Hubbry Logo
Nintendo DSiNintendo DSiMain
Open search
Nintendo DSi
Community hub
Nintendo DSi
logo
8 pages, 0 posts
0 subscribers
Be the first to start a discussion here.
Be the first to start a discussion here.
Nintendo DSi
Nintendo DSi
from Wikipedia

Nintendo DSi
Nintendo DSi console in black
ManufacturerNintendo
Product familyNintendo DS
TypeHandheld game console
GenerationSeventh
Release dateNintendo DSi:
  • JP: November 1, 2008
  • AU: April 2, 2009
  • EU: April 3, 2009
  • NA: April 5, 2009
Nintendo DSi XL:
  • JP: November 21, 2009
  • EU: March 5, 2010
  • NA: March 28, 2010
  • AU: April 15, 2010
DiscontinuedYes; date undisclosed[1]
Units shipped41 million combined (as of September 30, 2014)
Media
Operating systemNintendo DSi system software
CPU133 MHz ARM9
33 MHz ARM7
Memory16 MB RAM
Storage256 MB internal flash memory
SD/SDHC card (up to 32 GB)
Cartridge save
ConnectivityWi-Fi 802.11b/g
Online servicesNintendo Wi-Fi Connection
Nintendo DSi Shop
Nintendo Zone
PredecessorGame Boy Advance
SuccessorNintendo 3DS

The Nintendo DSi[cn 1] is a foldable dual-screen handheld game console released by Nintendo. The console launched in Japan on November 1, 2008, and worldwide beginning in April 2009. It is the third iteration of the Nintendo DS, and its primary market rival was Sony's PlayStation Portable (PSP). The fourth iteration, titled Nintendo DSi XL,[cn 2] is a larger model that launched in Japan on November 21, 2009, and worldwide beginning in March 2010. Development of the DSi began in late 2006, and the handheld was unveiled during an October 2008 Nintendo conference in Tokyo. Consumer demand convinced Nintendo to produce a slimmer handheld with larger screens than the DS Lite. Consequently, Nintendo removed the Game Boy Advance (GBA) cartridge slot to improve portability without sacrificing durability.

While the DSi's design is similar to that of the DS Lite, it features two digital cameras, supports internal and external content storage, and connected to an online store called the Nintendo DSi Shop. Nintendo stated that families often share DS and DS Lite consoles. Its new functionality was intended to facilitate personalization, so as to encourage each member of a household to purchase a DSi. The handheld supports exclusive physical media in addition to DS games with DSi-specific features and standard DS titles. The only exception to its backward compatibility are earlier DS games that required the GBA slot. Nintendo sold over 41 million DSi and DSi XL units combined. They were succeeded by the Nintendo 3DS.

Reviews of the Nintendo DSi were generally positive; IGN and bit-tech decried the console's lack of exclusive software and removal of the GBA cartridge slot, though its added functionality caused many journalists to recommend it to those who had not purchased a previous DS model. Numerous critics were disappointed with the limited resolution of DSi's cameras, though others such as Ars Technica and GameSpot agreed they were adequate for the handheld's display. CNET and PCWorld considered the DSi Shop to be the most important buying incentive for current DS owners. Some critics believed the DSi XL was not an essential upgrade. GamePro and Wired UK, on the other hand, praised the DSi XL's larger screens for improving the gameplay experience and revitalizing older DS games.

Development

[edit]
A man stands behind a podium, talking to the audience. Next to him is a projection screen displaying a presentation program slide.
Kuwahara discussed DSi's creation at the 2009 Game Developers Conference.[3]

Development of the Nintendo DSi started at the end of 2006.[4] It was the first time Masato Kuwahara of Nintendo's Development Engineering Department served as a hardware project leader.[5] Work went at a quick pace to meet deadlines; his team had to devise a theme for the new DS in time for a late December presentation, and by February 2007, most specifications for a chipset had to be completed. Kuwahara reported that his team had difficulty determining the potential market for the handheld during the design process; he said of their goal, "We have to be able to sell the console on its own [without games at launch]. It also has to be able to meld into the already-existing DS market."[4] The console's digital cameras were considered early in development: Nintendo president and Chief Executive Officer Satoru Iwata described the touchscreen as the Nintendo DS's sense of touch, and the microphone as its "ears"; a co-worker suggested that it should have "eyes".[4] Kuwahara's team originally wanted one camera with a swivel mechanism, but this was abandoned due to concerns of reliability, cost, and the need of a thicker console.[4] Owing to consumer demand, Nintendo also improved the handhelds' volume and audio quality and made it slimmer with larger screens compared to the Nintendo DS Lite.[6] However, to improve portability without sacrificing durability, the GBA cartridge slot present on earlier models was removed. To compensate, Nintendo continued to support the DS Lite as long as there was consumer demand for it.[7]

"I made the presentation [...] then at the end asked everyone if this was a game system they would want to own. The result was three to seven. Three people wanted it, seven didn't. And I imagine that since one of the designers was standing right there in front of them, some of them held back their true opinion. In truth, it was probably more like one to nine. It was as bad as I had feared."

— Kuwahara on Nintendo EAD's reaction to the original DSi designs.[8]

The DSi's size was changed midway through development, delaying its release.[9] Its original design included two DS game card slots, because of demand from both fan communities and Nintendo employees, which consequently made it larger. When the console's designs were unveiled to Nintendo Entertainment Analysis and Development producers in October 2007, it was met with lukewarm reception due to its size. However, Iwata and Kuwahara's own hopes resulted in the creation of a prototype. A quick hands-on investigation led them to abandon the dual-slot design, which made the DSi approximately 0.12 inches (3 mm) slimmer. Ever since the handheld's in-company unveiling, its internal designs were finished along with assembly and durability specifications. Iwata described having to resize the console so close to manufacturing as being essentially the same as making another handheld.[8]

Yui Ehara, designer of the DS Lite and DSi's original casing, had to redesign the revised case.[8] He advocated changing the six speaker apertures, as their circular perforations were redundant to the rest of the handheld's interface. He believed that this alteration also signaled a clearer distinction between the DSi and its predecessors while keeping the unit "neat" and "simple".[10] Ehara hoped the DSi's added features would not interfere with his desired iconic image of the Nintendo DS product line: two rectangles, one on top of the other, with each half containing another rectangle inside.[10] This model was publicly revealed at the October 2008 Nintendo Conference in Tokyo, along with its Japanese price and release date.[11] While the DS product line's worldwide yearly sales figures consistently surpassed those of its primary market rival, Sony's PlayStation Portable,[12][13][14] demand for it in Japan was decreasing; Nintendo's launch of the DSi was intended to stimulate sales. The company was less concerned with releasing the DSi in other territories, where DS Lite market demand remained high.[15][16]

Development of a large DS Lite model in 2007 eventually led to the DSi XL.[17] Nintendo had designed a large DS Lite model with 3.8-inch (97 mm) screens, compared to the standard 3-inch (76 mm) screens; development of this new handheld advanced far enough that it could have begun mass production. However, Iwata placed the project on hold due to consumer demand for the DS Lite and Wii. He later pitched the idea of simultaneously releasing large and small versions of the DSi instead, but Nintendo's hardware team was incapable of developing two models concurrently. After finishing work on the DSi, Kuwahara started the DSi XL project and became project leader.[17] The DSi XL, a DSi model with 4.2-inch (110 mm) screens, was announced on October 29, 2009.[18] Various names for it were considered, including "DSi Comfort", "DSi Executive", "DSi Premium", "DSi Living", and "DSi Deka" (Japanese for "large"). Mario creator Shigeru Miyamoto insisted on "DSi Deka".[19] The handheld has an improved viewing angle over its predecessor, which allows onlookers to see the screen's contents more easily.[20] This feature was absent from the large DS Lite model due to cost issues at the time, which also limited LCD screen size. The cost of LCD screens is determined by how many pieces are cut from a single large glass sheet. To keep these costs within a certain threshold, Nintendo set a screen size limit of approximately 3.8 inches (97 mm),[17] which was later increased to 4.2 inches (110 mm).[8]

Launch

[edit]

On November 1, 2008, the DSi was released in Japan; on April 2, 2009, in Australia and New Zealand, and on April 3 in Europe, all with a black and white casing.[21][22][23] It launched in the United States and Canada on April 5, alongside the game Rhythm Heaven.[24] It was the first DS console to launch with multiple colors in North America—black and blue.[25] iQue released a Chinese DSi model in black and white, with a pre-installed version of Nintendogs, in December 2009;[26][27] the Nikkei Sangyo Shimbun reported that the Chinese and Korean models featured improved security, to combat piracy.[28] On April 15, 2010, the DSi was launched in South Korea in white, black, blue, and pink, alongside the game MapleStory DS. MapleStory DS was also bundled with a red limited-edition DSi, which had characters from the game printed around its external camera.[29] Other countries the DSi was released in include Brazil,[30] Russia,[31] and Turkey.[32]

Nintendo had shipped 200,000 units for the DSi's Japanese launch, and during its first two days on sale, over 170,000 units were sold[cn 3]—the remaining units were either unclaimed pre-orders or reserved for sale on Culture Day.[33][35] By the end of the month, the DSi sold 535,000 units, in comparison to 550,000 DS Lites sold in its launch month.[36] In the two-day launch period, Europe and North American sales totaled 600,000 units combined.[37] North American first week sales almost doubled the DS Lite's 226,000 units by selling 435,000.[38] In the United Kingdom, the console totaled 92,000 sales within two days of release,[39] which GfK/Chart-Track data showed to be the fourth-best opening weekend ever in the region—higher than previous records set by other DS iterations.[40]

Interior view of a building with kiosks and merchandise running alongside its walls.
The Nintendo World Store in New York City hosted a launch event.

DSi launch events were held on the western and eastern coasts of the United States. Nintendo sponsored an official launch event at the Universal CityWalk in Los Angeles and the Nintendo World Store in New York City.[25] The LA midnight launch party featured several events, including merchandise handouts, signings and art galleries from iam8bit, parkour demonstrations, and performances by Gym Class Heroes.[41][42] Hundreds attended and over 150 stayed until midnight to purchase a unit at GameStop.[41] A human-sized Lego DSi by artist Sean Kenney was on display at the Nintendo World Store.[43]

The Nintendo DSi XL was released in Japan on November 21, 2009, in bronze, burgundy, and white.[18] The former two colors were available for its European launch on March 5, 2010,[44] and its North American launch on March 28.[45] The console launched in Australia on April 15, 2010, in bronze and burgundy.[46] The DSi XL was released in other countries including Brazil,[47] South Africa,[48] and Turkey.[32] Over 100,500 units were sold during the console's first two days on sale in Japan,[cn 4] and 141,000 units were sold during its first three days in the United States.[51]

The 2011 release of the Nintendo 3DS, the successor to the Nintendo DS series of handhelds, was announced on March 23, 2010, to preempt impending news leaks by the Japanese press and to attract potential attendees to the Electronic Entertainment Expo.[52][53] According to industry analysts, the timing drew attention from the North American launch of the DSi XL. M2 Research senior analyst Billy Pigeon argued the "XL is old news ... in Japan – and Nintendo is a very Japan-centric organization. This is just the corporate parent in Japan maybe not acting in the best interest of Nintendo of America."[52] Iwata dismissed any significant impact when speaking to concerned investors, "those who are eager to buy Nintendo 3DS right after the announcement generally tend to react quickly to anything new on the market, and those who are purchasing a Nintendo DS today tend to react relatively slowly."[54]

Demographic and sales

[edit]
Multi-colored line graph.
2008–2012 Nintendo DS worldwide sales. Nintendo DS
product line (black) with DSi (green), DSi XL (red), and
DSi and DSi XL combined (orange).
Nintendo DSi sales figures (as of September 30, 2014)[55]
Region Units shipped First available
Japan 5.90 million November 1, 2008
Americas 12.35 million April 5, 2009
Other regions 10.19 million April 2, 2009
Total 28.44 million
Nintendo DSi XL sales figures (as of September 30, 2014)[55]
Japan 2.35 million November 21, 2009
Americas 5.85 million March 28, 2010
Other regions 4.74 million March 5, 2010
Total 12.93 million

Nintendo targeted a wider demographic profile with the first Nintendo DS (2004) than it had with the Game Boy line.[11][56] Comparing 2008 life-to-date DS and DS Lite sales to the best-selling game console, Sony's PlayStation 2,[57] showed potential in further expanding the Nintendo DS gaming population—particularly in Europe and the United States. To further promote the product line while expanding its gaming population, Nintendo created the DSi.[58] Iwata has said that families often share DS and DS Lite consoles, so to encourage each family member to buy an individual handheld, Nintendo added personalization features to the DSi.[58]

The "i" in DSi symbolizes both an individual person (I) and the handheld's cameras (eyes); the former meaning contrasts with the "i"'s in Wii, which represent players gathering together.[59] Nintendo of America president Reggie Fils-Aimé said, "If Wii was about gaming for the masses, then think of DSi as creativity for the masses."[60] Iwata has said that the DSi is meant to be a first camera for children, and a social networking device for adults.[7] In response to media commentary following the DSi's announcement, Iwata insisted that its new audio and camera capabilities are not meant to compete with mobile phones, the iPod, or the PSP.[58] He explained their role in the marketplace:

While cell phone and digital camera manufacturers have been trying to compete against each other by intensifying the picture pixel quality and zooming ability of their camera functions, and while music players are making its improvements mainly by making smaller exterior design and by increasing memory storage capacity, DSi is trying to propose a different path of evolution by providing the users with the opportunity to be able to touch and play with photographs and sounds.[58]

The DSi helped maintain strong sales for Nintendo's handheld product line. The DSi accounted for 40 percent of its product line's 2009 United Kingdom sales and frequently topped weekly sales charts in Japan during its first year of availability.[61][62] In the United States, the console's initial three-month sales surpassed those of the DS, DS Lite, and Wii.[63] Average weekly sales of the Wii and Nintendo DS declined slightly in March; Nintendo DS hardware sales stabilized at over 200,000 units for seven months after the DSi's April launch, while Wii sales diminished. Gamasutra estimated that, in October 2009 and February 2010, 50 percent of Nintendo DS unit sales were DSi consoles.[64][65] In an October 2009 interview, Fils-Aimé announced that the DSi had sold 2.2 million units in the United States. He said, "If you give the consumer great value in terms of what they pay, they're willing to spend, and we say [that] based on the experience of launching the DSi".[66] The United States had its highest yearly DS sales in 2009 with 11.22 million units sold.[67] The DSi and DSi XL accounted for 16.88 million of the 27.11 million units sold worldwide of its product line for Nintendo's 2010 fiscal year beginning April 1, 2009, and ending March 31, 2010.[13]

In Gamasutra's United States hardware sales estimate for July 2010, the DSi and DSi XL each outsold the DS Lite. The website reported DSi sales of approximately 300,000 units in July 2009 and February 2010, which remains consistent for July 2010 if combined with DSi XL sales. As a result, the average price consumers were spending on the Nintendo DS hardware family rose to over $165 (in 2004 dollars, $190 adjusted for inflation as of 2010), which is over $15 more than the November 2004 launch price of the original Nintendo DS.[68] Nintendo made its first DSi price cuts in Europe on June 18, 2010, for DSi and DSi XL consoles in Japan on June 19, and in North America on September 12.[69][70] The DSi and DSi XL accounted for 14.66 million of the 17.52 million units sold worldwide of its product line in fiscal year 2011.[13]

In a United States hardware sales estimate for July 2011 by Gamasutra following the DS Lite's price drop a month earlier, about 60 to 70 percent of approximately 290,000 DS units sold were DSi and DSi XL consoles.[71][72] Lackluster 3DS sales forced Nintendo to drop its price to match the DSi XL in the United States on August 12.[73] Japan and Europe had similar price reductions.[74] Gamasutra speculated potential DS buyers in the United States opted for the 3DS as a result; DS sales for August 2011 decreased by 45 percent, while it combined with 3DS sales remained steady compared to the previous month.[73] Nintendo made its second DSi and DSi XL price cuts in North America on May 20, 2012.[75] Gamasutra called these price cuts the DS product line's "final send-off" and expects "by this time next year its contributions to the market will be minuscule. After Christmas, Nintendo will effectively be a single-handheld system company, putting all of portable software efforts into the Nintendo 3DS."[76]

Hardware

[edit]
Dimensions (when closed)
and mass[77][78]
Depth 2.95 inches (74.9 mm)
Width 5.4 inches (137 mm)
Height 0.74 inches (18.9 mm)
Weight 7.5 ounces (214 g)

The Nintendo DSi's design is similar to that of the second DS iteration, the Nintendo DS Lite.[79] It is approximately 12 percent shorter (0.10 inches (2.5 mm)) than the Nintendo DS Lite when closed, but slightly wider and lighter.[77][78] The DSi has two 3.25-inch (83 mm) TFT-LCD screens—.25 inches (6.4 mm) larger than those of previous models[77]—that are capable of displaying 262,144 colors.[80] The touch sensitive lower screen accepts input from the included stylus. The handheld features four lettered buttons (X, Y, A, B), a directional pad, and Start, Select, and Power buttons. Two shoulder buttons, a game card slot, and a power cable input are placed under the console's hinge.[81] The included AC adapter (WAP-002) is not compatible with any previous DS model.[82]

Unlike previous models, the handheld has two VGA (0.3-megapixel) digital cameras. The first is on the internal hinge and points toward the user; the second is on the outer casing and faces away from the user.[83] The SD card slot is also new, set behind a cover on the right side. While the DS Lite used a switch, the DSi, like the original Nintendo DS, features a button to power on or off.[84][85] The button has extra functions and unlike the original's power button, it is located on the bottom-left side of the touchscreen.[85][86] Brightness and volume controls are on the left side; five brightness settings—one more than on the DS Lite—are available. The headset port is on the bottom.[84]

The DSi has a matte surface to hide fingerprints.[10] It is available in numerous colors, but color selection varies by region.[87][88][89] For example, lime green is exclusive to Japan,[90] while red is available in Europe and North America.[89][91] North America also received a different shade of blue.[91] Numerous special-edition models and bundles have been released, including those for Ace Attorney Investigations: Miles Edgeworth, Final Fantasy Crystal Chronicles: Echoes of Time, and the 2009 Black Friday shopping day.[92][93][94]

Technical specifications

[edit]
A large and small printed circuit board connected together. A metal chassis and main electronic components dominate opposite ends of the large PCB.
The DSi's main and sub-printed circuit boards

The DSi has more RAM and a faster CPU than the DS Lite.[95] Developers reported the console has a native mode, which runs software specifically designed for its hardware, access to the system's extra processing and memory resources.[96] The inclusion of a codec integrated circuit (a microchip) amplifies sound signals and converts them from digital to analog. This increases audio output, and depending on the mode, higher audio quality. Unused space on the motherboard was removed; the CPU was relocated, and the battery housing was expanded.[10]

The camera's resolution is two-and-a-half times higher than the handheld's screens. However, their resolution is considerably lower than contemporaneous digital cameras and mobile phones. This was done to help keep their price reasonable and to maintain a preferable response time for viewing photos in quick succession, particularly since numerous applications will use them.[4][97]

  • CPU: The DSi has two ARM architecture CPUs: ARM9 clocked at 133 MHz and ARM7 clocked at 33 MHz.[98] Its ARM9 is twice as fast as previous models.[95][99]
  • RAM: 16 MB (four times as much as previous models)[77]
  • Screen resolution: 256 × 192 pixels per screen (same as previous models)[100][101]
  • Cameras: 640 × 480 pixels[101]
  • Storage: 256 MB of internal flash memory[102] with an SD card (up to 2 GB) and SDHC card (up to 32 GB) expansion slot[103]
  • Battery: Shorter than the DS Lite, regardless of brightness setting;[84] for example, the DSi has a battery life of 9–14 hours on the lowest brightness setting, compared to the 15–19 hours of the DS Lite on the same setting.[78] The battery is an 840 mAh internal rechargeable, compared to 1000 mAh for the DS Lite,[84] and has an optimal lifespan of approximately 500 cycles; after this point, it may be replaced by the user.[82]

Larger model

[edit]
An opened clamshell dual-screen handheld device sits to the left of a larger version.
The Nintendo DSi (left) with its DSi XL model. The larger model's white, black (pictured), and burgundy color schemes were intended to match with living room and dining room settings.[104]
Dimensions
(when closed)
Depth: 3.60 inches (91.4 mm)
Width: 6.34 inches (161.0 mm)
Height: 0.83 inches (21.2 mm)[2]
Weight11.1 ounces (314 g)[2]

The Nintendo DSi XL features larger screens, and a greater overall size, than the original DSi.[18] It is the fourth DS model, the first to be available as a pure size variation.[18][105] Iwata said that cost restraints had, until then, limited the screen size and multiplayer aspects of portable game consoles, and that the DSi XL offers "an improved view angle on the screens", which makes it the first "portable system that can be enjoyed with people surrounding the gamer."[105] He argued that this introduces a new method of playing portable video games, wherein those "surrounding the game player can also join in one way or the other to the gameplay."[105] While the original DSi was specifically designed for individual use, 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.[105]

The DSi XL is the longest, widest and heaviest DS model.[2][106] The console features two 4.2-inch (110 mm) wide-viewing-angle LCD screens with the same resolution as the smaller model.[5] It has improved battery life over the DSi on all brightness settings; for example, batteries last 13–17 hours at the dimmest setting.[2] The handheld is outfitted with identical speakers contained in larger speaker enclosures, enabling them to produce louder sound. The hinges stop the screen at 120° in addition to the original DSi's position of 155° to allow easier table-top viewing.[104] The DSi XL is bundled with two longer styli, one of which is thicker, rounded, and pen-like,[18][107] and does not fit inside the unit.[108]

The DSi XL has a matte surface, and the exterior of its top panel is coated with a gloss finish.[109] It is available in eight two-toned colors, varying by region[110][111][112] such as white, green,[18][112][113] red, yellow,[111][113] and pink.[114] Two special-edition models were released: those for LovePlus+ and the 25th anniversary of Super Mario Bros.[112][115] Flipnote Studio and the Nintendo DSi Browser come pre-installed with the DSi XL, alongside other, region-specific software.[44][45][116][117]

Features

[edit]
View of the closed handheld. An embedded second camera at its top right corner, away from the hinge, faces the user.
A closed DSi; the second camera is visible.

Like the Wii, the DSi has upgradeable firmware, and features a menu interface that displays applications as selectable icons.[25][118] The seven primary icons represent the game card software, "Nintendo DSi Camera", "Nintendo DSi Sound", "Nintendo DSi Shop", "DS Download Play", "PictoChat", and "system settings"; additional applications could be downloaded from the DSi Shop. Icons are set in a single-row grid navigable with the stylus or D-pad, and may be re-arranged via drag-and-drop.[119] The power button can either soft reset the console, returning it to the main menu, or shut it down. Game cards may be hot swapped when the console is set to the main menu, allowing players to switch game cards without shutting down.[120]

The DSi has more extensive multimedia features than previous models; AAC audio files from other devices, pictures, and downloadable software can be stored to an SD card.[121] The latter two do not need external storage and can be stored internally.[122] Before taking a photograph, users may modify the viewfinder's live image with ten "lens" options.[123][124] Images captured can be uploaded to the Wii's Photo Channel, and, for consoles with the 1.4 firmware update or greater, to the social networking website Facebook[125][126] until its discontinuation on January 30, 2014.[127]

The built-in sound player has voice recording and music playback functionality. Voice recordings can be edited with audio filters and manipulated through pitch and playback. Users may save and modify up to 18 ten-second sound clips.[84] These clips cannot be exported to an SD card.[103] Users can play music from SD cards with visualizations displayed on the upper screen.[84] AAC audio with .mp4, .m4a, or .3gp filename extensions are supported, but non-AAC formats, including MP3, are not supported.[128] Sounds like drum beats and the classic Mario jumping noises can be added with button presses. Playing music also has its own set of manipulation options similar to those used for voice recordings, as well as a group of audio filters.[84] Using headphones, music can be played when the case is closed.[24] Users may export photos, sounds, and Internet settings to a 3DS.[129]

Internet connectivity

[edit]

The Nintendo DSi connects to the Internet via either its built-in 802.11b/g Wi-Fi or a Nintendo Wi-Fi USB Connector; both methods granted access to the Nintendo Wi-Fi Connection service.[130] The DSi supports WEP, WPA (AES/TKIP), and WPA2 (AES/TKIP) wireless encryption;[131] only software with built-in support can use the latter two encryption types, as they were not supported by the DS and DS Lite.[132][133] Up to six wireless Internet connection profiles can be saved; using the traditional setup method, the first three profiles support WEP encryption, while the remaining three are selectable under a more advanced option, which supports WPA encryption. Under this advanced option, users may access the Wi-Fi Protected Setup method and configure proxy settings.[134] The DSi could automatically detect Nintendo Zone service areas thus preventing the need to manually setup Wi-Fi connections. The service offered demos of upcoming and currently available games, access to the Nintendo Wi-Fi Connection and DSi Shop, and may have had location-specific content.[21]

Software library

[edit]
An accessory with four buttons connected to the bottom of an opened gaming handheld. A person's hand runs alongside the handhelds' back with fingers placed on the buttons.
DS accessories requiring the GBA slot, like Guitar Hero: On Tour's guitar grip, are incompatible.[135]

All DS games are compatible with the DSi, except those that require the GBA slot.[136] Because of its absence, the DSi is not backward compatible with GBA Game Paks or with accessories that require the GBA slot, such as the Nintendo DS Rumble Pak and the Guitar Hero: On Tour series guitar grip.[135] "DSi-enhanced" game cards contain DSi-exclusive features, but can still be used with earlier models; "DSi-exclusive" game cards cannot.[137] The DSi is Nintendo's first region-locked handheld; it prevents using certain software released for another region.[138][139] Due to regional differences in Internet services and parental controls, DSi-specific software is region locked. However, cartridge software compatible with previous models, Internet browsing, and photo sharing are not locked.[139][cn 5] Homebrew flash cards designed for previous DS models are incompatible with the DSi,[83] but new cards capable of running DS software on a DSi were available.[140]

Like the Wii, the DSi could connect to an online store.[102] The store, called the DSi Shop, allowed users to download DSiWare games and applications, which were paid for with DSi points. This is acquired with a Nintendo Points Prepaid Card (previously known as Wii Points Prepaid Card)[78][141] or a credit card.[142] Application prices followed a three-tiered pricing scheme.[78] The service launched with the DSi Browser, a free web browser developed by Opera Software and Nintendo.[86][143] A DSiWare trial campaign, whose expiration date varied by region, formerly offered 1,000 free Nintendo Points to each DSi that accesses the DSi Shop.[cn 6] Over 500 downloadable games were available, varying by region.[139][145] Purchased DSiWare on DSi or DSi XL consoles cannot be transferred between units unless that console is repaired or replaced by Nintendo.[146] Most DSiWare can be transferred to a 3DS, however saved data cannot.[129][147] Funding DSi Points was discontinued on September 30, 2016, and the Nintendo DSi Shop was shut down on March 31, 2017.[148]

List of Nintendo DSi-exclusive game cards
Title Developer Retail publisher(s) Region's retail release
Japan North America Europe Australia
Face Training: Facial exercises to strengthen and relax from Fumiko Inudo[149] Intelligent Systems[149] Nintendo[150] Unreleased Unreleased September 24, 2010
[149]
Unreleased
Foto Showdown[151] Alpha Unit[152] Alpha Unit (JP)[153]

Konami (NA)[151]

November 19, 2009
[154]
March 9, 2010
[151]
Unreleased Unreleased
Ghostwire: Link to the Paranormal[155] A Different Game[155]
(Formerly Majesco Entertainment)[155]
Unreleased Unreleased.[155] Originally scheduled for October 31, 2010.[156] Unreleased Unreleased
Hidden Photo[157] Most Wanted Entertainment[158] PQube Ltd.[158] Unreleased Unreleased Early 2011[157][159] Unreleased
Picture Perfect Hair Salon[160] Sonic Powered[160] 505 Games[160] Unreleased November 24, 2009
[160]
November 13, 2009
[161]
January 31, 2010
[160]
System Flaw[162] Visual Impact[162] Storm City Games (US)[163]
Enjoy Gaming (EU)[164]
Unreleased October 27, 2009
[163]
January 21, 2011
[165][166]
Unreleased

Reception

[edit]
Three opened clamshell dual-screen handheld devices sit next to each other.
Original DS with Lite and DSi iterations respectively

The Nintendo DSi received generally positive reviews. Critics praised many of the console's changes to the DS Lite's aesthetic and functionality, but complained that it launched with insufficient exclusive software.[cn 7] IGN's Craig Harris noted that the DSi-exclusive software library and DSi Shop were lacking in content even after five months on the Japanese market.[25] Jeff Bakalar of CNET said that owners of the original DS should consider buying a DSi, but that its only incentive for DS Lite owners was the DSi Shop.[86] PCWorld New Zealand's Jan Birkeland shared Bakalar's opinion, but believed that it was too early to judge the quality of DSi Shop software.[99] Many critics were disappointed by the removal of the GBA cartridge slot,[cn 8] but some of them, such as PCWorld's Darren Gladstone, Bit-tech's Joe Martin, and IGN's Harris and Lowe, believed that it was a reasonable exchange for SD card support and the DSi Shop.[83][167][169] However, Bakalar stated, "We'd gladly give up the 4 millimeters [of reduced thickness] to be able to play any Game Boy Advance game."[86]

Most reviewers criticized the quality of its cameras,[170][171] particularly due to their resolution in comparison to contemporaneous mobile phones.[25][83][168][169] They considered them sufficient for the DSi's screens, however.[99][101][171][172] Harris and Lowe believed that the camera's only use was to take "silly pictures of yourself and others". They complained about the difficulty of taking photographs in low-light environments, and said that low-light images were tinged green or blue.[167] Opinions on the DSi's photograph-editing tools were varied: Bit-tech's Martin and Reid considered them to be a gimmick,[83][168] but Bakalar and Cliff Edwards of BusinessWeek thought otherwise.[86][118] Edwards said that the camera's use in gameplay was a new opportunity for developers; Martin did not think that the concept would be widely adopted, as he believed it to be "a gimmick that would alienate [...] DS Lite owners".[83][118] Eurogamer's Tom Bramwell speculated that the DSi follows Game & Watch and Game Boy creator Gunpei Yokoi's philosophy of using dated technology developers are familiar with to introduce new game design concepts that are inexpensive enough for mass production at a profit. He argued its features are designed to "briefly entertain" early adopters while encouraging "developers to consider it as an alternative [of the DS Lite]" to build an attractive game library for the long term.[173]

Because of the DSi's additions to the DS Lite design, critics recommended the console to those who had not purchased a previous DS model.[cn 9] Pete Metzger of the Los Angeles Times considered the DSi to be "more like version 2.5 than a total reboot", but called its new features "worthwhile additions to an already great product."[174] Gladstone gave the DSi a score of 75/100, and said that Nintendo "puts in smart nips and tucks to its already-svelte handheld while adding a raft of useful multimedia features."[169] Harris and Lowe defined the console's hardware redesign as "evolutionary", rather than "revolutionary".[167] After the DSi was unveiled, Goldman Sachs analyst Matthew J. Fassler called the DSi Shop a "tangible early threat" to big-box stores and retailers.[175] Martin believed that the cameras and DSi Shop did not justify purchasing the DSi at launch, but, in line with the general consensus, saw potential in future software for the console.[cn 10]

Douglas Rankine of Wired UK and McKinley Noble of GamePro thought previously existing Nintendo DS games were revitalized with the Nintendo DSi XL's larger screens; games like Scribblenauts and The World Ends with You benefited from increased touchscreen precision and increased legibility of text, respectively.[177][178] CVG's Mike Jackson argued that the bigger screens, which made its unchanged resolution blockier, would probably be less noticeable to the older demographic for which the XL is undoubtedly designed.[179] However, Jackson and IGN's Scott Lowe and Chris Burke agreed its clear and vivid colors considerably compensated for its unchanged resolution.[109][179] Carol Mangis of PC Magazine thought families looking to share a handheld between members should consider a DSi XL, but the larger screens were not enough of an incentive for current DSi owners to upgrade.[180] Lowe, Burke, Jackson, and Bakalar concluded the larger DSi model is not an essential upgrade;[20][109][179] Jackson explained "if you tend not to carry it out with you, and only ever tend to use it at home, then the DSi XL is the better choice".[179]

See also

[edit]

Notes and references

[edit]
[edit]
Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
The is a dual-screen handheld developed and manufactured by as the third major iteration in the product line. It features a with two LCD touch screens, with games, and innovative additions like built-in cameras and digital download capabilities. Launched first in on November 1, 2008, at a price of 18,900 yen, the console expanded globally with releases in on April 2, 2009, on April 3, 2009, and on April 5, 2009, where it retailed for $169.99. Key hardware enhancements distinguished the DSi from its predecessors, the original DS and DS Lite, by removing the Game Boy Advance cartridge slot to achieve a slimmer profile—12% thinner at 18.9 mm when closed—and lighter weight of 214 grams. The system includes two 3.25-inch backlit screens, each with a 256×192 resolution and support for 262,144 colors, powered by an processor clocked at 133 MHz alongside an at 33 MHz, 16 MB of RAM, and 256 MB of internal NAND expandable via an slot. Additional features encompass two 0.3-megapixel cameras (internal and external) for photo capture and editing with special effects, a built-in for voice recording, and improved speakers for enhanced audio output. Battery life ranges from 3 to 5 hours of gameplay or 9 to 14 hours of sleep mode, powered by a rechargeable . At launch, it was available in matte black and white finishes, with later variants including a larger Nintendo DSi XL model released in 2009. The DSi emphasized and connectivity beyond gaming, introducing the DSi Camera and DSi Sound applications for photo manipulation and audio recording/mixing, respectively, alongside the DSi Shop—an online store for downloading exclusive titles, browsers, and utilities like the free Nintendo DSi Browser. It supported for multiplayer gaming and , positioning it as a portable device while maintaining compatibility with over 4,000 DS titles (though some GBA games were inaccessible due to the slot removal). Priced competitively and bundled with no physical media at launch, the DSi contributed to the Nintendo DS family's overall success, which exceeded 154 million units sold worldwide by 2014, making it the best-selling handheld console in history. Production ceased in 2014, succeeded by the in 2011.

History

Development

Following the success of the and its DS Lite iteration, Nintendo sought to evolve its handheld lineup with a model that emphasized and digital integration, aligning with president Satoru Iwata's vision of creating devices that could be customized for individual users beyond traditional gaming. Iwata envisioned the DSi as a more versatile, personal tool, such as a for children or a network-building aid for adults, incorporating features like music playback and photo storage to expand its appeal without relying on slots. This strategy involved reducing manufacturing costs by eliminating elements, allowing resources to be redirected toward innovative digital capabilities. Development of the DSi began in late 2006 when project lead Masato Kuwahara was tasked by his superiors in 's Development Engineering Department to create a successor to the DS Lite, focusing on enhancements that maintained the dual-screen form factor while introducing new functionalities. Initial s, tested internally from 2006 through 2008, started as crude assemblies using connection cables and a repurposed wireless adapter from a to experiment with connectivity and storage ideas. These early models underwent iterative testing to refine usability, with one notable featuring dual DS cartridge slots to support expanded game libraries, though this was ultimately scaled back. The console was formally announced by on October 2, 2008, during a Japanese press conference, where initial specifications like its slimmer profile and added peripherals were revealed. Key innovations emerged during these phases, including the addition of two 0.3-megapixel cameras (one internal and one external) for photo capture and editing, an slot for storing images and AAC audio files, and a built-in music player application known as DSi Sound for voice manipulation and playback. A pivotal decision was the removal of the Game Boy Advance cartridge slot, which streamlined the hardware, reduced the overall thickness by about 12% compared to the DS Lite, and lowered production costs by eliminating components no longer essential as GBA sales declined. This shift enabled the integration of 256 MB of internal NAND flash memory for digital downloads, positioning the DSi as a bridge to Nintendo's emerging online ecosystem. Among the challenges addressed was balancing size and portability; Iwata himself noted during prototype reviews that early versions felt too bulky, prompting the to prioritize a lighter, more compact design without altering the core clamshell form factor that defined the DS family. Battery life was improved through power optimizations, achieving up to 9-14 hours depending on usage, a step up from prior models by minimizing energy draw from new features like the cameras and brighter screens. Screen size was modestly increased to 3.25 inches per display for better visibility, but this was carefully calibrated to avoid expanding the device's footprint, ensuring it remained handheld-friendly during extensive internal testing.

Launch

The Nintendo DSi was publicly announced on October 2, , during the Nintendo Fall 2008 Conference held in , where the company unveiled details about its redesigned hardware, including built-in cameras and an slot. This reveal positioned the DSi as an evolution of the family, emphasizing enhanced multimedia capabilities to appeal to a wider demographic. The console launched first in on November 1, 2008, priced at ¥18,900 (approximately $185 USD at the time). Subsequent international releases followed in early 2009: and on April 2 at A$299.95, on April 3 at €169, and on April 5 at $169.99. Initial launches occurred without major bundled packages in most regions, though select promotions paired the DSi with compatible DS titles such as New Super Mario Bros. in certain markets to highlight backward compatibility. Marketing for the DSi launch focused on its "personal" entertainment features, such as the built-in application using its dual cameras and the music player for customizable soundtracks, aiming to attract non-traditional including families and enthusiasts. supported this strategy with a multi-channel campaign, including television advertisements targeting mass audiences and online promotions offering free DSi Points for early access to via the DSi Shop. These efforts underscored the system's role as a versatile portable device rather than solely a gaming console.

Hardware

Technical specifications

The Nintendo DSi features a compact design measuring 137 mm × 74.9 mm × 18.9 mm (5.39 in × 2.95 in × 0.74 in) when closed, with a weight of approximately 214 g (7.5 oz). This slimmer profile represents an improvement over the original , which measured 148.7 mm × 84.7 mm × 28.9 mm and weighed 275 g, while maintaining with DS software. The system includes two 3.25-inch transmissive screens, both with a resolution of 256 × 192 pixels and support for 262,144 colors via 18-bit . These screens provide approximately 17% more visual area than those in the DS Lite model. The lower screen incorporates touch-sensitive functionality, while both are backlit for indoor and low-light use. At its core, the DSi employs an -based processor (specifically the ARM946E-S core) clocked at 133 MHz for main operations, paired with an ARM7TDMI core at 33 MHz for sound processing—doubling the ARM9 speed of the original DS's 67 MHz configuration. consists of 16 MB of RAM (four times that of the original DS's 4 MB) and 656 KB of VRAM dedicated to graphics rendering. Internal storage is provided by 256 MB of NAND , expandable via a standard full-size SD card slot that natively supports SD and SDHC cards up to 32 GB. MiniSD and microSD cards require an adapter to fit and function. Input and output options include two 0.3-megapixel VGA cameras (one front-facing and one rear-facing with a × 480 resolution), a built-in for voice input, and an port for charging. Notably, the DSi omits the Game Boy Advance (GBA) cartridge slot present in prior DS models, prioritizing multimedia storage instead. Battery performance varies by usage and screen brightness: up to 3–4 hours at maximum brightness during gameplay, extending to 9–14 hours at minimum brightness, with music playback capable of lasting 12–17 hours across settings. The rechargeable (3.6 V, 840 mAh) charges in about 2–3 hours via the included . Audio hardware comprises dual stereo speakers positioned on the top edge, a 3.5 mm headphone jack for private listening, and support for playback of , AAC, and WMA audio files stored on SD cards or internal memory. The system processes audio at up to 16-bit PCM with a 32 kHz sample rate, maintaining compatibility with DS game soundtracks.

DSi XL variant

The Nintendo DSi XL, marketed as the DSi LL in Japan, was announced by Nintendo on October 29, 2009, as a larger variant of the standard DSi designed to enhance visibility for gaming and media playback. It launched first in Japan on November 21, 2009, followed by a European release on March 5, 2010, and a North American debut on March 28, 2010. Priced at ¥20,000 in Japan and $189.99 in North America, the DSi XL positioned itself as a premium option for users preferring bigger displays without altering core functionality. Physically, the DSi XL measures 161 mm × 91.4 mm × 21.2 mm when closed and weighs 314 g, making it substantially bulkier than the standard DSi for improved handling in shared play scenarios. Its dual 4.2-inch screens offer a 93% larger viewing area than the standard DSi's 3.25-inch displays, with the same 256 × 192 resolution but wider viewing angles to facilitate group viewing of photos, videos, and games. Internally, the DSi XL retains the standard DSi's 133 MHz processor, 16 MB of RAM, dual cameras, standard full-size slot (which natively supports SD and SDHC cards up to 32 GB; miniSD and microSD cards require an adapter to fit and function), and connectivity, ensuring full compatibility with DSiWare and DS games. It features a 1050 mAh rechargeable , providing up to 4–5 hours of gameplay at maximum brightness and 13–17 hours at minimum brightness. A key addition is an enhanced kickstand for stable tabletop positioning, which supports hands-free operation during multimedia sessions or applications via the built-in cameras. The console shipped with a longer 129 mm optimized for the expanded touch screen and a removable stand, targeting consumers interested in a more comfortable experience for browsing downloaded content, viewing photos, or playing with others. Production of the DSi XL ended alongside the standard DSi around 2013–2014, as Nintendo shifted focus to the lineup.

Features

Cameras and multimedia capabilities

The Nintendo DSi incorporates two 0.3-megapixel digital cameras—a front-facing internal camera for self-portraits and a rear-facing external camera for capturing surroundings—both supporting photo capture at a resolution of × pixels without zoom or flash capabilities. The dedicated Nintendo DSi Camera application enables users to apply 11 special lens effects for creative photography, perform basic editing such as adding stamps and distortions, and save or export images to an , drawing inspiration from features common in mobile phones at the time. These camera tools emphasize fun and accessibility over high-fidelity imaging, allowing photos to be stored internally or transferred via the slot for further use. Complementing the cameras, the DSi's multimedia features center on audio playback through the Nintendo DSi Sound application, which supports AAC-encoded files with .m4a, .mp4, or .3gp extensions at bitrates from 16 to 320 kbps, including options for creation, album art display, and equalizer adjustments. The built-in facilitates voice recording up to 10 seconds per clip, with 18 slots available, and editing tools like audio filters and speed alterations for playful manipulation. On a fully charged battery with screen brightness at the lowest setting, audio playback can last up to 17 hours, making it suitable for extended listening sessions. A basic photo viewer is integrated for browsing captured images and SD card content, supporting simple slideshow playback but lacking video recording or advanced media editing. Overall, these offline hardware-integrated capabilities transform the DSi into a portable personal media device, broadening its appeal beyond gaming by enabling casual photo and audio enjoyment with straightforward SD card-based storage and transfer.

Internet connectivity and DSi Shop

The Nintendo DSi featured built-in Wi-Fi connectivity compliant with the IEEE 802.11b/g standards, enabling wireless internet access without support for wired Ethernet connections. This setup allowed the system to connect to compatible wireless routers or public hotspots for online features, including multiplayer gaming through the Nintendo Wi-Fi Connection service, which facilitated real-time play in supported titles until its discontinuation in 2014. Firmware updates for the DSi were also delivered over Wi-Fi, with users accessing them via the System Settings menu to install security patches and enhancements, and these updates remain available as of 2025. A key online feature was the integrated , powered by a customized version of the 9.5 engine and released as a free download in April 2009. It supported basic web standards such as 4.01, CSS Level 2.1, and 1.5, but was constrained by the system's 16 MB of RAM, resulting in limitations like the inability to render content or handle complex pages efficiently. The browser utilized the DSi's for navigation, including a for input, and could store bookmarks and history on an inserted for expanded functionality. The DSi Shop, launched alongside the console in late 2008, served as a digital storefront for downloading DSiWare applications, games, and utilities directly to the system or an . Access required creating a personal Nintendo DSi Shop Account during the initial setup, which linked purchases to the device and enforced a one-account-per-system policy. Content was purchased using Nintendo DSi Points, acquired via prepaid cards or redemption, with titles priced between 200 and 2,000 points—equivalent to $2 to $20 USD at the 100 points per dollar rate. By the time of its closure, the DSi Shop offered over 1,000 titles worldwide, including indie-developed games and adaptations of browser-based experiences such as puzzle titles in the series. Downloads were limited by available storage and system display constraints, emphasizing the need for selective management of content. New purchases ended on March 31, 2017, after which re-downloads of previously acquired content remained available; as of November 2025, re-downloads are still possible, though has indicated this service may end at an unspecified future date. Following the closure, many DSiWare titles continued to be available for purchase on the via the until March 2023.

Software

Built-in applications

The Nintendo DSi includes several pre-installed applications designed to utilize its unique hardware, such as the cameras and , to deliver experiences and basic system management without needing external downloads. These tools aim to enhance personal engagement and demonstrate the console's capabilities right out of the box. The Nintendo DSi Camera serves as the primary application for the system's dual built-in cameras, enabling users to capture photos from the outer or inner lens and apply creative manipulations through 11 specialized lenses, including wide-angle, fish-eye, and distortion effects for fun editing. Users can further edit images with filters and effects, organize them in an album, and access interactive modes like slideshows or simple mini-games involving photo combinations, such as morphing faces to create composite portraits. Captured photos can be saved to an for storage or sharing via local wireless connection with other DSi systems. This application emphasizes playful photography to encourage creative expression tied to the DSi's camera hardware. Nintendo DSi Sound functions as an audio recorder and editor, allowing users to capture sounds via the built-in , apply effects like voice modulation (e.g., or filters), and experiment with playback variations such as speed changes or reversal. The app supports creating simple compositions by layering recorded clips with pre-set loops, instrument sounds, and vocal inputs, while also serving as a basic music player for low-bitrate AAC files stored on an . Edited audio can be saved internally or to the for later use, promoting experimentation with and music playback. Additional utilities include the application, which handles network configuration for connectivity, to limit access to features like the DSi Shop or online functions, and options for system updates and memory management. The console also incorporates a sensor that detects lid closure to automatically enter low-power standby, conserving battery life during inactivity. update 1.4, released in 2009, introduced performance enhancements to these applications and the overall system, with subsequent updates through 2012 providing further stability improvements but no major new features. Overall, these built-in applications provide accessible, hardware-integrated tools to extend the DSi's utility beyond gaming, fostering immediate user interaction and .

DSiWare library and compatibility

The DSiWare service provided a digital-only of games and applications designed specifically for the console, leveraging its enhanced hardware capabilities such as the built-in cameras for features and the slot for expanded storage and data saving. These titles were downloadable exclusively through the Nintendo DSi Shop and could not be purchased or distributed via physical cartridges, distinguishing them from traditional software. Several hundred such titles had been released by the service's closure in , encompassing a mix of games, utilities, and educational apps optimized for the DSi's 16 MB of RAM and faster processor compared to earlier DS models. Notable examples include the Dr. Kawashima's Brain Training: Arts Edition, a DSiWare installment in the popular brain-training series that incorporated the console's cameras for interactive drawing exercises to stimulate creativity and cognitive skills. The series, developed by in collaboration with , offered puzzle games like Picdun and Rotohex, which utilized the DSi's touch controls and visual effects for abstract, minimalist gameplay. Simpler utilities, such as the app, provided practical tools like scientific functions and unit conversions, priced affordably to appeal to a broad audience. DSiWare titles were generally sold in Nintendo Points, with pricing tiers of 200, 500, or 800+ points (equivalent to roughly $2–$10 USD), alongside occasional free downloads to encourage experimentation. The Nintendo DSi maintained full backward compatibility with nearly all games, allowing them to run natively without the need for emulation, though titles requiring the Game Boy Advance slot were incompatible due to the DSi's lack of that port. Select DS games supported an "enhanced mode" on the DSi, taking advantage of its additional features like improved audio processing, extra RAM for smoother performance, or camera integration for bonus content—examples include with camera-based video chat and microphone support for certain interactions. Approximately 1,000 DSiWare titles were available across all regions by the end of the service, including numerous ports adapted from the library, such as and , which were resized and optimized for the handheld's screen and controls. Key limitations of the DSiWare ecosystem included strict region-locking, which prevented downloads from other territories even on unlocked hardware, ensuring content availability varied by market. Unlike , DSiWare could not be shared or resold, and after the Nintendo DSi Shop closed on March 31, 2017, no new titles could be purchased, though previously downloaded content remained playable on compatible systems like the DSi, DSi XL, and . Redownloading on the Nintendo 3DS became unavailable after the eShop closure on March 27, 2023.

Commercial performance

Sales figures

The Nintendo DSi family, encompassing the standard DSi and DSi XL models, shipped a total of 41.37 million units worldwide as of September 2014, representing lifetime sales following the end of production. The standard DSi accounted for approximately 28.44 million units, while the DSi XL contributed around 12.93 million units. Sales were distributed regionally, with roughly 12 million units in , 13 million in the , and 12 million in , reflecting the console's global appeal within the DS lineup. Initial launch performance was particularly robust in , where the DSi sold 170,000 units in its first week following the November 2008 debut. Compared to other DS models, the DSi family outsold the DS Lite in its later years but fell short of the original DS's volume, contributing to the overall DS family total of 154.02 million units. Sales were bolstered by strategic price reductions, such as the standard DSi dropping to $149 in September 2010, which helped sustain momentum amid competition. Key factors influencing performance included holiday season bundles in 2009, which drove sales peaks during the fourth quarter. However, sales declined following the announcement at , as consumer interest shifted toward the successor platform. Production of the DSi ceased in in 2013 and globally in 2014, with remaining inventory continuing to be sold through 2016 as reported in Nintendo's .

User demographics

The Nintendo DSi was designed to appeal to a broader audience beyond traditional , targeting families, casual users, and media consumers with features like built-in cameras for and music playback for everyday entertainment. efforts emphasized these elements to attract children and aged 6 to 18, positioning the device as a versatile "lifestyle" tool rather than solely a gaming handheld. Actual adoption reflected this intent, with surveys showing a wide age range from 6 to 74 years and a balanced male-female gender distribution among DS family users in , where the DSi contributed to expanding the overall gaming population. In the United States, the user base skewed more toward children and had a lower adult penetration rate compared to , though the DSi's non-gaming features like photo editing and audio recording drew in approximately 40% of users who were not primary gamers, often for personal media consumption. The device also gained traction in educational settings, particularly through applications such as the Express series and specialized initiatives like the Nintendo DS Classroom system, which integrated DSi hardware into Japanese elementary and junior high school curricula for interactive learning. Regional variations highlighted differing priorities: in , the DSi and its XL variant saw strong appeal among adults, with a 2009 Enterbrain survey indicating that 28.3% of potential DSi XL buyers were males in their 30s, 24.5% were females in their 30s, and the system particularly resonated with men in their 40s as a portable media device. In Western markets, adoption was more family-oriented, often bundled with kid-focused games, though senior uptake remained limited despite titles aimed at cognitive exercises. Nintendo's suggested around 60% of users were under 18 overall, bolstered by the device's lower post-launch price point, but usage declined as the emerged with enhanced features, shifting the budget media niche to a smaller sustained group.

Reception and legacy

Critical reception

Upon its launch, the Nintendo DSi received generally positive reviews from critics, who appreciated its refined and expansions while noting shortcomings in compatibility and value. An aggregation of 69 professional reviews on Testseek gave the console an average score of 79 out of 100. scored it 8.5 out of 10, praising the addition of cameras and a music player as a "fresh take on portable gaming" that broadened its appeal beyond traditional titles. Critics lauded hardware enhancements like brighter LCD screens with improved anti-glare coating, with battery life ranging from 3 to 9 hours for DS games depending on brightness settings (up to 14 hours for playback on low brightness), positioning the DSi as a more versatile device. The dual cameras and slot were highlighted as innovative for casual photo editing and storage, allowing users to personalize the system with downloaded voices or images. GameSpot's hands-on preview echoed this, noting the overall build felt sleeker and more modern than the DS Lite, with the added features justifying consideration for new buyers. However, the removal of the Game Boy Advance slot drew widespread criticism for breaking , a decision IGN called a "major blow" to collectors. The console's $169 launch price—$40 more than the DS Lite—was frequently cited as too steep for the incremental upgrades, especially without immediate exclusive software. The built-in web browser faced backlash for sluggish performance and lack of plugin support, rendering it inadequate for full internet use. Early DSiWare offerings were seen as underwhelming, with Trusted Reviews assigning 3.5 out of 5 stars and labeling the system "too gimmicky and too limited an upgrade" over its predecessor. Eurogamer's analysis emphasized that while the cameras added novelty, they failed to deliver compelling standalone experiences at launch. In recognition of its refinements to the DS lineup, the Nintendo DSi was nominated in hardware categories at the 2009 during , underscoring its role in evolving portable innovation. Retrospectively, the DSi is regarded as a pivotal bridge to the , credited with pioneering through DSiWare that influenced later eShops, though some analyses critique its added features as introducing unnecessary bloat to a gaming-focused platform.

Discontinuation and impact

Nintendo ceased production of the DSi and DSi XL in 2014, quietly phasing out manufacturing as the company transitioned to the , which had launched in 2011 with enhanced hardware capabilities including backward compatibility for most software. The service for DSi systems, enabling online multiplayer and downloads, was discontinued on May 20, 2014, ending support for internet-dependent features across the DS family. The DSi Shop, Nintendo's digital storefront for DSiWare titles, closed to new purchases on March 31, 2017, after which users could still re-download previously acquired content for an undetermined period; as of 2025, this access remains available. The discontinuation stemmed primarily from Nintendo's strategic pivot to the , which addressed the DSi's aging hardware limitations—such as its lack of and stereoscopic capabilities—while maintaining compatibility with the vast DS library to ease user migration. This shift was further influenced by the rising popularity of smartphones in the early , which began eroding demand for dedicated handheld gaming devices by offering casual gaming and multimedia on mobile platforms. The closure impacted the DSi ecosystem by prompting Nintendo to facilitate partial transfers of DSiWare titles to the 3DS family, allowing most purchased games—excluding a few like Abyss and Academy: Skiing with the Stars—to be moved via an official system transfer tool, thus preserving access for users upgrading hardware. Some DSiWare was also re-released on the 3DS eShop, extending the lifespan of select digital titles beyond the DSi's hardware limitations. In broader terms, the DSi's innovations, including built-in cameras for applications and the introduction of a dedicated digital storefront in handhelds, directly influenced successors like the , which expanded on these with dual cameras and the eShop, and even the Switch's hybrid design emphasizing versatile multimedia features. This helped solidify its dominance in the casual handheld market during the pre-Switch era, broadening gaming's appeal to non-traditional audiences through accessible, touch-based experiences. Culturally, the DSi endures in retro gaming circles as a nostalgic artifact of early and portable creativity, with communities preserving its library through fan-driven collections, though official lack of emulation support limits modern accessibility to physical units or transferred titles on hardware.

References

Add your contribution
Related Hubs
User Avatar
No comments yet.