Component cables and stopping production of the nes classic didn't lose nintendo any money. In fact I would say they probably MADE more money by removing the digital port. With virtual console coming to Switch it doesn't make sense for them to sell a $60 box that comes with 30 games.
The biggest single, major, mistake they made is actually a double whammy. The surprising way in which they terminated their partnership with Sony is easily their biggest mistake. They did it in such a way that it pissed Sony off to the point of creating the console line that has undeniably DESTROYED Nintendo ever since. Combine the launch of the playstation with the fact that Nintendo decided to stick with expensive, proprietary, cartridges and you have Nintendo's single biggest mistake in history.
Lets be honest, N64 vs saturn wasn't even a competition. If Nintendo had of partnered with Sony, as they had intended, they would have DOMINATED the 5th generation.
Well we know it was happening for Europe at one point but was canned for unknown reasons. Many assume due to the game crashing bugs which were never fixed. And I can understand that honestly.My personal one is refusing to publish Fatal Frame 4 outside of Japan.
Though the history of Nintendo if filled with boneheaded decisions from where I stand on.
- Ignoring the offspring of the online market in the GCN days, which gave both Sony and Microsoft a head start both in market and infrastructure wise.
How much time we got? Cause it all started going downhill with the N64 and they have consistently make horrible, stubborn decisions for each console after that.
There's a lot of them but not making more NES classics is one of the most baffling decisions I've seen.
Zombi U was about the only thing to use it well, but it was very game-specific and actually played on its inherent disadvantage of having to look away from the screen.
The GamePad was a dead duck, the fact they were still considering dropping it for cost reasons late on in the console's development says how little they considered it integral to the games they wanted to make. Unlike the Wii which was built around the Wiimote and Wii Sports.
When Nintendo Land was unveiled it was blatantly obvious they did not have a clue how to build a compelling game round it and were just throwing everything at a wall.
The only good thing to say about the Wii U, ignoring the library, is it's only compelling feature was spun-off into the Switch and that system made to make sense. The learned hard from it.
Well we know it was happening for Europe at one point but was canned for unknown reasons. Many assume due to the game crashing bugs which were never fixed. And I can understand that honestly.
It's not really about them being right or wrong from their end though, they didn't want to do it for their reasons and I personally don't respect them for it. Especially when a fan patch fixed almost all the issues.fatal frame zero's release kinda proved them right
I think Nintendo just assumed they had it figured out as they had been doing dual screen game design for years on the DS family of systems. NSMB Wii U did not have anything useful or compelling on offer for the gamepad. It was their flagship title at launch.
Zombie U implemented almost all of Wii Us new features including touchscreen, camera, gyro controls, Miiverse, online and asymmetrical multiplayer into a pretty compelling and cohesive package. Not just the touchscreen, every feature.
Just like DS, the second screen became most useful for maps/inventory type data screens. For me, that's functionality that made the Wii U versions of 3rd party games edge out the competition. Mass Effect 3 with maps and inventory on a touch screen. Batman Arkham City, Monster Hunter 3, Splatoon. Nintendo didn't do enough to show why these games were different with the Gamepad. And they were different, and they were better! I think third parties delivered great uses for the Gamepad and Nintendo did not market them as a core part of the Wii U experience.
To this day I wish there was a version of the Witcher 3 that used the Gamepad for inventory and maps.
It's not really about them being right or wrong from their end though, they didn't want to do it for their reasons and I personally don't respect them for it. Especially when a fan patch fixed almost all the issues.
I've mentioned this one many times. But it's more baffling than just "ignoring" it. They actively bashed online, and put forth GBA connectivity as a better alternative. That's some serious "what kind of drugs are you smoking" shit right there.
And yet, at the same time, they had network hardware for the Gamecube, and even one popular network game (Phantasy Star Online) on the system. They even made 3 games of their own that used the broadband adapter, although not well.
Which reminds me of another one. It's minor and long forgotten, but absolutely bonkers and indefensible: in the LAN mode of Mario Kart: Double Dash, you don't get to select your character.
I think Nintendo just assumed they had it figured out as they had been doing dual screen game design for years on the DS family of systems. NSMB Wii U did not have anything useful or compelling on offer for the gamepad. It was their flagship title at launch.
Zombie U implemented almost all of Wii Us new features including touchscreen, camera, gyro controls, Miiverse, online and asymmetrical multiplayer into a pretty compelling and cohesive package. Not just the touchscreen, every feature.
Just like DS, the second screen became most useful for maps/inventory type data screens. For me, that's functionality that made the Wii U versions of 3rd party games edge out the competition. Mass Effect 3 with maps and inventory on a touch screen. Batman Arkham City, Monster Hunter 3, Splatoon. Nintendo didn't do enough to show why these games were different with the Gamepad. And they were different, and they were better! I think third parties delivered great uses for the Gamepad and Nintendo did not market them as a core part of the Wii U experience.
To this day I wish there was a version of the Witcher 3 that used the Gamepad for inventory and maps.
I'm not that interested in handheld gaming. So for me it would have to be not being able to play handheld games on my TV.
Wii - basically a GameCube redesign with new controllers, turning out to be one of the most successful consoles of all time, while everyone else was focusing on the shift to HD.
Also, having the balls to kill the Game Boy line and go for "DS".
Both crazy, illogical, baffling at the time, but turned out to be extremely important for the entire industry.
That patch fixed nothing however, it only translated the game. I had run into a bunch game crashes while playing it (with the fan translation) that resulted in lost progress and once even hard locking the Wii completely requiring me to unplug it. I ended up looking how I could avoid these crashes in order to finish the game.It's not really about them being right or wrong from their end though, they didn't want to do it for their reasons and I personally don't respect them for it. Especially when a fan patch fixed almost all the issues.
Maybe he's too young to have seen those. The DS and 3DS have covered a lot of years now of no TV solution like these. It's a pain point for me, too. I love those devices and want a DS/3DS equivalent.
Apologies should have said the later systems. I'm not aware of anyway to play those.
It was baffling to me, it still is. I was ready to buy a wii to play it but ended up asking my aunt's that she bought for wii fit to play the game.But it's not baffling or illogical. They didn't think they'd make money on it. I'd love to play a localized version of Mother 3 and Captain Rainbow (for the bonkersness of it all) but I get why they didn't release them. I can still be mad that they won't release them while knowing that it isn't illogical for them not to spend cash on localization for a niche product.
This might still be my #1, too. Especially considering how damn good Gamecube games looked in progressive. Incredibly weird that Nintendo not only made it so hard to see the games look their best, but made the Wii's image output quality worse even through component. They really had to be dragged kicking and screaming into the HD era. Could be argued they're still not entirely there yet, even.
It never crashe on me bu w/e.That patch fixed nothing however, it only translated the game. I had run into a bunch game crashes while playing it (with the fan translation) that resulted in lost progress and once even hard locking the Wii completely requiring me to unplug it. I ended up looking how I could avoid these crashes in order to finish the game.
Releasing Xenoblade as a GAMESTOP EXCLUSIVE, like two years after its Japanese release. It was their best Wii game and they didn't care. Of course, now they're acting like they've cared about the IP all along.
They also gave Pandora's Tower and The Last Story, two excellent and underrated games, to third party distributors because they didn't want to localize them themselves.
NOA used to be straight up garbage. I'd say right up until the Bayonetta 2 era.
Choosing to team up with Panasonic instead of Sony.
Nintendo would probably be on top today if it wasn't for that choice.
The wild part is there really is loads. Forgot all about the mini discs.There's loads.
Two that stick out are staying with carts for N64 and going with those stupid mini discs for GC.
The biggest single, major, mistake they made is actually a double whammy. The surprising way in which they terminated their partnership with Sony is easily their biggest mistake. They did it in such a way that it pissed Sony off to the point of creating the console line that has undeniably DESTROYED Nintendo ever since. Combine the launch of the playstation with the fact that Nintendo decided to stick with expensive, proprietary, cartridges and you have Nintendo's single biggest mistake in history.
Choosing to team up with Panasonic instead of Sony.
Nintendo would probably be on top today if it wasn't for that choice.