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The successor to the DS put a stereoscopic display in a clamshell portable that needed no glasses. A thin launch line-up forced an unusually early price cut before software turned the system around.
Two conclusions came out of the system. Glasses-free stereoscopic depth was genuinely achievable yet optional to most players, who often preferred a brighter picture and longer battery life. And a failing hardware launch could still be rescued, because price and software, not specifications, decided whether a portable found its audience.
After years of refusing to license its characters to phones, Nintendo announced a development partnership with DeNA. The last major holdout had accepted smartphones as a legitimate place for its franchises.
The most committed defender of dedicated game hardware conceded that phones were unavoidable. Treating mobile releases as promotion for consoles rather than as replacements gave other traditional publishers a template for entering the largest audience in gaming without abandoning their own platforms.