Template:Short description Template:Use mdy dates Template:Distinguish Template:Infobox recurring event Template:Nihongo foot formerly named Template:Nihongo foot and Template:Nihongo foot 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.

FormatEdit

The three day format began with one day called Shoshinkai (lit. "beginning party") exclusively for press attendance,<ref name="lost per">Template:Cite magazine</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. 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."<ref name="Nintendo Power #79">Template:Cite magazine</ref>Template:Rp

HistoryEdit

Shoshinkai 1989Edit

The first Shoshinkai show was held on July 28, 1989.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> The Super Famicom was announced and Super Mario World was reportedly shown.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>

Shoshinkai 1990Edit

The second Shoshinkai show was held on August 28–29, 1990.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</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".

Shoshinkai 1991Edit

The third Shoshinkai show was held on April 24 to May 6, 1991.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</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.

Shoshinkai 1992Edit

The fourth Shoshinkai show was held on August 26, 1992.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> The Super FX chip was announced.

Shoshinkai 1993Edit

The fifth Shoshinkai show was held on August 25, 1993.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</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>Template:Cite magazine</ref>

Shoshinkai 1994Edit

The sixth Shoshinkai show was held on November 15–16, 1994.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref name="NP Jan 1995 VB">Template:Cite magazine</ref> 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.<ref name="Boyer">Template:Cite magazine</ref><ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref name="NP #68">Template:Cite magazine</ref> The startup screen of the prototype was shown.<ref name="Mario">{{#invoke:citation/CS1|citation |CitationClass=web }}</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>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> The demo of what would have been a Star Fox game showed an Arwing doing various spins and motions.<ref name="Star Fox">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>

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.<ref name="Guardian Super Mario">Template:Cite news</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>Template:Cite magazine</ref> Next GenerationTemplate:'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."<ref>Template:Cite magazine</ref>

Shoshinkai 1995Edit

The seventh Shoshinkai show was held on November 22–24, 1995,<ref>Template:Cite book</ref> 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".<ref name="The Game is 64 Bits">Template:Cite magazine</ref> Nintendo Power interviewed Shigeru Miyamoto and Takashi Tezuka about the development of Super Mario 64, Zelda, and game philosophy.<ref name="NP #80">Template:Cite magazine</ref>

The show featured the public unveiling of the newly renamed Nintendo 64 console, with thirteen games.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> 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.<ref name="The Game is 64 Bits"/><ref>Template:Cite magazine</ref><ref>Template:Cite magazine</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>Template:Cite magazine</ref> 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">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref>Template:Cite magazine</ref> Some brief early footage of Mario Kart 64 was shown on November 24,<ref>Template:Cite magazine</ref><ref name="Max3">Template:Cite magazine</ref><ref name="NintendoLandN64">{{#invoke:citation/CS1|citation |CitationClass=web }}</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">Template:Cite magazine</ref>Template:Rp

Nintendo made its first announcement of the 64DD peripheral, saying it would be launched by the end of 1996,<ref>Template:Cite magazine</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>Template:Cite magazine</ref>

Shoshinkai 1996Edit

File:SpaceWorld96.svg
Shoshinkai 1996 logo

The eighth Shoshinkai show was held on November 22–24, 1996<ref>Template:Cite book</ref> at the Makuhari Messe convention center in Chiba, Japan.<ref name="NGenNinGetsIn">Template:Cite magazine</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"/>

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">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> but other gaming press said 64DD was kept out of the spotlight and had no meaningful demonstration of capabilities.<ref name="NGenNinGetsIn"/><ref>Template:Cite magazine</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>Template:Cite magazine</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">{{#invoke:citation/CS1|citation |CitationClass=web }}</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">Template:Cite news</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">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref name="SM64 Disk Version">Template:Cite AV media</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">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref name="Shoshinkai 96 at Nintendo.com">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Another 64DD game in development was Creator, a music and animation game by Software Creations,<ref name="Creator and Mario Artist">{{#invoke:citation/CS1|citation |CitationClass=web }}</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)">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref name="Shoshinkai 1996 interview"/>

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">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Included in the early roster of committed 64DD developers, Rare officially discounted any rumors of the peripheral's impending pre-release cancellation.<ref name="Closing in on Shoshinkai">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>

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">{{#invoke:citation/CS1|citation |CitationClass=web }}</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>Template:Cite magazine</ref> 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".<ref name="NGenNinGetsIn"/>

Miyamoto was interviewed, including about 64DD and Jolting Pak.<ref name="Shoshinkai 1996 interview">Template:Cite AV media</ref>

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 lore.<ref name="NW EB64">Template:Cite news</ref><ref name="Mother 3 Timeline">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref name="Old Japanese"/><ref name="Rare footage EB64"/>

Space World 1997Edit

The ninth show was renamed to Space World, held on November 21–24, 1997.<ref name=EGM103>Template:Cite magazine</ref> Some media of the event was streamed live on Nintendo's website.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</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, Nintendo 64 Mouse, and Voice Recognition Unit.<ref name=EGM103/><ref name="Tough Talk"/><ref name="NG38"/> The event featured an early prototype of Pokémon Gold and Silver,<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> 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.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Other featured games include Pocket Monsters Stadium, Pikachu Genki Dechu (Hey You, Pikachu!), and Pokémon Snap.<ref>Template:Cite book</ref>

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 for 64DD and Game Boy.<ref name="Miyamoto N64.com">Template:Cite interview</ref>

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">Template:Cite magazine</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"/>

<templatestyles src="Template:Blockquote/styles.css" />

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">Template:Cite interview</ref>{{#if:George Harrison, VP of Nintendo of America, April 1997|{{#if:|}}

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Space World 1999Edit

Having skipped 1998 because of a lack of 64DD launch games to show,<ref name="DD Date?">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> the tenth show was held on August 27–29, 1999.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</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?"/>

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.<ref name="Core99day1"/><ref name="Inside Randnet"/>

Many games for Nintendo 64 and Game Boy Color were announced and demonstrated,<ref name="SW99 RPGfan">{{#invoke:citation/CS1|citation |CitationClass=web }}</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 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 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">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref name="Ultimate War 64DD cancel">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref name="Inside Randnet">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Doshin the GiantTemplate:'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">{{#invoke:citation/CS1|citation |CitationClass=web }}</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">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref name="Earthbound 64 cancel">Template:Cite news</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 the 64 GB Cable, a data transfer cable to connect Game Boy Color to 64DD with a prototype of the card trading game DT Bloodmasters.<ref name="Core99day1">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref name="What's DT, you ask?">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref name="64DD Lineup Exposed">{{#invoke:citation/CS1|citation |CitationClass=web }}</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>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>

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">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>

Space World 2000Edit

The eleventh show was held on August 24–26, 2000.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> The major headline from the event was the dual-announcement of the Game Boy Advance handheld, which would go on sale in early 2001 and the GameCube home console, which would go on sale in late 2001.<ref name="It's Hip to be Square">Template:Cite news</ref> New games were also announced for the company's existing N64 and Game Boy devices.<ref name="Partial">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> Also announced was the Mobile Adapter GB, a peripheral that would allowed the Game Boy Color and Game Boy Advance consoles to connect to a mobile phone, utilizing its cellular network for online interactions via the Mobile System GB service.

However one of the other major headlines was what was not discussed, the 64DD. After receiving considerable attention during prior shows, the add-on was completely absent. IGN humorously declared the 64DD "DeaDD"<ref name="DeaDD" /> and noted its conspicuous omission:

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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.<ref name="DB 2001">{{#invoke:citation/CS1|citation

|CitationClass=web }}</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.{{#if:IGN<ref name="DeaDD">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>|{{#if:|}}

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Newsweek noted that the competitive landscape had put Nintendo under pressure to shift focus from the Nintendo 64 and 64DD to a more advanced system like the GameCube, stating, "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."<ref name="It's Hip to be Square" />

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">Template:Cite news</ref> with two hours of next-generation presentation videos.<ref name="2000 Predictions">Template:Cite news</ref> A compilation trailer of Nintendo licenses running on GameCube hardware was displayed, including Derby Stallion,<ref name="Derby Stallion" /><ref name="DS Import">Template:Cite news</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 128.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</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">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref name="demo2000">{{#invoke:citation/CS1|citation |CitationClass=web }}</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 StarTemplate:Mdashall 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" />

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 the Game Boy Advance.<ref name="2000 Predictions"/>

Nintendo's Game Boy Advance announcement included peripherals<ref>Template:Cite news</ref> such as the Link cable, the GameCube – Game Boy Advance link cable,<ref name="Connecting to the Cube">Template:Cite news</ref> a rechargeable battery pack, and an infrared communications adapter which would allow systems to exchange data.<ref>Template:Citation</ref>

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">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref name="Mother 3 Timeline"/> 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.<ref name="Still cooking">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>

Space World 2001Edit

The twelfth show was held on August 24–26, 2001<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</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>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>

Following the previous year's show, Nintendo presented a second demo clip of the upcoming The Legend of Zelda: The Wind Waker. Response was divided over the radically different cartoon-like art style created through cel shading. Some attendees enjoyed the new look, but there was backlash from disappointed fans who had hoped for a more photorealistic Zelda, like what was shown in the prior year's demo. Critics derisively dubbed the game "Celda".<ref name=MacDonald>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref name=Plunkett/><ref name=Fahs>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref> The game's producer, Shigeru Miyamoto, said he was surprised by the negative response.<ref name=George>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>

Other eventsEdit

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.<ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>

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.

LegacyEdit

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.<ref name="SM64 DD"/><ref name="SM64 DD 2">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>

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.<ref name="NW EB64"/><ref name="Mother 3 Timeline"/><ref name="Old Japanese">Template:Cite news</ref><ref name="Rare footage EB64">Template:Cite news</ref>

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.<ref name="GDC 2007 keynote GIB">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref>Template:Cite AV media</ref><ref>{{#invoke:citation/CS1|citation |CitationClass=web }}</ref><ref name="GDC: Shigeru Miyamoto">Template:Cite news</ref><ref name="Top 15 most anticipated games of 2001">Template:Cite magazine</ref><ref name="How Super Mario Was Born">Template:Cite interview</ref><ref name="Miyamoto Opens Vault">{{#invoke:citation/CS1|citation |CitationClass=web }}</ref>

NotesEdit

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ReferencesEdit

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Template:Nintendo Company Template:Video Game Trade Shows