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Nintendo DS
Nintendo DS
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Nintendo DS
From top to bottom: Nintendo DS (original), Nintendo DS Lite, and Nintendo DSi
Codename
  • Nitro (Original)
  • Twilight (DSi)
DeveloperNintendo
ManufacturerFoxconn
Product familyNintendo DS
TypeHandheld game console
GenerationSeventh
Release date
  • NA: November 21, 2004
  • JP: December 2, 2004
  • AU: February 24, 2005
  • EU: March 11, 2005
Introductory priceUS$149.99 (equivalent to $249.69 in 2024)[1]
£99 (equivalent to £186.71 in 2023)[2]
DiscontinuedYes; date undisclosed[3]
Units sold154.02 million worldwide (as of March 31, 2016)[4] (details)
MediaNintendo DS Game Card
Game Boy Advance Game Pak
CPU67 MHz ARM946E-S
33 MHz ARM7TDMI
Memory4 MB RAM
StorageCartridge save
256 KB flash memory
DisplayTwo 3" TFT LCDs, 256 × 192 pixels
ConnectivityWi-Fi (802.11b,[5][6] WEP)
Online servicesNintendo Wi-Fi Connection (shut down)
Best-selling gameNew Super Mario Bros., 30.80 million[7]
Backward
compatibility
Game Boy Advance
PredecessorGame Boy Advance
SuccessorNintendo 3DS
Related

The Nintendo DS[note 1] is a foldable handheld game console produced by Nintendo, released globally across 2004 and 2005. The DS, an initialism for "Developers' System" or "Dual Screen",[8] introduced distinctive new features to handheld games: two LCD screens working in tandem (the bottom of which is a touchscreen), a built-in microphone, and support for wireless connectivity.[9] Both screens are encompassed within a clamshell design similar to the Game Boy Advance SP. The Nintendo DS also features the ability for multiple DS consoles to directly interact with each other over Wi-Fi within a short range without the need to connect to an existing wireless network. Alternatively, they could interact online using the now-defunct Nintendo Wi-Fi Connection service. Its main competitor was Sony's PlayStation Portable during the seventh generation of video game consoles.

Prior to its release, the Nintendo DS was marketed as an experimental "third pillar" in Nintendo's console lineup, meant to complement the Game Boy Advance family and GameCube. However, backward compatibility with Game Boy Advance titles and strong sales ultimately established it as the successor to the Game Boy series.[10] On March 2, 2006, Nintendo launched the Nintendo DS Lite, a slimmer and lighter redesign of the original Nintendo DS with brighter screens and a longer lasting battery. On November 1, 2008, Nintendo released the Nintendo DSi, another redesign with several hardware improvements and new features, although it lost backward compatibility for Game Boy Advance titles[11] and a few DS games that used the GBA slot. On November 21, 2009, Nintendo released the Nintendo DSi XL, a larger version of the DSi.

All Nintendo DS models combined have sold 154.02 million units,[4][12] making it the best-selling Nintendo system, the best-selling handheld game console, and the second best-selling video game console of all time. The DS Lite model makes up a majority (61 percent) of the total number of Nintendo DS units shipped.[13][a] The Nintendo DS was succeeded by the Nintendo 3DS in February 2011.

History

[edit]

Development

[edit]

Development on the Nintendo DS began around mid-2002, following an original idea from former Nintendo president Hiroshi Yamauchi about a dual-screened console.[14] On November 13, 2003, Nintendo announced that it would be releasing a new game product in 2004. The company did not provide many details, but stated it would not succeed the Game Boy Advance or GameCube.[15] On January 20, 2004, the console was announced under the codename "Nintendo DS".[16] Nintendo released only a few details at that time, saying that the console would have two separate, 3-inch TFT LCD display panels, separate processors, and up to 1 gigabit (128 MB) of semiconductor memory.[16][17] Current Nintendo president at the time, Satoru Iwata, said, "We have developed Nintendo DS based upon a completely different concept from existing game devices in order to provide players with a unique entertainment experience for the 21st century."[16] He also expressed optimism that the DS would help put Nintendo back at the forefront of innovation and move away from the conservative image that had been used to describe the company in years past.[18] In March 2004, a document containing most of the console's technical specifications was leaked, also revealing its internal development name, "Nitro".[19] In May 2004, the console was shown in prototype form at E3 2004, still under the name "Nintendo DS",[20] which Reggie Fils-Aimé announced would change for launch. On July 28, 2004, Nintendo revealed a new design that was described as "sleeker and more elegant" than the one shown at E3 and announced Nintendo DS as the device's official name.[21] Following lukewarm GameCube sales, Hiroshi Yamauchi stressed the importance of its success to the company's future, making a statement which can be translated from Japanese as, "If the DS succeeds, we will rise to heaven, but if it fails we will sink to hell."[22][23]

Launch

[edit]

President Iwata referred to Nintendo DS as "Nintendo's first hardware launch in support of the basic strategy 'Gaming Population Expansion'" because the touch-based device "allows users to play intuitively".[24] On September 20, 2004, Nintendo announced that the Nintendo DS would be released in North America on November 21, 2004, for US$149.99.[25] It was set to release on December 2, 2004, in Japan for JP¥15,000;[26] on February 24, 2005, in Australia for A$199.95;[27] and on March 11, 2005, in Europe for €149.99 (£99.99 in the United Kingdom).[28] The console was released in North America with a midnight launch event at Universal CityWalk EB Games in Los Angeles, California. The console was launched quietly in Japan compared to the North America launch; one source cited the cold weather as the reason.[29]

North America and Japan

[edit]

The Nintendo DS was launched in North America for US$149.99 on November 21, 2004; in Japan for JP¥15,000 on December 2 in the color "Titanium". Well over three million preorders were taken in North America and Japan; preorders at online stores were launched on November 3 and ended the same day as merchants had already sold their allotment. Initially, Nintendo planned to deliver one million units combined at the North American and Japanese launches; when it saw the preorder numbers, it brought another factory online to ramp up production. Nintendo originally slated 300,000 units for the U.S. debut; 550,000 were shipped, and just over 500,000 of those sold through in the first week. Later in 2005, the manufacturer suggested retail price for the Nintendo DS was dropped to US$129.99.

Both launches proved to be successful, but Nintendo chose to release the DS in North America prior to Japan, a first for a hardware launch from the Kyoto-based company. This choice was made to get the DS out for the largest shopping day of the year in the U.S. (the day after Thanksgiving, also known as "Black Friday").[30] Perhaps partly due to the release date, the DS met unexpectedly high demand in the United States, selling 1 million units by December 21, 2004. By the end of December, the total number shipped worldwide was 2.8 million, about 800,000 more than Nintendo's original forecast.[31] At least 1.2 million of them were sold in the U.S. Some industry reporters referred to it as "the Tickle Me Elmo of 2004".[32] In June 2005, Nintendo informed the press that a total of 6.65 million units had been sold worldwide.[33]

A Nintendo DS, skinned in blue

As is normal for electronics, some were reported as having problems with stuck pixels in either of the two screens. Although return policies for LCD displays vary between manufacturers and regions, in North America, Nintendo chose to replace a system with faulty pixels only if the owner claimed that it interfered with their gaming experience. There were two exchange programs in place for North America. In the first, the owner of the defective DS in question would provide a valid credit card number and, afterward, Nintendo would ship a new DS system to the owner with shipping supplies to return the defective system. In the second, the owner of the defective DS in question would have shipped their system to Nintendo for inspection. After inspection, Nintendo technicians would have either shipped a replacement system or fixed the defective system. The first option allowed the owner to have a new DS in 3–5 business days.

Multiple games were released alongside the DS during its North American launch on November 21, 2004. At launch there was one pack-in demo, in addition to the built-in PictoChat program: Metroid Prime Hunters: First Hunt (published by Nintendo and is a demo for Metroid Prime Hunters, a game released in March 2006). At the time of the "Electric Blue" DS launch in June 2005, Nintendo bundled the system with Super Mario 64 DS.

In Japan, the games were released at the same time as the system's first release (December 2, 2004). In the launch period, The Prince of Tennis 2005 -Crystal Drive- (Konami) and Puyo Puyo Fever (Sega) were released.

Europe

[edit]

The DS was released in Europe on March 11, 2005, for 149. A small supply of units was available prior to this in a package with a promotional "VIP" T-shirt, Metroid Prime Hunters - First Hunt, a WarioWare: Touched! demo and a pre-release version of Super Mario 64 DS, through the Nintendo Stars Catalogue; the bundle was priced at £129.99 for the UK and €189.99 for the rest of Europe, plus 1,000 of Nintendo's "star" loyalty points (to cover postage). By June 28, 2005, 1 million DS units had been sold in Europe, setting a sales record for a handheld console.[34]

The European release of the DS, like the U.S., was originally packaged with a Metroid Prime Hunters: First Hunt demo. The European game cases are additionally about one-quarter-inch (6.4 mm) thicker than their North American counterparts and transparent rather than solid black. Inside the case, there is room for one Game Boy Advance game pack and a DS card with the instructions on the left side of the case.

Australia and New Zealand

[edit]

The DS launched in Australia and New Zealand on February 24, 2005. It retailed in Australia for AU$199 and in New Zealand for NZ$249. Like the North American launch, it includes the Metroid Prime Hunters - First Hunt demo. The first week of sales for the system broke Australian launch sales records for a console, with 19,191 units sold by the 27th.

China

[edit]

"iQue DS", the official name of the Chinese Nintendo DS, was released in China on June 15, 2005. The price of the iQue DS was 980 RMB (roughly US$130) as of April 2006. This version of the DS includes updated firmware to block out the use of the PassMe device, along with the new Red DS. Chinese launch games were Zhi Gan Yi Bi (Polarium) (Nintendo/iQue) and Momo Waliou Zhizao (WarioWare: Touched!) (Nintendo/iQue). The iQue name was first used for a device that was based on Nintendo 64 hardware in 2003, after China banned sales of home video games in that region years prior.

Asia

[edit]

In India, it was distributed from September 30, 2008 through partnership between Samurai Electronics and HCL Infosystems.[35][36]

Games available on launch

[edit]
Title Publisher NA JP EU AU
& NZ
CN
Asphalt: Urban GT Gameloft Yes No Yes Yes No
Daigasso! Band Brothers Nintendo No Yes No No No
Feel the Magic: XY/XX (a.k.a. Project Rub) Sega Yes Yes Yes No No
Kensyūi Dokuta Tendo (literally "Resident Doctor Tendo") Spike Chunsoft No Yes No No No
Madden NFL 2005 Electronic Arts Yes No No No No
Mahjong Taikai Koei No Yes No No No
Metroid Prime Hunters: First Hunt Nintendo Yes No Yes No No
Mr. Driller Drill Spirits Namco No Yes Yes No No
Ping Pals THQ No No Yes Yes No
Pokémon Dash Nintendo No Yes Yes No No
Polarium Nintendo No Yes Yes No Yes
Rayman DS Ubisoft No No Yes No No
Retro Atari Classics Atari No No Yes No No
Robots VU Games No No Yes No No
Spider-Man 2 Activision Yes No Yes Yes No
Sprung Ubisoft No No Yes Yes No
Super Mario 64 DS Nintendo Yes Yes Yes Yes No
Tiger Woods PGA Tour Electronic Arts No No Yes Yes No
The Urbz: Sims in the City Electronic Arts Yes Yes Yes No No
WarioWare: Touched! Nintendo No Yes Yes Yes Yes
Zoo Keeper Success No Yes Yes Yes No
Zunō ni Asekaku Game Series Vol.1: Cool104 Joker & Setline Aruze No Yes No No No

Promotion

[edit]

The system's promotional slogans revolve around the word "Touch" in almost all countries, with the North American slogan being "Touching is good."[37]

The Nintendo DS was seen by many analysts to be in the same market as Sony's PlayStation Portable, although representatives from both companies stated that each system targeted a different audience.[38][39][citation needed] Time magazine awarded the DS a Gadget of the Week award.[40]

At the time of its release in the United States, the Nintendo DS retailed for US$149.99. The price dropped to US$129.99 on August 21, 2005, one day before the releases of Nintendogs and Advance Wars: Dual Strike.

Nine official colors of the Nintendo DS were available through standard retailers. Titanium-colored units were available worldwide, Electric Blue was exclusive to North and Latin America. There was also a red version which was bundled with the game Mario Kart DS. Graphite Black, Pure White, Turquoise Blue, and Candy Pink were available in Japan. Mystic Pink and Cosmic Blue[41] were available in Australia and New Zealand. Japan's Candy Pink and Australia's Cosmic Blue were also available in Europe and North America through a Nintendogs bundle, although the colors are just referred to as pink and blue; however, these colors were available only for the original style Nintendo DS; a different and more-limited set of colors were used for the Nintendo DS Lite.

DS Lite

[edit]
Nintendo DS Lite
Nintendo DS Lite console in black
ManufacturerNintendo
Product familyNintendo DS
TypeHandheld game console
GenerationSeventh
Release date
  • JP: March 2, 2006
  • AU: June 1, 2006
  • NA: June 11, 2006
  • EU: June 23, 2006
  • CHN: June 26, 2006
  • KOR: January 18, 2007
  • ARG: March 2, 2008 (2 Year Anniversary)
DiscontinuedYes; date undisclosed[3]
Units shippedWorldwide: 93.86 million (as of March 31, 2014)[13] (details)
MediaNintendo DS Game Card
Game Boy Advance Game Pak
CPU67 MHz ARM946E-S
33 MHz ARM7TDMI
Memory4 MB RAM
StorageCartridge save, 256 KB flash memory
DisplayTwo 3.12" TFT LCDs, 256 × 192 pixels
ConnectivityWi-Fi (802.11b,[42][43] WEP)
Online servicesNintendo Wi-Fi Connection
Best-selling gameNew Super Mario Bros., approximately 30.80 million units
Backward
compatibility
Game Boy Advance
PredecessorNintendo DS
SuccessorNintendo DSi
Related
A Nintendo DS Lite (left) and an original DS (right)

The Nintendo DS Lite was announced on January 26, 2006,[44] and was later showcased at E3 2006 in May at the Los Angeles Convention Center.[45] In Japan, the Nintendo DS Lite was released on March 2, 2006.[46] Numerous colors and limited editions were released throughout its lifetime, such as pink casing.[47] Due to lack of supply and excessive demand following the launch, many electronics distributors raised the retail price of the redesigned handheld console. Even though Nintendo managed to release 550,000 units in March 2006[48] (which was above their initial projections),[citation needed] the DS Lite was sold out soon after its launch.[49] The shortage was supposed to be eased after Nintendo released 700,000 Nintendo DS Lites during April 2006; however, retailers in Tokyo sold out yet again by late May 2006.[50] This shortage would last for most of 2006 and 2007[49] with retailers all around the country having permanent signage apologizing for the shortage but stating that the arrival time of new stock was unknown. When new product arrived, it would sell out within days. Since restocking was erratic, looking for the product often involved several visits to different retailers, and most of the time without finding the product. This was still the case in Japan as of April 25, 2007, with stores turning away potential customers every day and selling out quickly.[51]

A larger model of the DS Lite was an unreleased alternative to the DS Lite.[52]

The Nintendo DS Lite was released in Australia on June 1, 2006, and came with a demo for Dr. Kawashima's Brain Training: How Old Is Your Brain?.[53] The Nintendo DS Lite was released in North America on June 11, 2006.[54] There had been various reports of North American Target, Wal-Mart, Kmart, and Meijer stores having sold Nintendo DS Lite units as early as May 30, 2006, breaking the official launch date.[55] On June 12, 2006, GameSpot reported that the Nintendo DS Lites had sold out at major online retailers, as well as several brick-and-mortar stores in North America.[56] On June 13, 2006, Nintendo announced that 136,500 units were sold in two days since the DS Lite went on sale in North America, and seemed to be on pace to the 500,000 sold by the original Nintendo DS in its first ten days.[57] Shortly after its launch, the DS Lite was sold out at major US retailers; however, it did not have the same ongoing shortages in the US as it did in Japan through 2006 and 2007.[49]

The Nintendo DS Lite was released in Europe on June 23, 2006. In Finland and Sweden, the DS Lite was released on June 22, 2006, due to Midsummer. In just 10 days, Nintendo announced it had sold 200,000 Nintendo DS Lites in Europe.[58] On June 12, 2006, Chinese media organization Sina.com reported that a container intended for shipment to Europe was stolen, which contained HK$18 million (US$2.32 million) worth of goods, including black Nintendo DS Lite consoles and games.[59][60] Later, GamesIndustry.biz reported that Nintendo had confirmed that "A number of White DS Lite made for the UK market were stolen in Hong Kong."[61]

Nintendo opened its subsidiary, Nintendo of Korea, on July 20, 2006. The DS Lite was the first console to be released in South Korea by the subsidiary,[62] being released on January 18, 2007.[63] Popular Korean actors Jang Dong-gun and Ahn Sung-ki were enlisted to help promote the console. Nintendo of Korea stated they had sold more than one million units in the first year of sale with around 1.4 million sold as of April 2008.[64][65]

The DS Lite was reportedly discontinued in April 2011.[66][67]

Sales

[edit]

As of March 31, 2016, all Nintendo DS models combined have sold 154.02 million units.[4] The majority of these were made up of the first revision model, the DS Lite, according to Nintendo.[4]

Legacy

[edit]

The success of the Nintendo DS introduced touchscreen controls and wireless online gaming to a wide audience. According to Damien McFerran of Nintendo Life, the "DS was the first encounter many people had with touch-based tech, and it left an indelible impression."[68]

The DS established a large casual gaming market, attracting large non-gamer audiences and establishing touchscreens as the standard controls for future portable gaming devices. According to Jeremy Parish, writing for Polygon, the Nintendo DS laid the foundations for touchscreen mobile gaming on smartphones. He stated that the DS "had basically primed the entire world for" the iPhone, released in January 2007, and that the DS paved the way for iPhone gaming mobile apps. However, the success of the iPhone "effectively caused the DS market to implode" by the early 2010s, according to Parish.[69]

The DS also enlarged the market for female gamers. According to Nintendo in 2006, 44% of DS owners were female, with the majority of Nintendogs owners being female.[70]

The success of the DS paved the way for its successor, the Nintendo 3DS, a handheld gaming console with a similar dual-screen setup that can display images on the top screen in stereoscopic 3D.[71]

On January 29, 2014, Nintendo announced that Nintendo DS games would be added to the Wii U's Virtual Console, with the first game, Brain Age: Train Your Brain in Minutes a Day!, being released in Japan on June 3, 2014.[72][73]

Hardware

[edit]
Stylus for the DS Lite

The Nintendo DS design resembles that of the multi-screen games from the Game & Watch line, such as Donkey Kong and Zelda, which was also made by Nintendo.

The lower display of the Nintendo DS is overlaid with a resistive touchscreen designed to accept input from the included stylus, the user's fingers, or a curved plastic tab attached to the optional wrist strap. The touchscreen lets users interact with in-game elements more directly than by pressing buttons; for example, in the included chatting software, PictoChat, the stylus is used to write messages or draw.

The handheld features four lettered buttons (X, Y, A, B), a directional pad, and Start, Select, and Power buttons. On the top of the device are two shoulder buttons, a game card slot, a stylus holder and a power cable input. The bottom features the Game Boy Advance game card slot. The overall button layout resembles that of the Super Nintendo Entertainment System controller. When using backward compatibility mode on the DS, buttons X and Y and the touchscreen are not used as the Game Boy Advance line of systems do not feature these controls.

It also has stereo speakers providing virtual surround sound (depending on the software) located on either side of the upper display screen. This was a first for a Nintendo handheld, as the Game Boy line of systems had only supported stereo sound through the use of headphones or external speakers. A built-in microphone is located below the left side of the bottom screen. It has been used for a variety of purposes, including speech recognition, chatting online between and during gameplay sessions, and minigames that require the player to blow or shout into it.

Technical specifications

[edit]
Mass 275 g (9.7 oz)
Dimensions When closed: 148.7 mm × 84.7 mm × 28.9 mm (5.85 in × 3.33 in × 1.14 in)
(width × height × depth)
Display Two TFT LCD screens:

62 mm × 46 mm (2.4 in × 1.8 in), 77 mm (3.0 in) diagonal, 0.24 mm dot pitch, 18-bit depth (262,144 colors), 21 mm gap between screens (≈92 lines)

Resolution 256 × 192 pixels (4:3 aspect ratio) for each screen
Audio Stereo with 16 PCM/ADPCM channels
CPU Two ARM processors:
  • 32 bit ARM946E-S main CPU; 67 MHz clock speed. Processes gameplay mechanisms and video rendering[74]
  • 32 bit ARM7TDMI coprocessor; 33 MHz clock speed. Processes sound output, Wi-Fi support and takes on second-processor duties in Game Boy Advance mode
RAM 4 MB PSRAM (expandable via the Game Boy Advance slot, only officially used by the Nintendo DS Browser)
Input
  • Power button
  • Volume slider
  • Eight digital buttons (A, B, X, Y, L, R, Start, Select)
  • D-pad
  • Resistive touchscreen (lower screen only)
  • Microphone
Voltage 1.65 v
Battery Rechargeable 850 mAh lithium-ion battery
Storage 256 KB of serial flash memory
Wireless connectivity Built-in 802.11b wireless network connection (WEP encryption support only)[75]

The system's 3D hardware[76][77] consists of rendering engine and geometry engine which perform transform and lighting, transparency auto sorting, transparency effects, texture matrix effects, 2D billboards, texture streaming, texture-coordinate transformation, perspective-correct texture mapping, per-pixel alpha test, per-primitive alpha blending, texture blending, Gouraud shading, cel shading, z-buffering, W-buffering, 1-bit stencil buffer, per-vertex directional lighting and simulated point lighting, depth test, stencil test, render to texture, lightmapping, environment mapping, shadow volumes, shadow mapping, distance fog, edge marking, fade-in/fade-out, and edge-AA. Sprite special effects available are scrolling, scaling, rotation, stretching, and shear. However, it uses point (nearest neighbor) texture filtering, leading to some titles having a blocky appearance. Unlike most 3D hardware, it has a set limit on the number of triangles it can render as part of a single scene; the maximum amount is about 6144 vertices, or 2048 triangles per frame. The 3D hardware is designed to render to a single screen at a time, so rendering 3D to both screens is difficult and decreases performance significantly. The DS is generally more limited by its polygon budget than its pixel fill rate. There are also 512 kilobytes of texture memory, and the maximum texture size is 1024 × 1024 pixels.

The system has 656 kilobytes of video memory[78] and two 2D engines (one per screen). These are similar to (but more powerful than) the Game Boy Advance's single 2D engine.

The Nintendo DS has compatibility with Wi-Fi using the IEEE 802.11b standard, optionally with WEP encryption. Wi-Fi is used for accessing the Nintendo Wi-Fi Connection (discontinued on May 20, 2014);[79] play with other users playing the same Wi-Fi compatible game; PictoChat;[80][citation needed] or, with a special cartridge and RAM extension, browse the internet. Today these standards are outdated and (in the case of WEP) considered insecure and they are no longer available on most wireless routers.

Nintendo claims the battery lasts a maximum of 10 hours under ideal conditions on a full four-hour charge. Battery life is affected by multiple factors including speaker volume, use of one or both screens, use of wireless connectivity, and use of backlight, which can be turned on or off in selected games such as Super Mario 64 DS. The battery is user-replaceable using only a Phillips-head screwdriver. After about 500 charges the battery life starts to decrease.[81]

Users can close the Nintendo DS system to trigger its 'sleep' mode, which pauses the game being played and saves battery life by turning off the screens, speakers, and wireless communications; however, closing the system while playing a Game Boy Advance game will not put the Nintendo DS into sleep mode, and the game will continue to run normally. Certain DS games (such as Animal Crossing: Wild World) will also not pause, but the backlight, screens, and speakers will turn off. Additionally, when saving the game in certain games[82] the DS will not go into sleep mode.[83] Some games, such as The Legend of Zelda: Phantom Hourglass, use the closing motion needed to enter sleep mode as an unorthodox way of solving puzzles,[84] or include gameplay sequences that require the console to be closed, such as Looney Tunes: Duck Amuck.[85]

Accessories

[edit]

Although the secondary port on the Nintendo DS does accept and support Game Boy Advance cartridges (but not Game Boy or Game Boy Color cartridges), Nintendo emphasized that the main intention for its inclusion was to allow a wide variety of accessories to be released for the system.

Due to the lack of a second port on the Nintendo DSi, it is not compatible with any accessory that uses it.

Rumble Pak

[edit]

The Rumble Pak was the first official expansion slot accessory. In the form of a Game Boy Advance cartridge, the Rumble Pak vibrates to reflect the action in compatible games, such as when the player bumps into an obstacle or loses a life. It was released in North America and Japan in 2005 bundled with Metroid Prime Pinball.[86] In Europe, it was first available with the game Actionloop, and later Metroid Prime Pinball. The Rumble Pak was also released separately in those regions.

Headset

[edit]

The Nintendo DS Headset is the official headset for the Nintendo DS. It plugs into the headset port (which is a combination of a standard 3.5 mm (1/8 in) headphone connector and a proprietary microphone connector) on the bottom of the system. It features one earphone and a microphone, and is compatible with all games that use the internal microphone. It was released alongside Pokémon Diamond and Pearl in North America, and Australia.

Browser

[edit]

On February 15, 2006, Nintendo announced a version of the cross-platform web browser Opera for the DS system.[87] The browser can use one screen as an overview, a zoomed portion of which appears on the other screen, or both screens together to present a single tall view of the page.[88] The browser went on sale in Japan and Europe in 2006,[89][90] and in North America on June 4, 2007.[91] Browser operation requires that an included memory expansion pak is inserted into the GBA slot. The DSi has a web browser available for download from the Nintendo DSi shop for free.[92]

Wi-Fi USB Connector

[edit]

This USB-flash-disk-sized accessory plugs into a PC's USB port and creates a miniature hotspot/wireless access point, allowing a Wii and up to five Nintendo DS units to access the Nintendo Wi-Fi Connection service through the host computer's Internet connection. When tried under Linux and Mac, it acts as a regular wireless adapter, connecting to wireless networks, an LED blinks when there is data being transferred. There is also a hacked driver for Windows XP/Vista/7/8/10 to make it function the same way. The Wi-Fi USB Connector was discontinued from retail stores and the service discontinued in 2014.

MP3 Player

[edit]

The Nintendo MP3 Player (a modified version of the device known as the Play-Yan in Japan) was released on December 8, 2006, by Nintendo of Europe at a retail price of £29.99/€30. The add-on uses removable SD cards to store MP3 audio files, and can be used in any device that features support for Game Boy Advance cartridges; however, due to this, it is limited in terms of its user-interface and functionality, as it does not support using both screens of the DS simultaneously, nor does it make use of its touch-screen capability. It is not compatible with the DSi, due to the lack of the GBA slot, but the DSi includes a music player via SD card. Although it stated on the box that it is only compatible with the Game Boy Micro, Nintendo DS and Nintendo DS Lite, it is also compatible with the Game Boy Advance SP and Game Boy Advance.

Guitar grip controller

[edit]

The Guitar grip controller comes packaged with the game Guitar Hero: On Tour and is plugged into the GBA game slot. It features four colored buttons like the ones found on regular Guitar Hero guitar controllers for the stationary consoles, though it lacks the fifth orange button found on the guitar controllers. The DS Guitar Hero controller comes with a small "pick-stylus" (which is shaped like a guitar pick, as the name suggests) that can be put away into a small slot on the controller. It also features a hand strap. The game works with both the DS Lite and the original Nintendo DS as it comes with an adapter for the original DS.[93] The Guitar Grip also works with its sequels, Guitar Hero On Tour: Decades, Guitar Hero On Tour: Modern Hits, and Band Hero.

Revisions

[edit]

Nintendo DS Lite

[edit]

The Nintendo DS Lite is the first redesign of the Nintendo DS. While retaining the original model's basic characteristics, it features a sleeker appearance, larger stylus, longer lasting battery, and brighter screens.[94] The screens have a maximum brightness of 200 cd/m2 for the top screen and 190 cd/m2 for the bottom screen (touch screen).[95] The lithium-ion battery (1000 mAh) is capable of delivering 15 to 19 hours of play time on a single charge; a power-saving sleep mode is also available. The console takes roughly three hours to fully charge the battery. The DS Lite uses an AC power adapter that differs from the one used for the original Nintendo DS and Game Boy Advance SP due to a smaller adaptor AC port on the top of the unit.[96] The included stylus is 1 cm longer and 2 mm thicker than the stylus of the original Nintendo DS.

Nintendo DSi and DSi XL

[edit]

The Nintendo DSi is the second redesign of the Nintendo DS. It is based on the unreleased larger DS Lite model. While similar to the previous DS redesign, new features include two inner and outer 0.3 megapixel digital cameras, a larger 3.25 inch display, internal and external content storage, compatibility with WPA wireless encryption, and connectivity to the Nintendo DSi Shop.

The Nintendo DSi XL features larger screens, and a greater overall size, than the original DSi. It is the fourth DS model, the first to be available as a pure size variation.[97] It features larger screens with wider view angles, improved battery life, and a greater overall size than the original DSi.[98][99] While the original DSi was specifically designed for individual use, Nintendo president Satoru Iwata suggested that DSi XL buyers give the console a "steady place on a table in the living room", so that it might be shared by multiple household members.[97]

DS family comparison table

[edit]
Name Nintendo DS Nintendo DS Lite Nintendo DSi Nintendo DSi XL
Logo
Console
In production Discontinued
Generation Seventh generation
Release date
  • NA: November 21, 2004
  • JP: December 2, 2004
  • AU: February 24, 2005
  • EU: March 11, 2005
  • JP: March 2, 2006
  • AU: June 1, 2006
  • NA: June 11, 2006
  • EU: June 23, 2006
  • JP: November 1, 2008
  • AU: April 2, 2009
  • EU: April 3, 2009
  • NA: April 5, 2009
  • JP: November 21, 2009
  • EU: March 5, 2010
  • NA: March 28, 2010
  • AU: April 15, 2010
Launch price
  • US$149.99
  • US$129.99
  • US$169.99
  • US$189.99
Current price Discontinued
Units shipped Worldwide: 154.02 million (as of June 30, 2016)
Display 77 mm (3.03 in) 79 mm (3.12 in) 83 mm (3.25 in) 110 mm (4.33 in)
256x192 px 256x192 px 256x192 px 256x192 px
Processor 67 MHz ARM946E-S & 33 MHz ARM7TDMI 133 MHz ARM9 & 33 MHz ARM7
Memory 4 MB PSRAM 16 MB
Camera No One front-facing and one outward-facing 0.3 MP
Storage 256 KB of serial flash memory 256 MB of internal flash memory with an SD card (up to 2 GB) and SDHC card (up to 32 GB) expansion slot
Physical media Game Boy Advance Game Pak
Nintendo DS Game Card
Nintendo DS Game Card
Nintendo DSi Game Card
Input controls
  • Power Button
  • Volume slider
  • Eight digital buttons (A, B, X, Y, L, R, Start, Select)
  • D-pad
  • Resistive touchscreen (lower screen only)
  • Microphone
  • Power flick-switch
  • Volume slider
  • Eight digital buttons (A, B, X, Y, L, R, Start, Select)
  • D-pad
  • Resistive touchscreen (lower screen only)
  • Microphone
  • Power button
  • Ten digital buttons (A, B, X, Y, L, R, Start, Select, Volume Up, Volume Down)
  • D-pad
  • Resistive touchscreen (lower screen only)
  • Microphone
  • Front and back cameras
Battery 850 mAh lithium-ion battery
~10 hours[b]
1000 mAh lithium-ion battery
15–19 hours[b]
840 mAh lithium-ion battery
9–14 hours[b]
1040 mAh lithium-ion battery
4–17 hours[b]
Weight 275 g (9.7 oz) 218 g (7.7 oz) 214 g (7.5 oz) 314 g (11.1 oz)
Dimensions
  • W: 148.7 mm (5.85 in)
  • H: 84.7 mm (3.33 in)
  • D: 28.9 mm (1.14 in)
  • W: 133 mm (5.24 in)
  • H: 73.9 mm (2.91 in)
  • D: 21.5 mm (0.85 in)
  • W: 136.9 mm (5.39 in)
  • H: 74.9 mm (2.95 in)
  • D: 18.8 mm (0.74 in)
  • W: 161 mm (6.34 in)
  • H: 91.4 mm (3.60 in)
  • D: 21 mm (0.83 in)
Regional lockout No Only for DSiWare and DSi-enhanced/exclusive Game Cards
Backward compatibility Physical only
Game Boy Advance Cartridge
Physical only
Nintendo DS Game Cards
  1. ^ 93.08 million DS Lite units out of 154.02 total DS family
  2. ^ a b c d Determined by screen brightness, Wi-Fi, sound volume

Software and features

[edit]

Nintendo Wi-Fi Connection

[edit]

Nintendo Wi-Fi Connection was a free online game service run by Nintendo. Players with a compatible Nintendo DS game could connect to the service via a Wi-Fi network using a Nintendo Wi-Fi USB Connector or a wireless router. The service was launched in North America, Australia, Japan and Europe throughout November 2005. An online compatible Nintendo DS game was released on the same day for each region.

Nintendo WFC Service launch date by region
Region Launch date Compatible launch title Ref.
North America November 14, 2005 Mario Kart DS [100]
Australia November 17, 2005 Mario Kart DS [101]
Japan November 23, 2005 Animal Crossing: Wild World [102]
Europe November 25, 2005 Mario Kart DS [103]

Additional Nintendo DS Wi-Fi Connection games and a dedicated Nintendo DS web browser were released afterwards. Nintendo later believed that the online platform's success directly propelled the commercial success of the entire Nintendo DS platform. The Nintendo Wi-Fi Connection served as part of the basis of what would become the Wii.[104] Most functions (for games on both the DS and Wii consoles) were discontinued worldwide on May 20, 2014.[105]

Download Play

[edit]

With Download Play, it is possible for users to play multiplayer games with other Nintendo DS systems, and later Nintendo 3DS systems, using only one game card. Players must have their systems within wireless range (up to approximately 65 feet) of each other for the guest system to download the necessary data from the host system. Only certain games supported this feature and usually played with much more limited features than the full game allowed.

Download Play is also utilized to migrate Pokémon from fourth generation games into the fifth generation Pokémon Black and White, an example of a task requiring two different game cards and two handheld units, but only one player.

Some Nintendo DS retailers featured DS Download Stations that allowed users to download demos of current and upcoming DS games; however, due to memory limitations, the downloads were erased once the system was powered off. The Download Station was made up of 1 to 8 standard retail DS units, with a standard DS card containing the demo data. On May 7, 2008, Nintendo released the Nintendo Channel for download on the Wii. The Nintendo Channel used WiiConnect24 to download Nintendo DS demos through it. From there, a user can select the demo they wish to play and, similar to the Nintendo DS Download Stations at retail outlets, download it to their DS and play it until it is powered off.

Multi-Card Play

[edit]

Multi-Card Play, like Download Play, allows users to play multiplayer games with other Nintendo DS systems. In this case, each system requires a game card. This mode is accessed from an in-game menu, rather than the normal DS menu.

PictoChat

[edit]

PictoChat allows users to communicate with other Nintendo DS users within local wireless range. Users can enter text (via an on screen keyboard), handwrite messages or draw pictures (via the stylus and touchscreen). There are four chatrooms (A, B, C, D) in which people can go to chat. Up to sixteen people can connect in any one room.

PictoChat was not available for the subsequent Nintendo 3DS series of systems.

Firmware

[edit]

Nintendo's own firmware boots the system. A health and safety warning is displayed first, then the main menu is loaded. The main menu presents the player with four main options to select: play a DS game, use PictoChat, initiate DS Download Play, or play a Game Boy Advance game. The main menu also has secondary options such as turning on or off the back light, the system settings, and an alarm.

The firmware also features a clock, several options for customization (such as boot priority for when games are inserted and GBA screen preferences), and the ability to input user information and preferences (such as name, birthday, favorite color, etc.) that can be used in games.

Japanese,[106] American,[107] and European[108] consoles support the following languages: English, Japanese, Spanish, French, German, and Italian.

On consoles from mainland China, Chinese replaces Japanese, and on Korean consoles,[109] Italian is replaced by Korean.

Later revisions of the DS released after 2006 feature the added option to toggle screen brightness levels, as with the DS Lite.

Games

[edit]

Compatibility

[edit]
Game Boy Advance game slot on Game Boy Advance SP (below) and Nintendo DS Lite (above)
Clockwise from left: A Game Boy game cartridge, a Game Boy Advance game cartridge, and a Nintendo DS game cartridge. On the far right is a United States Nickel shown for scale.

The Nintendo DS is backward compatible with Game Boy Advance (GBA) cartridges. The smaller Nintendo DS game cards fit into a slot on the top of the system, while Game Boy Advance games fit into a slot on the bottom. The Nintendo DS, like the Game Boy Micro, is not backward compatible with games made for the original Game Boy and Game Boy Color because the required hardware is not included and the console has physical incompatibility with Game Boy and Game Boy Color games.[110][111]

The handheld does not have a port for the Game Boy Advance Link Cable, so multiplayer and GameCube–Game Boy Advance link-up modes are not available in Game Boy Advance titles. Only single-player mode is supported on the Nintendo DS, as is the case with Game Boy Advance games played via the Virtual Console on the Nintendo 3DS (Ambassadors only) and Wii U.

The Nintendo DS only uses one screen when playing Game Boy Advance games. The user can configure the system to use either the top or bottom screen by default. The games are displayed within a black border on the screen, due to the slightly different screen resolution between the two systems (256 × 192 px for the Nintendo DS, and 240 × 160 px for the Game Boy Advance).

Nintendo DS games inserted into the top slot are able to detect the presence of specific Game Boy Advance games in the bottom slot. In many such games, either stated in-game during gameplay or explained in its instruction manual, extra content can be unlocked or added by starting the Nintendo DS game with the appropriate Game Boy Advance game inserted. Among those games were the popular Pokémon Diamond and Pearl or Pokémon Platinum, which allowed the player to find more/exclusive Pokémon in the wild if a suitable Game Boy Advance cartridge was inserted. Some of the content can stay permanently, even after the GBA game has been removed.

Additionally, the GBA slot can be used to house expansion paks, such as the Rumble Pak, Nintendo DS Memory Expansion Pak, and Guitar Grips for the Guitar Hero: On Tour series. The Nintendo DSi and the DSi XL have an SD card slot instead of a second cartridge slot and cannot play Game Boy Advance games or Guitar Hero: On Tour. In certain Wii games such as Band Hero, the player can use a Nintendo DS for additional features.

Regional division

[edit]

The Nintendo DS is region free in the sense that any console will run a Nintendo DS game purchased anywhere in the world; however, the Chinese iQue DS games cannot be played on other versions of the original DS, whose firmware chip does not contain the required Chinese character glyph images; this restriction is removed on Nintendo DSi and 3DS systems.[citation needed] Although the Nintendo DS of other regions cannot play the Chinese games, the iQue DS can play games of other regions. Also, as with Game Boy games, some games that require both players to have a Nintendo DS game card for multiplayer play will not necessarily work together if the games are from different regions (e.g. a Japanese Nintendo DS game may not work with a North American copy, even though some titles, such as Mario Kart DS are mutually compatible). With the addition of the Nintendo Wi-Fi Connection, certain games can be played over the Internet with users of a different region game.

Some Wi-Fi enabled games (e.g. Mario Kart DS) allow the selection of opponents by region. The options are "Regional" ("Continent" in Europe) and "Worldwide", as well as two non-location specific settings. This allows the player to limit competitors to only those opponents based in the same geographical area. This is based on the region code of the game in use.[citation needed]

The Nintendo DSi, however, has a region lock for DSiWare downloadable games, as well as DSi-specific cartridges. It still runs normal DS games of any region, however.

Media specifications

[edit]

Nintendo DS games use a proprietary solid state mask ROM in their game cards.[112][self-published source?] The mask ROM chips are manufactured by Macronix and have an access time of 150 ns.[113][unreliable source?] Cards range from 8 to 512 MiB (64 Mibit to 4 Gibit) in size (although data on the maximum capacity has not been released).[114][115] Larger cards have a 25% slower data transfer rate than more common smaller cards.[116] The cards usually have a small amount of flash memory or an EEPROM to save user data such as game progress or high scores. The game cards are 35 mm × 33 mm × 3.8 mm (1.38 in × 1.30 in × 0.15 in) (about half the width and depth of Game Boy Advance cartridges) and weigh around 3.5 g (18 oz).

Hacking and homebrew

[edit]

In South Korea, many video game consumers exploit illegal copies of video games, including those compatible with the DS. In 2007, over 500,000 copies of DS games were sold, while the sales of the DS hardware units was 800,000.[117]

Another modification device called Action Replay, manufactured by the company Datel, is a device which allows the user to input cheat codes that allows it to hack games, granting the player infinite health, power-ups, access to any part of the game, infinite in game currency, the ability to walk through walls, and various other abilities depending on the game and code used.[118]

Notes

[edit]

References

[edit]
[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
The Nintendo DS (Dual Screen) is a seventh-generation developed and manufactured by , featuring a with two 3-inch screens—one upper display and a lower —a built-in , and connectivity for multiplayer gaming. Released in on November 21, 2004, in on December 2, 2004, and in on March 11, 2005, it introduced groundbreaking dual-screen mechanics and touch controls to portable gaming, while maintaining backward compatibility with cartridges through a dedicated slot. Powered by dual ARM processors ( at 67 MHz and at 33 MHz), the system supports 260,000 colors, stereo speakers, and up to 10 hours of battery life from its rechargeable lithium-ion pack, with games distributed on proprietary DS Game Cards. The Nintendo DS emphasized innovative input methods, including stylus-based touch interaction on the lower screen for drawing, menu navigation, and control, alongside voice recognition via the for enhanced immersion in titles. Its IEEE 802.11 capabilities enabled local wireless multiplayer for up to 16 players in features like , without requiring additional hardware, and supported online play through until its discontinuation in 2014. Measuring 148.7 mm wide, 84.7 mm deep, and 28.9 mm thick when closed, and weighing 275 grams, the original model launched at a suggested retail price of $149.99 in , targeting a broad audience with accessible, non-traditional gaming experiences. The DS lineup expanded with refined variants to address user feedback and extend its lifecycle: the sleeker, brighter Nintendo DS Lite in 2006; the media-focused in 2008, which added cameras, an slot, and internal storage but removed GBA compatibility; and the larger-screened DSi XL in 2009. Production of DS hardware ceased in 2013, succeeded by the , though support for DS software continued on the newer system. As of September 2025, the Nintendo DS family had sold 154.02 million units worldwide, establishing it as the best-selling handheld console ever and a pivotal success in 's history that broadened gaming's appeal to casual players through hits like and . Its emphasis on touch and dual-screen innovation influenced subsequent portables and helped dominate the mid-2000s market, selling faster than any prior European console by reaching 10 million units in under two years.

History

Development

The development of the Nintendo DS began in 2003 under the leadership of then-president , who sought to create a dual-screen handheld console that would broaden Nintendo's audience beyond core gamers by introducing novel input methods and gameplay experiences. The initial concept originated from Iwata's predecessor, , who proposed adapting two screens to the next handheld as a means to revitalize the platform following the Game Boy Advance SP, amid concerns over stagnant sales and competition from more powerful devices like Sony's upcoming . Iwata, recognizing the need for a "" in the industry, approved the project despite internal debates about its feasibility, emphasizing innovation over graphical power to attract lapsed players and non-traditional demographics. This vision was influenced by the limitations of the Game Boy Advance's single-screen design, which restricted interactive possibilities, leading to the decision to incorporate a on the lower display and a built-in for voice-based inputs, features that Miyamoto helped champion during early discussions to enable more intuitive and accessible controls. Prototype iterations focused on a foldable reminiscent of a , with two 3-inch LCD screens stacked vertically to facilitate simultaneous viewing and interaction, drawing inspiration from earlier Nintendo handhelds like the Game & Watch series for portability. Early models were notably bulky and unconventional, prompting engineers to address challenges such as battery life—initial prototypes struggled to exceed a few hours of play—and screen durability under repeated stylus pressure and folding stress, which required iterative refinements to balance power efficiency with the dual-processor architecture (an for the top screen and an for compatibility modes). Nintendo partnered with for the LCD display technology, leveraging their expertise in compact TFT panels to achieve backlighting and touch sensitivity without excessive power draw, while internal teams experimented with wireless connectivity prototypes to support multiplayer features. These efforts were complicated by debates over with cartridges; although ultimately included via a dedicated slot beneath the bottom screen to ease the transition for existing users and utilize the processor, some developers argued it added unnecessary bulk and cost, potentially diverting focus from native DS innovations. Pre-launch testing in 2003–2004 involved close collaboration between Nintendo's hardware engineers and software developers, who provided feedback on the dual-screen usability, noting initial confusion over splitting game elements across displays but praising the potential for creative applications like map overlays or touch-based puzzles. Developers like those at and tested prototypes extensively, highlighting the microphone's sensitivity issues in noisy environments and the need for stylus-optimized interfaces, which informed software guidelines to ensure broad accessibility. This iterative process culminated in the system's public announcement at the in May 2004, where Iwata and demonstrated early demos, positioning the DS as a "third pillar" alongside the Game Boy line to signal Nintendo's commitment to experimental hardware.

Launch and Regional Releases

The Nintendo DS made its debut in on November 21, 2004, priced at US$149.99, marking it as the first region to receive the console ahead of . The launch featured several titles, headlined by , which showcased the system's dual-screen capabilities through enhanced touch controls and multiplayer features. Nintendo shipped approximately 500,000 units for this initial rollout to meet anticipated demand. In , the console launched on December 2, 2004, at ¥15,000, with 12 available titles including , a utilizing the for steering. increased initial shipments to nearly 500,000 units from an original plan of 300,000 to address high pre-order interest. The Japanese version included region-specific packaging and a power adapter compatible with local electrical outlets. The European launch followed on March 11, 2005, at €149, while and received the system on February 24, 2005, priced at A$199.95. These releases incorporated localized packaging with multilingual instructions and adapted AC adapters for regional plug types and voltage standards, ensuring compliance with varying international electrical requirements. In , the Nintendo DS was introduced on July 23, 2005, exclusively through as the iQue DS, priced at 1,698 yuan, amid the country's console restrictions that required special distribution channels. Launch titles and subsequent software were adapted with censored content, such as removal of politically sensitive elements or religious references, to align with Chinese regulatory standards on media. Initial production for the Chinese market was limited, focusing on controlled supply through authorized outlets to curb piracy.

Promotion

Nintendo's promotional efforts for the Nintendo DS centered on highlighting its innovative dual-screen design and touchscreen capabilities, using the provocative slogan "Touching is Good" to emphasize tactile interaction. Launched in the United States on October 25, 2004, the campaign featured teaser television advertisements with a sultry female voice urging viewers to "come a little closer and get a feel," directly showcasing the device's stylus-based controls on the lower screen while the upper screen displayed traditional visuals. Full-length TV spots began airing on November 18, 2004, on programs like , alongside print ads in magazines such as Maxim and that depicted the DS in playful, mature scenarios with taglines like "How to Score!... Start listening to her needs, playa!" The campaign, created by ad agency , marked Nintendo's largest-ever marketing investment at $40 million for the U.S. launch, including $27 million spent in the first half of 2004 alone on multimedia placements across TV, print, online, and cinema screens in over 5,000 theaters nationwide. To underscore the DS's backward compatibility and appeal to existing Nintendo fans, the company bundled the console with popular titles like New Super Mario Bros., released in 2006, which demonstrated enhanced platforming mechanics using both screens and touch input. This bundling strategy positioned the DS as an evolution of the Game Boy Advance library while introducing fresh features, encouraging gamers to experience seamless transitions between legacy and new content. Partnerships with celebrities and high-profile events amplified visibility, including collaborations for charitable causes like a 2006 AIDS that raised over $1 million for pediatric research, attended by figures from and to showcase DS games. At industry gatherings such as , Nintendo hosted celebrity challenges and reality TV-style competitions featuring the DS, drawing crowds to interactive booths that highlighted multiplayer and touch demos. The Nintendo World Tour, including stops at events like the 2006 Games Convention in , featured live demonstrations and exclusive previews to engage global audiences. Regional campaigns adapted the core messaging for local markets, with European initiatives focusing on through in-store experiences and targeted ads to broaden appeal beyond traditional gamers. Promotional giveaways, such as custom DS carrying cases and game copies in like the 2006 Toonami promotion, complemented widespread in-store demos using specialized kiosk cartridges that allowed hands-on play of titles emphasizing the dual screens. These efforts included distribution stations in retail outlets for free demo downloads, fostering direct consumer interaction. Facing initial skepticism that the dual-screen setup was a mere gimmick adding complexity without value, Nintendo countered in marketing by stressing its potential for intuitive, non-traditional gameplay that lowered barriers for casual and non-gamer audiences. Ads and event demos illustrated practical uses, such as simplified controls in puzzle and simulation games, positioning the DS as a gateway to interactive accessible to families and beginners rather than just hardcore players. This approach ultimately validated the design by demonstrating how touch and dual displays enabled innovative, inclusive experiences that foreshadowed broader adoption.

Sales

The Nintendo DS family achieved remarkable commercial success, with lifetime shipments totaling 154.02 million units worldwide as of September 30, 2025. Regional distribution showed the strongest performance in the at 59.93 million units (approximately 39%), followed by other regions, including and at 61.09 million units (40%), and at 32.99 million units (21%). This made the DS the best-selling handheld console in history at the time, surpassing competitors like Sony's (PSP), which shipped 82.5 million units lifetime, resulting in the DS outselling the PSP by nearly a 2:1 margin. Sales peaked in the fiscal year ending March 2010, with 31.18 million units shipped globally, driven by the popularity of the DS Lite revision and strategic price reductions. The original DS launched at $149.99 in but saw a price cut to $129.99 in August 2005, boosting ; subsequent bundles and promotions, including temporary drops to $99.99 for the DS Lite in late 2007, contributed to holiday surges, such as over 20 million units sold in calendar year 2007. The system's software attach rate exceeded 6:1, with 948.76 million games shipped lifetime, reflecting strong consumer engagement and titles that sustained sales. The DS demonstrated resilience during the 2008 global financial crisis, as its affordable pricing and family-oriented appeal helped Nintendo report record profits amid broader economic downturns; executives noted that Wii and DS platforms accounted for nearly 70% of industry dollar growth in 2008 despite recessionary pressures. However, sales began declining post-2010 with the introduction of the in 2011, dropping to 27.11 million units in the fiscal year ending March 2011 and further to under 2 million by fiscal 2014. Production ceased in 2013, with final shipments reported in fiscal 2016.

Legacy

The Nintendo DS played a pivotal role in revitalizing following the underwhelming commercial performance of the , marking a strategic shift toward innovative hardware that broadened the company's audience and restored financial stability. By introducing dual screens and touch controls, the DS diverged from traditional button-based gameplay, enabling accessible experiences that appealed beyond core gamers and helping recover lost to competitors like Sony's . This success, with over 150 million units sold worldwide, underscored the DS's importance in preventing a potential crisis for the company during the mid-2000s console wars. The console's touch-based interface significantly influenced the evolution of interactive gaming, foreshadowing the capacitive touchscreens that became ubiquitous in smartphones following the iPhone's 2007 launch. Titles like WarioWare: Touched! demonstrated intuitive interactions that lowered barriers to entry, inspiring developers to incorporate similar mechanics in casual games and productivity tools. This legacy extended to later hardware, such as the Switch, which adopted hybrid portable-home designs partly informed by the DS's emphasis on versatile, on-the-go play. In portable gaming's broader evolution, the DS's dual-screen concept has seen resurgence in modern devices like the Anbernic RG DS and AYANEO Pocket DS, which emulate its layout for retro and Android gaming, while concepts of split-screen multitasking appear in contemporary mobile applications. Culturally, the DS expanded gaming's demographic reach through phenomena like brain-training titles such as , which marketed cognitive exercises to older adults and sparked a trend in "serious games" for non-traditional players, including seniors seeking mental stimulation. This shift challenged stereotypes of gaming as a youth-centric pastime, with the series' success contributing to a surge in accessible, low-stakes software that prioritized fun over complexity. Retrospectives marking the DS's 20th anniversary in 2024 highlighted its enduring nostalgia, with publications reflecting on how it democratized gaming and influenced global play habits. Emulation tools like DeSmuME have further sustained its relevance, allowing preservation and access to its library on modern PCs, with ongoing updates ensuring compatibility as of 2025. In hindsight, the DS is praised for pioneering accessibility innovations, such as stylus-based controls that accommodated varied motor skills and visual impairments through simplified inputs, setting a for in handhelds. However, some critiques note concerns, including hinge wear on original models after prolonged use, though the system's robust build generally withstood drops and daily handling better than many contemporaries. Today, the DS remains widely available via second-hand markets like and refurbished outlets, where units and games command steady demand among collectors and nostalgic players in 2025. Rumors persist of select DS titles joining , potentially via a dedicated app, extending official preservation efforts.

Hardware

Technical Specifications

The original Nintendo DS featured two 3-inch (7.62 cm) backlit screens, each with a resolution of 256 × 192 pixels and capable of displaying 262,144 colors through 18-bit . The upper screen was a standard half-transparent display, while the lower screen incorporated a layer for analog touch input, enabling stylus-based interactions in compatible software. At its core, the system utilized a dual-processor consisting of a 32-bit main CPU operating at 67 MHz for handling gameplay logic and video rendering, paired with a 32-bit ARM7TDMI at 33 MHz dedicated to tasks and backward compatibility with software. These processors, combined with 4 MB of shared main RAM (PSRAM) accessible by both, were insufficient for computationally intensive tasks such as full speech-to-text transcription, which requires complex algorithms including MFCC feature extraction, acoustic modeling, and often neural networks—demands exceeding the available processing power and memory; even lightweight libraries like PocketSphinx require more capable hardware for real-time performance. Memory was supplemented by 656 KB of dedicated VRAM distributed across multiple banks (four 128 KB, one 64 KB, one 32 KB, and three 16 KB) for graphics processing. Additionally, 256 KB of serial for storage. The Nintendo DS supported media via two cartridge slots: the primary Slot-1 for proprietary DS Game Cards measuring approximately 35 mm × 33 mm × 3.8 mm, and Slot-2 for with larger cartridges. The console's physical dimensions measured 148.7 mm in width, 84.7 mm in depth, and 28.9 mm in height when closed, with a weight of 275 g including the battery. Power was supplied by a rechargeable 3.7 V, 850 mAh , providing up to 10 hours of continuous gameplay (typically 6-10 hours depending on usage) and requiring about 4 hours for a full charge via the included . Audio capabilities included built-in stereo speakers supporting virtual in select titles, along with a dedicated input port for an external to enable voice-based features in games. Connectivity was facilitated by integrated based on the IEEE 802.11b standard in Nintendo's proprietary format, allowing wireless multiplayer for up to 16 consoles within a 10-30 meter range and access to online services through the . Later revisions such as the DS Lite and DSi introduced enhancements to these baseline specifications, including brighter screens and extended battery life.

Design and Controls

The Nintendo DS features a distinctive clamshell form factor, consisting of two hinged halves that fold together to protect its dual LCD screens when not in use. This design, inspired by earlier handheld consoles like the Game Boy Advance SP, allows for compact portability while enabling innovative dual-screen gameplay when opened. The hinge mechanism ensures the screens remain securely positioned in a vertical stack, promoting an immersive handheld experience without the need for external protective cases. The primary input methods combine traditional button controls with advanced touch capabilities. The lower screen functions as a resistive touchscreen, supporting stylus-based interaction for precise drawing, pointing, and gesturing, with the included stylus stored in a slot on the side of the unit. Above the touchscreen, the control layout includes a directional pad (D-pad) on the left for navigation, face buttons A, B, X, and Y on the right arranged in a diamond formation reminiscent of the Super Nintendo Entertainment System controller, and L and R shoulder triggers positioned along the top edges for additional actions. Start and Select buttons flank the D-pad and face buttons, respectively, providing standard menu and selection functions. This hybrid setup allows developers to blend conventional gaming controls with intuitive touch inputs. A built-in , located below the lower-left corner of the , enables voice recognition and input for supported games, such as issuing commands or interacting with in-game elements through speech. Closing the clamshell activates an instant , which pauses gameplay, powers off the screens and audio and minimizes battery drain to extend playtime during pauses. The system's emphasize comfortable one- or two-handed handheld use, with rounded edges and a balanced weight distribution that fits naturally in the palms, while the screens default to landscape orientation—though software can rotate content to portrait mode for specific applications. Unique hardware indicators include a bright green LED power light near the hinge to signal operational status and a volume slider on the right side for analog audio adjustment.

Accessories

The Nintendo DS lineup of official accessories included peripherals that enhanced , audio experiences, connectivity, and portability, primarily through cartridges inserted into the system's slots or external connections. These add-ons were designed to leverage the DS's dual-screen and touch capabilities while addressing limitations in the base hardware, such as the absence of built-in or advanced audio input. The , released in October 2005, was a cartridge accessory that provided haptic feedback by vibrating during compatible games, inserted into the system's slot to simulate impacts and actions for immersion in titles like . It resembled a standard GBA in form factor and was compatible with the original DS model, though its use diminished with later revisions lacking the GBA slot. The Nintendo DS Headset, launched in Japan in 2006 and North America in 2007, featured an earpiece and boom microphone that clipped onto the DS for improved voice chat and audio output in multiplayer games, such as Pokémon Diamond and Pearl, where it enhanced remote play by replacing the built-in microphone's limitations. This wired accessory connected via the headphone jack, offering clearer communication during Wi-Fi sessions without requiring additional software. For internet browsing, the was a dedicated cartridge based on 8.5 software, released in in 2006 and in June 2007, allowing users to access websites, , and online services through a connection on the dual screens. It required a separate Memory Expansion Pak for optimal performance on the original DS, supporting basic rendering and bookmarks but limited by the system's 256 KB RAM. The browser integrated with the DS's networking features for activities like checking news or shopping, though it was sold separately at the price of a standard game. The , introduced in November 2005 in , , and , was a PC peripheral that created a via USB, enabling DS online play and browser access for users without home routers. Installed on or later systems with Nintendo-provided software, it supported up to five DS consoles simultaneously for multiplayer in games like , bridging the gap for broadband sharing until discontinued in 2008. Specialized controllers like the Guitar Grip, released in 2008 alongside Guitar Hero: On Tour by , transformed the DS into a rhythm instrument peripheral with four fret buttons and a strap for holding the system, using the touchscreen for strumming via . This official licensed add-on supported wireless multiplayer and was bundled in limited editions, extending to sequels like Modern Hits for portable rock simulation. Official support for MP3 playback was provided through the Nintendo MP3 Player cartridge, released in 2006, which loaded music from SD cards onto the DS for stereo playback via the headphone jack, accommodating up to 150 songs on a 512 MB card. Additional practical accessories included the official for wall-powered charging, delivering 5V output to the DS's port for extended play sessions away from batteries, and various carrying cases made of durable to protect the console and up to 20 game cards during travel. These items rounded out the , emphasizing portability and convenience for the original DS hardware.

Revisions

Nintendo DS Lite

The Nintendo DS Lite, the first major revision of the original Nintendo DS handheld console, was released in on March 2, 2006, at a retail price of ¥16,800. This model introduced a significantly slimmer and lighter form factor compared to its predecessor, measuring 133 mm wide, 73.9 mm deep, and 21.5 mm high when closed, with a weight of 218 grams. The design enhancements focused on improved portability, featuring a more compact clamshell body that was less than two-thirds the volume of the original DS while maintaining the dual-screen layout. Key upgrades included brighter, backlit LCD screens with adjustable brightness levels—four settings ranging from low to high—to enhance visibility in various lighting conditions. The system retained the same and processors as the original DS for with DS games and titles via a dedicated slot, but added refined controls for better . Battery life was extended to 15-19 hours on the lowest brightness setting and 5-8 hours on the highest, thanks to a 1000 mAh , making it suitable for extended portable sessions. Available in initial color variants such as Crystal White, Ice Blue, and Enamel Navy in , the DS Lite later expanded to include options like , Pink, and Metallic Rose in other regions, broadening its appeal through aesthetic variety. These changes contributed to strong market performance, with the model becoming the dominant variant in the DS family and helping drive overall DS shipments to over 154 million units worldwide. Users praised the DS Lite for its enhanced portability and ergonomic design, noting that the slimmer profile made it easier to carry and hold during gameplay compared to the bulkier original DS. Reviews highlighted the brighter screens and longer battery life as major improvements for on-the-go use, though some noted minor trade-offs in button responsiveness for certain titles due to the redesigned controls. Overall, the Lite received positive reception for refining the core DS experience without altering its innovative dual-screen and touch functionality.

Nintendo DSi

The Nintendo DSi, released in Japan on November 1, 2008, at a price of ¥18,900, marked the second major revision of the Nintendo DS handheld console, emphasizing digital media integration over legacy analog features. It retained the dual-screen design but upgraded to two 3.25-inch backlit TFT LCD screens with 256 × 192 pixel resolution, providing a 17% larger viewing area than the original DS while maintaining the same aspect ratio. A key addition was the integrated SD card slot supporting SD and SDHC cards up to 32 GB, enabling users to store and play photos, music files in formats like MP3 and AAC, and other media directly on the device. This hardware facilitated new built-in applications, such as the Nintendo DSi Camera and Nintendo DSi Sound, transforming the console into a multimedia device. The DSi introduced two 0.3-megapixel VGA cameras—one facing inward on the hinge for self-portraits and another outward on the exterior lid—capable of capturing 640 × 480 pixel images for use in applications and photo editing within the dedicated camera software. These cameras supported creative features like lens effects and slideshows, enhancing . Complementing this digital focus, the console featured the Shop channel, a downloadable service launched alongside the hardware that allowed users to purchase and download exclusive DSiWare games and applications directly to the system's 256 MB internal or SD cards, promoting a shift toward in portable gaming. However, to accommodate these additions and reduce weight, Nintendo removed the Game Boy Advance (GBA) cartridge slot, eliminating native with GBA games—a decision that drew for limiting access to the extensive GBA library. At 214 grams, the DSi was lighter than its predecessors, measuring 137 mm wide, 74.9 mm deep, and 18.9 mm thick when closed, with redesigned ergonomics for improved portability. It included louder speakers with enhanced audio output compared to the original DS, supporting richer sound for music playback and games. Battery life varied by screen brightness and usage, ranging from 3–4 hours at maximum brightness to 9–14 hours at the lowest setting during standard gameplay without wireless features active. Firmware updates over introduced or refined features like the Nintendo DSi Browser for and improvements to the music player, with multiple revisions issued through 2010 to expand functionality. Regional variants included the Japan-exclusive DSi LL, a larger model released on November 21, 2009, at ¥20,000, which offered bigger screens while sharing core specifications. The DSi's emphasis on and capabilities contributed to its commercial success, with approximately 41 million units sold worldwide by September 2014, including variants, underscoring Nintendo's pivot toward integrated digital ecosystems in handhelds. Despite praise for its innovative features, the lack of GBA compatibility remained a point of contention among users and reviewers, who noted it fragmented the DS library and potentially alienated collectors of older titles.

Nintendo DSi XL

The Nintendo DSi XL, marketed as the DSi LL in , represents the largest iteration in the Nintendo DS family and the final major hardware revision before the transition to the lineup. Released on November 21, 2009, in at a price of ¥20,000, it introduced significantly larger 4.2-inch dual screens—93% bigger than those on the Nintendo DS Lite—to enhance visibility and comfort during gameplay. This design choice prioritized ease of use, particularly for extended sessions with touch-based applications. Physically, the DSi XL measures 161 mm in width, 91.4 mm in depth, and 21.2 mm in thickness when closed, with a weight of 314 grams, making it noticeably bulkier than its predecessors for improved . It includes a longer, pen-like measuring 129.3 mm for more precise input on the expanded touch screen, along with an enhanced for stable tabletop viewing during activities like photo editing or mini-games. While retaining the core specifications of the standard —such as its 256 MB , dual cameras, and connectivity—the XL variant features refined audio output through redesigned round speaker grilles, which provide clearer and louder sound compared to the original DSi's oblong vents, without altering the internal speaker hardware. Battery life is also optimized, offering up to 14 hours of continuous play on the lowest setting, extending to 9-14 hours depending on usage and levels. Nintendo positioned the DSi XL as an accessible option for older demographics, emphasizing its larger screens and intuitive controls for brain-training titles like the series, which encourage daily cognitive exercises without requiring complex navigation. Availability was more limited outside compared to earlier DS models, with launches in on March 5, 2010, on March 28, 2010, and select other regions thereafter, often bundled with DSiWare applications such as Express: Math and Arts & Letters. Over its lifetime, the console sold approximately 13 million units worldwide, contributing to the DS family's enduring popularity while serving as a bridge to the stereoscopic capabilities of the upcoming .

Family Comparison

The Nintendo DS family evolved through four main models, each refining portability, display quality, and multimedia capabilities while maintaining core dual-screen and touch functionality. All models support connectivity (📶) for multiplayer and downloads, and feature a resistive touch screen (🖐️) on the bottom display. The original DS and DS Lite include a (GBA) cartridge slot for backward compatibility, while the DSi and DSi XL shift toward via the Nintendo Shop, omitting the GBA slot but adding internal storage and cameras (📷).
ModelRelease Date (US)Launch Price (US)Screen Size/BrightnessWeight/Dimensions (closed)Battery Life (approx., varies by usage/brightness)Unique Features
Original DSNovember 21, 2004$149.993 inches (both screens), fixed backlit275 g / 148.7 × 84.7 × 28.9 mm6–10 hoursGBA games (via slot)GBA slot for media expansion;
DS LiteJune 11, 2006$129.993 inches (both screens), adjustable (4 levels)218 g / 133 × 73.9 × 21.5 mm5–8 hours (high brightness); 15–19 hours (low)GBA games (via slot)Slimmer design; brighter screens for improved visibility
DSiApril 5, 2009$169.993.25 inches (both screens), adjustable (up to 4 levels)214 g / 137 × 74.9 × 18.9 mm3–4 hours (high); 9–14 hours (low)DS games onlyDual 0.3 MP cameras (internal/external); slot; built-in music/photo apps
DSi XL (DSi LL in )March 28, 2010$189.994.2 inches (both screens), adjustable (up to 4 levels)314 g / 161 × 91.4 × 21.2 mm3–4 hours (high); 9–14 hours (low)DS games onlyLarger screens/ for ; enhanced audio speakers
The DS family collectively sold 154.02 million units worldwide as of September 30, 2025, making it the best-selling handheld console in history. Evolution trends reflect a progression toward sleeker, lighter designs in early revisions, followed by multimedia enhancements like cameras and digital downloads in later models, culminating in a shift from physical GBA media to internal storage and online services.

Software and Features

Firmware and Built-in Applications

The Nintendo DS features a basic system that manages core operations, including , user settings, and access to built-in applications. For the original Nintendo DS and DS Lite models, firmware is hardware-tied and non-updatable by users, with revisions spanning from (released October 5, 2004) to version 11 (around 2006), primarily incorporating bug fixes for stability and connectivity improvements. These revisions can be identified via a diagnostic method in , where removing a game cartridge during use triggers a colored crash screen unique to each version, such as blue for v7 or white for v11. The menu interface provides simple navigation for settings like brightness, volume, and language selection, supporting multiple languages including English, Japanese, French, German, Spanish, and Italian for worldwide models, with Korean for Korean variants and Chinese for DS. Built-in applications on the original DS and DS Lite emphasize utility in , activated by closing the system while powered on. This mode includes a for date viewing and an , set via the Calendar/Time icon on the touch screen, which sounds an alert at the designated time even if the DS is closed. Regional firmware variations affect default and minor interface elements, such as date formats, but core functionality remains consistent across English and Japanese releases. Save data for settings is stored in internal using a simple , with duplicates in two locations for redundancy, while game saves occur on cartridges. The and DSi XL introduced an updatable system, starting from version 1.0 at launch in 2008 and evolving through 1.4.5 by December 11, 2012, to support new hardware features and patch exploits. Updates are delivered via connection through the menu (page 4) or bundled with certain game cartridges, addressing issues like stability and blocking unauthorized flashcarts in versions 1.4 and later by adding region verification to the DS cartridge . For instance, 1.4, released July 29, 2009, in Japan, added photo upload support to the built-in camera app and updated the browser to 9.50, while subsequent patches like 1.4.1 (September 7, 2010, in the ) focused on performance enhancements and security against homebrew exploits. DSi-specific built-in applications expanded on the original lineup, including the Nintendo DSi Shop for downloading DSiWare titles (closed March 31, 2017, after which only previously purchased content and the transfer tool remain accessible). Other additions encompass a photo clock, app, and region-specific tools like a Japanese dictionary in Asian , all integrated into the Wii-inspired interface. evolved with each update to patch vulnerabilities, such as flashcart bypasses, while the NAND-based handles save data for apps and settings, ensuring compatibility with DS games via backward emulation. The final major evolution aligned with hardware revisions, ceasing significant changes after 2012 to maintain stability for the aging platform.

Networking and Multiplayer

The Nintendo DS featured built-in wireless networking capabilities powered by an IEEE 802.11b module, enabling both local ad-hoc multiplayer and online connectivity through the (WFC) service. The WFC, launched on November 14, 2005, allowed players to engage in online multiplayer matches in compatible games, typically supporting up to 16 participants depending on the title, with free access via Nintendo's infrastructure servers. These servers were regionally divided into separate networks for , the , and to optimize latency and match players within geographic proximity. The service was discontinued on May 20, 2014, rendering official online features unavailable without third-party alternatives. As of November 2025, community servers like Wiimmfi continue to provide unofficial online play for many DS titles. Local ad-hoc multiplayer operated without an internet connection, allowing up to four DS systems to connect directly via for gameplay in supported titles, secured by (WEP) encryption to protect against unauthorized access. This mode utilized the console's proprietary protocol over the 802.11b standard, ensuring low-latency interactions for nearby players without requiring external infrastructure. For online play, security was enhanced through 12-digit Friend Codes, unique identifiers generated upon initial WFC setup that players exchanged to form secure rosters and prevent random with strangers. These codes were tied to the user's DS system and friend list, promoting controlled interactions while mitigating risks like unwanted communications. Web access was provided via the optional add-on, a cartridge-based port of 8.5 released in 2006 that supported basic , JavaScript, and SSL but lacked advanced features like Flash plugins or high-resolution rendering due to the DS's hardware constraints. Optimized for sites from the mid-2000s era, it delivered slow page loads—often taking 30 seconds or more for simple content—owing to the 802.11b bandwidth limit of 11 Mbps and the console's 4 MB RAM. Modern usage is further restricted by the absence of support in many cases, rendering it incompatible with secure contemporary websites. For users without a , the accessory, released in 2005, enabled integration with a PC by turning the computer into a access point via its USB port and included software, supporting up to five DS systems simultaneously on or later. This relied on the PC's connection and Connection Sharing, with WEP encryption for security, though compatibility was limited to specific operating systems and required manual setup. Following the 2014 shutdown, fan-maintained servers like Wiimmfi emerged as unofficial alternatives, emulating the original WFC infrastructure to restore online functionality for legacy DS games without modifying the hardware. Wiimmfi supports friend code matching, regional routing, and multiplayer lobbies for titles such as , using custom DNS redirection to route traffic to volunteer-hosted servers while preserving the original protocol's security features. This community effort has sustained play for over a decade, though it operates independently of and may vary in stability.

Download Play and PictoChat

Download Play is a local wireless feature of the Nintendo DS that enables a single game cartridge to be shared among multiple systems, allowing up to three additional players to download and participate in simplified multiplayer modes or demos without needing their own copies. This functionality is accessed either through the DS system's main menu or directly within compatible games, where the host system broadcasts the game data while client systems select the Download Play option to receive it. Prominent examples include Mario Kart DS, which supports up to eight players total via this method for local races using stripped-down versions of the tracks and characters. The downloaded content is temporarily stored in the system's RAM and is limited in size to ensure compatibility with the DS hardware, typically capping at around 256 KB for the transferred data to fit within the available memory constraints. This limitation results in simplified experiences, such as reduced graphics or features, but facilitates seamless local multiplayer without connectivity, relying solely on the DS's built-in chip for ad-hoc communication. The feature integrates directly with the DS , allowing quick setup during social gatherings or events in the pre-smartphone era, where it promoted shared gaming among groups like friends or family. PictoChat, a pre-installed communication application on the Nintendo DS, enables up to 16 users within wireless range to exchange hand-drawn pictures, text messages, and simple animations in real-time chat rooms. Users access it from the DS menu, select one of four labeled rooms (A through D), and use the with tools like a stylus pen, eraser, on-screen keyboard, copy function, and clear button to create and send content, which appears on the top screen for all participants. Advanced features include creating flip-book style animations by copying and editing previous messages, fostering creative interactions without requiring any game cartridges. For safety, PictoChat includes parental controls to restrict access entirely and advises users against sharing personal information, as the service is unmonitored and relies on local proximity to limit interactions with strangers. During initial setup, users enter their birth month and day, which triggers a celebratory "It's your birthday" message if the current date matches, serving as a light age-awareness prompt rather than a strict gate. In educational settings, PictoChat has been utilized to encourage collaborative group work and exploratory discussions among students, such as through wireless messaging during classroom activities to build productive learning conversations. Both Download Play and operate over the DS's local wireless network with a typical range of approximately 65 feet (20 meters), optimal within 10 meters for reliable signal strength, and do not require . These features, powered by the same hardware, were particularly popular in schools and public events before widespread adoption, enabling spontaneous group communication and play in offline environments.

Games

Library and Compatibility

The Nintendo DS library comprises over 2,000 official video games released between 2004 and 2014, encompassing a diverse range of genres from action role-playing games such as the Final Fantasy series to educational simulations like Brain Age. These titles were developed and published by numerous third-party companies alongside Nintendo, contributing to the console's extensive ecosystem that emphasized innovative use of its dual-screen hardware. Backward compatibility with the preceding (GBA) platform is supported on the original Nintendo DS and DS Lite models via a dedicated cartridge slot, allowing users to play the majority of GBA games, though multiplayer functionality and certain accessories are not compatible. In contrast, the and DSi XL models omit this slot entirely and lack official support for GBA cartridges, focusing instead on DS-native content. Most DS games are optimized for the system's dual screens, displaying primary gameplay on the bottom touch-sensitive screen and supplementary information, maps, or interfaces on the top screen to enhance immersion and interactivity. A significant portion of the library—particularly titles in puzzle, simulation, and adventure genres—requires the use of the touch screen and for core mechanics, such as drawing paths in Kirby: Canvas Curse or performing surgical procedures in . The entire DS library utilizes physical flash-based cartridges known as DS Game Cards, with no reliance on optical media like CDs or DVDs. Some DS games are classified as DSi-enhanced, leveraging the DSi's additional 16 MB of RAM, faster processor mode, or built-in cameras for exclusive features, such as video chat features using the built-in camera in the Xtransceiver app in Pokémon Black and White, while remaining playable on all DS models with reduced functionality. Emulating DS games on modern hardware poses challenges due to the precise requirements for dual-screen rendering and touch input, which can lead to suboptimal experiences on single-screen devices or non-touch controllers. Official support remains limited, primarily through native backward compatibility on the Nintendo 3DS family systems, which play nearly all DS titles except those dependent on GBA slot accessories, and sporadic ports of select games to platforms like the Nintendo Switch.

Regional Differences

The Nintendo DS game library exhibited notable regional variations, with certain titles available exclusively in specific markets. For instance, Tales of Hearts (2008) highlighted how cultural preferences and development priorities could limit global availability, preventing access to unique RPG mechanics and narratives for players outside Asia. Content censorship frequently occurred in Western localizations to align with regional rating standards, resulting in toned-down elements compared to Japanese originals. In Harvest Moon DS (2005), the European version removed gambling mini-games, such as horse racing bets, to comply with stricter PEGI guidelines on real-money simulation, earning a 3+ rating instead of potential higher scrutiny. Likewise, Phoenix Wright: Ace Attorney – Justice for All (2007) saw reductions in suggestive dialogue and imagery related to sexuality in its North American release, adjusting content to secure an ESRB Teen rating while the Japanese CERO A version retained more mature undertones. These alterations, driven by bodies like ESRB in North America, PEGI in Europe, and CERO in Japan, often prioritized family-friendly appeal; for example, Super Mario 64 DS (2004) included casino mini-games and was rated ESRB E for Everyone and originally PEGI 3 in Europe, though later Virtual Console re-releases received PEGI 12 due to simulated gambling, contrasting its ESRB E for Everyone classification. Language support and audio dubbing varied significantly by region, influencing accessibility and immersion. European DS cartridges commonly featured multi-language packs supporting up to five languages (English, French, German, Spanish, Italian) on a single disc to serve diverse markets, as seen in titles like (2006). In contrast, n releases typically offered English-only text with optional , while Japanese versions relied on native absent in Western dubs for most games. Pokémon titles exemplified bundle differences: in , Pokémon Black Version and White Version (2010) were bundled with color-matched DSi consoles, whereas Japanese bundles included themed DS Lite variants with exclusive stickers and no such system integration. Release timelines differed across regions, with often facing delays of several months after to accommodate extensive localization. For example, (2005) launched in on April 21, 2005, on August 22, 2005, and (including the ) on October 7, 2005. In , iQue-distributed DS titles like (2007) were adapted into simplified Chinese with no online connectivity, reflecting government regulations on internet features and foreign content, unlike global versions that supported . For instance, Contact, a game developed by , was released in on March 30, 2006, and internationally thereafter, such as in on October 18, 2006. It had modest sales of around 25,000 units in by the end of 2006. Importers encountered hurdles primarily with online services, as DS hardware and cartridges were region-free, allowing cross-play compatibility. However, the service segregated servers by region—Japanese, North American, and European—preventing seamless multiplayer between imported Japanese games and Western networks, which shut down globally in 2014 but underscored access barriers during the console's lifespan.

Development and Media

The , known as the NITRO SDK, provided developers with comprehensive tools for creating software that leveraged the system's dual-screen architecture. Released in version 1.0 in April 2004 (formerly the IRIS SDK), it included libraries and headers for handling the upper and lower screens separately, such as the /include/nitro/gx.h module for graphics rendering on both displays via the processor. The SDK supported programming in C and C++, with static libraries like libgx.a and libos.a compiled for both standard and instruction sets, enabling efficient code optimization for the DS's dual processors running at 33 MHz () and 67 MHz (). Developers used compilers integrated into the , along with utilities like elftobin for binary conversion and makerom for assembling final ROM images. Official development hardware complemented the SDK, including the IS-NITRO-Emulator for testing dual-screen output on connected monitors and the IS-NITRO-Debugger for features like breakpoints and memory inspection. The DS Rewritable Cartridge allowed iterative flashing of prototypes, supporting configurable save memory types such as SRAM or . These tools facilitated coding for the system's unique input methods, including stylus-based touch interactions on the lower screen, integrated through SDK APIs for coordinate detection and pressure sensitivity. Nintendo licensed the SDK to approved third-party developers, requiring non-disclosure agreements and hardware purchase costs ranging from $2,000 to $10,000 per kit. Nintendo DS game cartridges utilized for storage, with capacities ranging from 8 MB to a maximum of 512 MB to accommodate increasingly complex titles. Early cartridges employed mask ROM or NOR flash, while larger ones incorporated NAND flash for higher density, mapped to the address range 08000000h–0DFFFFFFh with a 16-bit data bus and configurable waitstates via the WAITCNT register (typically 3 cycles for ROM access). Anti-piracy measures included per-game using 96-bit keys derived from a seed in the BIOS's double-protected region, a 2 KB secure area at ROM offset 4000h, and unique chip IDs (4 bytes at offset 1FC) to identify legitimate hardware. media for saves varied, supporting up to 128 KB NAND flash or 64 KB FRAM, accessed serially or via an 8-bit bus at E000000h. The primary media format for DS games was the cartridge-based ROM, structured with a 512-byte header containing the entry point, Nintendo logo, game title (up to 12 bytes), maker code, and checksum, followed by and binaries, filesystem data (NitroFS), and overlays. Dumped ROM images used the .nds file extension, preserving this layout for emulation or . Audio data employed IMA-ADPCM compression for 4-bit efficiency, supporting mono or channels at sample rates of 8 kHz, 16 kHz, or 32 kHz across up to 16 channels, stored in ROM and decoded by the 's sound hardware via registers at 4000400h–40004FFh. This format balanced quality and storage, with PCM alternatives for uncompressed effects. Third-party developers received extensive support from Nintendo, with major publishers like (EA) and producing over 1,000 titles combined for the platform. EA focused on sports simulations and adaptations like and Madden series, while emphasized adventure and party games such as . Nintendo's SDK included guidelines for touch screen integration, recommending stylus-optimized interfaces via calls for precise input handling to enhance gameplay without relying solely on buttons. Developers adhered to Nintendo's content policies, ensuring compatibility with the dual-screen setup and wireless features. Post-production involved physical in standardized plastic cases with artwork, manuals, and inserts detailing controls and ratings, printed after final approval. Publishers submitted games to the by providing a on content elements (e.g., violence, language) and a gameplay video demonstrating all relevant sequences, including locked content; raters then assigned categories like "E" (Everyone) or "T" (Teen) with descriptors, which appeared on . For , the shift to DSiWare introduced over 500 downloadable titles (games and applications) via the DSi Shop, enabling smaller-scale releases without cartridges and expanding access for indie and mid-tier developers until the service's closure in 2017.

Homebrew and Modifications

Hacking Methods

Hacking methods for the Nintendo DS primarily involve hardware modifications and software exploits that allow the execution of unauthorized , such as homebrew applications and backups. Early approaches centered on flash cartridges inserted into the console's Slot-1, which houses DS cards and interfaces directly with the processor for rapid data access. The R4, released in 2007 by the R4 Team, exemplifies this method by emulating a legitimate DS cartridge while using an integrated microSD slot to load ROM files and kernels, bypassing Nintendo's through reverse-engineered routines that decrypt card data in RAM. Slot-2, designed for GBA compatibility and accessories, offered an alternative entry point via pass-through devices that exploited the ARM7 processor's I/O handling to inject code during GBA mode transitions. Tools like PassMe, introduced around 2005, utilized this slot to disable anti-piracy checks and boot Slot-2 flashcarts without Slot-1 assistance, enabling ROM loading from expansion packs. Firmware flashers, such as FlashMe developed in 2005, further expanded access by overwriting the DS's 256 KB internal flash memory with a patched BIOS, allowing automatic booting of Slot-2 content in DS mode upon detecting a compatible device; this method supports custom operating systems but requires careful flashing to avoid permanent damage. Software exploits evolved to target vulnerabilities in official games and system features for kernel-level access. Memory corruption techniques, often involving buffer overflows in game code, permitted arbitrary code execution by manipulating RAM during gameplay, granting entry to the DS's operating system without hardware additions. For the DSi variant, later entry points like the Memory Pit exploit in the DSi Camera application allowed initial code injection, paving the way for deeper modifications. Kernel access was achieved through RAM dumps captured via homebrew tools during execution, revealing system memory layouts for further reverse engineering and custom payload development. Tools like Twilight Menu++, an open-source replacement for the DSi Menu released in 2017, enhance backward compatibility by loading DS-mode games and emulators directly from SD cards, integrating nds-bootstrap for cartridge emulation and supporting DSi-enhanced features like NAND redirection. Custom firmware such as Unlaunch, introduced in 2018, installs as a bootcode exploit on the DSi's internal storage, providing persistent kernel hooks to launch unauthorized software at startup while disabling Nintendo's RSA checks and health warnings. The progression of these methods reflects increasing sophistication: from the Slot-1-focused R4 in 2007, which popularized ROM loading via simple kernel swaps, to late DSi advancements like Unlaunch, enabling full control without ongoing hardware dependency. These techniques carry risks, including device bricking from failed writes—recoverable only via hardware soldering in severe cases—and voided warranties due to altered processes. Detection avoidance often involves selective or downgrades to evade Nintendo's update patches. The homebrew community for the Nintendo DS has been centered around online forums and repositories where enthusiasts share tools, emulators, and custom applications. GBAtemp.net, established in 2002, emerged as a primary hub for DS modding discussions and resource distribution, hosting threads on projects like the SNES9x DS emulator, which allows playback of Super Nintendo games on the DS hardware. Other platforms, such as GameBrew, serve as archives cataloging hundreds of DS homebrew applications, fostering collaboration among developers and users. Key open-source projects within the DS homebrew ecosystem include custom firmware enhancements and save data editors. For instance, tools like nds-savegame-manager enable users to extract and modify save files from DS and cartridges, supporting data preservation and customization without altering original hardware. Homebrew applications also utilize the DS's built-in microphone to support audio input, recording, and playback via development tools like devkitPro and libnds, with examples including voice recorders and sound manipulation software such as ProteinDS. Annual events like the Chaos Communication Congress have showcased DS homebrew innovations, such as early demonstrations of the console's hacking potential in 2006, highlighting its dual-screen for experimental applications. Nintendo has pursued aggressive legal actions against DS modifications, particularly targeting flash cartridge manufacturers. In 2008, Nintendo filed a lawsuit in against R4 distributors, resulting in a February 2009 injunction that prohibited the import and sale of these devices in due to their facilitation of unauthorized software execution. The company has also issued DMCA takedowns against homebrew-related repositories, similar to actions taken against piracy tools like freeShop in 2016, which extended to broader efforts affecting DS-era projects. Ethical discussions in the DS homebrew scene often revolve around the tension between cultural preservation and . Scholars have examined DS modding communities as spaces of "pirate cultural production," where unauthorized modifications enable creative but raise questions about and corporate control. Positive applications include homebrew tools that enhance , such as custom interfaces or emulators adapted for users with disabilities, though these remain niche amid broader concerns. The DS homebrew community experienced a decline after 2014 as Nintendo shifted focus to the 3DS, reducing active development and hardware support. By 2025, however, nostalgia-driven revivals have sustained interest through online archives and updated projects, such as ongoing maintenance of TWiLight Menu++ for DS flashcarts, preserving access to legacy software.

References

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