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PROJ ECT BOOK

Nintendo


THEME


“I N N O V A T I O N IS THE MOTHER OF ALL DESIGN


CONTENTS CONTENTS CONTENTS CONTENTS CONTENTS


Company Overview Demographics . . . SWOT . . . . . . . Creative Brief . . .

The CODE

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2. 0

RESEARCH

. 10 . 12 . 14 . 16

GUIDE

Logo Usages . . . . . . . . . . . . . . . . . 32 Line & Spacing . . . . . . . . . . . . . . . . 34 Logo Misuages . . . . . . . . . . . . . . . . 36 Backgrounds . . . . . . . . . . . . . . . . . 38 Colors . . . . . . . . . . . . . . . . . . . . 40 Typography & Voice . . . . . . . . . . . . . 42 Textures & Images . . . . . . . . . . . . . . 44

4. 0

The SCOOP

The MOVE

PROCESS

Logo Creation . . . . . . . . . . . . . . . . 20 Design Inspiration . . . . . . . . . . . . . . 22 Moodboard . . . . . . . . . . . . . . . . . . 24 Print Ad Development . . . . . . . . . . . . 26 Web Design . . . . . . . . . . . . . . . . . . 28

The FIX

SOLUTIONS

Website . . . . . . . . . . . . . . . . . . . . 48 Clothings & Apparel . . . . . . . . . . . . . 50 Video and Motion . . . . . . . . . . . . . . 52 Mobile Applications . . . . . . . . . . . . . 54 Social Media . . . . . . . . . . . . . . . . . 56 Take-Over Events . . . . . . . . . . . . . . 58

5. 0

3. 0

1. 0

Introduction

The SOURCE

Research


INTRODUC INTRODUC INTRODUC INTRODUC INTRODUC


CTION CTION CTION CTION CTION

Although the gaming industry is still in its infancy stage, it has experienced revolutionary progress in the development of its franchise as well as the technology that propels it. It has gained and lost major contributors to its sector and now it’s dominated by four other major companies: Xbox, PlayStation, Nintendo, and Alienware via Dell. Currently, the gaming scene is gaining mass appeal and the target market segments are expanding. Nintendo Corp is one of the oldest providers of home gaming entertainment. This long-lasting history creates a high level of brand recognition among customers even outside its target market. Nintendo is the most innovative company when it comes to introducing groundbreaking, imaginative technology, such as active motion gaming and 3d graphics.


RESEARCH RESEARCH RESEARCH 1.0 RESEARCH RESEARCH SECTION


The SCOOP Company Overview Demographics SWOT Creatve Brief References


1. 1 10

COMPANY OVERVIEW Nintendo’s long-lasting history as one of the oldest providers for home and mobile gaming experiences has created a high level of brand recognition among customers even outside its target market. In Nintendo Co. profile, it confirms by stating, “Nintendo’s well established brand name gives it a first mover advantage over its competitors and provides it with a strong bargaining power apart from facilitating easy customer recall” (Datamonitor, 2011). In addition to its history, Nintendo is known for its ability to introduce groundbreaking, imaginative technology, such as active motion gaming and later 3D graphics to the gaming market. Nintendo has always been on the cutting edge and the first in forwarding game play, but sadly this is where their accomplishments grew to a halt. As time passed, Nintendo started to focus solely on excellent hardware instead of working in a more holistic manner that would yield game-changing titles (games) as well. Over the last decade, the situation has become so abysmal that the company has only been surviving based on the two major titles, Zelda and Mario. Nintendo has accepted other major titles but unfortunately these titles are not holding the fans’ attention for an extended amount of time. The once loyal customers of Nintendo are no longer a strong presence in the gaming industry. Whether this is attributed to other affordable

gaming systems or the lack of interest in the titles available, Nintendo is on the fast track to becoming the next “Sega”. Despite Nintendo’s downfalls, they are still a force to be reckoned with. The approach and dedication to providing avant-garde technology to its customers will always leave space for a second chance with customers. Unlike other companies, Nintendo appeals to the customer’s need for security as discussed in Settle and Alreck’s 15 Catalog of Needs.

Theme The theme for Nintendo Co. Ltd will integrate an “innovation meets design” concept on a user-friendly level. The brand will communicate and endorse a temporary escape from reality while strengthening social bonds with family and friends through technology. The theme will highlight Nintendo’s versatility in their ability to produce quality family friendly products and mature titles from their years of experience.

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Sustainable Competitive Advantage

• Nintendo’s ability to incorporate groundbreaking, innovative technology within their products.

• Limited edition merchandises, for example creates flavors or styles that will be reflected by a unique and vibrant color palette. The concept of limited edition merchandises have only been adopted by one other gaming company so far, but if Nintendo secures a compelling slogan or catch phrase for each series, the new products would be far more appealing.

• Nintendo’s long-lasting history and high level of brand recognition among its target market segment. • Nintendo’s comparative pricing while producing quality products that maintains their brand loyalty.

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The SCOOP

Positioning and Value Proposition

• One of the best features in the gaming world is online community; this allows you to be able to connect with other players around the world. Currently, Nintendo has a plaza that allows you to meet other gamers who are within the same area as you. Although this is a cool feature, it doesn’t create a community feel because you cannot always access that person. If Nintendo creates an online community where gamers can chat, video chat, send pictures and items from conquests, trade tips and strategies, etc. more consumers would probably switch to Nintendo.

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1. 2

DEMOGRAPHICS Meet The Client The target audience of Nintendo’s new branding strategy are young men and women between the ages of 15- 29. Environmentally friendly youngsters that enjoy gaming and hosting events where friends and family like to play party games recreationaly. The reason for this age range is simply because the largest portion of the gaming community is found in this group. Also on the old side fo the age range,

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gives a slight opportunity that the may have been Nintendo consumers at a young age and can be brough back through nostalgia. Where as the younger end of the spectrum, these young kids are prime real-estate in a sense because they are now being to full grasp the fun of these products are maybe be willing to purchase it on their own.

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The SCOOP 13


1. 3

SWOT Objective Goal manufactures enjoyable, fun, and friendly products that provide quality entertainment at reasonable prices.

Outome

Develop a proper makerting strategy depicting Nintendo’s motto, “we do all that we”, “as best as we can.”

Reveal

Targeted focus on where the company falls short, then emphasize the strong points to the target audience.

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Weaknesses

• Nintendo Co Ltd is an established brand and that gives it a competitive advantage

• Dependency on suppliers for technology

reduces the business risk • Positive history in the Consumer Electronic market.

Opportunities • • • • • • •

Increasing demand for online gaming Changing and positive trends in gaming Eco friendly environment Annual E3 electronic exhibition Holiday Season Excellent Pricing Online Advertising

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The SCOOP

Strengths

• Poor target marketing • Not enough notoriety

Threats • • • •

Shift in consumer preferences Poor economy Long and Short product life cycles New generation of competitors products soon to be released • Dying social media sites

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1. 4 Positioning Statement Nintendo Company Limited currently defines its business through is quality products. The company prides themselves on developing innovative products at a reasonable cost to their consumers. The company doesn’t presently emphasize this point enough for it to be a true marketing keypoint. The website is very similar to its competitors, the same color palette of neutral gray or the occasional green. In addition to poor color choices, the website is poorly laid out and certain vital information gets ignored, it’s also very hard to navigate for information on products, finances, and

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company details. With limited resources for gaming experiences The Nintendo franchise although globally known throughout the gaming community still only has a small corner of the gaming market. . Also because it markets most of its major products to children It is currently being overlooked as a formidable, functional, or practical form of entertainment for fun. to the target audience of young adults, older generation gamers, and adults in general. Nintendo isn’t a product they would turn to for their gaming needs due to

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The SCOOP

Key Tenets

CREATIVE BRIEF it’s bland company persona. A new logo will strengthen the brand values. Print advertising will be used to entice the target audience through stylish, bold and comical ads. These ads will contain the new logo, imagery to match the culture, and promote Nintendo’s unique and innovative disposition.

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PROCESS PROCESS PROCESS 2.0 PROCESS PROCESS SECTION


The MOVE Logo Creation Design Inspiration Moodboard Print Ad Development Web Design


2. 1 LOGO CREATION

Nin

Nint

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Inspiration Came The name Nintendo stands for “We do all that we can, as best as we can and await the resulta.� It is three kanji combined into one word in English. The new logo will incorporate the company ideals while presevering some of its current history.

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Nint

en

Ninten

do

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N inten

Nin

Nint

end

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ndo

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T e Nin n d o

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The MOVE

N in

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2, .2 DESIGN INSPIRATION Project Synopsis Nintendo Company Limited offers quality gaming products for the most reasonable prices on the market and offers a large array of software choices. The gaming industry is currently thriving better than ever and consumers are willing to pay high prices for quality products (hardware), that are accompanied with quality supporting products (software). Due to this phenomena, competitors have been drastically increasing their prices of the goods with no major improvements. In contrast, Nintendo, who continues to improve by leaps and bounds every time, do not increase their prices.

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This action leads conspicous consumers to believe that the product isn’t up to industry standards. It is vital that during the rebranding campaign that the emphasis of the quality and service of Nintendo and its products aren’t at all to be determined by the price of the merchandise. It should be a bonus incentive to the consumers that they are able to get the highest quality of products at reasonable prices, without losing out on any other important services or features. The design must be energetic and informative, but also

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The MOVE

We do all that we can, As best as we can, and await the results

with a fun and educational theme. The color scheme should be bright with little to no textures incorporated due to the amount of progressive imagery to be used. The new logo must be an abstract image of a three dimensional box that isn’t being held together, to represent the fact that the ator’s mind. It shoul demostrates that the company thinks outside the box and that they can’t be confined to the simple minded thinking of their competitors. The workmark should aslo be changed from the current use as a logo and have a unique typeface more suitable to the new Theme.

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- Nintendo

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2. 3 MOODBOARD Developing The Right Feel As I created these mood boards earlier in the campaign, I had various ideas swirling around in my mind about how to improve Nintendo’s image and consumer appeal. Though my target audience has changed slightly, I believe that the second mood board I created (the largest on the right Mood Board 2) works best for addressing my strategies and target audience. Mood Board 1 and Mood board 2 were both created with the thought of family and friends being the key demograph-

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ic. The concepts were to show that Nintendo is a franchise that created products that can bring people together and can be enjoyed alone. Taking notes from Margo Chase and Chris Lowrey, early in the campaign, I worked on various ideas for finding the middle ground between the brand’s aspiration and the aspiration of the consumer. Adults and young teens were the target market; with the research recently done in this class and my previous two classes, the focus was on the deliverables that introduced more modern technologies to the project.

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The MOVE Mood Board 1 is more conservative than the other Mood Boards, and it doesn’t depict the energy, style, or overall boldness that is the Nintendo franchise. Mood Board 3 is very strong and could work well with the media mix and the directives but the theme is based on presenting Nintendo’s Japanese culture and not as much about the company itself. So by far Mood Board number 2 is the best choice. I believe that Mood board 2 closely follows the theme of the project and is better suited for my media mix and other distinguishing variables.

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2. 4 PRINT AD DEVELOPMENT Line of Sight The new logo will be used on all comapny stationary; it will be placed on the company doors, bill boards etc. The logo will become Nintendo new recognition point due to the exposure of these various forms of advertisement.

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The MOVE N in te

ndo

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2. 5 WEB DESIGN Point And Click The webisite will be very user friendly. Reducing the clutter was the primary goal which is followed by making the newly added information accessible. Introducing a fresh new template to the website, with new color scheme, imagery, and its own unique style will help revitalize the company’s online image.

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The MOVE

Main Page New Logo Placement

New Logo Placement

CategoryTitle CategoryTitle CategoryTitle

Concept Art

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Selection Page

Body Text

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GUIDE GUIDE GUIDE 3.0 GUIDE GUIDE SECTION


The CODE Logo Usages Line & Spacing Logo Misusages Backgrounds Colors Typography & Voice Textures & Images


3. 1

LOGO USAGES Ninten-do’s The minimum size suggestion for this logo is about half and inch for embroideries, any smaller and I fear the the shape will become distorted if its a stitching machine.

Nintendo

Keeping the word Nintendo on the Top Right about 2-3cm away from the Logo.

Nintendo

Exception, when the abstract image is being substituted as a punctuation mark.

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Exce

Three color rot in video usage becau tion to traffic light c on print if color ma character

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eptions

tation acceptable use of the similar realcolors and acceptable atches the theme or a r or holiday

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The CODE Abstract can be separated from word mark and be used individually.

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Single color exterior transformations, useful for holidays or awareness months

Single color usage, requires the sub-layers be set at a transparency of 70% Black and White logo (only for print on black background)

Nintendo Nintendo

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3. 2

LINE & SPACING 1.5 in .75 in

Nintendo

.6 in

.80 in

.6 in

.66 in

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Nintendo

For horizontal logo usage, the indivdual must follow these measurements of size and scaling of abstarct and the wordmark precisely. The wordmark font and point sizes are ZenZai Itacha and must be 14.29 pt. This is required to properly place the wordmark at the right distance of the abstract.

For vertical logo usage, the indidvidual must follow these guidelines and work in proportional scaling when sizing on larger prints. The wordmark font remains the same as previously mentioned but the point size changes to 9.74.

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The CODE

Actual Size

This is the exception to the sizing and wordmark position rule. The abstract can be scaled down from its orginal size (in vertical use form) to eight percent and used as a punctuation period mark.

Nintendo

Scaled To View

Nintendo 1.5 in

.75 in

.6 in

This example shows the wordmark at 10pt font size for standard size. The punction mark use is recommended to only be used once at any given time. The repetition of this is ill advised and strongly not recommened for visual purposes.

Nintendo

Nintendo .80 in

92%reduction

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3. 3

LOGO MISUSAGES Ninten-don’ts Nintendo Nintendo

Nintendo Nintendo

Improper placement of wordmark without proper spacing or scaling. Improper use of the abstract color palette and the misuse of the wordmark color palette.

Nintendo

Nintendo

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Breaking the exception rule: Though this look is visually appealing, it contradicts the the purpose of the punction period mark and become a graphic in itself. Incorrect scaling of the abstract to the wordmark font size.

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The CODE

Nintendo

Use of the color white on the abstract with a white background distorts the abstract.

N Nintendo

Use of the color white on the abstract and wordmark will result in distortions of image and text. This will make the iconic image completely obsolete.

Nintendo

Single color usage on both abstract and wordmark is not recommended because this is similar to the theme and doesn’t represent the new theme well.

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N

Nintendo

Nintendo Nintendo

Do not place on gradient back grounds

Do not place wordmark over abstract. (the abstract is meant to be a stand alone for the brand and needs to be visible at all times to build fimilarity. In addition, do not invert the colors of the box as if it were rotated on its read end. This look lacks the bold and stylish feature of the theme.

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3. 4 BACKGROUNDS Get To Know Us An even amount of real life photography and Nintendo art will be used in order to create an easy relationship between current gamers who have been interested in the Nintendo franchise for years, those wo may have lost interest in the company’s current activites, and potential new clients. They will lavish in the imagery for people similar to themselves enojying themsleves whiles playing Nintendo products. In addition, they are getting a fun yet brief visual history lessons of the evolution of the games, company, and products.

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3. 5 3

COLORS Cartridges

The color palette was chosen to represent the energy of the company with bright, vibrant colors and also has an appeal to an older audience with more earth tone colors. For example, red was chosen because Nintendo is a Japanese represents the rising sun and rebirth. Nintendo is a company that is on the forefront of innovation and design; it is always raising industry standards need to be a little eccentric and bold. By using bright, vivid colors, it shows

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that Nintendo is through with be reserved and is ready to take the lead once again. Another reason for these colors is to attract attention; the current grey theme that Nintendo is campaigning with make the company almost invisible. The new target audience of youngsters, couples and family who enjoy spending time with each other needs to know that Nintendo isn’t boring and doesn’t produce products that will not entertain them.

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The CODE

R243 G234 B25

R184 G35 B 39

R255 G86 187

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R25 G81 B41

R0 G0 B0

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3. 6 TYPOGRAPHY & VOICE What We Are Saying and How We Say It The typography samples are strong and readable typefaces will symbolize the samurai strength of the company. As previously, the aim is to show some of the Japanese heritage; the primary font for major headlines with be Zenzai Itacha, which is a strong graphic font accompanied but BiauKai for all body text. These two fonts depict a tone that Nintendo is a strong confident brand but the voice is subtle enough not to come across as too aggressive. Initially,Initially, Sans Serif like Helvetica was going to be

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used but the text was too playful although very legible. Due to this, a Serif font seemed more appropriate though they are often harder to read on a grand scale. Nintendo will not be using any extensive amounts of text to the point where it becomes a visual eyesore. Both fonts are usually easy to manipulate and don’t provide major leading or kerning issues for major headlines and typographical decorations

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The CODE

MajorRam - Nintendo - Tagline abcdefghijklmnopqrstuvwxyz

ABCDEFGHIJKLMNOPQRSTUVWXYZ

Fonts Zenzai itacha - Nintendo - Headlines

MajorRam - Nintendo - Tagline

Taglines BiauKai -Nintendo - Body Text abcdefghijklmnopqrstuvwxyz

ABCDEFGHIJKLMNOPQRSTUVWXYZ

Match your Mii Mood It’s ok to be blue; watch your friends be green with envy.

abcdefghijklmnopqrstuvwxyz

ABCDEFGHIJKLMNOPQRSTUVWXYZ

BiauKai -Nintendo - Body Text abcdefghijklmnopqrstuvwxyz

ABCDEFGHIJKLMNOPQRSTUVWXYZ

Match your Mii Mood It’s ok to be blue; Rebranding campaign..

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3. 7 44

IMAGES & TEXTURES The design should be energetic and edgy but wholesome in order to be appealing to youngsters, adult gamers, and families alike. Nintendo will display a bit of its heritage through image throughout the project. Though Nintendo’s revitalization and promotion as a young, new company is a focal point, the success of past Nintendo products will also be highlighted. Nintendo products are a means of channeling an individual’s energy and emotion through recreation. Images that display a lot of energy inspire more activity as do the use of bright colors.

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The CODE

Concept Art

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SOLUTIONS SOLUTIONS SOLUTIONS 4.0 SOLUTIONS SOLUTIONS SECTION


S S S S S

The FIX Website Clothings & Apparel Video &v Motion Mobile Applications Social Media Take-Over Events


4. 1

WEBSITE Online Access Newly designed website will allow the users to navigate through the three main esstial menu of the Nintendo Company website: home, shop, and blog. These new division will structure the website making it easy to navigate. The website will cycle through various themes to make visitation interesting.

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4. 2 50

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The FIX

CLOTHINGS & APPAREL Wear Us Merchandise will be distributed to employees so they can be the first to take pride in the new Nintendo image, but will be available for purchase for consumers on the website. Apparel will also distributed as gifts to consumers who attend Nintendo events.

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4. 3 VIDEO & MOTION Take A Glimmer One of the most effective ways of advertising: on air commercials with the animated Nintendo logo proudly and subtily displayed in the background; allowing it to slowly become a stand-alone abstract icon.

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4. 4 54

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The FIX

MOBILE APPS Nin-ten-go

Another forum of communication for Nintendo’s consumers to interact with each other is the mobile apps. Users will be able to communicate directly with each other on mobile devices in chat room format and also be able to speak to live representatives at the touch of a button.

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4. 5 SOCIAL MEDIA Get To Know Us

The Facebook page will coordinate with the new Nintendo theme. A new theme of past and present, to portray the companies history as a pioneer and electronic genius. The Facebook will revolve around the company and focus less on a single game.

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4. 6 TAKE-OVER EVENTS Initially after logo creation, Nintendo will begin moving into its marketing phase of the campaign. The logo will be applied to all of its current and future products. The logo will be the new center point of the company and will be plastered on every single piece of mechandise. The printing of this will revolve around the commerical marketing sector, aming to improve consumer awareness improve employee association; it wll continue to publicise the company.

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REFERENCE REFERENCE REFERENCE 5.0 REFERENCE REFERENCE SECTION


ES ES ES ES ES

Datamonitor: Nintendo Co., Ltd. (2011). Nintendo Co., Ltd. SWOT Analysis, 1-8. Hyodo, J. (2011). Can Colors Make Me Happy? The Effect Of Color On Mood: A Meta-Analysis. Advances In Consumer Research, 39858-867. International Business, T. (2012, July 30). E3 Convention To Stay In Los Angeles For The Next Few Years. International Business Times. Japanese Cherry Blossom Trees | globerove.com. (2010, May 29). globerove.com. Retrieved June 30, 2013, from http://globerove.com/japan/japanese-cherry-blossom-trees/1582 Micu, A., & Plummer, J. T. (2010). Measurable Emotions: How Television Ads Really Work. Journal Of Advertising Research, 50(2), 137-153. Miller, R. K., & Washington, K. (2013). Part VI: Digital Media: 27. Gaming. Entertainment, Media & Advertising Market Research Handbook, (13), 173-177. Olmsted, J. (2007). Japan's Recycling: More Efficient that U.S.A. Retrieved June 23, 2013, from www2.uwstout.edu/content/rs/2007/Recycling.pdf Şahiner, A., & Turhan, İ. (2012). Cost Minimization Of Recycling Processes At Eti Aluminum Plants. Suleyman Demirel University Journal Of Science, 7(1), 45-55. Wesley, D. A., & Barczak, G. (2010). Innovation and Marketing in the Video Game Industry: Avoiding the Performance Trap. Farnham, Surrey, England: Gower. Psychology 101. Color Psychology-How Colors Affect Our Moods and Emotions? (2013, February 22)Retrieved on June 30, 2013, from http:// www.psychology-101.com/2012/03/color-psychology-how-colors-affect-our.html

Human Image References Asian CoCouple http://www.co-optimus.com/images/upload/image/wiicoopcouple.jpg Two Girls Playing Wii http://www.nintendo-wii-explained.com/images/two_friends_playing_wii.jpg Friends Poinits Wii-mote http://www.nintendo-wii-explained.com/images/friends_playing_wii.jpg Eldery Couple Gaming http://vividgamer.com/wp-content/uploads/2013/02/3853814.jpg Wii Party On http://1.bp.blogspot.com/_NparjBQyRng/TM4LDqjxyTI/AAAAAAAABCw/8m4GnVZQJgQ/s320/aww_wii_party.jpg Healthly Family http://www.thesun.co.uk/sol/homepage/woman/health/health/2451973/Is-playing-Wii-sport-as-good-as-the-real-thing.html Bi-Racial Couple http://cdn.funnie.st/wp-content/uploads/2013/10/51b9b8d7fb04d62dcf001db7._w.540_s.fit_.jpg


5. 1

Image References

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Pikachu Images

Mario Images

Pika-Thunder http://pokebeach.com/2007/06/more-shining-darkness-pics-pikachus-volt-tackle-in-ssbb Pikachu Eating an Apple http://www.fanpop.com/clubs/pikachu/images/31615399/title/pikachu-nabbing-apple-photo Pikachu Wii-U http://fc05.deviantart.net/fs71/i/2013/169/6/3/pikachu_2__wallpaper__super_ smash_bros__wii_u_3ds_by_gibarrar-d69lxrx.jpg MineCraft Pikachu http://th06.deviantart.net/fs71/PRE/f/2010/314/5/a/minecraft___pikachu_by_ shadex00x-d32jr2s.png PikachiSprite http://th03.deviantart.net/fs71/200H/f/2010/319/d/e/8_bit_pikachu_by_i_am_a_ decoy-d32wvqg.jpg

8-bit Mario http://fc06.deviantart.net/fs7/i/2005/179/7/e/8_bit_Mario_by_Minimus_Ulti jpg 16-bit Mario http://fc07.deviantart.net/fs70/f/2012/027/8/9/16_bit_mario_by_nathanmari no-d4ntfl6.png Mario-8-bit http://projects.vrac.iastate.edu/REU2013/wp-content/uploads/2013/07/mario bit_by_dmatth-d51bd46.png Mario 64 http://static2.wikia.nocookie.net/__cb20131003015531/supermarioglitchy4/ images/1/10/Mario64.jpg Paper Mario

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ima.

i-

o_8_

The SOURCE

MegaMan

Link Images

8-bit Megaman http://th05.deviantart.net/fs51/200H/f/2009/267/f/8/Megaman_Bead_Sprite_ by_Freyja713.jpg SSMB MegaMan Returns http://fc09.deviantart.net/fs71/i/2013/169/1/e/megaman_2__wallpaper__super_smash_bros__wii_u_3ds_by_gibarrar-d69dko7.jpg Megaman Legends http://fc01.deviantart.net/fs49/f/2009/231/0/a/Megaman_Trigger_by_R4nd0mR3dM4g3.jpg Megaman Weapons http://randomhoohaas.flyingomelette.com/Sprites/MegamanWeapon0-BF.gif Vintage Megaman https://www.facebook.com/HarebrainedDesign/photos_stream

Blink http://fantendo.wikia.com/wiki/File:Blink.png SSBB Link http://www.smashbros.com/us/characters/link.html SSBB Link 2 http://fantendo.wikia.com/wiki/File:Blink.png Smashepia Link http://supersmashbros.wikia.com/wiki/Link WindWaker Link http://www.zelda.com/spirittracks/#/how-to-play/ Zelda Orcarina of Time http://videogam.in/games/The_Legend_of_Zelda:_Ocarina_of_Time_3D Legend of Zelda Link http://hyrulecentral.net/legend-of-zelda-link/ Vintage Link http://shirtoid.com/wp-content/uploads/2013/02/vintage-link.jpg

http://lowdownblog.files.wordpress.com/2013/05/nintendo-wii-players.jpg http://www.advertisehere.co.za/images/billboard.jpg

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Nintendo

www.Nintendo.com Est. 1889


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