The 25 Best and Worst Nintendo Innovations

There are actually a great number of things Nintendo's done over the years that people might not know about or understand the impact of on the game industry and our lives in general (as gamers.) To this end, here are 25 things the company has introduced for the best, and for the worst. Some are are wonderful innovations and ideas that have propelled the video games forward. Others are mistakes that the company would be wise to expunge from the public record if the maxim of "Nintendo Power" is ever taken to its extreme and becomes a totalitarian dictatorship.

What the best and worst Nintendo innovations? There are a lot of them, considering the Japanese company is one of the innovators in home gaming technology. 

They are all in chronological order, for your History Channel style convenience. Enjoy!

  • 1

    Donkey Kong Propels Structured Narrative

    Donkey Kong Propels Structured Narrative
    Video: YouTube

    What makes games worth playing? I know that's a totally loaded, subjective question, and everyone is going to have a completely different answer. For some, it's all about the action of games, whether shooting, punching, running or solving. For others, it's about the escapism of a virtual world. Still others it's about challenging yourself and overcoming adversity.

    But for a few, the idea that a story can be told in a completely new method is what entrances them. It's become an engrossing enough subject that people can now go to college and study the concept in an official capacity. People get into massive debates about the importance of story in games, some say it's as important as plot in porn, others, that it's the ultimate goal of digital entertainment (such as in the attached video).

    But who got the ball rolling?

    Well, not Nintendo. Games like Adventure (1975) proposed the concept of a fictional world deeper than what graphics could display, but weren't terribly popular, and Pac-Man (1980) is arguably the first mainstream game with characters and bits of plot. But for the most part, what's now known as Interactive Fiction remained within the confines of a relative few, whereas most everybody else was rather content to shoot aliens or bat a ball back and forth with sticks of light.

    It was in 1981's release of Donkey Kong, that the first full story came into a popular arcade game. Unlike Pac-Man, Donkey Kong had a definite beginning, middle and end, though It was crude to say the least: Ape steals woman, Man defeats Ape, Man saves Woman. But it gave context to an otherwise nonsensical set of actions (jumping over barrels and swinging hammers) that made the game easy to like, quite similar to Pac-Man, but just that little bit better.

    This concept of applying a narrative framework with a definite end point was brought to most, and then eventually, all Nintendo games released in the 80's and soon enough other game developers followed suit. After all, even if you want to simply shoot aliens, it's nice to have a reason to do so. This is just a part of our human nature; add personal context to even the most illogical of situations!

    In a lot of ways, Nintendo kind of wins this by default, since the NES was the first popular home console that had enough horsepower to actually deliver this to the masses, and surely this idea would have come about regardless of who provided the medium (especially once you consider the considerable growth PC games made in the same time frame). But due to the encouragement of the value of story by putting it into their own games, Nintendo ensured that the acceptance of at least some narrative was a standard, rather than an exception. And due to the sheer number of NES consoles owned across the world, it became the standard expect similar treatment, at the very least in the manual of a game. Even if it's just a "porn Plot", or a window dressing in many games, it's a heck of a lot better than having nothing at all.

    And for some , these plots are just the start of something much larger.

    Here's hoping we eventually get there.
  • 2

    Popularizing the Portable Platform

    Popularizing the Portable Platform
    Video: YouTube

    Ever play a DS? How about the PSP? Maybe a Game Gear, or Mobile phone game, or possibly some of the other hand-helds?

    Yes? Oh well, then if you enjoyed the experience, thank Nintendo!

    Now I'm sure that you're going to assume that the popularity of the portable is due to the Gameboy. Well, you'd be partially right; at least after 1990, when the massive success of the Gameboy (still the highest selling console in history if you count every iteration) created enough decent competition to finally wipe those horrifying Tiger Electronics handheld games off the face of the earth. Thank God above, Satan below (and Pan off to the side) for that miracle.

    But no, the history goes far deeper, back to 1980.

    Back to the Game & Watch baby!

    You see, back then Gunpei Yokoi, who was kind of a big deal (and will be featured heavily on this list) sitting on a train and watching some guy diddle around with his calculator. Then an idea stuck. "Man commuting is boring as s**t. I wish there was a way to both kill time and keep track of it at the same time . . .wait a minute. That's brilliant!"

    And thus the Game & Watch was born. Now, while it wasn't the first handheld, as that honor goes to Mattel in 1977, it was the first to make the idea popular wordwide. It even had ideas that are still being used to this day. Two screens? That's silly. A foldaway case? That's just dumb!

    Oh no, wait, those are good ideas.

    Still, it did spawn imitators as well. In fact it's probably the direct cause of those terrible Tiger Electronics games that were the bane of every one of my early Christmases. But I guess no one's perfect.
  • 3

    The Perfect Controller Layout - Mark I & II

    The Perfect Controller Layout - Mark I & II
    Video: YouTube

    Probably the most important thing Nintendo has ever done for console gaming, aside from saving the industry itself (more on that in a bit), is that they have defined what makes the perfect controller.

    Now the NES controller itself is sort of the original Iron Man Armor version of this. Back before it existed, game controllers were a wild array of dials and knobs, or far too many buttons a placed on hunks of plastic that were fairly easily broken. The NES on the other hand was ergonomic for the time and highly durable. This was perfect as plenty of NES games made you want to throw the thing across the room.

    It was perfect for its day, but as time went on and games became more complex, couldn't keep up with the games themselves.

    Enter the Super Nintendo controller.

    More ergonomic, but tossing in two more face buttons and shoulder buttons on top of an already established design made it the perfect example of what to do with a controller. The Super Famicom version even had color-coordination with its face buttons, which would become especially necessary in later years, when we entered the dark age of the QTE.

    The base design of of the NES and SNES controllers has been so good that they've spawned legions of imitators, and though both Sony and Microsoft have improved upon the original design, they didn't create the principle.

    So thank you Nintendo, for ensuring that controllers didn't suck.
  • 4

    The Seal of Approval

    This one may seem a little bit odd. I mean, after all, it's only a stamp that Nintendo put on a box. Nothing to it right?

    This little sucker is a huge part of Nintendo's early console success, which in of itself pulled video games out of a massive market crash during the 1980's. Without that gold embossed jughead cap, the entire industry would probably be at least 5, maybe 10 years behind, possibly even horribly ghettoized in the same manner as comic books in the 1950's.

    Again though, the seal was a product of its time.

    A long time ago, in a galaxy exactly like our own, because it was, the Video game industry was imperiled. Twice. First, in 1977, several major manufacturers that had entered into the market with Pong clones, like Fairchild and RCA, decided to pull out and liquidate their stock. This led to an overabundance of consoles everywhere. I wasn't alive just yet, but I picture Fairchild F-Channels flooding the streets, crushing homes, and being used as cheap insulation for the poor.

    Soon enough people were sick of Pong and these terribly abundant "viddya games". A few companies still survived though, like Atari, Activision, and Commodore. But then the economy struck back . . . and the entire industry crashed yet again in 1983. But what was the cause this time?

    Tons of cheap, s**tty, unlicensed games.

    Seriously back then buying video games was like visiting the Piratebay, anyone could bring something to the table no matter how terrible, you were probably getting a knock off, and you might even see some penis (though pixellated, probably NSFW). The entire industry just had too many scammers, too many fly-by-night profiteers, and too many E.T. cartridges running around for people to take it seriously. So they didn't.

    So when Nintendo entered into video games world wide (after already conquering Japan like Godzilla on a bender), they realized that to repeat the mistakes of their predecessors would be completely retarded. So they decided to actually give a damn about the actual games that came out on their system, and only approve games that met at least some quality control guidelines. Now it wasn't a 100% fool proof guarantee , but it did its job.

    It showed that as long as you looked out for the seal, the game probably wasn't utter garbage. Usually.

    And this worked! Such a simple concept of having minor quality assurance and informing the consumer of this brought confidence back to the industry, which then saved it.