virtual Console service.
  • Extreme Omnivore: Just about every one of its franchises has at least one of these. Yoshi and Kirby are probably the stand-out examples though.
  • Fandom Nod: Nintendo's digital event for E3 2014 contained a lot of references to their fanbase, mostly in the Robot Chicken sketches:
    • One Straw Fan in the audience complains about the abundance of Mario games, and the lack of MOTHER 3 and Star Fox. The latter series actually got a new game in 2016 and the first game in the former's series was released internationally in 2015, though Mother 3 itself stayed Japan-only even when the game's tenth anniversary rolled around.
    • The segment where Link complains about Toon Link being there is a reference to some fans having knee-jerk reactions whenever Toon Link appears.
    • And of course, Reggie's status as a Memetic Badass, when he sets the Straw Fan on fire with a Fire Flower and obliterates him with Eye Beams.
  • Fan Nickname:
    • Brazilians often refer to Nintendo as the Big N, probably thanks to their Nintendo World magazine. It isn't unheard of elsewhere either.
    • "Ninty" is also commonly used, sometimes in a derogatory fashion for when Nintendo does things people and fans disapprove of.
    • "The Big Three" is used to refer to Nintendo's main Cash Cow Franchises, Super Mario Bros., The Legend of Zelda and Pokémon. Although far less common, there are sometimes reference to a "Big Four", but whether the fourth is Kirby, Metroid or Super Smash Bros. depends on where you live, when you first got into Nintendo, and whether you consider SSB a franchise on it's own or just a extension of Nintendo itself.
  • Fanwork Ban: As of 2016, Nintendo is not happy with Game Mods and fan games, having sent DMCA takedowns to over five hundred fan games on Game Jolt, and doing the same for Another Metroid 2 Remake almost as soon as it was released after eight years in development.
  • Giant Hands of Doom: The developers of this company seem to like this type of boss, especially Masahiro Sakurai.
  • Grandfather Clause: The Mario series in particular is prey to this. Though each game has pretty good gameplay evolution, the plot's often thin and usually just an excuse to get Peach kidnapped and Mario out adventuring. Other key franchises such as Zelda, Metroid, and even Star Fox have received much more character and plot intricacy.
    • Super Mario RPG plays with this: Peach is kidnapped, but shortly thereafter is rescued, and both she and Bowser permanently join the party to defeat the real Big Bad.
  • Heroic Mime: Most of its leads are this or have been this, with only occasional voices or even dialogue from them.
  • Iconic Logo: Red in the West and blue in Japan for much of the company's video game-making history, but switched to gray internationally in 2006.
  • Insistent Terminology:
    • ROM cartridges were always called "game paks". The NES system itself was called a "control deck", not a console. The reason for this and other such terms was to have Nintendo distance itself from the failure of Atari, and thus attempt to avoid some of the stigma associated with home video games in North America. Clearly, something worked.
    • Nintendo prefers to call free-to-play games, including its own, "free-to-start", which they feel is more honest than implying the entire game is free when it isn't.
  • Joker Immunity: A staple among most of their flagship franchises is that most of the main villains have a pesky habit of not staying dead. Bowser, Ganon, and Ridley are the three most notorious, though they are far from the only ones.
  • Mascot: Mario, who is also considered to the mascot for video games in general.
  • Mercy Mode: Their patented Super Guide, which was made as an excuse to bring back Nintendo Hardness without alienating less skilled players.
  • Multi-Platform: Zig-zagged.
    • It was originally averted in the U.S. with the NES — for the first few years anyway. The developer contract stipulated that a game released for the NES could not be released for any other U.S. system. This had the effect of killing the Sega Master System in its infancy and sealing the Commodore 64's fate (in the States — both systems fared better in other countries). It took antitrust litigation to force Nintendo to loosen its stranglehold.
    • However, starting with the Nintendo 64 era, this trope ends up averted more often than not. Nintendo's first-party titles are never multiplatform, and developers in those generations tended to skip Nintendo's console with their releases for a variety of reasons — vastly differing power levels, smaller install base, lower sales, different media format, and a few more.
  • Nintendo Hard
  • No Export for You: Many, many examples in North America and Europe.
    • The Fire Emblem series was the largest example, but then Marth Debuted in "Smash Bros." and Fire Emblem Awakening was a smash hit, turning Fire Emblem into one of Nintendo's core franchises in the US.
    • Xenoblade was also going to be subject to this, but fan interest actually pulled off its North American release, where it went on to sell more than it did in Europe and Japan.
    • And then there's the MOTHER series. While the series' second game (known in the west as Earthbound) was exported soon after its release, the original didn't land in North America and Europe until its appearance on the Wii U's Virtual Console in 2015, over 25 years after its Japanese debut. The third installment remains Japan-exclusive to this day, save for a Fan Translation.
    • Speaking of Wii U Virtual Console, that's been a source of contention for the fanbase, thanks to three different Nintendo branches: Japan's, North America's, and the PAL region's, with clearly different priorities between each branch over what titles get released. It's commonplace for certain games to be released in certain regions months before they see the light of day elsewhere, leading to much grumbling that some parts of the world got preferential treatment. Just one example: Super Mario Bros. 3 got released in Europe in December 2013, and didn't hit the North American eShop until four months later.
    • Some other VC games are even worse than the Super Mario Bros 3 case mentioned above, with Metroid: Zero Mission in particular being released in Europe in March 2015... and not being released on the American VC until the next year in January 2016.
    • Speaking of which, the eShop isn't available in a large part of Asia, severely blocking eShop exclusives from reaching most parts of the region as well as limiting access of games in the region to physical media. This is largely thought to be due to the way the branches are set up and the criss-crossing of device regions (for example, Asia is supposedly under the jurisdiction of Nintendo Japan. However many Asians want English devices due having little to no understanding of the Japanese language. While the local distributors have Nintendo of Japan's blessing to bring in US devices, the compromise means that Asia can't get the eShop).
  • No Hugging, No Kissing: Usually a side effect of the aforementioned Excuse Plots, but plot-heavier titles also have a surprising tendency to avoid portraying romance. Even Nintendo's two most prominent "romantic" couples, Mario/Peach and Link/Zelda, are typically shown to be so hands-off that they can be easily be interpreted as platonic. The one series that most thoroughly averts this trope is Fire Emblem, where certain installments let you not only build relationships between two characters and eventually get them married so that they give each other stat buffs in combat, but also control their kids later in the game.
  • Our Lawyers Advised This Trope: Many of Nintendo's own games will have notices before and during a game. Mostly, from the Wii onwards they involve safety notices like making sure the Wii Remote is strapped properly or advice like taking a break after a playing certain amount of time.
  • Platform Game: Codified this genre. While Nintendo has many many successful games, series, and franchises spread over a variety of genres, some of the most loved and well-received series and franchises are of this genre as well.
  • Rule of Fun: The foundation of game design at the company.
  • Self-Deprecation: Their E3 2014 digital media event contained a number of short sketches by the Robot Chicken crew which poked fun at themselves and their characters.
  • Sliding Scale of Idealism vs. Cynicism: Many of its franchises gravitate heavily towards the idealistic end of the scale. Even darker franchises such as Metroid still tend to have an optimistic tone.
  • Story-to-Gameplay Ratio:
  • Super Title 64 Advance: It's strongly associated with this trend, doing it with its own games and sometimes letting third-party developers do it when releasing on its consoles.
  • Surprise Creepy: It has a reputation for making sweet, family-friendly games... and thus a lot of the weirder and scarier elements of games it develops or publishes tend to blindside people. Kirby games in particular are infamous for this, due to them being in the Lightest and Softest of Sugar Bowl settings yet still having Eldritch Abominations as the Final Bosses most of the time. Especially notable with Kirby's Dream Land 3, which utilizes a cute watercolor painting-esque style for its visuals and featuring one of the most horrifying final bosses in the franchise's history (which some fans affectionately nickname "Blood Angel")
  • Tonka Tough:
    • ALL of their consolesnote  were/are nigh-indestructible, especially the GameBoy (which withstood a bombing during the Persian Gulf War and was still fully functional) and GameCube (which has been reported to still work after falling off buildings). The usual joke is that Nintendo products are made of Nintendium.
    • Wii Remotes are said to be coated in the stuff, as they smash TV screens and windows with little to no damage to themselves.
    • GizmoSlip drop-tested the Wii U controller onto concrete — repeatedly — and it suffered nothing worse than some scuffs on the corners, while the 6.2-inch touchscreen didn't even get marred.
    • This is apparantly enforced since according to the dev teams, one of the hardest parts about the development of the original DS was the durability requirement in which it had to survive so many drops from at least 6 feet in the air and remain functional.
  • Version Exclusive Content: It's becoming increasingly common for multiplatform games to receive Nintendo-themed additions when released on their platforms, be they purely cosmetic (like additional costumes or easter eggs) or even additional characters and facets of gameplay.
  • Viral Marketing: Nintendo's approach to marketing in hopes fans will be the ones to spread the word about the latest and upcoming products for Nintendo's systems. Unfortunately many see this as Network Decay since Nintendo no longer markets heavily to the mainstream, unlike back in the NES and SNES eras. This lack of mainstream advertising often leads to the result of new franchises commercially failing even if they are critically acclaimed. This does seem to be changing with the release of the Nintendo Switch, however, with TV adverts appearing often and targeting a broader amount of the mainstream gaming market.
  • Voice Grunting: Most of its major characters have a voice even if they don't speak full lines of dialogue. Some of them also have short phrases they often use (Mario: It's-a me, Let's-a go).
  • What Could Have Been:
    • Nintendo was approached by Atari to bring the Famicom to the United States, and were in the early stages of negotiation for the rights, but The Great Video Game Crash of 1983 put a end to those plans. It also came to light that Atari didn't really have the money to buy the Famicom rights, and had just hoped to tie up Nintendo with some red tape for a while. The presidents of Nintendo in America and Japan were devastated, thinking potential millions had vanished because of the crash. Fortunately, Nintendo decided to bring it over themselves in a few years anyway, and the rest is history.
    • The PlayStation was originally a Nintendo co-project with Sony, but tension rose up over how the platform would be controlled by whom and the money distribution and so Nintendo backed out of the deal at the last minute. Sony decided to take their toys and go home, releasing the PlayStation on their own.
  • The Wiki Rule: The Nintendo Wiki.


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