The PlayStation is a home video game console developed and marketed by Sony Computer Entertainment. The console was released on 3 December 1994 in Japan, 9 September 1995 in North America, 29 September 1995 in Europe, 15 November 1995 in Australia; the console was the first of the PlayStation lineup of home video game consoles. It competed with the Nintendo 64 and the Sega Saturn as part of the fifth generation of video game consoles; the PlayStation is the first "computer entertainment platform" to ship 100 million units, which it had reached 9 years and 6 months after its initial launch. In July 2000, a redesigned, slim version called the PS one was released, replacing the original grey console and named appropriately to avoid confusion with its successor, the PlayStation 2; the PlayStation 2, backwards compatible with the PlayStation's DualShock controller and games, was announced in 1999 and launched in 2000. The last PS one units were sold in late 2006 to early 2007 shortly after it was discontinued, for a total of 102 million units shipped since its launch 11 years earlier.
Games for the PlayStation continued to sell until Sony ceased production of both the PlayStation and PlayStation games on 23 March 2006 – over 11 years after it had been released, less than a year before the debut of the PlayStation 3. On 19 September 2018, Sony unveiled the PlayStation Classic, to mark the 24th anniversary of the original console; the new console is a miniature recreation of the original PlayStation, preloaded with 20 titles released on the original console, was released on 3 December 2018, the exact date the console was released in Japan in 1994. The inception of what would become the released PlayStation dates back to 1986 with a joint venture between Nintendo and Sony. Nintendo had produced floppy disk technology to complement cartridges, in the form of the Family Computer Disk System, wanted to continue this complementary storage strategy for the Super Famicom. Nintendo approached Sony to develop a CD-ROM add-on, tentatively titled the "Play Station" or "SNES-CD". A contract was signed, work began.
Nintendo's choice of Sony was due to a prior dealing: Ken Kutaragi, the person who would be dubbed "The Father of the PlayStation", was the individual who had sold Nintendo on using the Sony SPC-700 processor for use as the eight-channel ADPCM sound set in the Super Famicom/SNES console through an impressive demonstration of the processor's capabilities. Kutaragi was nearly fired by Sony because he was working with Nintendo on the side without Sony's knowledge, it was then-CEO, Norio Ohga, who recognised the potential in Kutaragi's chip, in working with Nintendo on the project. Ohga kept Kutaragi on at Sony, it was not until Nintendo cancelled the project that Sony decided to develop its own console. Sony planned to develop a Super NES-compatible, Sony-branded console, but one which would be more of a home entertainment system playing both Super NES cartridges and a new CD format which Sony would design; this was to be the format used in SNES-CDs, giving a large degree of control to Sony despite Nintendo's leading position in the video gaming market.
The product, dubbed the "Play Station" was to be announced at the May 1991 Consumer Electronics Show. However, when Nintendo's Hiroshi Yamauchi read the original 1988 contract between Sony and Nintendo, he realised that the earlier agreement handed Sony complete control over any and all titles written on the SNES CD-ROM format. Yamauchi decided that the contract was unacceptable and he secretly cancelled all plans for the joint Nintendo-Sony SNES CD attachment. Instead of announcing a partnership between Sony and Nintendo, at 9 am the day of the CES, Nintendo chairman Howard Lincoln stepped onto the stage and revealed that Nintendo was now allied with Philips, Nintendo was planning on abandoning all the previous work Nintendo and Sony had accomplished. Lincoln and Minoru Arakawa had, unbeknownst to Sony, flown to Philips' global headquarters in the Netherlands and formed an alliance of a decidedly different nature—one that would give Nintendo total control over its licenses on Philips machines.
After the collapse of the joint-Nintendo project, Sony considered allying itself with Sega to produce a stand-alone console. The Sega CEO at the time, Tom Kalinske, took the proposal to Sega's Board of Directors in Tokyo, who promptly vetoed the idea. Kalinske, in a 2013 interview recalled them saying "that’s a stupid idea, Sony doesn't know how to make hardware, they don't know. Why would we want to do this?". This prompted Sony into halting their research, but the company decided to use what it had developed so far with both Nintendo and Sega to make it into a complete console based upon the Super Famicom; as a result, Nintendo filed a lawsuit claiming breach of contract and attempted, in US federal court, to obtain an injunction against the release of what was christened the "Play Station", on the grounds that Nintendo owned the name. The federal judge presiding over the case denied the injunction and, in October 1991, the first incarnation of the aforementioned brand new game system was revealed.
However, it is theorised that only 200 or so of these machines were produced. By the end of 1992, Sony and Nintendo reached a deal whereby the "Play Station" would still have a port for SNES games, but Nintendo would own the rights and receive the bulk of the profits from the games, the SNES would continue to use the Sony-designed audio chip. However, Sony decided in early 1993 to begin reworking the "Play Station" concept to target a new generation of hardware and softw
Plotting (video game)
Flipull/Plotting is a tile-matching puzzle video game published by Taito in 1989. It is called Flipull in Japan as well as in versions for the Famicom and Game Boy, Plotting in versions for the Atari ST, Commodore 64, Amstrad CPC, GX4000 and ZX Spectrum. All are based on an arcade game; the game bears some gameplay similarities to Puzznic. The game was ranked the 23rd best game of all time by Amiga Power. In 2005, Flipull/Plotting was re-released on the Xbox, PlayStation 2, the PC as part of Taito Legends. Plotting at MobyGames Plotting at SpectrumComputing.co.uk
Blockbuster LLC Blockbuster Entertainment, Inc. and known as Blockbuster Video or Blockbuster, is an American-based provider of home movie and video game rental services through a video rental shop, DVD-by-mail, video on demand, cinema theater. Blockbuster expanded internationally throughout the 1990s. At its peak in 2004, Blockbuster employed 84,300 people worldwide, including about 58,500 in the United States and about 25,800 in other countries, had 9,094 stores in total, with more than 4,500 of these in the US. Competition from the Netflix mail-order service, Redbox automated kiosks, video on demand services were major factors in Blockbuster's eventual demise. Blockbuster began to lose significant revenue during the 2000s, in 2010, the company filed for bankruptcy protection; the following year, its remaining 1,700 stores were bought by satellite television provider Dish Network. In November 2013, the last 300 company-owned stores were closed. While the Blockbuster brand has been retired, Dish maintained a small number of Blockbuster franchise agreements, which allowed some stores to remain open.
By April 2019, just one store remained open -- in Oregon. Blockbuster's early beginnings can be traced back to another company, Cook Data Services, founded by David Cook in 1978; the company's primary goal was to supply software services to the oil and gas industries throughout Texas, but it was not successful. Sandy Cook, David's wife, wanted to get into the video business, her husband would soon study the industry and future prospects. Using profit he made from the sale of David P. Cook & Associates, the subsidiary of his company, he decided to buy into a video store franchise in Dallas known as Video Works; when Video Works would not allow him to decorate the interior of his store with a blue-and-yellow design, he departed the franchise and opened the first Blockbuster Video in 1985 under his own company Blockbuster Video Inc. When he realized the potential in video rentals, Cook abandoned the oil industry and began franchising the Blockbuster store; the first Blockbuster store opened October 19, 1985, in Dallas, with an inventory of 8,000 VHS and 2,000 Beta tapes.
Cook's experience with managing huge databases proved helpful in driving innovation within the industry. Following early success from the company's first stores, Cook built a $6-million warehouse in Garland, Texas, to help sustain and support future growth that allowed new stores to open quickly. Blockbuster would custom-tailor a store's inventory to its neighborhood, based on local demographics. In 1987, the company won a court case against Nintendo; that year, Waste Management co-founder Wayne Huizenga, who had reservations about entering the video rental industry, agreed to acquire several Blockbuster stores. At that point the number of stores counted 19, attracted Huizenga's associate John Melk's attention due to its efficiency, family-friendly image and business model, convinced Huizenga to have a look at it. Huizenga and Melk utilized techniques from their waste business and Ray Kroc's model of expansion to expand Blockbuster, soon they were opening a new store every 24 hours, they took over many of the existing Blockbuster franchise stores as well, Huizenga spent much of the late 1980s acquiring several of Blockbuster's rivals, including Major Video.
In 1990, Blockbuster bought. In 1992, Blockbuster acquired the Sound Warehouse and Music Plus music retail chains and created Blockbuster Music. In October 1993, Blockbuster took controlling interest in Spelling Entertainment Group, a media company run by television producer Aaron Spelling. Blockbuster purchased Super Club Retail Entertainment Corp. on November 22, 1993 from Philips Electronics, N. V. for 5.2 million shares of Blockbuster stock. This brought 270 Record Bar, Tracks and Rhythm and Views music stores and 160 video retail superstores into the corporation, it owned 35% of Republic Pictures. Blockbuster became a multibillion-dollar company, but Huizenga was worried about how new technology could threaten their business, such as video on demand and the growth of cable television. In 1991, just three days after Time Warner had announced they would upgrade their cable system, Blockbuster's shares dropped more than 10 percent. In 1993, he made an attempt to expand into other areas by investing in Viacom.
Huizenga considered buying a cable company, but this was unknown territory for Blockbuster and he decided not to take the risk. He had the idea of a 2,500-acre Blockbuster sports and amusement park in Florida, something Blockbuster was still considering as late as August 1994. Unable to come up with a proper solution about how to face the growing threats to the traditional videostore, he made the decision to sell Blockbuster to Viacom and pull out. Viacom acquired Blockbuster in 1994 for $8.4 billion to help finance its bid for Paramount in the bidding war with QVC Network Inc. Blockbuster's stock trade had been dropping the months before the merger, with a small rise after the deal was announced, three years in 1997, it's worth was estimated to just $4.6 billion. The Blockbuster Block Party concept was test-marketed in Albuquerque, New Mexico, Indianapolis, Indiana, in 1994, it was an "entertainment complex" aimed at adults, containing eight themed areas housing a restaurant, laser tag arena, motion simulator rides, was housed in a windowless building the size of a city block.
During the 1990s, Blockbuster expanded in the United Kingdom, purchasing that country's Ritz Video chain. The stores were rebrand
The Game Boy is an 8-bit handheld game console developed and manufactured by Nintendo. The first handheld in the Game Boy line, it was first released on April 21, 1989 in Japan, followed by North America three months and in Europe nearly a year after. Designed by the same team that developed the Game & Watch and several Nintendo Entertainment System games, it was created and published by Satoru Okada, Gunpei Yokoi, Nintendo Research & Development 1. Nintendo's second handheld game console, the Game Boy combined features from both the NES and the Game & Watch; the console features a dot-matrix screen, five control buttons, a 2 voice speaker, like its rivals, uses cartridges as physical media. At launch, it was sold either as a standalone unit, or bundled with the one of several games, including Super Mario Land and Tetris. Several accessories were developed for the Game Boy, including a carrying pouch and the Game Boy Printer. Despite being technically inferior to its competitors, the Game Boy received praise for its battery life and durability, outsold the competition, selling one million units in the United States within a few weeks.
Together with its successor, the Game Boy Color, the handheld has sold an estimated 118 million units worldwide. It is one of the most recognizable devices from the 1980s, becoming a cultural icon in the years following its release. Several redesigns were released during the console's lifetime, including the Game Boy Pocket and the Game Boy Light. Production of the Game Boy continued into the early 2000s, until it was discontinued following the release of its successor, the Game Boy Advance, in 2001; the original internal codename for the Game Boy was "Dot Matrix Game", these initials came to be featured on the final product's model number, "DMG-01". The internal reception of the device was very poor; the Game Boy has four operation buttons labeled "A", "B", "SELECT", "START", as well as a directional pad. There is a volume control dial on the right side of the device and a similar dial on the left side to adjust the contrast. At the top of the Game Boy, a sliding on-off switch and the slot for the Game Boy cartridges are located.
The on-off switch includes a physical lockout to prevent users from either inserting or removing a cartridge while the unit is switched on. Nintendo recommends users leave a cartridge in the slot to prevent dust and dirt from entering the system; the Game Boy contains optional input and/or output connectors. On the left side of the system is an external 3.5 mm × 1.35 mm DC power supply jack that allows users to use an external rechargeable battery pack or AC adapter instead of four AA batteries. The Game Boy requires 6 V DC of at least 150 mA. A 3.5 mm stereo headphone jack is located on the bottom side of the unit which allows users to listen to the audio with the bundled headphones or external speakers. The right-side of the device offers a port which allows a user to connect to another Game Boy system via a link cable, provided both users are playing the same game; the port can be used to connect a Game Boy Printer. The link cable was designed for players to play head-to-head two-player games such as in Tetris.
However, game developer Satoshi Tajiri would use the link cable technology as a method of communication and networking in the popular Pokémon video game series. CPU: Custom 8-bit Sharp LR35902 at 4.19 MHz. This processor is similar to an Intel 8080 in that none of the registers introduced in the Z80 are present. However, some of the Z80's instruction set enhancements over the 8080 bit manipulation, are present. Still other instructions are unique to this particular flavor of 8080/Z80 CPU. Parity flag, half of conditional and all input-output instructions were removed from 8080 instruction set also; the IC contains integrated sound generation. RAM: 8 kiB internal S-RAM Video RAM: 8 kiB internal ROM: On-CPU-Die 256-byte bootstrap; the unit only has one speaker. Display: Reflective STN LCD 160 × 144 pixels Frame rate: Approximately 59.7 frames per second Vertical blank duration: Approx 1.1 ms Screen size: 66 mm diagonal Color palette: 2-bit Communication: 2 Game Boys can be linked together via built-in serial ports, up to 4 with a DMG-07 4-player adapter.
And 16 in maximum. Power: 6 V, 0.7 W Dimensions: 90 mm × 148 mm × 32 mm / 3.5″ × 5.8″ × 1.3″ Weight: 220 g On March 20, 1995, Nintendo released several Game Boy models with colored cases, advertising them in the "Play It Loud!" campaign, known in Japan as Game Boy Bros. Specifications for this unit remain the same as the original Game Boy, including the monochromatic screen; this new line of colored Game Boys would set a precedent for Nintendo handhelds. Play It Loud! units were manufactured in red, black, white and clear or sometimes called X-Ray in the UK. Most common are the yellow, red and black, Green is scarce but blue and white are the rarest. Blue was a Europe and Japan only release, White was a Japanese majority release with UK Toys R Us s
The Sega Saturn is a 32-bit fifth-generation home video game console developed by Sega and released on November 22, 1994 in Japan, May 11, 1995 in North America, July 8, 1995 in Europe. The successor to the successful Sega Genesis, the Saturn has a dual-CPU architecture and eight processors, its games are in CD-ROM format, its game library contains several arcade ports as well as original games. Development of the Saturn began in 1992, the same year Sega's groundbreaking 3D Model 1 arcade hardware debuted. Designed around a new CPU from Japanese electronics company Hitachi, another video display processor was incorporated into the system's design in early 1994 to better compete with Sony's forthcoming PlayStation; the Saturn was successful in Japan, but failed to sell in large numbers in the United States after its surprise May 1995 launch, four months before its scheduled release date. After the debut of the Nintendo 64 in late 1996, the Saturn lost market share in the U. S. where it was discontinued in 1998.
Having sold 9.26 million units worldwide, the Saturn is considered a commercial failure. The failure of Sega's development teams to release a game in the Sonic the Hedgehog series, known in development as Sonic X-treme, has been considered a factor in the console's poor performance. Although the Saturn is remembered for several well-regarded games, including Nights into Dreams, the Panzer Dragoon series, the Virtua Fighter series, its reputation is mixed due to its complex hardware design and limited third-party support. Sega's management has been criticized for its decisions during the system's development and discontinuation. Released in 1988, the Genesis was Sega's entry into the fourth generation of video game consoles. In mid-1990, Sega CEO Hayao Nakayama hired Tom Kalinske as CEO of Sega of America. Kalinske developed a four-point plan for sales of the Genesis: lower the price of the console, create a U. S.-based team to develop games targeted at the American market, continue aggressive advertising campaigns, sell Sonic the Hedgehog with the console.
The Japanese board of directors disapproved of the plan, but all four points were approved by Nakayama, who told Kalinske, "I hired you to make the decisions for Europe and the Americas, so go ahead and do it." Magazines praised Sonic as one of the greatest games made, Sega's console took off as customers, waiting for the Super Nintendo Entertainment System decided to purchase a Genesis instead. However, the release of a CD-based add-on for the Genesis, the Sega CD, was commercially disappointing. Sega experienced success with arcade games. In 1992 and 1993, the new Sega Model 1 arcade system board showcased Sega AM2's Virtua Racing and Virtua Fighter, which played a crucial role in popularizing 3D polygonal graphics. In particular, Virtua Fighter garnered praise for its simple three-button control scheme, with strategy coming from the intuitively observed differences between characters that felt and acted differently rather than the more ornate combos of two-dimensional competitors. Despite its crude visuals—with characters composed of fewer than 1,200 polygons—Virtua Fighter's fluid animation and realistic depiction of distinct fighting styles gave its combatants a lifelike presence considered impossible to replicate with sprites.
The Model 1 was an expensive system board, bringing home releases of its games to the Genesis required more than its hardware could handle. Several alternatives helped to bring Sega's newest arcade games to the console, such as the Sega Virtua Processor chip used for Virtua Racing, the Sega 32X add-on. Development of the Saturn was supervised by Hideki Sato, Sega's director and deputy general manager of research and development. According to Sega project manager Hideki Okamura, the Saturn project started over two years before the system was showcased at the Tokyo Toy Show in June 1994; the name "Saturn" was the system's codename during development in Japan, but was chosen as the official product name. Computer Gaming World in March 1994 reported a rumor that "the Sega Saturn... will release in Japan before the end of the year" for $250–300. In 1993, Sega and Japanese electronics company Hitachi formed a joint venture to develop a new CPU for the Saturn, which resulted in the creation of the "SuperH RISC Engine" that year.
The Saturn was designed around a dual-SH2 configuration. According to Kazuhiro Hamada, Sega's section chief for Saturn development during the system's conception, "the SH-2 was chosen for reasons of cost and efficiency; the chip has a calculation system similar to a DSP, but we realized that a single CPU would not be enough to calculate a 3D world." Although the Saturn's design was finished before the end of 1993, reports in early 1994 of the technical capabilities of Sony's upcoming PlayStation console prompted Sega to include another video display processor to improve the system's 2D performance and texture-mapping. CD-ROM-based and cartridge-only versions of the Saturn hardware were considered for simultaneous release during the system's development, but this idea was discarded due to concerns over the lower quality and higher price of cartridge-based games. According to Kalinske, Sega of America "fought against the architecture of Saturn for quite some time". Seeking an alternative graphics chip for the Saturn, Kalinske attempted to broker a deal with Silicon Graphics, but Sega of Japan rejected the proposal.
Silicon Graphics subsequently collaborated with Nintendo on the Nintendo 64. Kalinske, Sony Electronic Publishing's Olaf Olafsson, Sony America's Micky Schulhof h
Atari Corporation was an American manufacturer of computers and video game consoles from 1984 to 1996. Atari Corp. was founded in July 1984 when Warner Communications sold the home computing and game console divisions of Atari, Inc. to Jack Tramiel. Its chief products were the Atari ST, Atari XE, Atari 7800, Atari Lynx, Atari Jaguar; the company reverse-merged with JTS Inc. in 1996, becoming a small division, which itself closed after JTS sold its intellectual property to Hasbro Interactive in 1998. The company was founded by Commodore International's founder Jack Tramiel soon after his resignation from Commodore in January 1984. Named Tramel Technology, Ltd. the company's goal was to design and sell a next-generation home computer. On July 1, 1984, TTL bought the Consumer Division assets of Atari, Inc. from its owner Warner Communications, TTL was renamed Atari Corporation. Warner sold the division for $240 million in stocks under the new company. In order to halt the massive losses Atari, Inc. had been yielding under Warner's ownership, Tramiel shut down nearly all of their 80 domestic branches, laying off the staff and liquidating the inventory.
Under Tramiel's ownership, Atari Corp. used the remaining stock of game console inventory to keep the company afloat while they finished development of their 16-bit computer system, the Atari ST. In 1985, they released their update to the 8-bit computer line—the Atari XE series—as well as the 16-bit Atari ST line. In 1986, Atari Corp. launched two consoles designed under the Warner Atari: Atari 2600 Jr and Atari 7800. Atari Corp. rebounded, producing a $25 million profit for 1986. The Atari ST line proved successful selling more than 5 million units, its built-in MIDI ports made it popular among musicians. Still, its closest competitor in the marketplace, the Commodore Amiga, outsold it 3 to 2. Atari released a line of inexpensive IBM PC compatibles as well as an MS-DOS compatible palm computer called the Atari Portfolio. Atari under Tramiel had a poor reputation in the marketplace. In 1986 a columnist for Atari magazine ANALOG Computing warned that company executives seemed to emulate Tramiel's "'penny-pinching' hard-nosed bargaining, sometimes at the risk of everything else", resulting in poor customer service and documentation, product release dates that were "perhaps not the entire truth...
Pretty soon, you don't believe anything they say". He concluded, "I think Atari Corp. had better start considering how they're perceived by the non-Atari-using public". The company, was much more open to the press than its predecessor Atari Inc. which had refused to let Antic preview forthcoming announcements and opposed the magazine printing the word "Atari" on its issues. On August 23, 1987, Atari agreed to purchase the Federated Group for $67.3 million. October 4, 1987, Atari gained full control of its own retail stores. In the final quarter of 1987, Federated lost $6.4 million in day-to-day operations. A post-acquisition audit ended on February 15, 1988, identified $43 million in adjustments to Federated's balance sheet, far more than Atari anticipated; the net worth of its acquisition was reduced by $33 million. Atari's CFO claimed that they would never have done the deal had they known at the time. Federated's operational losses increased, reaching $67 million for its first full year under Atari in 1988.
The FBI began an investigation of Atari in May of that same year for an ongoing scheme involving the profitable import and resale of Japanese DRAM chips in the US, "in violation of U. S. import laws and contrary to import agreements". In March 1989, Atari announced that it would treat Federated as a discontinued operation and took an additional one-time charge of $57 million. Federated was sold to Silo in 1989. In 1988 Stewart Alsop II said that Atari was among several companies that "have been knocked out" of the GUI market by Apple, IBM/Microsoft, others, but Atari Corporation's sales hit their peak that year, at $452 million. In 1989, Atari Corp. released the Atari Lynx—a handheld console with color graphics—to critical acclaim. However, a shortage of parts kept the system from being released nationwide for the 1989 Christmas season; the Lynx lost market share to Nintendo's Game Boy, which had only a monochrome display, but a much better battery life, was available. In 1989, Atari Corp. lost a $250 million lawsuit alleging that Nintendo had an illegal monopoly.
As the fortunes of Atari Corporation's ST and PC compatible computers faded and software again became the company's main focus. In 1993, Atari Corp. released the Atari Jaguar. The Jaguar was one of the first fifth generation gaming consoles, but due to a games library, low in both quantity and quality, it was unable to compete against the incumbent fourth generation consoles. Atari Corp. sustained a net loss of $49.6 million for 1995, with $27.7 million in losses during the last quarter of the year alone. Attempting to hedge their bets, in January 1996 Atari Corp. announced the formation of a new subsidiary, Atari Interactive, which would be devoted to publishing games for PC. However, Atari Corp. would relinquish its interest in both the Jaguar and PC software within a few months. By 1996, a series of successful lawsuits followed by profitable investments had left Atari with millions of dollars in the bank, but without any products to sell because of the failure of the Lynx and Jaguar. In addition and his family wanted out.
The result was a rapid succession of changes in ownership. In July 1996, Atari merged with JTS Inc. a short-lived maker of hard disk drives, to form JTS Corp
1995 in video gaming
1995 has seen many sequels and prequels in video games and several new titles such as Mario's Picross, Chrono Trigger, Mega Man 7, Twisted Metal, Star Wars: Dark Forces, Destruction Derby and Super Mario World 2: Yoshi's Island. May 11 – Introduction of trade magazine GameWeek May 11–13 — The 1st annual Electronic Entertainment Expo is held in Los Angeles, California. November 5 — GameFAQs debuts on the web, as an archive of video game FAQs November 24 — Nintendo unveils a playable version of the Nintendo Ultra 64 renamed the Nintendo 64, at the 7th Annual Nintendo Space World Software Exhibition in Japan. Thirteen games were demonstrated but only two were in playable form, Kirby Ball 64 and Super Mario 64. Nintendo releases: March 20 — Game Boy Play It Loud! series, color/clear versions of the Game Boy April 23 — Satellaview accessory for the Super Famicom console in Japan only July 21 — Virtual Boy 32-bit console in Japan. It is discontinued on December 22. May 11 — Sega releases the Sega Saturn console in North America.
August 14 — The Nintendo Entertainment System is discontinued in North America. September 9 — Sony releases the PlayStation console in the United States. September 29 — Sony releases the PlayStation console in Europe October 25 — Funtech releases the Super A'Can console in Taiwan. New companies: BioWare, Frog City, Interworld Productions, TalonSoft Defunct: Cyberdreams Nintendo v. Samsung Electronics; the suit is settled. Nintendo of America, Inc. v. NTDEC