Nintendo
Chapter Eight - Dual Screens, Double Down
Section 8 of 13
CHAPTER EIGHT
Dual Screens, Double Down
JUST WHEN EVERYONE thought Nintendo had maxed out the handheld game with the Game Boy and Pokémon boom, they pulled off one of the weirdest, boldest, most brilliant moves in gaming history.
Two screens.
One of them a touchscreen.
In a clamshell.
With a stylus.
What?
Welcome to the Nintendo DS, a device so strange it shouldn’t have worked… but became the second best-selling console of all time.
The DS launches in 2004, and at first, critics are skeptical.
The hardware looks like a prototype, not a finished product.
Touchscreen games? Weird.
Dual screens? Gimmicky.
But Nintendo doesn’t care.
They’re betting big on innovation over polish.
And it works.
The DS lineup is absurdly strong.
New Super Mario Bros., a return to side-scrolling glory.
Mario Kart DS, online play, baby.
Nintendogs, you raised a virtual puppy like it was your first child.
Brain Age, suddenly your grandma was playing video games.
Pokémon Diamond & Pearl, more evolution, more addiction.
And PictoChat became a cult feature.
Kids drawing memes in class. Suburban group chats before smartphones.
It was the weirdest form of local multiplayer, and people loved it.
By 2011, Nintendo doubled down again, literally, with the 3DS.
Same clamshell form, but now with glasses-free 3D.
Another risky idea. Another payoff.
Once again… Nintendo owned your pocket.
Even while Sony and Microsoft battled for the living room, Nintendo kept quietly selling hundreds of millions of handhelds to kids, teens, parents, and people who didn’t even call themselves “gamers.”
The DS and 3DS proved the truth:
If the games are great, people will play anywhere.
And Nintendo built a mobile empire long before mobile gaming blew up.
Two screens.
One stylus.
Endless control.
