Nintendo Space World: Difference between revisions
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{{short description|Trade show}} |
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'''Nintendo World''', formerly called '''Nintendo Space World''', '''[[Nintendo 64]] Space World''', '''[[Super Famicom]] Space World''', '''[[Famicom]] Space World''', and {{nihongo|'''Shoshinkai'''|初心会}}, is a [[video game]] [[trade fair|trade show]] hosted by [[Nintendo]], typically to unveil new consoles or handhelds. Unlike most other video game trade events, Nintendo World is not held annually or at any other set interval; Nintendo usually makes a decision to hold the show or not by mid-July. It has historically always taken place inside Japan, in either [[Kyoto]] (where Nintendo is headquartered) or [[Tokyo]]. The event was first held in 1989. |
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{{Use mdy dates|date=July 2024}} |
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{{Distinguish|Nintendo World Store}} |
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{{Infobox recurring event |
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| name = Nintendo Space World (Shoshinkai) |
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| native_name = 任天堂スペースワールド |
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| native_name_lang = Japanese |
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| logo = |
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| status = Inactive<!-- defunct, active, inactive --> |
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| genre = Video game [[trade show]] |
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| date = <!-- {{start date|YYYY|mm|dd}} "dates=" also works, but do not use both --> |
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| begins = <!-- {{start date|YYYY|mm|dd}} --> |
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| ends = <!-- {{end date|YYYY|mm|dd}} --> |
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| frequency = Annual |
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| venue = |
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| location = Kyoto, Japan<br>Makuhari Messe, Chiba, Japan |
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| coordinates = <!-- {{coord|LAT|LON|type:event|display=inline,title}} --> |
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| country = [[Japan]] |
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| years_active = {{start date|1989}}–{{end date|2001}}<!-- {{age|YYYY|mm|dd}} Date of the first occurrence --> |
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| first = {{start date and age|1989|7|28}} (as Shoshinkai) |
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| founder_name = <!-- or | founders = --> |
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| last = {{End date|2001|08|24}} |
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| organized = [[Nintendo]] |
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| sponsor = <!-- | or sponsors = --> |
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| website = <!-- {{URL|example.com}} --> |
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}} |
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{{nihongo foot|'''Nintendo Space World''',|任天堂スペースワールド|Nintendō Supēsu Wārudo|lead=yes|group=lower-alpha}} formerly named {{nihongo foot|'''Shoshinkai'''|初心会|lead=yes|group=lower-alpha}} and {{nihongo foot|'''Famicom Space World''',|ファミコンスペースワールド|Famikon Supēsu Wārudo|lead=yes|group=lower-alpha}} 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 demo]]s. |
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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 (trailer)|teaser video]], ''[[Mother 3]]'' (''[[Development of Mother 3#Nintendo 64|EarthBound 64]]''), and a litany of lost 64DD games. |
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==Notable events== |
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At the 1995 Shoshinkai show, games in two of Nintendo's most familiar series were unveiled to the public, along with a short test of the Nintendo 64 console; ''Zelda 64'', the working title for ''[[The Legend of Zelda: Ocarina of Time]]'', and ''[[Super Mario 64]]''. ''Super Mario 64'' was near finished and was soon due for release. Yet ''Zelda 64'', as it was known would not see release for another three years, due to delays of both in-game development and hardware (delays with the [[Nintendo 64DD]]). |
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==Format== |
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During the 2000 Space World, a compilation trailer of Nintendo licenses running on GameCube hardware excited many fans. Some games revealed then were ''[[Luigi's Mansion]]'', ''[[Metroid Prime]]'', ''[[Meowth's Party]]'', ''[[Super Mario 128]]'', ''[[Kameo: Elements of Power]]'', ''[[Jimmy Neutron: Boy Genius (video game)]]'', and [[The Legend of Zelda: The Wind Waker#Development|''The Legend of Zelda 128'']].<ref>{{cite web|url=http://www.playerschoicegames.com/nintendogamecube.html |title=Player's Choice Games: Nintendo Gamecube |publisher=www.playerschoicegames.com |author=Sam Kennedy |year=2001 |accessdate=2010-09-02}}</ref> |
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The three day format began with one day called ''Shoshinkai'' (lit. "beginning party") exclusively for press attendance,<ref name="lost per">{{cite magazine | magazine=Core Magazine | title=The Lost Peripheral | first1=Walt | last1=Wyman | first2=Dennis | last2=Day | url=http://www.coremagazine.com/features/21.php3 | url-status=dead | archive-url=https://web.archive.org/web/20000816071339/http://www.coremagazine.com/features/21.php3 | archive-date=August 16, 2000 | access-date=September 25, 2022}}</ref> and two days called Space World for open public attendance. Nintendo officially referred to the whole event as "Shoshinkai" for some years until 1996, and then as "Space World" since 1997. The show floor had many third party booths surrounding Nintendo's large main booths, all with videos and many playable prerelease games, and some with outlandish decor and character performances. Unlike most other video game trade events, only Nintendo decided whether and when to hold each annual show. It was in Japan, either in [[Kyoto]] which also hosts Nintendo's headquarters, or at the [[Makuhari Messe]] convention center in [[Chiba, Chiba|Chiba]]. After the most recent Space World show in 2001, the company instead began to favor online publishing and industry-wide conferences such as [[E3]]. |
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''[[Nintendo Power]]'' explains: "Q: What is Famicom Space World? A: Space World is a free show for the public that follows the one-day Shoshinkai. Gamers who wish to attend need only pick up an entry pass at any official Nintendo retail location in Japan."<ref name="Nintendo Power #79">{{cite magazine|date=December 1995|title=Fast FAQS|url=https://archive.org/stream/NintendoPower1988-2004/Nintendo%20Power%20Issue%20079%20%28December%201995%29#page/n11/mode/2up|magazine=Nintendo Power|publisher=Nintendo|issue=79}}</ref>{{rp|13}} |
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The last Space World occurred in 2001, featuring the then recently released [[Nintendo GameCube]] and [[Game Boy Advance]].A short clip of Super Mario Sunshine's plaza was shown in beta form. At e3 a list of games on the game cube had 2 mysterious games that were quickly pulled. the 2 mysterious titles were 100 Mario's [aka Super Mario 128] and Marionette. An interview with Shigeru Miyamoto later confirmed they were in development and gave more information on them. here is a interview with Shigeru Miyamoto: |
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==History== |
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===Shoshinkai 1989=== |
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The first Shoshinkai show was held on July 28, 1989.<ref>{{cite web|url=http://www.chrismcovell.com/secret/SFC_1989Q3.html|title=Japanese Secrets!|work=chrismcovell.com|access-date=January 9, 2017| url-status=dead | archive-url=https://web.archive.org/web/20201130060433/http://www.chrismcovell.com/secret/SFC_1989Q3.html | archive-date=November 30, 2020}}</ref> The [[Super Famicom]] was announced and ''[[Super Mario World]]'' was reportedly shown.<ref>{{Cite web|title=Prerelease:Super Mario World (SNES) - The Cutting Room Floor|url=https://tcrf.net/Prerelease:Super_Mario_World_(SNES)#1989_Builds|access-date=January 14, 2021|website=tcrf.net}}</ref> |
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===Shoshinkai 1990=== |
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Super Mario Sunshine |
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The second Shoshinkai show was held on August 28–29, 1990.<ref>{{cite web|url=http://www.chrismcovell.com/secret/OTH_1990Q3.html|title=Japanese Secrets!|work=chrismcovell.com|access-date=January 9, 2017| url-status=dead | archive-url=https://web.archive.org/web/20200221041017/http://www.chrismcovell.com/secret/OTH_1990Q3.html | archive-date=February 21, 2020}}</ref> The final version of the Super Famicom was unveiled to the public. Famicom, Super Famicom, and Game Boy games were on display in areas that Nintendo called "Symbolic Zones". |
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"I'd rather not explain about the new Mario, as I've said. I deliberately chose images that will not reveal a lot about the game so that you will not know its secrets. But because we have limited these things, I think you are wondering what is so interesting about the game. One thing for sure is that it's called Mario Sunshine -- and it having that name, we really have to sell it during the summer time [laughs[. |
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===Shoshinkai 1991=== |
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"Mario is shouldering on his back some mysterious gadget -- some machine. Of course, it contains a secret. We are going to make the right progress for the game and please look forward to it." |
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The third Shoshinkai show was held on April 24 to May 6, 1991.<ref>{{cite web|url=https://snescentral.com/review.php?id=0164&num=1&fancy=yes&article=proto|title=Snes Central: Legend Of Zelda, The: A Link to the Past|work=snescentral.com|date=November 18, 2015|access-date=January 9, 2017}}</ref> The Super Famicom had been on the market for a few months and much attention was given to its games including ''[[Final Fantasy IV]]'' and ''[[The Legend of Zelda: A Link to the Past]]''. |
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===Shoshinkai 1992=== |
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The fourth Shoshinkai show was held on August 26, 1992.<ref>{{cite web|date=February 1, 2015|title=Cart Wars - Episode 2: The Evolution of the Cartridge - RetroCollect|url=http://www.retrocollect.com/Articles/cart-wars-episode-2-the-evolution-of-the-cartridge.html|url-status=dead|archive-url=https://web.archive.org/web/20170109190429/http://www.retrocollect.com/Articles/cart-wars-episode-2-the-evolution-of-the-cartridge.html|archive-date=January 9, 2017|access-date=January 9, 2017|work=retrocollect.com}}</ref> The [[Super FX]] chip was announced. |
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===Shoshinkai 1993=== |
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100 Marios aka Super Mario 128 |
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The fifth Shoshinkai show was held on August 25, 1993.<ref>{{cite web|url=https://grindingtherumormill.wordpress.com/2016/03/14/electronic-gaming-monthly-oct-1993-editors-column/|title=Electronic Gaming Monthly, Oct 1993 (Editor's Column) – Grinding the Rumor Mill|work=grindingtherumormill.wordpress.com|date=March 14, 2016|access-date=January 9, 2017}}</ref> On August 25, President of Nintendo, [[Hiroshi Yamauchi]], announced Project Reality, a major strategic partnership with [[Silicon Graphics]] for the development of what would become the Nintendo 64.<ref>{{cite magazine|last=Semrad|first=Ed|date=October 1993|title=Nintendo Postpones Intro of New System... Again!|url=https://archive.org/details/Electronic_Gaming_Monthly_51/page/n5/mode/2up|magazine=[[Electronic Gaming Monthly]]|publisher=[[Ziff Davis]]|issue=51|page=6}}</ref> |
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"So many projects and so many experiments are being carried out at Nintendo. For example, the 100 Marios or 128 Marios -- some of the technology there has already been integrated into Pikmin. And having said that, some other experiments are still going on because we are always looking two or three years in advance, so maybe sometime later we will show some part of 100 Marios." |
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Credit to ign. |
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===Shoshinkai 1994=== |
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1oo marios was later cancelled along with marionette. Marionette was later said to be "preserved" in the form of story with other games. |
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The sixth Shoshinkai show was held on November 15–16, 1994.<ref>{{cite web|date=November 14, 1994|title=Shoshinkai Software Exhibition 1994 - Tradeshows - Planet Virtual Boy|url=http://www.planetvb.com/modules/tradeshows/?r01|url-status=dead|archive-url=https://web.archive.org/web/20100329084203/http://www.planetvb.com/modules/tradeshows/?r01|archive-date=March 29, 2010|access-date=January 9, 2017|work=planetvb.com}}</ref><ref name="NP Jan 1995 VB">{{cite magazine|date=January 1995|title=Virtual Boy Is Born at Shoshinkai November, 1994|url=https://archive.org/stream/NintendoPower1988–2004/Nintendo%20Power%20Issue%20068%20%28January%201995%29#page/n77/mode/2up|magazine=[[Nintendo Power]]|issue=68|pages=52–53}}</ref> Project Reality had already been renamed Ultra 64. |
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Hiroshi Yamauchi introduced the portable [[Virtual Boy]] console, along with its hardware specifications, [[launch game]]s, and future games.<ref name="Boyer">{{Cite magazine|last=Boyer|first=Steven|title=A Virtual Failure: Evaluating the Success of Nintendo's Virtual Boy|magazine=Velvet Light Trap|volume=64|year=2009|pages=23-33}}</ref><ref>{{cite web|date=November 14, 1994|title=Nintendo introduces video game players to three-dimensional worlds with new virtual reality video game system; 32-bit "Virtual Boy" shown at Shoshinkai Software Exhibition in Japan.|url=https://www.thefreelibrary.com/Nintendo+introduces+video+game+players+to+three-dimensional+worlds...-a015923459|url-status=dead|archive-url=https://web.archive.org/web/20170109184501/https://www.thefreelibrary.com/Nintendo+introduces+video+game+players+to+three-dimensional+worlds...-a015923459|archive-date=January 9, 2017|access-date=June 27, 2018|publisher=BusinessWire|location=Tokyo, Japan}}</ref><ref name="NP #68">{{cite magazine|date=January 1995|title=Virtual Boy Is Born at Shoshinkai November 1994|url=https://archive.org/stream/NintendoPower1988-2004/Nintendo%20Power%20Issue%20068%20%28January%201995%29#page/n77/mode/2up|magazine=Nintendo Power|issue=68|pages=52–53}}</ref> The startup screen of the prototype was shown.<ref name="Mario">{{cite web |url=http://www.planetvb.com/modules/games/index.php?t003g |title=Mario Demo « Games « Planet Virtual Boy |publisher=Planetvb.com |access-date=November 18, 2013 |archive-url=https://web.archive.org/web/20120921065824/http://www.planetvb.com/modules/games/index.php?t003g |archive-date=September 21, 2012 |url-status=live}}</ref> A "very confident" projection of "sales in Japan of 3 million hardware units and 14 million software units by March 1996" was given to the press.<ref>{{cite web|url=https://www.thefreelibrary.com/Nintendo+introduces+video+game+players+to+three-dimensional+worlds...-a015923459|title=Nintendo introduces video game players to "three-dimensional" worlds with new virtual reality video game system; 32-bit "Virtual Boy" shown at Shoshinkai Software Exhibition in Japan|date=November 14, 1994|publisher=BusinessWire|location=Tokyo, Japan|url-status=dead|archive-url=https://web.archive.org/web/20190327195123/https://www.thefreelibrary.com/Nintendo+introduces+video+game+players+to+three-dimensional+worlds...-a015923459|archive-date=March 27, 2019|access-date=June 27, 2018}}</ref> The demo of what would have been a ''[[Star Fox (series)|Star Fox]]'' game showed an [[Arwing]] doing various spins and motions.<ref name="Star Fox">{{cite web |url=http://www.planetvb.com/modules/games/index.php?t006g |title=Starfox Demo « Games « Planet Virtual Boy |publisher=Planetvb.com |access-date=November 18, 2013 |archive-url=https://web.archive.org/web/20120921065910/http://www.planetvb.com/modules/games/index.php?t006g |archive-date=September 21, 2012 |url-status=live}}</ref> |
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Marionette |
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"And as for Marionette, it is still under development. It is not a Mario game, but an actual Marionette game utilizing a puppet. I am hoping to make something both complicated and simple at the same time [with this game], which is kind of a contradiction. But already we are experimenting. And once again, sometime in the future we may be able to show you something on it." |
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1oo marios was later cancelled along with marionette. Marionette was later said to be "preserved" in the form of story with other games. |
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Gamers who previewed the system complained that the ''Mario'' demo was not realistic enough, was not in full color, and did not [[Match moving|motion-track]] the image when players turn their heads.<ref name="Guardian Super Mario">{{cite news|first=Kevin | last=Rafferty|title=Super Mario Takes Leap into Three Dimensional Space|newspaper=The Guardian|page=0|date=November 16, 1994|via=ProQuest| url=https://www.proquest.com/docview/294877556/4C825E3013B347F4PQ | access-date=August 25, 2020}}</ref> In the lead editorial of ''[[Electronic Gaming Monthly]]'' following the show, Ed Semrad predicted that the Virtual Boy would have poor launch sales due to the monochrome screen, lack of true portability, unimpressive lineup of games seen at Shoshinkai, and the price, which he argued was as low as it could get given the hardware but still too expensive for the experience the system offered.<ref>{{cite magazine|last=Semrad|first=Ed|date=January 1995|title=Nintendo Stumbles with Virtual Boy Intro!|url=https://retrocdn.net/images/8/8d/EGM_US_066.pdf|magazine=[[Electronic Gaming Monthly]]|issue=66|page=6}}</ref> ''[[Next Generation (magazine)|Next Generation]]''{{'}}s editors were also dubious of the Virtual Boy's prospects when they left the show, and concluded their article on the system by commenting, "But who will buy it? It's not portable, it's awkward to use, it's 100% antisocial (unlike multiplayer [[SNES]]/[[Sega Genesis|Genesis]] games), it's too expensive and – most importantly – the 'VR' (i.e. 3D effect) doesn't add to the game at all: it's just a novelty."<ref>{{cite magazine|date=March 1995|title=Nintendo Pins Hopes on Virtual Boy|url=https://archive.org/details/nextgen-issue-003/page/n21/mode/2up|magazine=[[Next Generation (magazine)|Next Generation]]|issue=3|pages=20–21}}</ref> |
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Some speculated another Space World would be held in 2005 for the formal unveilling of Nintendo's next console, Revolution (the development name for the [[Wii]]). This speculation was incorrect as Nintendo chose to fully reveal the details of the Wii at [[E3 (Electronic Entertainment Expo)|E3]] 2006. However, they did hold an event called Nintendo World 2006 that showcased the Wii and Nintendo DS. |
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===Shoshinkai 1995=== |
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Nintendo later held an event in Tokyo from 8th-10 January 2011 called "Nintendo World 2011." The company gave the specific details on the Japanese launch of the Nintendo 3DS at this exhibition.<ref>{{cite web|url=http://www.cubed3.com/news/14929 |title=Try out 3DS at Nintendo World 2011 in January |publisher=www.cubed3.com |author=Jorge Ba-oh |year=2010 |accessdate=2010-11-24}}</ref> |
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The seventh Shoshinkai show was held on November 22–24, 1995,<ref>{{cite book|url=https://books.google.com/books?id=vpjpAgAAQBAJ&q=There,+at+the+7th+Annual+Shoshinkai+Software+Exhibition+in+Japan&pg=PT437|title=Vintage Game Consoles: An Inside Look at Apple, Atari, Commodore, Nintendo |date=February 24, 2014|isbn=9781135006501| access-date=January 11, 2021 |last1=Loguidice|first1=Bill|last2=Barton|first2=Matt}}</ref> at the [[Makuhari Messe]] convention center in [[Chiba, Chiba|Chiba]], Japan. ''[[Popular Mechanics]]'' described the scene where "hordes of Japanese schoolkids huddled in the cold outside an exhibition hall in a small town near Tokyo, the electricity of anticipation clearly rippling through their ranks".<ref name="The Game is 64 Bits">{{cite magazine|last=Willcox|first=James K.|date=April 1996|title=The Game is 64 Bits|url=https://books.google.com/books?id=MGUEAAAAMBAJ&pg=PA134|page=134|access-date=October 16, 2017|magazine=[[Popular Mechanics]]}}</ref> ''[[Nintendo Power]]'' interviewed [[Shigeru Miyamoto]] and [[Takashi Tezuka]] about the development of ''[[Super Mario 64]]'', ''Zelda'', and game philosophy.<ref name="NP #80">{{cite magazine |date=January 1996 |title=The Game Guys - (Spaceworld 1995) |url=https://www.angelfire.com/games5/makzelda/interviews/spaceworld95.html |magazine=[[Nintendo Power]] |issue=80 |pages=24–25 |access-date=January 11, 2021}}</ref> |
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The show featured the public unveiling of the newly renamed Nintendo 64 console, with thirteen games.<ref>{{cite web |access-date=March 27, 2008 |url=http://www.gamezero.com/team-0/articles/industry/shoshinkai_1995/nu64-1.html |title=Coverage of the Nintendo Ultra 64 Debut from Game Zero |publisher=Game Zero}}</ref> This included the playable prototypes of ''[[Super Mario 64]]'' and ''[[Kirby's Dream Course#Development|Kirby Ball 64]]'', and a videotape containing a total of three minutes of very early footage of eleven other Nintendo 64 games. Of all these, the development of ''Super Mario 64'' was reportedly the most advanced, though only 50 percent complete.<ref name="The Game is 64 Bits"/><ref>{{cite magazine|last=Semrad|first=Ed|date=February 1996|title=Ultra 64 Unveiled|url=https://retrocdn.net/images/4/45/EGM_US_079.pdf|magazine=[[Electronic Gaming Monthly]]|publisher=Sendai Publishing|issue=79|page=6}}</ref><ref>{{cite magazine|date=February 1996|title=The Ultra 64: Power Packed|url=https://archive.org/details/GamePro_Issue_079_February_1996/page/n21/mode/2up|magazine=[[GamePro]]|publisher=[[International Data Group|IDG]]|issue=89|pages=20–21}}</ref><ref name="NP #80"/> Twelve playable demos had been prepared for the show, but Hiroshi Yamauchi removed ten of them from the itinerary just days beforehand.<ref>{{cite magazine|title=A Portrait of Hiroshi Yamauchi |magazine=[[Next Generation (magazine)|Next Generation]] |issue=29|publisher=[[Imagine Media]]|date=May 1997|page=52 |url=https://archive.org/stream/NEXT_Generation_29#page/n52}}</ref> ''[[The Legend of Zelda: Ocarina of Time|Zelda 64]]'' was shown in the form of an abstract technical and thematic demonstration video, where ''Next Generation'' magazine said "Well, the fact is that the videotape sequences shown at Shoshinkai bear very little resemblance to what the final product will actually look like. Spectacular scenes of a surprisingly large Link clad in polished armor are most likely to end up in cut-scenes rather than representing the actual play."<ref name="Essential 50">{{cite web |url=http://www.1up.com/features/essential-50-ocarina-time |archive-url=https://archive.today/20120718054136/http://www.1up.com/features/essential-50-ocarina-time |url-status=dead |archive-date=July 18, 2012 |title=The Essential 50 Part 40: The Legend of Zelda: Ocarina of Time|website=[[1UP.com]]}}</ref><ref>{{cite magazine|date=February 1996|title=Legend of Zelda|url=https://archive.org/details/nextgen-issue-014/page/n55/mode/2up|magazine=[[Next Generation (magazine)|Next Generation]]|publisher=[[Imagine Media]]|issue=14|page=55|quote=Well, the fact is that the videotape sequences shown at Shoshinkai bear very little resemblance to what the final product will actually look like. Spectacular scenes of a surprisingly large Link clad in polished armor are most likely to end up in cut-scenes rather than representing the actual play.}}</ref> Some brief early footage of ''[[Mario Kart 64]]'' was shown on November 24,<ref>{{cite magazine|last=Semrad|first=Ed|date=February 1996|title=Ultra 64 Unveiled|url=https://retrocdn.net/images/4/45/EGM_US_079.pdf|magazine=[[Electronic Gaming Monthly]]|publisher=Sendai Publishing|issue=79|page=6}}</ref><ref name="Max3">{{cite magazine|date=January 1996|title=The Return of the Awesome Mario Kart!|url=https://retrocdn.net/images/3/3e/MAXIMUM_UK_03.pdf|magazine=Maximum: The Video Game Magazine|publisher=[[Emap International Limited]]|issue=3|page=105}}</ref><ref name="NintendoLandN64">{{cite web|access-date=March 27, 2008 |url=http://www.nintendoland.com/home2.htm?n64/n64.htm |title=The N64's Long Way to completion |publisher=Nintendo Land |date=January 1, 1998 |last=Liedholm | first=Marcus |archive-url=https://web.archive.org/web/20080503135511/http://www.nintendoland.com/home2.htm?n64%2Fn64.htm |archive-date=May 3, 2008 |url-status=dead}}</ref> which Miyamoto said was 95% complete, but which was not shown in playable form due to the difficult logistics of demonstrating the multiplayer features.<ref name="Max3"/> ''[[Computer and Video Games]]'' reported overall.<ref name="CVG 171">{{cite magazine|date=February 1996|title=Nintendo Ultra 64|url=https://www.outofprintarchive.com/articles/features/TradeShows/Shoshinkai1995-CVG171-11.html|magazine=[[Computer and Video Games]]|location=UK|issue=171}}</ref>{{rp|26}} |
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==Systems unveiled at Space World== |
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*[[Nintendo GameCube]] |
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*[[Game Boy Advance]] |
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*[[Nintendo 64]] |
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*[[Nintendo 64DD]] |
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.[[Nintendo 3DS]] |
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Nintendo made its first announcement of the [[64DD]] peripheral, saying it would be launched by the end of 1996,<ref>{{cite magazine|date=January 1996|title=Nintendo's Lincoln Speaks Out on the Ultra 64!|url=https://retrocdn.net/images/e/eb/EGM_US_078.pdf|magazine=[[Electronic Gaming Monthly]]|publisher=Sendai Publishing|issue=78|pages=74–75}}</ref> though releasing virtually no technical specifications.<ref name="The Game is 64 Bits"/> New and upcoming role-playing games for the Super Famicom, Virtual Boy, and Game Boy were exhibited, including ''[[Pokémon Red and Green]]''.<ref>{{cite magazine | url=https://archive.org/details/nintendo-power-issue-127-december-1999/Nintendo%20Power%20Issue%20080%20January%201996/page/n33/mode/2up | magazine=[[Nintendo Power]] | title=Nintendo Power | issue=80}}</ref> |
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==References== |
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{{reflist}} |
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===Shoshinkai 1996=== |
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{{Video Game Trade Shows}} |
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[[File:SpaceWorld96.svg|thumb|right|Shoshinkai 1996 logo]] |
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The eighth Shoshinkai show was held on November 22–24, 1996<ref>{{cite book|url=https://books.google.com/books?id=hPW33hFLaRIC&q=Shoshinkai+1996|title=Nintendo 64 Games Guide - Brady Publishing (Firm), Christine Cain, J. Rich - Google Books|date=May 1, 1997|isbn=9781566866934|access-date=January 9, 2017|last1=(Firm)|first1=Brady Publishing|last2=Cain|first2=Christine|last3=Rich|first3=J.}}</ref> at the [[Makuhari Messe]] convention center in [[Chiba, Chiba|Chiba]], Japan.<ref name="NGenNinGetsIn">{{cite magazine|date=February 1997|title=Shoshinkai '97: Nintendo Gets in the Games|url=https://archive.org/details/nextgen-issue-26/page/n19/mode/2up|magazine=[[Next Generation (magazine)|Next Generation]]|publisher=[[Imagine Media]]|issue=26|pages=18–20}}</ref><ref name="Shoshinkai 96 at Nintendo.com"/> New software was shown for the Nintendo 64, [[Super NES]], and Game Boy.<ref name="NGenNinGetsIn"/> Nintendo of America's website published a report of the show including photos and videos, the roster of Nintendo 64 games and some demo reviews, and a translated summary (from ''Famimaga 64'' issue 12) of a panel discussion among key personnel about their philosophy of Nintendo 64 game development.<ref name="Shoshinkai 96 at Nintendo.com"/> |
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This show bore the first demonstration of the [[64DD]]. IGN reported that this was one of the biggest items of the show along with first-party games,<ref name="Report from Shoshinkai 96">{{cite web | title=Report from Shoshinkai | date=November 23, 1996 | author=IGN Staff | url=http://www.ign.com/articles/1996/11/23/report-from-shoshinkai | access-date=October 15, 2017}}</ref> but other gaming press said 64DD was kept out of the spotlight and had no meaningful demonstration of capabilities.<ref name="NGenNinGetsIn"/><ref>{{cite magazine|last=Semrad|first=Ed|date=February 1997|title=Insert Coin|url=https://retrocdn.net/images/b/b2/EGM_US_091.pdf|magazine=[[Electronic Gaming Monthly]]|publisher=[[Ziff Davis]]|issue=91|page=6}}</ref> Nintendo stated that it was deliberately downplaying the 64DD at the show in order to demonstrate the ongoing commitment to the cartridge format.<ref>{{cite magazine|date=February 1997|title=What's Next for Shigeru Miyamoto?|url=https://archive.org/details/nextgen-issue-26/page/n9/mode/2up|magazine=[[Next Generation (magazine)|Next Generation]]|publisher=[[Imagine Media]]|issue=26|page=10}}</ref> Nintendo's Director of Corporate Communications, Perrin Kaplan, made the company's first official launch window announcement for 64DD, scheduled for late 1997 in Japan.<ref name="The 64DD: Nintendo's Disk Drive">{{cite web | title=The 64DD: Nintendo's Disk Drive | url=http://www.ign.com/articles/1998/01/29/the-64dd-nintendos-disk-drive | website=IGN | date=January 28, 1998 | access-date=September 2, 2014}}</ref> The 64DD system was shown in its own display booth with the hardware specifications having been finalized, according to Nintendo of America's Chairman Howard Lincoln. ''Super Mario 64'' ran on 64DD, which was an improvised conversion from the new retail cartridge release onto floppy disk to demonstrate the bootable prototype floppy drive, only at this show.<ref name="SM64 DD">{{cite news | title=The Unreleased Super Mario 64 DD Edition Appears to Have Been Uncovered | date=June 26, 2014 | first=Thomas | last=Whitehead | url=https://www.nintendolife.com/news/2014/06/the_unreleased_super_mario_64_dd_edition_appears_to_have_been_uncovered | access-date=August 14, 2020}}</ref> Lincoln explained, "''Super Mario 64'' is running on the 64DD right now. First they weren't going to show anything on 64DD, but they decided at the last minute to have a game people recognize."<ref name="HL at Shoshinkai N64.com">{{cite web | title=N64.com Interviews Howard Lincoln | date=December 6, 1996 | website=IGN | url=https://www.ign.com/articles/1996/12/07/n64com-interviews-howard-lincoln | access-date=January 11, 2015 | url-status=live | archive-url=https://web.archive.org/web/20150206110135/http://www.ign.com/articles/1996/12/07/n64com-interviews-howard-lincoln | archive-date=February 6, 2015}}</ref><ref name="SM64 Disk Version">{{cite AV media | title=Super Mario 64 Disk Version - Boot on 64DD | url=https://www.youtube.com/watch?v=5rd6_5HoJd8 | via=[[YouTube]] | access-date=January 25, 2015 | url-status=live | archive-url=https://web.archive.org/web/20150111153456/https://www.youtube.com/watch?v=5rd6_5HoJd8 | archive-date=January 11, 2015}}</ref> The booth also demonstrated the process of rendering audience members' photographed faces onto 3D avatars and shapes—a feature which was ultimately incorporated and released in 2000 as ''[[Mario Artist: Talent Studio]]'' and the Capture Cassette for 64DD.<ref name="HL at Shoshinkai 96 N64.com">{{cite web | title=N64.com Interviews Howard Lincoln | date=December 6, 1996 | website=IGN | url=http://www.ign.com/articles/1996/12/07/n64com-interviews-howard-lincoln | access-date=January 11, 2015}}</ref><ref name="Shoshinkai 96 at Nintendo.com">{{cite web | title=Nintendo 64 Shoshinkai '96 | publisher=Nintendo of America | url=https://www.nintendo.com/newsroom/show_frame.html | url-status=dead | archive-url=https://web.archive.org/web/19961222150158/http://www.nintendo.com/newsroom/show_frame.html | archive-date=December 22, 1996 | access-date=January 11, 2015}}</ref> Another 64DD game in development was ''Creator'', a music and animation game by [[Software Creations (UK)|Software Creations]],<ref name="Creator and Mario Artist">{{cite web | publisher=Zee 3 | title=Career timeline | url=http://www.zee-3.com/pickfordbros/career_timeline.php#nintendo | access-date=January 5, 2014 | archive-date=May 25, 2014 | archive-url=https://web.archive.org/web/20140525044621/http://www.zee-3.com/pickfordbros/career_timeline.php#nintendo | url-status=dead }}</ref> the same UK company that had made ''Sound Tool'' for the Nintendo Ultra 64 development kit. They touted the game's ability to be integrated into other games, allowing a player to replace any such game's textures and possibly create new levels and characters. There was no playable version of ''Creator'' available at this show, but the project was later absorbed into ''[[Mario Artist: Paint Studio]]'' (1999).<ref name="Creator and Mario Artist"/><ref name="Mario Artist: Paint Studio (Import)">{{cite web|title=Mario Artist: Paint Studio (Import) |first=Peer |last=Schneider |work=ign64 |date=August 22, 2000 |url=https://www.ign.com/articles/2000/08/23/mario-artist-paint-studio-import |access-date=August 6, 2022}}</ref><ref name="Shoshinkai 1996 interview"/> |
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[[Category:Video game trade shows]] |
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Reportedly several developers attended the show to learn how to develop for 64DD, some having traveled from the US for the 64DD presentation and some having received 64DD development kits.<ref name="Nintendo's Internet Connection">{{cite web | title=Nintendo's Internet Connection | date=December 13, 1996 | author=IGN Staff | url=http://www.ign.com/articles/1996/12/14/nintendos-internet-connection | work=IGN | access-date=September 6, 2017}}</ref> Included in the early roster of committed 64DD developers, [[Rare (company)|Rare]] officially discounted any rumors of the peripheral's impending pre-release cancellation.<ref name="Closing in on Shoshinkai">{{cite web | title=Closing in on Shoshinkai | date=November 15, 1996 | url=http://www.ign.com/articles/1996/11/16/closing-in-on-shoshinkai | website=IGN | access-date=September 2, 2014}}</ref> |
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N64.com described the presentation of ''Zelda 64'' as "very quick shots on videotape".<ref name="HL at Shoshinkai 96 N64.com"/> ''Yoshi's Island 64'' debuted in a short video, and was eventually released as ''[[Yoshi's Story]]''.<ref name="Q&A">{{cite web | title=Q&A | website=IGN | date=May 5, 1997 | url=http://www.ign.com/articles/1997/05/06/qa-10 | access-date=October 15, 2017}}</ref> "The biggest surprise" of the show according to IGN and "most impressive [new peripheral]" according to ''[[Electronic Gaming Monthly]]'' was the Jolting Pak,<ref name="Report from Shoshinkai 96"/><ref>{{cite magazine|date=January 1997|title=Shoshinkai: Nintendo Unveils New Disk Drive and 50 Additional Japanese N64 Games|url=https://retrocdn.net/images/a/a6/EGM_US_090.pdf|magazine=[[Electronic Gaming Monthly]]|publisher=[[Ziff Davis]]|issue=90|pages=116–7}}</ref> which was eventually launched as the [[Rumble Pak]] in a bundle with the upcoming ''[[Star Fox 64]]''. ''[[Next Generation (magazine)|Next Generation]]'' derisively claimed it "was seen as merely another whimsical Nintendo fancy destined to the bin marked Good Idea at the Time".<ref name="NGenNinGetsIn"/> |
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{{Nintendo-stub}} |
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Miyamoto was interviewed, including about 64DD and Jolting Pak.<ref name="Shoshinkai 1996 interview">{{ cite AV media | url=https://www.youtube.com/watch?v=1ZXA2pzrLlo | title=Nintendo SpaceWorld '96: Miyamoto Interview + Super Mario 64 on 64DD + Rumble Pak Unveiled | via=[[YouTube]] | access-date=September 2, 2014 | url-status=live | archive-url=https://web.archive.org/web/20150109060241/https://www.youtube.com/watch?v=1ZXA2pzrLlo | archive-date=January 9, 2015}}</ref> |
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The highly anticipated ''[[EarthBound 64]]'' debuted as a video trailer segment within the overall video loop of gameplay footage. Copies of this footage were hunted and analyzed for decades as part of [[EarthBound fandom|''EarthBound'' fandom]] and lore.<ref name="NW EB64">{{cite news | title=Some new footage of EarthBound 64 arrives from Space World '96 video | date=June 1, 2019 | first=Ricky | last=Berg | url=https://nintendowire.com/news/2019/06/01/some-new-footage-of-earthbound-64-arrives-from-space-world-96-video/ | access-date=August 14, 2020}}</ref><ref name="Mother 3 Timeline">{{cite web | title=MOTHER 3's Timeline of Hope | first=Clyde | last=Mandelin | date=October 17, 2018 | url=https://legendsoflocalization.com/mother3-timeline/ | work=Legends of Localization | access-date=August 14, 2020}}</ref><ref name="Old Japanese"/><ref name="Rare footage EB64"/> |
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===Space World 1997=== |
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The ninth show was renamed to Space World, held on November 21–24, 1997.<ref name=EGM103>{{cite magazine |title=The Medium Is the Message |magazine=[[Electronic Gaming Monthly]] |issue=103 |publisher=[[Ziff Davis]] |date=February 1998 |pages=20–1}}</ref> Some media of the event was streamed live on Nintendo's website.<ref>{{cite web | title=Nintendo Spaceworld '97 | website=Nintendo Co, Ltd. | publisher=Nintendo Co, Ltd. | language=ja | url=http://www.nintendo.co.jp/n12/index.html | url-status=dead | archive-url=https://web.archive.org/web/19980205081306/http://www.nintendo.co.jp/n12/index.html | archive-date=February 5, 1998 | access-date=September 11, 2019}}</ref> The event was heavily focused on the Japan market and on peripheral hardware, with several 64DD demonstrations and the unveiling of the [[Game Boy Camera]], [[Game Boy Printer]], [[Transfer Pak]], [[Mario Artist#Paint Studio|Nintendo 64 Mouse]], and [[Nintendo 64 accessories#VRU|Voice Recognition Unit]].<ref name=EGM103/><ref name="Tough Talk"/><ref name="NG38"/> The event featured an early prototype of [[Pokémon Gold and Silver|''Pokémon Gold'' and ''Silver'']],<ref>{{cite web |title=SPACEWORLD'97 exhibitors GAME BOY - Pokémon Gold and Silver |url=https://www.nintendo.co.jp/n12/swgbsoft/swgb03.html#gb19 |website=Nintendo Co, Ltd. |publisher=Nintendo Co, Ltd. | language=ja|access-date=November 3, 2014 |url-status=dead |archive-url=https://web.archive.org/web/19980224225429/http://www.nintendo.co.jp/n12/swgbsoft/swgb03.html#gb19 |archive-date=February 24, 1998}}</ref> with [[List of unused Pokémon in the 1997 Pokémon Gold and Silver demo|two starting Pokémon]] which do not appear in the final game, and an early [[Chikorita]]. The game was not completed until 1999, largely changed. The [[ROM image]] for this demo was anonymously dumped and released online on May 31, 2018.<ref>{{cite web|url=https://www.eurogamer.net/articles/2018-05-31-pokemon-designs-leak-from-gold-and-silver-demo|title=20 years later, fans uncover never-before-seen Pokémon left on the cutting room floor|work=Eurogamer|date=May 31, 2018|access-date=May 31, 2018}}</ref> Other featured games include ''[[Pokémon Stadium#Development|Pokémon Stadium]]'', ''[[Hey You, Pikachu!|Pikachu Genki Dechu]]'' (''Hey You, Pikachu!''), and ''[[Pokémon Snap]]''.<ref>{{cite book|title=NINTENDOスペースワールド '97 オフィシャルガイドブック|publisher=Enterbrain|date=November 21, 1997}}</ref> |
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''[[Next Generation (magazine)|Next Generation]]'' magazine relayed Chairman [[Hiroshi Yamauchi]]'s speech that Nintendo 64 adoption in Japan was unexpectedly unfavorable, due to general declination of home console games as often "boring or complicated" and unappealing to ordinary users, and lionizing the mobile ''Pocket Monsters'' as the exemplar to learn from. Nintendo again delayed the 64DD launch; the magazine staff discerned (and witnessed of American visitors) no appeal toward the US market from any current 64DD software (mostly ''[[Mario Artist]]'' and ''Pocket Monsters''), and said "64DD's future does not look good". Nintendo instead mainly promoted ''Pocket Monsters'' as the best selling game of 1997 and of all time on Game Boy. The magazine said "Miyamoto's brace of games on display all lived up to expectations" with ''Zelda 64'' as "the focal point on the show floor", with a small game world playable demonstration, and reported seeing a general consensus that "it's even better than ''[[Super Mario 64]]''". Nintendo demonstrated ''[[F-Zero X]]'' and the surprise game ''[[1080° Snowboarding]]''.<ref name="NG38"/> Miyamoto interviewed about the secret prototype of [[Cabbage (video game)|''Cabbage'']] for 64DD and Game Boy.<ref name="Miyamoto N64.com">{{cite interview | first=Shigeru | last=Miyamoto | interviewer=Peer Schneider and Douglass Perry | title=Miyamoto Meets N64.com | date=November 25, 1997 | url=https://www.ign.com/articles/1997/11/26/miyamoto-meets-n64com | access-date=August 6, 2020}}</ref> |
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The magazine said "third-party software, however, mostly continues to suck" with no evidence of Nintendo improving third-party developer relations. San Mehat of [[Argonaut Games]] attributed this to a lack of Nintendo's development systems, lack of publishers, lack of cartridge data capacity, and big competition from Nintendo.<ref name="NG38">{{cite magazine | magazine=[[Next Generation (magazine)|Next Generation]] | title=Nintendo's Space World 1997 | date=February 1998 | issue=38 | url=https://archive.org/details/NextGeneration38Feb1998/page/n23/mode/2up | access-date=August 6, 2022}}</ref> George Harrison, the Vice President of Nintendo of America, candidly explained that the show's third party developers were often lackluster because of the unexpected difficulty inherent to the industry's transition from 2D to 3D game development where even some members of the heavily supported Dream Team had struggled with Project Reality, procurement costs of the [[Nintendo 64 Game Pak]], Nintendo's lack of developer support, and the inherent difficulty in competing with Nintendo.<ref name="NG38"/><ref name="Tough Talk"/> |
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{{blockquote | quote=Certainly [64DD] hasn't been sidelined, it's still in the starting gate.<ref name="NG38"/> [Nintendo can't guarantee that the 64DD will launch in the US in 1998], but what we can say is that it will launch when it is ready and when we have a compelling piece of software for it. But it's an accessory and we all know the history of selling add-ons in this marketplace, and to be successful we'd have to get a 60%-to-80% penetration of this 64DD into the installed base of N64 to be considered a success. We can't just have 10% or 20% of people buy it, otherwise it wouldn't make any sense to continue software support for it.<ref name="Tough Talk">{{cite interview | first=George | last=Harrison | interviewer=Neil West | title=Tough Talk With Nintendo | date=April 9, 1997 | publisher=[[Next Generation (magazine) | Next Generation]] | url=http://www.next-generation.com/specials/112797.chtml | url-status=dead | archive-url=https://web.archive.org/web/19980204091831/http://www.next-generation.com/specials/112797.chtml | archive-date=February 4, 1998 | access-date=March 10, 2018}}</ref>|source=George Harrison, VP of Nintendo of America, April 1997}} |
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===Space World 1999=== |
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Having skipped 1998 because of a lack of 64DD launch games to show,<ref name="DD Date?">{{cite web|title=DD Date?|website=[[IGN]]|date=April 8, 1999|url=http://ign64.ign.com/news/7663.html|url-status=dead|archive-url=https://web.archive.org/web/20010417184408/http://ign64.ign.com/news/7663.html|archive-date=April 17, 2001|access-date=November 20, 2015}}</ref> the tenth show was held on August 27–29, 1999.<ref>{{cite web|url=http://www.ign.com/articles/1999/08/20/spaceworlds-just-around-the-corner-2|title=Spaceworld's Just Around the Corner - IGN|work=[[IGN]]|date=August 19, 1999|access-date=January 9, 2017}}</ref> IGN explained that the 64DD's notoriously repeated launch delays were so significant, and the company's software library was so dependent upon the 64DD's launch, that this directly caused the skipping of Space World in 1998. The event had been delayed from 1998 to early 1999 and had been expected to slip again to November 1999.<ref name="DD Date?"/> |
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The show was held at the [[Makuhari Messe]] convention center in [[Tokyo]]'s [[Chiba, Chiba|Chiba]] prefecture. Long queues of 45-90 minutes were at each game demonstration kiosk. The [[Randnet]] dialup Internet service had recently been announced as currently in testing in Japan, to accompany the upcoming 64DD launch.<ref name="Core99day1"/><ref name="Inside Randnet"/> |
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Many games for [[Nintendo 64]] and [[Game Boy Color]] were announced and demonstrated,<ref name="SW99 RPGfan">{{cite web|last=Mahn|first=Stahn|date=August 28, 1999|title=Nintendo Space World '99|url=https://www.rpgfan.com/news/1999/528.html|url-status=dead|archive-url=https://web.archive.org/web/20000916061302/https://www.rpgfan.com/news/1999/528.html|archive-date=September 16, 2000|access-date=February 19, 2021|publisher=RPGFan}}</ref> and ''Core Magazine'' said the Game Boy Color lineup reportedly attracted even more visitor traffic than the 64DD booth.<ref name="Core99day1"/> Nintendo 64 Game Paks included ''Zelda Gaiden'' (later renamed ''[[The Legend of Zelda: Majora's Mask|Majora's Mask]]''), ''[[Paper Mario]]'', ''[[Mother 3]]'', and ''[[Pokémon Gold and Silver]]''.<ref name="64DD Loses War"/> Nintendo's 64DD booth demonstrated eight launch games intended for later that year: ''Gendai Dai-Senryaku: Ultimate War'', ''Kyojin no Doshin 1'' (''[[Doshin the Giant]]''), ''[[F-Zero X#Disk drive expansion|F-Zero X Expansion Kit]]'', ''Japanese Professional Golf'', ''Mahjong School'', ''SimCity'', ''Talent Studio'', and ''Paint Studio''. IGN said that ''Ultimate War'' was one of the best games of the show, including "competitive network gaming via the Randnet service".<ref name="64DD Loses War">{{cite web | title=64DD Loses War | date=August 21, 2000 | work=IGN64 | url=http://ign64.ign.com/news/23779.html | url-status=dead | archive-url=https://web.archive.org/web/20010401065738/http://ign64.ign.com/news/23779.html | archive-date=April 1, 2001 | access-date=February 20, 2020}}</ref><ref name="Ultimate War 64DD cancel">{{cite web | work=IGN64 | title=Gendai Dai-Senryaku: Ultimate War | date=January 11, 2001 | url=http://ign64.ign.com/previews/13209.html | url-status=dead | archive-url=https://web.archive.org/web/20010401065654/http://ign64.ign.com/previews/13209.html | archive-date=April 1, 2001 | access-date=February 20, 2020}}</ref><ref name="Inside Randnet">{{cite web|title=Inside Randnet|date=August 27, 1999|work=IGN|url=https://www.ign.com/articles/1999/08/28/inside-randnet |access-date=July 23, 2021}}</ref> ''Doshin the Giant''{{'}}s developer Kazutoshi Iida recalled a "continuous line of people queued to use the eight playable test units, and the 'Large Screen Experience'" with a very enthusiastic foreign press. A "captivated" audience of young children returned on each of the event's three days just to play ''Doshin''.<ref name="Doshin 1 message">{{cite web | title="Doshin the GIANT 1" The message from the developer | publisher=RandnetDD | date=September 1999 | url=http://www.randnetdd.co.jp/kyojin/english/faq1.html | url-status=dead | archive-url=https://web.archive.org/web/20001206134500/http://www.randnetdd.co.jp/kyojin/english/faq1.html | archive-date=December 6, 2000 | access-date=July 8, 2014}}</ref> ''Mother 3'' (''[[EarthBound 64]]'') was demonstrated<ref name="Earthbound 64 cancel"/><ref name="Mother 3 Timeline"/> for the first time, and the sudden announcement that it had been converted from 64DD disk to cartridge plus expansion disk was taken by [[IGN]] as bad news for the 64DD platform, having been seen as a crucial launch game for it.<ref name="EB64 preview">{{cite web | title=EarthBound 64 Preview | date=September 3, 1999 | first=Peer | last=Schneider | url=https://www.ign.com/articles/1999/09/03/earthbound-64-preview | access-date=September 25, 2022}}</ref><ref name="Earthbound 64 cancel">{{cite news | title=Earthbound 64 (Mother 3) Last Known Details | date=August 22, 2000 | work=[[IGN]] | url=https://www.ign.com/articles/2000/08/23/earthbound-64-mother-3 | access-date=August 13, 2020}}</ref> The half-complete ''Mother 3'' was the favorite of ''Core Magazine'' staff, and the only demo with headphones, though with one basic story element. Nintendo's 64DD booth's display cases included the debut of a data transfer (DT) cable from Game Boy Color to 64DD with a prototype of the card trading game<ref name="Core99day1">{{cite web | title=Spaceworld 99: Day One | first=Dennis | last=Day | url=http://www.coremagazine.com/features/7.php3 | url-status=dead | archive-url=https://web.archive.org/web/19991124063805/http://www.coremagazine.com/features/7.php3 | archive-date=November 24, 1999 | access-date=September 25, 2022}}</ref> ''DT Bloodmasters''.<ref name="What's DT, you ask?">{{cite web|title=What's DT, you ask?|date=August 27, 1999|work=IGN|url=http://ign64.ign.com/articles/069/069944p1.html|url-status=dead|archive-url=https://web.archive.org/web/20041220053459/http://ign64.ign.com/articles/069/069944p1.html|archive-date=December 20, 2004|access-date=January 3, 2015}}</ref><ref name="64DD Lineup Exposed">{{cite web|title=64DD Lineup Exposed|date=August 26, 1999 |website=IGN |url=https://www.ign.com/articles/1999/08/27/64dd-lineup-exposed|access-date=July 21, 2021}}</ref> Many more 64DD games were reported in development.<ref name="64DD Lineup Exposed"/> ''64 Wars'', also known as ''Advance Wars 64'', was noninteractively demonstrated.<ref>{{cite web|url=https://archive.org/details/NintendoSpaceworldGuidebooks/Nintendo%20Space%20World%2099%20Official%20Guide%20Book/page/n35/mode/2up|title=Nintendo Space World 99 Official Guide Book|via=[[Internet Archive]] |access-date=August 3, 2023}}</ref> |
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A detailed stage play was themed for ''[[Pokémon]]'', with lively actors dressed in large, fuzzy costumes. ''Pokémon'' audio CDs were given to the audience.<ref name="SW99 GIA">{{cite web|date=August 27, 1999|title=Sights and sounds at Space World|url=http://archive.thegia.com/news/n990827g.html|access-date=May 12, 2020|publisher=Gaming Intelligence Agency}}</ref> |
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===Space World 2000=== |
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The eleventh show was held on August 24–26, 2000.<ref>{{cite web|url=http://www.nintendoworldreport.com/event/566/space-world-2000|title=Space World 2000 - Event - Nintendo World Report|work=nintendoworldreport.com|date=June 19, 2001|access-date=January 9, 2017}}</ref> This hosted the dual-announcement of [[GameCube]] and [[Game Boy Advance]], while maintaining [[Nintendo 64]].<ref name="It's Hip to be Square"/> In June, ''Famitsu'' gaming magazine in Japan had published a seemingly incomplete list of games expected to be covered at the show, for the Nintendo 64, [[Game Boy]], and the upcoming Game Boy Advance.<ref name="Partial">{{cite web | title=Nintendo's Partial Space World Lineup | author=IGN Staff | date=July 28, 2000 | url=https://www.ign.com/articles/2000/07/29/nintendos-partial-space-world-lineup | access-date=August 5, 2020}}</ref> Nintendo's GBA announcement included peripherals<ref>{{Cite news|title=Meet the Game Boy Advance - IGN|date=August 23, 2000|url=https://www.ign.com/articles/2000/08/24/meet-the-game-boy-advance|language=en|access-date=July 27, 2020}}</ref> such as the [[Game Link Cable#Third generation|Link cable]], the [[GameCube - Game Boy Advance link cable]],<ref name="Connecting to the Cube">{{cite news | title=Connecting to the Cube | author=IGN Staff | date=September 14, 2001 | url=https://www.ign.com/articles/2001/09/14/connecting-to-the-cube | access-date=August 7, 2020}}</ref> a [[Rechargeable battery|rechargeable]] [[battery pack]], and an [[infrared]] communications adaptor which would allow systems to exchange data.<ref>{{Citation|title=The Peripherals of the Game Boy Advance - IGN|date=August 28, 2000|url=https://www.ign.com/articles/2000/08/29/the-peripherals-of-the-game-boy-advance|language=en|access-date=July 27, 2020}}</ref> |
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IGN joked that the [[64DD]] was "DeaDD"<ref name="DeaDD"/> and ''[[Newsweek]]'' said, "the gaming press had already witnessed [early pre-launch demonstrations of] the stunning graphics of 128-bit videogame systems like Sega's [[Dreamcast]], Sony's [[PlayStation 2]], and Microsoft's [[Xbox (console)#Initial announcement and content acquisitions|Xbox]] [so] when you're late to the party, you'd better be dressed to kill."<ref name="It's Hip to be Square">{{cite news | last=Croal | first=N'Gai | others=Masato Kawaguchi and Marc Saltzman in Japan | title=It's Hip To Be Square | newspaper=Newsweek | volume=136 | issue=10 | date=September 4, 2000 | pages=53–54 | url=http://www.newsweek.com/its-hip-be-square-159157 | access-date=August 3, 2020}}</ref> |
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{{blockquote|quote=Spaceworld delivered the unveiling of GameCube, the playability of Game Boy Advance and more than a dozen new Nintendo 64 games, but it also signified the official demise of the Nintendo's 64DD add-on device. The hardware was not only completely absent from the event, but previously scheduled products like ''Ultimate War'' and ''[[Cubivore: Survival of the Fittest|Doubutsu Banchou]]'' both showed up in playable form – on cartridge for Nintendo 64.<ref name="DB 2001">{{cite web | title=Doubutsu Banchou | date=January 9, 2001 | publisher=[[IGN]] | author=IGN Staff | url=https://www.ign.com/articles/2001/01/10/doubutsu-banchou | access-date=August 5, 2020}}</ref><ref name="64DD Loses War"/> Nintendo did not speak about 64DD during its opening speech, nor did the hardware itself have any booth presence. In fact, the unofficial "No 64DD!" policy seemed to be enforced by Nintendo so brutally that had we even muttered the name of the hardware, we would have probably been tossed out of the show.|source=IGN<ref name="DeaDD">{{cite web | title=DeaDD | date=August 25, 2000 | work=IGN64 | url=http://ign64.ign.com/news/24101.html | url-status=dead | archive-url=https://web.archive.org/web/20010418022430/http://ign64.ign.com/news/24101.html | archive-date=April 18, 2001 | access-date=February 20, 2020}}</ref>}} |
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The show floor had an audience of 2,000, mostly male. Entertainment included "heavy artillery-loud [[techno]] music, smoke machines, and women in latex skirts".<ref name="It's Hip to be Square"/> There was a huge screen at Nintendo's event stage,<ref name="Derby Stallion">{{Cite news |url=https://www.ign.com/articles/2000/08/26/derby-stallion-lives|title=Derby Stallion Lives | work=[[IGN]] | date=August 26, 2000 | author=IGN Staff | access-date=August 14, 2020}}</ref> with two hours of next-generation presentation videos.<ref name="2000 Predictions">{{cite news | title=Spaceworld Predictions | date=August 21, 2000 | first=Fran | last=Mirabella III | publisher=[[IGN]] | url=http://ign64.ign.com/news/23800.html | url-status=dead | archive-url=https://web.archive.org/web/20010401064811/http://ign64.ign.com/news/23800.html | archive-date=April 1, 2001 | access-date=August 13, 2020}}</ref> A compilation trailer of Nintendo licenses running on GameCube hardware was displayed, including ''[[Derby Stallion]]'',<ref name="Derby Stallion"/><ref name="DS Import">{{cite news | title=Derby Stallion 64 (Import) | date=April 25, 2001 | author=IGN Staff | url=https://www.ign.com/articles/2001/04/25/derby-stallion-64-import | access-date=August 7, 2020}}</ref> ''[[Luigi's Mansion]]'', ''[[Metroid Prime]]'', and ''[[Meowth's Party]]''. Nintendo conducted the now legendary interactive [[technology demonstration]] called ''[[Super Mario 128]]'' and played the brief video clip of [[The Legend of Zelda: The Wind Waker#Development|''The Legend of Zelda 128'']].<ref>{{cite web|url= http://www.playerschoicegames.com/nintendogamecube.html|title=Player's Choice Games: Nintendo Gamecube|publisher=www.playerschoicegames.com |first=Sam|last=Kennedy|year=2001 |access-date=September 2, 2010}}</ref> Created with a realistic and gritty look to demonstrate the GameCube's power, the clip resonated with fans and commentators who hoped it previewed the next ''Zelda'' game.<ref name=Plunkett>{{cite web|url= http://kotaku.com/5768870/the-great-zelda-switcheroo|title= The Great Zelda Switcheroo|last= Plunkett|first= Luke|date= February 24, 2011|website= [[Kotaku]]|publisher= [[Gawker Media]]|access-date= June 24, 2016|url-status= live|archive-url= https://web.archive.org/web/20160531063103/http://kotaku.com/5768870/the-great-zelda-switcheroo|archive-date= May 31, 2016|df= mdy-all}}</ref><ref name="demo2000">{{cite web | title=Zelda on Nintendo Gamecube | website=[[IGN]] | date=August 23, 2000 | url=http://cube.ign.com/articles/083/083960p1.html | access-date=June 24, 2016 | url-status=live | archive-url=https://web.archive.org/web/20120207170145/http://cube.ign.com/articles/083/083960p1.html | archive-date=February 7, 2012 | df=mdy-all}}</ref> ''Newsweek'' said "There were 128 Marios bouncing around on an endlessly shifting landscape; a nightclub filled with rambunctious Pokémon; a ''[[Star Wars]]'' [[X-wing fighter]] leading a blazing assault on the [[Death Star]]{{mdash}}all so vividly rendered that they could have been stolen from a [[Pixar]] movie. And judging from the raucous response, the standing-room only crowd clearly felt that GameCube was well worth the wait."<ref name="It's Hip to be Square"/> |
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The following two days included hands-on demonstrations of games such as ''[[Sin and Punishment]]'', ''[[Mystery Dungeon]]'', and ''[[Animal Forest]]'' for Nintendo 64, and ''[[Mario Kart: Super Circuit|Mario Kart Advance]]'' for GBA.<ref name="2000 Predictions"/> |
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''[[EarthBound 64]]'' was one of the most anticipated games for the show, but had been canceled in an announcement just a few days prior on August 20, 2000.<ref name="IGN: cancelled">{{cite web |url=http://www.ign.com/articles/2000/08/22/earthbound-64-cancelled |access-date=August 31, 2014 |title=EARTHBOUND 64 CANCELLED |author=IGN Staff |date=August 21, 2000 |work=[[IGN]] |publisher=[[Ziff Davis]] |archive-url=https://web.archive.org/web/20140219174521/http://www.ign.com/articles/2000/08/22/earthbound-64-cancelled |archive-date=February 19, 2014 |url-status=live}}</ref><ref name="Mother 3 Timeline"/> In early 2000, Miyamoto had declared hope of a debut demonstration of the four year old secret [[Cabbage (video game)|''Cabbage'']] prototype at this show, which did not happen and was never mentioned again.<ref name="Still cooking">{{cite web|url=http://www.ign.com/articles/2000/04/05/nintendo-still-cooking-cabbage|title=Nintendo Still Cooking Cabbages|publisher=IGN|author=IGN staff|date=April 4, 2000}}</ref> |
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===Space World 2001=== |
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The twelfth show was held on August 24–26, 2001<ref>{{cite web|url=http://www.nintendoworldreport.com/event/573/space-world-2001|title=Space World 2001 - Event - Nintendo World Report|work=nintendoworldreport.com|date=June 19, 2001|access-date=January 9, 2017}}</ref> and was the last Space World consumer event. It featured the upcoming [[GameCube]] and recently released [[Game Boy Advance]]. A short clip of ''[[Super Mario Sunshine]]'' was shown in its early form.<ref>{{cite web |url=https://www.ign.com/articles/2001/08/22/spaceworld-2001-mario-sunshine-impressions |title=Spaceworld 2001: Mario Sunshine Impressions |website=IGN |date=August 22, 2001 |access-date=November 15, 2007 }}</ref> |
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Following the previous year's show, Nintendo presented a second demo clip of the upcoming ''Zelda'' game. Response to the radically different cel-shaded design was divided. Some attendees enjoyed the new look, but there was backlash from disappointed fans who had hoped for a more realistic ''Zelda'' like the previous year's demo. Critics derisively dubbed the game "Celda".<ref name=MacDonald>{{cite web |url= http://www.ign.com/articles/2013/10/25/the-story-of-zelda-wind-waker |title= The Story of Zelda: Wind Waker |last= MacDonald |first= Keza |date= October 25, 2013 |website= [[IGN]] |access-date= June 24, 2016 |url-status= live |archive-url= https://web.archive.org/web/20160817051222/http://www.ign.com/articles/2013/10/25/the-story-of-zelda-wind-waker |archive-date= August 17, 2016 |df= mdy-all}}</ref><ref name=Plunkett/><ref name=Fahs>{{cite web|url= http://www.ign.com/articles/2010/08/27/ign-presents-the-history-of-zelda?page=5|title= IGN Presents the History of Zelda|last1= Fahs|first1= Travis|last2= Thomas|first2= Lucas|date= August 27, 2010|website= [[IGN]]|page= 5|access-date= June 26, 2016|url-status= live|archive-url= https://web.archive.org/web/20160408010133/http://www.ign.com/articles/2010/08/27/ign-presents-the-history-of-zelda?page=5|archive-date= April 8, 2016|df= mdy-all}}</ref> Miyamoto was surprised at the response.<ref name=George>{{cite web |url= http://www.ign.com/articles/2011/05/11/nintendos-history-at-e3-2002 |title= Nintendo's History at E3: 2002 |last1= George |first1= Richard |last2= Thomas |first2= Lucas M. |date= May 10, 2011 |website= [[IGN]] |access-date= June 26, 2016 |url-status= live |archive-url= https://web.archive.org/web/20160428060906/http://www.ign.com/articles/2011/05/11/nintendos-history-at-e3-2002 |archive-date= April 28, 2016 |df= mdy-all}}</ref><ref>{{cite web|date=December 4, 2002|title=Miyamoto and Aonuma on Zelda|url=http://cube.ign.com/articles/379/379358p3.html|url-status=dead|archive-url=https://web.archive.org/web/20090106003117/http://cube.ign.com/articles/379/379358p3.html|archive-date=January 6, 2009|access-date=June 28, 2016|website=[[IGN]]|page=3}}</ref> |
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===Other events=== |
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From 2003 to 2006, Nintendo held the annual [[Nintendo Fusion Tour]], featuring the announcement of the company's latest video games and a rock music venue. |
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Nintendo World 2006 showcased the Wii and Nintendo DS. Nintendo World 2011 was in Tokyo from January 8–10, 2011. At this exhibition, the company gave the specific details on the Japanese launch of the Nintendo 3DS.<ref>{{cite web|url=http://www.cubed3.com/news/14929|title=Try out 3DS at Nintendo World 2011 in January|website=cubed3.com| first=Jorge|last=Ba-oh|year=2010|access-date=November 24, 2010}}</ref> |
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The company has held many gameplay competition events such as [[Nintendo World Championships]], [[Nintendo PowerFest '94]], and [[Nintendo Campus Challenge]]. Nintendo has presented major releases and announcements by consistently participating with [[Electronic Entertainment Expo]], and by creating its own online video event series [[Nintendo Direct]]. |
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==Legacy== |
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Some Shoshinkai and Space World events served as epicenters of some of the most intense anticipation within the video game industry of the late 1990s and the 2000s. At these shows, Nintendo launched the [[Super Famicom]], [[GameCube]], [[Game Boy Advance]], [[Nintendo 64]], [[64DD]], and all the core games at the time within the ''[[Super Mario]]'', ''[[The Legend of Zelda]]'', and ''[[Pokémon]]'' franchises. Some events showed exclusive videos, playable previews, and live [[technology demo]]s of vital video game material that would never be seen again, leaving fans and press to build hype and intrigue for years. Ever since, video game historians would mine remnants of papers, video clips, interviews, and software from the show's corpus of media materials. This would be gleaned from trade press coverage at the time, revisited in celebrity developer interviews over the years, and from artifacts discovered in the world's secondary markets over the decades. |
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In 2014, collectors discovered in a thrift shop in Japan the ''[[Super Mario 64]]'' floppy disk for 64DD from Shoshinkai 1996. The global community of video game historians analyzed the software's cosmetic idiosyncrasies which had resulted from its disposable nature as a late improvised demonstration of the floppy drive prototype just for that one show.<ref name="SM64 DD"/><ref name="SM64 DD 2">{{cite web | title=Unreleased 64DD version of Super Mario 64 Discovered | author=Retro Gamer Team | date=June 25, 2014 | url=https://www.retrogamer.net/blog_post/unreleased-64dd-version-of-super-mario-64-discovered/ | work=Retrogamer | access-date=August 14, 2014}}</ref> |
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''[[EarthBound 64]]'' debuted at Shoshinkai 1996 with exclusive teaser videos and again as a demonstration in 1999. The game was only ever experienced by the public at this trade show, as one of the most anticipated and yet inexplicably unreleased games of Nintendo's history. In 2019, collectors discovered more video clips from the 1996 show, to be analyzed and canonized by [[EarthBound fandom|''EarthBound'' fandom]].<ref name="NW EB64"/><ref name="Mother 3 Timeline"/><ref name="Old Japanese">{{cite news | title=Old Japanese Magazine Reveals "New" Details About Nintendo's Axed Project, EarthBound 64 | first=Liam | last=Doolan | date=November 29, 2019 | work=Nintendolife | url=https://www.nintendolife.com/news/2019/11/old_japanese_magazine_reveals_new_details_about_nintendos_axed_project_earthbound_64 | access-date=August 14, 2020}}</ref><ref name="Rare footage EB64">{{cite news | title=Rare footage of the cancelled Earthbound 64 emerges online | date=June 1, 2019 | first=Wesley | last=Yin-Poole | work=[[Eurogamer]] | url=https://www.eurogamer.net/articles/2019-06-01-rare-footage-of-the-cancelled-earthbound-64-emerges-online | access-date=August 14, 2020}}</ref> |
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Space World 2000's [[technology demonstration]] session launched what became the decade-long legend of ''[[Super Mario 128]]''. It possessed the world's intrigue and created some of the highest anticipation in gaming history, in part because its exclusivity to this one brief event made it so mysterious. Instead of becoming a real game, many pieces of its technology were sowed into various hit games such as ''[[Pikmin (series)|Pikmin]]'', ''[[Metroid Prime]]'', and ''[[Super Mario Galaxy]]''.<ref name="GDC 2007 keynote GIB">{{cite web | title=GDC: Shigeru Miyamoto's Keynote Speech | first=Matt | last=Martin | date=March 9, 2007 | work=Games Industry | url=http://www.gamesindustry.biz/articles/gdc-shigeru-miyamotos-keynote-speech | access-date=August 8, 2016}}</ref><ref>{{cite AV media |people=Shigeru Miyamoto |date=2007 |title=Shigeru Miyamoto: "A Creative Vision" – Keynote at GDC 2007 |url=http://www.visualwebcaster.com/Nintendo/38232/event.html |time=1:09:08 |access-date=August 4, 2020 |archive-date=October 18, 2017 |archive-url=https://web.archive.org/web/20171018051920/http://www.visualwebcaster.com/Nintendo/38232/event.html |url-status=dead }}</ref><ref>{{cite web|url=http://wii.gamespy.com/wii/mario-wii/771581p2.html|title=GameSpy: Miyamoto's Creative Vision - Page 2|last=Williams|first=Bryn|date=March 8, 2007|website=Gamespy.com|access-date=August 8, 2016}}</ref><ref name="GDC: Shigeru Miyamoto">{{cite news | title=GDC: Shigeru Miyamoto's keynote address | date=December 18, 2008 | first=Robert | last=Purchese | newspaper=Eurogamer.net | url=https://www.eurogamer.net/articles/gdc-shigeru-miyamotos-keynote-address-live-report | access-date=July 30, 2019}}</ref><ref name="Top 15 most anticipated games of 2001">{{cite magazine | title=Top 15 most anticipated games of 2001 | date=December 19, 2000 | magazine=GamePro | via=CNN | publisher=IDG | url=https://www.cnn.com/2000/TECH/computing/12/19/top.15.games.idg/index.html | access-date=July 30, 2019}}</ref><ref name="How Super Mario Was Born">{{cite interview | title=How Super Mario Was Born | interviewer=[[Satoru Iwata]] | first1=Yoshiaki | last1=Koizumi | first2=Takao | last2=Shimizu | url=https://iwataasks.nintendo.com/interviews/#/wii/super_mario_galaxy/0/0 | date=2012 | access-date=July 30, 2019}}</ref><ref name="Miyamoto Opens Vault">{{cite web|url=http://www.ign.com/articles/2006/08/21/miyamoto-opens-the-vault|title=Miyamoto Opens the Vault|last=Gantayat|first=Anoop|date=August 21, 2006|website=IGN|access-date=January 28, 2015}}</ref> |
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==Notes== |
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{{notelist}} |
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==References== |
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{{reflist}} |
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{{Nintendo Company}} |
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{{Video Game Trade Shows}} |
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Latest revision as of 01:07, 20 December 2024
Nintendo Space World (Shoshinkai) 任天堂スペースワールド | |
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Status | Inactive |
Genre | Video game trade show |
Frequency | Annual |
Location(s) | Kyoto, Japan Makuhari Messe, Chiba, Japan |
Country | Japan |
Years active | 1989 | –2001
Inaugurated | July 28, 1989 | (as Shoshinkai)
Most recent | August 24, 2001 |
Organized by | Nintendo |
Nintendo Space World,[a] formerly named Shoshinkai[b] and Famicom Space World,[c] 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 video, Mother 3 (EarthBound 64), and a litany of lost 64DD games.
Format
[edit]The three day format began with one day called Shoshinkai (lit. "beginning party") exclusively for press attendance,[1] and two days called Space World for open public attendance. Nintendo officially referred to the whole event as "Shoshinkai" for some years until 1996, and then as "Space World" since 1997. The show floor had many third party booths surrounding Nintendo's large main booths, all with videos and many playable prerelease games, and some with outlandish decor and character performances. Unlike most other video game trade events, only Nintendo decided whether and when to hold each annual show. It was in Japan, either in Kyoto which also hosts Nintendo's headquarters, or at the Makuhari Messe convention center in Chiba. After the most recent Space World show in 2001, the company instead began to favor online publishing and industry-wide conferences such as E3.
Nintendo Power explains: "Q: What is Famicom Space World? A: Space World is a free show for the public that follows the one-day Shoshinkai. Gamers who wish to attend need only pick up an entry pass at any official Nintendo retail location in Japan."[2]: 13
History
[edit]Shoshinkai 1989
[edit]The first Shoshinkai show was held on July 28, 1989.[3] The Super Famicom was announced and Super Mario World was reportedly shown.[4]
Shoshinkai 1990
[edit]The second Shoshinkai show was held on August 28–29, 1990.[5] The final version of the Super Famicom was unveiled to the public. Famicom, Super Famicom, and Game Boy games were on display in areas that Nintendo called "Symbolic Zones".
Shoshinkai 1991
[edit]The third Shoshinkai show was held on April 24 to May 6, 1991.[6] The Super Famicom had been on the market for a few months and much attention was given to its games including Final Fantasy IV and The Legend of Zelda: A Link to the Past.
Shoshinkai 1992
[edit]The fourth Shoshinkai show was held on August 26, 1992.[7] The Super FX chip was announced.
Shoshinkai 1993
[edit]The fifth Shoshinkai show was held on August 25, 1993.[8] On August 25, President of Nintendo, Hiroshi Yamauchi, announced Project Reality, a major strategic partnership with Silicon Graphics for the development of what would become the Nintendo 64.[9]
Shoshinkai 1994
[edit]The sixth Shoshinkai show was held on November 15–16, 1994.[10][11] Project Reality had already been renamed Ultra 64.
Hiroshi Yamauchi introduced the portable Virtual Boy console, along with its hardware specifications, launch games, and future games.[12][13][14] The startup screen of the prototype was shown.[15] A "very confident" projection of "sales in Japan of 3 million hardware units and 14 million software units by March 1996" was given to the press.[16] The demo of what would have been a Star Fox game showed an Arwing doing various spins and motions.[17]
Gamers who previewed the system complained that the Mario demo was not realistic enough, was not in full color, and did not motion-track the image when players turn their heads.[18] In the lead editorial of Electronic Gaming Monthly following the show, Ed Semrad predicted that the Virtual Boy would have poor launch sales due to the monochrome screen, lack of true portability, unimpressive lineup of games seen at Shoshinkai, and the price, which he argued was as low as it could get given the hardware but still too expensive for the experience the system offered.[19] Next Generation's editors were also dubious of the Virtual Boy's prospects when they left the show, and concluded their article on the system by commenting, "But who will buy it? It's not portable, it's awkward to use, it's 100% antisocial (unlike multiplayer SNES/Genesis games), it's too expensive and – most importantly – the 'VR' (i.e. 3D effect) doesn't add to the game at all: it's just a novelty."[20]
Shoshinkai 1995
[edit]The seventh Shoshinkai show was held on November 22–24, 1995,[21] at the Makuhari Messe convention center in Chiba, Japan. Popular Mechanics described the scene where "hordes of Japanese schoolkids huddled in the cold outside an exhibition hall in a small town near Tokyo, the electricity of anticipation clearly rippling through their ranks".[22] Nintendo Power interviewed Shigeru Miyamoto and Takashi Tezuka about the development of Super Mario 64, Zelda, and game philosophy.[23]
The show featured the public unveiling of the newly renamed Nintendo 64 console, with thirteen games.[24] This included the playable prototypes of Super Mario 64 and Kirby Ball 64, and a videotape containing a total of three minutes of very early footage of eleven other Nintendo 64 games. Of all these, the development of Super Mario 64 was reportedly the most advanced, though only 50 percent complete.[22][25][26][23] Twelve playable demos had been prepared for the show, but Hiroshi Yamauchi removed ten of them from the itinerary just days beforehand.[27] Zelda 64 was shown in the form of an abstract technical and thematic demonstration video, where Next Generation magazine said "Well, the fact is that the videotape sequences shown at Shoshinkai bear very little resemblance to what the final product will actually look like. Spectacular scenes of a surprisingly large Link clad in polished armor are most likely to end up in cut-scenes rather than representing the actual play."[28][29] Some brief early footage of Mario Kart 64 was shown on November 24,[30][31][32] which Miyamoto said was 95% complete, but which was not shown in playable form due to the difficult logistics of demonstrating the multiplayer features.[31] Computer and Video Games reported overall.[33]: 26
Nintendo made its first announcement of the 64DD peripheral, saying it would be launched by the end of 1996,[34] though releasing virtually no technical specifications.[22] New and upcoming role-playing games for the Super Famicom, Virtual Boy, and Game Boy were exhibited, including Pokémon Red and Green.[35]
Shoshinkai 1996
[edit]The eighth Shoshinkai show was held on November 22–24, 1996[36] at the Makuhari Messe convention center in Chiba, Japan.[37][38] New software was shown for the Nintendo 64, Super NES, and Game Boy.[37] Nintendo of America's website published a report of the show including photos and videos, the roster of Nintendo 64 games and some demo reviews, and a translated summary (from Famimaga 64 issue 12) of a panel discussion among key personnel about their philosophy of Nintendo 64 game development.[38]
This show bore the first demonstration of the 64DD. IGN reported that this was one of the biggest items of the show along with first-party games,[39] but other gaming press said 64DD was kept out of the spotlight and had no meaningful demonstration of capabilities.[37][40] Nintendo stated that it was deliberately downplaying the 64DD at the show in order to demonstrate the ongoing commitment to the cartridge format.[41] Nintendo's Director of Corporate Communications, Perrin Kaplan, made the company's first official launch window announcement for 64DD, scheduled for late 1997 in Japan.[42] The 64DD system was shown in its own display booth with the hardware specifications having been finalized, according to Nintendo of America's Chairman Howard Lincoln. Super Mario 64 ran on 64DD, which was an improvised conversion from the new retail cartridge release onto floppy disk to demonstrate the bootable prototype floppy drive, only at this show.[43] Lincoln explained, "Super Mario 64 is running on the 64DD right now. First they weren't going to show anything on 64DD, but they decided at the last minute to have a game people recognize."[44][45] The booth also demonstrated the process of rendering audience members' photographed faces onto 3D avatars and shapes—a feature which was ultimately incorporated and released in 2000 as Mario Artist: Talent Studio and the Capture Cassette for 64DD.[46][38] Another 64DD game in development was Creator, a music and animation game by Software Creations,[47] the same UK company that had made Sound Tool for the Nintendo Ultra 64 development kit. They touted the game's ability to be integrated into other games, allowing a player to replace any such game's textures and possibly create new levels and characters. There was no playable version of Creator available at this show, but the project was later absorbed into Mario Artist: Paint Studio (1999).[47][48][49]
Reportedly several developers attended the show to learn how to develop for 64DD, some having traveled from the US for the 64DD presentation and some having received 64DD development kits.[50] Included in the early roster of committed 64DD developers, Rare officially discounted any rumors of the peripheral's impending pre-release cancellation.[51]
N64.com described the presentation of Zelda 64 as "very quick shots on videotape".[46] Yoshi's Island 64 debuted in a short video, and was eventually released as Yoshi's Story.[52] "The biggest surprise" of the show according to IGN and "most impressive [new peripheral]" according to Electronic Gaming Monthly was the Jolting Pak,[39][53] which was eventually launched as the Rumble Pak in a bundle with the upcoming Star Fox 64. Next Generation derisively claimed it "was seen as merely another whimsical Nintendo fancy destined to the bin marked Good Idea at the Time".[37]
Miyamoto was interviewed, including about 64DD and Jolting Pak.[49]
The highly anticipated EarthBound 64 debuted as a video trailer segment within the overall video loop of gameplay footage. Copies of this footage were hunted and analyzed for decades as part of EarthBound fandom and lore.[54][55][56][57]
Space World 1997
[edit]The ninth show was renamed to Space World, held on November 21–24, 1997.[58] Some media of the event was streamed live on Nintendo's website.[59] The event was heavily focused on the Japan market and on peripheral hardware, with several 64DD demonstrations and the unveiling of the Game Boy Camera, Game Boy Printer, Transfer Pak, Nintendo 64 Mouse, and Voice Recognition Unit.[58][60][61] The event featured an early prototype of Pokémon Gold and Silver,[62] with two starting Pokémon which do not appear in the final game, and an early Chikorita. The game was not completed until 1999, largely changed. The ROM image for this demo was anonymously dumped and released online on May 31, 2018.[63] Other featured games include Pokémon Stadium, Pikachu Genki Dechu (Hey You, Pikachu!), and Pokémon Snap.[64]
Next Generation magazine relayed Chairman Hiroshi Yamauchi's speech that Nintendo 64 adoption in Japan was unexpectedly unfavorable, due to general declination of home console games as often "boring or complicated" and unappealing to ordinary users, and lionizing the mobile Pocket Monsters as the exemplar to learn from. Nintendo again delayed the 64DD launch; the magazine staff discerned (and witnessed of American visitors) no appeal toward the US market from any current 64DD software (mostly Mario Artist and Pocket Monsters), and said "64DD's future does not look good". Nintendo instead mainly promoted Pocket Monsters as the best selling game of 1997 and of all time on Game Boy. The magazine said "Miyamoto's brace of games on display all lived up to expectations" with Zelda 64 as "the focal point on the show floor", with a small game world playable demonstration, and reported seeing a general consensus that "it's even better than Super Mario 64". Nintendo demonstrated F-Zero X and the surprise game 1080° Snowboarding.[61] Miyamoto interviewed about the secret prototype of Cabbage for 64DD and Game Boy.[65]
The magazine said "third-party software, however, mostly continues to suck" with no evidence of Nintendo improving third-party developer relations. San Mehat of Argonaut Games attributed this to a lack of Nintendo's development systems, lack of publishers, lack of cartridge data capacity, and big competition from Nintendo.[61] George Harrison, the Vice President of Nintendo of America, candidly explained that the show's third party developers were often lackluster because of the unexpected difficulty inherent to the industry's transition from 2D to 3D game development where even some members of the heavily supported Dream Team had struggled with Project Reality, procurement costs of the Nintendo 64 Game Pak, Nintendo's lack of developer support, and the inherent difficulty in competing with Nintendo.[61][60]
Certainly [64DD] hasn't been sidelined, it's still in the starting gate.[61] [Nintendo can't guarantee that the 64DD will launch in the US in 1998], but what we can say is that it will launch when it is ready and when we have a compelling piece of software for it. But it's an accessory and we all know the history of selling add-ons in this marketplace, and to be successful we'd have to get a 60%-to-80% penetration of this 64DD into the installed base of N64 to be considered a success. We can't just have 10% or 20% of people buy it, otherwise it wouldn't make any sense to continue software support for it.[60]
— George Harrison, VP of Nintendo of America, April 1997
Space World 1999
[edit]Having skipped 1998 because of a lack of 64DD launch games to show,[66] the tenth show was held on August 27–29, 1999.[67] IGN explained that the 64DD's notoriously repeated launch delays were so significant, and the company's software library was so dependent upon the 64DD's launch, that this directly caused the skipping of Space World in 1998. The event had been delayed from 1998 to early 1999 and had been expected to slip again to November 1999.[66]
The show was held at the Makuhari Messe convention center in Tokyo's Chiba prefecture. Long queues of 45-90 minutes were at each game demonstration kiosk. The Randnet dialup Internet service had recently been announced as currently in testing in Japan, to accompany the upcoming 64DD launch.[68][69]
Many games for Nintendo 64 and Game Boy Color were announced and demonstrated,[70] and Core Magazine said the Game Boy Color lineup reportedly attracted even more visitor traffic than the 64DD booth.[68] Nintendo 64 Game Paks included Zelda Gaiden (later renamed Majora's Mask), Paper Mario, Mother 3, and Pokémon Gold and Silver.[71] Nintendo's 64DD booth demonstrated eight launch games intended for later that year: Gendai Dai-Senryaku: Ultimate War, Kyojin no Doshin 1 (Doshin the Giant), F-Zero X Expansion Kit, Japanese Professional Golf, Mahjong School, SimCity, Talent Studio, and Paint Studio. IGN said that Ultimate War was one of the best games of the show, including "competitive network gaming via the Randnet service".[71][72][69] Doshin the Giant's developer Kazutoshi Iida recalled a "continuous line of people queued to use the eight playable test units, and the 'Large Screen Experience'" with a very enthusiastic foreign press. A "captivated" audience of young children returned on each of the event's three days just to play Doshin.[73] Mother 3 (EarthBound 64) was demonstrated[74][55] for the first time, and the sudden announcement that it had been converted from 64DD disk to cartridge plus expansion disk was taken by IGN as bad news for the 64DD platform, having been seen as a crucial launch game for it.[75][74] The half-complete Mother 3 was the favorite of Core Magazine staff, and the only demo with headphones, though with one basic story element. Nintendo's 64DD booth's display cases included the debut of a data transfer (DT) cable from Game Boy Color to 64DD with a prototype of the card trading game[68] DT Bloodmasters.[76][77] Many more 64DD games were reported in development.[77] 64 Wars, also known as Advance Wars 64, was noninteractively demonstrated.[78]
A detailed stage play was themed for Pokémon, with lively actors dressed in large, fuzzy costumes. Pokémon audio CDs were given to the audience.[79]
Space World 2000
[edit]The eleventh show was held on August 24–26, 2000.[80] This hosted the dual-announcement of GameCube and Game Boy Advance, while maintaining Nintendo 64.[81] In June, Famitsu gaming magazine in Japan had published a seemingly incomplete list of games expected to be covered at the show, for the Nintendo 64, Game Boy, and the upcoming Game Boy Advance.[82] Nintendo's GBA announcement included peripherals[83] such as the Link cable, the GameCube - Game Boy Advance link cable,[84] a rechargeable battery pack, and an infrared communications adaptor which would allow systems to exchange data.[85]
IGN joked that the 64DD was "DeaDD"[86] and Newsweek said, "the gaming press had already witnessed [early pre-launch demonstrations of] the stunning graphics of 128-bit videogame systems like Sega's Dreamcast, Sony's PlayStation 2, and Microsoft's Xbox [so] when you're late to the party, you'd better be dressed to kill."[81]
Spaceworld delivered the unveiling of GameCube, the playability of Game Boy Advance and more than a dozen new Nintendo 64 games, but it also signified the official demise of the Nintendo's 64DD add-on device. The hardware was not only completely absent from the event, but previously scheduled products like Ultimate War and Doubutsu Banchou both showed up in playable form – on cartridge for Nintendo 64.[87][71] Nintendo did not speak about 64DD during its opening speech, nor did the hardware itself have any booth presence. In fact, the unofficial "No 64DD!" policy seemed to be enforced by Nintendo so brutally that had we even muttered the name of the hardware, we would have probably been tossed out of the show.
— IGN[86]
The show floor had an audience of 2,000, mostly male. Entertainment included "heavy artillery-loud techno music, smoke machines, and women in latex skirts".[81] There was a huge screen at Nintendo's event stage,[88] with two hours of next-generation presentation videos.[89] A compilation trailer of Nintendo licenses running on GameCube hardware was displayed, including Derby Stallion,[88][90] Luigi's Mansion, Metroid Prime, and Meowth's Party. Nintendo conducted the now legendary interactive technology demonstration called Super Mario 128 and played the brief video clip of The Legend of Zelda 128.[91] Created with a realistic and gritty look to demonstrate the GameCube's power, the clip resonated with fans and commentators who hoped it previewed the next Zelda game.[92][93] Newsweek said "There were 128 Marios bouncing around on an endlessly shifting landscape; a nightclub filled with rambunctious Pokémon; a Star Wars X-wing fighter leading a blazing assault on the Death Star—all so vividly rendered that they could have been stolen from a Pixar movie. And judging from the raucous response, the standing-room only crowd clearly felt that GameCube was well worth the wait."[81]
The following two days included hands-on demonstrations of games such as Sin and Punishment, Mystery Dungeon, and Animal Forest for Nintendo 64, and Mario Kart Advance for GBA.[89]
EarthBound 64 was one of the most anticipated games for the show, but had been canceled in an announcement just a few days prior on August 20, 2000.[94][55] In early 2000, Miyamoto had declared hope of a debut demonstration of the four year old secret Cabbage prototype at this show, which did not happen and was never mentioned again.[95]
Space World 2001
[edit]The twelfth show was held on August 24–26, 2001[96] and was the last Space World consumer event. It featured the upcoming GameCube and recently released Game Boy Advance. A short clip of Super Mario Sunshine was shown in its early form.[97]
Following the previous year's show, Nintendo presented a second demo clip of the upcoming Zelda game. Response to the radically different cel-shaded design was divided. Some attendees enjoyed the new look, but there was backlash from disappointed fans who had hoped for a more realistic Zelda like the previous year's demo. Critics derisively dubbed the game "Celda".[98][92][99] Miyamoto was surprised at the response.[100][101]
Other events
[edit]From 2003 to 2006, Nintendo held the annual Nintendo Fusion Tour, featuring the announcement of the company's latest video games and a rock music venue.
Nintendo World 2006 showcased the Wii and Nintendo DS. Nintendo World 2011 was in Tokyo from January 8–10, 2011. At this exhibition, the company gave the specific details on the Japanese launch of the Nintendo 3DS.[102]
The company has held many gameplay competition events such as Nintendo World Championships, Nintendo PowerFest '94, and Nintendo Campus Challenge. Nintendo has presented major releases and announcements by consistently participating with Electronic Entertainment Expo, and by creating its own online video event series Nintendo Direct.
Legacy
[edit]Some Shoshinkai and Space World events served as epicenters of some of the most intense anticipation within the video game industry of the late 1990s and the 2000s. At these shows, Nintendo launched the Super Famicom, GameCube, Game Boy Advance, Nintendo 64, 64DD, and all the core games at the time within the Super Mario, The Legend of Zelda, and Pokémon franchises. Some events showed exclusive videos, playable previews, and live technology demos of vital video game material that would never be seen again, leaving fans and press to build hype and intrigue for years. Ever since, video game historians would mine remnants of papers, video clips, interviews, and software from the show's corpus of media materials. This would be gleaned from trade press coverage at the time, revisited in celebrity developer interviews over the years, and from artifacts discovered in the world's secondary markets over the decades.
In 2014, collectors discovered in a thrift shop in Japan the Super Mario 64 floppy disk for 64DD from Shoshinkai 1996. The global community of video game historians analyzed the software's cosmetic idiosyncrasies which had resulted from its disposable nature as a late improvised demonstration of the floppy drive prototype just for that one show.[43][103]
EarthBound 64 debuted at Shoshinkai 1996 with exclusive teaser videos and again as a demonstration in 1999. The game was only ever experienced by the public at this trade show, as one of the most anticipated and yet inexplicably unreleased games of Nintendo's history. In 2019, collectors discovered more video clips from the 1996 show, to be analyzed and canonized by EarthBound fandom.[54][55][56][57]
Space World 2000's technology demonstration session launched what became the decade-long legend of Super Mario 128. It possessed the world's intrigue and created some of the highest anticipation in gaming history, in part because its exclusivity to this one brief event made it so mysterious. Instead of becoming a real game, many pieces of its technology were sowed into various hit games such as Pikmin, Metroid Prime, and Super Mario Galaxy.[104][105][106][107][108][109][110]
Notes
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