Commander nintendo hk et avis nintendo eshop language change switch

30 décembre 2018 Non Par Supertoucheur

Commander nintendo hk et avis nintendo eshop language change switch

Commander nintendo hk et avis nintendo eshop language change switch

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aided in the programming of pokémon stadium for the nintendo 64 by reading the original coding in pokémon red and green and porting the battle system into the new game in just one week
[13][23] according to tsunekazu ishihara, the president of the pokémon company, iwata was instrumental in bringing pokémon to western markets
while being president of hal, he developed the plan for localization after reviewing the code for red and green, which was then completed by teruki murakawa, with the western releases coming two years after their japanese release
[24] additionally, he assisted masahiro sakurai in the development of super smash bros
in 2000, iwata took a position at nintendo as the head of its corporate planning division and took a seat on the board of directors
[5] over the next two years, he sought to reduce the cost and length of game development while preserving quality
[25] during his first two years at nintendo, the company saw profit increases of 20 and 41 percent, values which are at least partially attributable to his work
[16] when yamauchi, the company’s president since 1949, retired on may 24, 2002,[26][27] iwata succeeded as nintendo’s fourth president with yamauchi’s blessing
[28] he was the first nintendo president unrelated to the yamauchi family through blood or marriage since its founding in 1889
[29] yamauchi left the company in iwata’s hands with a final request: “that nintendo give birth to wholly new ideas and create hardware which reflects that ideal
and make software that adheres to that same standard
“[13] iwata inherited a company that promoted individualism, with a policy established by yamauchi to create new development positions as needed
however, this inhibited efficient collaboration between certain departments
at the time of iwata’s promotion, nintendo, though still a profitable company, was not performing as well as other console makers
the recently released gamecube was performing poorly compared to competitors, with sony’s playstation 2 and microsoft’s xbox outselling it
[2] his presidency also came at the onset of the popularization of online gaming, and nintendo had yet to move into this facet of the market
he took a cautious approach to the issue, stating: “we’re not negative toward the idea of going online
“[31] he also fostered a relationship between nintendo and capcom that improved the gamecube’s appeal
[13] during an interview in 2002, iwata stated that he felt the gaming industry was becoming too exclusive, and he wanted to develop hardware and games that would appeal to all players rather than focusing on top of the line graphics
one of his first actions as president was to meet directly with the company’s 40 department heads and 150 other employees
this contrasted starkly with yamauchi’s practice of rarely meeting with employees and generally having a single, annual speech
shigeru miyamoto described the previous business atmosphere as “stuffy” and stated iwata “improved the ventilation”
[32] iwata was acutely aware that his position as president would not ensure compliance from his employees and sought to communicate with them on a personal level
if employees disagreed with his view, iwata would suggest they follow their idea instead of his own, stating “creators only improve themselves by taking risks”
[32] alongside the increased level of interaction, iwata also brought more data and science into the business aspect of the company
whereas yamauchi made decisions based on intuition and experience, iwata brought forth hypotheses loaded with data to convey his position
[33] iwata also promoted miyamoto, genyo takeda, yoshihiro mori, and shinji hatano to representative directors on the company’s board of directors, equaling his own position
following up on his 2002 interview,[31] iwata highlighted an urgency in the gaming market in his keynote speech at the 2003 tokyo game show
during this speech, he reflected on the history of the industry and concluded with the declining interest in video games
[36] a slump in sales in the japanese market had begun at the end of the 1990s and continued into the early 2000s
competition between nintendo and sony resulted in increasingly hardware-heavy consoles; however, the nintendo 64 proved to be too cumbersome for developers and software suffered severely
[37] after a year-long analysis conducted at iwata’s behest, nintendo concluded that pushing hardware was not the most effective way to promote video games and decided to focus on software
[36] a major internal reorganization of nintendo took place in 2004, with iwata consolidating various departments established under yamauchi
he sought to promote collaborative work throughout the company
[30] he later established a “user expansion project” in 2005 whereby employees normally not associated with game development would submit ideas for new games
in a march 2004 interview, iwata stated: “games have come to a dead end
“[39] he stressed that developers wasted far too much time focusing on core gamers and would be unable to turn a profit if they did not tend to the average game player
furthermore, he wished to prove that nintendo, considered a “conservative” company at the time, would become a forefront innovator of entertainment
[39] iwata articulated a “blue ocean” strategy to help nintendo successfully compete against the other console manufacturers
instead of competing on technical specifications, iwata drew on his previous experience as a game developer to produce novel and entertaining hardware and games
iwata helped lead a revitalization of nintendo’s handheld business by transitioning the company from the game boy advance to the nintendo ds, which sported a unique form factor and inclusion of a touchscreen that allowed for novel games
[40] the idea for using two screens on a single device originated with yamauchi before his retirement, while miyamoto suggested the use of a touchscreen
[41] miyamoto subsequently spearheaded development of the device and its prototypes
[42] the nintendo ds proved to be a highly profitable system and went on to become the second-best selling video game console of all time with more than 154 million units, inclusive of subsequent iterations, sold by september 2014
[43][44] in june 2004, iwata sought a conference with dr
ryuta kawashima about a game that could appeal to non-gamers
this project would later become brain age: train your brain in minutes a day!, released in may 2005
[7][45] iwata personally oversaw development of the brain age series, even foregoing a public appearance on the day of the nintendo ds’s release in japan on december 2
[45] miyamoto supported iwata’s work with the series and sent one of his protégés, kouichi kawamoto, to help develop the game
[46] the brain age series is partially credited with launching the popularity of the nintendo ds, and the series as a whole sold over 30 million copies by december 2008
subsequent iterations of the nintendo ds, the ds lite and dsi, also saw positive sales
[48] the ds lite improved upon the original ds, featuring brighter screens and a slimmer design in accordance with consumer demand
[49][50] released in march 2006 in japan and three months later worldwide,[49] the ds lite ultimately sold nearly 94 million units
[43] statistics showed that households often shared a single ds, and iwata sought to expand this from one per household to one per person
[48] the console’s third iteration, the dsi, embodies this idea with the “i” representing a single person
[51] despite concerns that the video game market was already over saturated by the ds and ds lite, iwata was confident that the dsi would sell, especially in european markets
[52][53] the dsi built upon the success of the ds lite by similarly meeting consumer demand
[51] in addition to being slimmed further, the dsi featured two cameras, sd card support, an audio reader, and the “nintendo dsi shop”
[49] the relatively quick succession of the ds lite and dsi broke the conventional pattern for release of game systems, each being released roughly 18 months apart instead of 5 years
iwata saw the gradual price drop in the five-year cycle as a way of indirectly telling consumers to wait to purchase products and a punishment for those who bought it at launch
he sought to alleviate this issue with the quick releases
discussions between iwata, miyamoto, and takeda about a new home console began in the first half of 2003
[55] with encouragement from yamauchi, iwata pushed for development of a revolutionary product that would later become the wii
[56] iwata subsequently assigned takeda to the project, “telling [takeda] to go off the tech roadmap”
[55] the overall premise was that “a mom has to like it”
[57] during the console’s development process iwata challenged engineers to make the wii no thicker than three dvd cases stacked together, a feat they ultimately accomplished
[58] takeda and his team focused on reducing power consumption while retaining or improving levels of performance shown with the gamecube
[59] alongside the internal hardware designed by nintendo’s engineers, iwata proposed that the console abandon use of a typical controller to make gaming more accessible to everyone
[56] miyamoto took the lead on developing a new controller while takeda’s team provided the internal components
after

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