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Overview - Private -

Version 1.3

Nintendo Confidential

The content of this document is highly confidential and should be handled accordingly. The contents of this document cannot be duplicated, copied, reprinted, transferred, distributed, or loaned, in whole or in part, without the prior approval of .

This document contains confidential and proprietary information of Nintendo, and is protected under confidentiality agreements as well as the intellectual property laws of the United States and of other countries. No part of this document may be released, distributed, transmitted, or reproduced in any form, including by any electronic or mechanical means and by including within information storage and retrieval systems, without written permission from Nintendo.

© Nintendo. All rights reserved. All company and product names in this document are the trademarks or registered trademarks of their respective companies.

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1 Introduction

Objectives and Content

This document provides an overview of the NX hardware, its features, its development environment, and more, as a means of helping people to understand more overall about the NX platform.

This document lists documentation containing more detailed information.

Intended Audience

The intended audience of this document includes anyone involved in the development of NX applications.

Note The content and the terminology of this document is still under development, and may change without warning.

Warning Handle the information in this overview with care because it is written for those to whom JOY-CON controller information has been disclosed.

There is also a version of the overview that does not include JOY-CON information.

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2 Features

NX Characteristics

The NX is a console gaming device you can take outside . It combines the power of a console that offers solid and substantive gameplay with the flexibility of a handheld system that allows you to enjoy games wherever you can take them.

NX combines the advanced performance of a console with a size and weight that makes it easy to take anywhere, similar to a handheld system. With its high resolution, large format LCD screen, NX offers a rich gaming experience, even when outside. NX also offers the same number of buttons as previous platforms. Even though it has a large LCD screen, the handheld system is light enough (at an estimated 402.5 g) and thin enough (at an estimated 13.94 mm) to be taken anywhere. When the NX is being used as a console, output to the TV is made via the NX dock that comes bundled with the system. Switching between TV mode and handheld mode is as simple as attaching and detaching the system to and from the dock. The same game can be played anywhere.

The NX comes with controllers called JOY-CON. There are independent left and right controllers. Holding the JOY-CON controllers in different ways and making different uses of the built-in sensors and features opens up a variety of new ways of gameplay.

Figure 2-1 The JOY-CON Controllers and the NX console.

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2.1 JOY-CON Play Styles

JOY-CON

Figure 2-2 The JOY-CON

The JOY-CON is a pair of independent left and right wireless controllers. As shown in Figure 2-3 Ways to Hold the JOY-CON, there are several different ways to hold the JOY-CON, and this provides for a variety of possible styles of play.

Both the left and right JOY-CON controllers include an and gyro sensor, allowing physical gameplay through hand and arm motions when held vertically. You can also enter different inputs with the left and right controllers when holding both controllers. Since the two controllers have the same combined number buttons as the U , the pair can be held and used like a full-fledged multi-button controller for rich, solo gameplay. For this, the JOY-CON left and right controllers can be combined and used as a single controller by attaching them to the classic-grip accessory. The left and right controllers also can be held horizontally for gameplay, in which case each has a button configuration similar to the Super Nintendo Entertainment System controller. Finally, the JOY-CON controllers can be attached to the left and right sides of the main body and the NX played like a handheld game system.

However, when the JOY-CON controllers are connected to the console, they communicate through a wired connection instead of wirelessly.

Figure 2-3 Ways to Hold the JOY-CON

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Differently from the devices of any past Nintendo platforms, the JOY-CON incorporates IR sensors to detect hands and other shapes, and linear resonant actuators to generate a range of vibrations. For more information about the other components built into the JOY-CON, see 3.2 JOY-CON Hardware Configuration.

IR Sensor

The IR sensor comprises an infrared LED and an infrared camera. This component is built only into the right JOY-CON controller.

Objects illuminated with the IR LED are captured with the IR camera to get an IR image. The hardware processes these IR images to recognize the movement and shape of objects. Because it uses infrared, this feature functions in dark locations as well. This enables the following features.

Recognition of quick hand movements and hand shapes

Recognizes the rotation, shaking, pitch, and position of hands, in addition to the shape, number, and outline of fingers.

Optical attachments

Attachments made only of plastic with no electric parts can be created if materials such as recursive retroreflectors are used.

For more information, see IR Sensor Guide .

Vibration Feature Using the Linear Resonant Actuator

The linear resonant actuator is fundamentally different from the eccentric rotating mass installed in the GamePad and other devices. This component is built into both the left and right JOY-CON controllers.

The response is more sensitive than past vibration features and the vibration intensity and frequency can be changed to enable richer expression. Besides simply making the vibration stronger or weaker, it can represent the real qualities of objects, such as the rolling of a light ball or the flow of water. This allows us to use the vibration feature in combination with the images and sounds in scenes that would not have used the vibration feature in the past.

To use the vibration feature in an application, you can create the vibration for each scene, as was done in the past, or you can create vibration data in advance and play that data. Vibration data can be created using a tool included in the development environment which can, for example, convert sound data to vibration.

Taking full advantage of the richly expressive vibration of the linear resonant actuator will let applications offer more immersive experiences than ever before.

For more information, see the Linear Resonant Actuator Features Guide .

Play Styles

The NX can change play style depending on whether the system is sitting in the NX dock and whether the JOY-CON controllers are attached or detached. In this regard, the NX is a "console to go."

Below is an overview of each of the gameplay styles. For details and descriptions of each gameplay style and the compatibility of each gameplay style within applications, refer to the Play Style Guide .

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TV Mode

Figure 2-4 TV Mode

Set in the NX dock, the NX can be played like a regular game console, using the TV as the display screen while using the JOY-CON to play the game.

Tabletop Mode

Figure 2-5 Tabletop Mode

If you remove the NX from the dock when the system is using TV mode, the images that were being

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shown on the TV will now be shown on the NX screen. The NX system comes with a stand, and you can set the NX in this stand on a desktop and use it as your screen while playing the game with the JOY-CON. Thanks to the NX, the experience of a game console, where groups of people play with controllers while watching the game on the same, single screen, is untethered from the TV and made portable.

When the NX is removed from the dock and moved around, it behaves differently in some ways. For more information, see Differences in Behavior When Removed From the NX Dock.

Handheld Mode

Figure 2-6 Handheld Mode

By attaching the JOY-CON controllers to the console, the NX can be played like a handheld game system. At this time, the JOY-CON controllers and the NX are connected through a wired connection.

If a user carries the NX around in handheld mode, that user is carrying around both JOY-CON controllers, so at any time the one system can be played by two people together in tabletop mode.

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2.2 Application Features

Application Forms

NX applications can be sold in two forms: as packaged products and as downloadable products. It is up to the developer to decide which form to use, or whether to create both forms. Applications sold as downloadable products are distributed by Nintendo eShop, the online marketplace operated by Nintendo. Users go there to get the downloadable version of the application. In addition to applications, Nintendo eShop can also distribute other products, including sold as additions to games. For more information, see 7 E-Commerce.

Discontinuation of Startup Restrictions Based on Sales Region

NX applications do not have startup restrictions based on the sales region of the system.

Applications can be started up on NX consoles sold in any region without any special support. For example, if you create an application for Japan that supports Japanese language only, you can run it on systems sold in other regions without making any changes to the application.

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3 Hardware

This section describes the hardware specifications for the NX, JOY-CON, and other peripherals.

Figure 3-1 NX, JOY-CON, and NX Dock

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3.1 System Hardware Configuration

Figure 3-2 Appearance of the NX

Components

Table 3-1 Descriptions of Each Component

Item Name Description A POWER Button Operates the console sleep mode and turns the console on and off. B Volume buttons Two buttons for adjusting the volume. C Air vent The air vent for the console cooling fan. D Headset jack The device does not have a built-in mic. A headset must be connected to this port to use in-game chat or similar features.

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Item Name Description E Game card slot A new game card slot. The game cards for previous hardware platforms, such as Nintendo 3DS, are not compatible, and cannot be inserted. F LCD/Touch Screen 6.2-inch IPS LCD screen (1280×720 resolution). A capacitive multi-touch panel that detects multiple points of contact will be provided. Up to 10 touch points can be detected at the same time. G Speakers We plan to use two speakers of the same quality as those used in the New Nintendo 3DS. H USB connector Used to charge the NX console and for connecting to the NX dock. (Type-C™ shape) I microSD card slot One microSD card slot is provided. Supported card types include SD, SDHC, and SDXC. J Stand Built-in stand to allow the NX to stand on its own. Use when you want to remove the JOY-CON and play while watching the display. K Air intake The air intake holes for the console cooling fan. - NX-SoC SoC equivalent to X1 from NVIDIA. - Main memory 4 GB of LPDDR4. This memory (VRAM) is also used for displaying graphics on the screen. We are currently considering how much memory will be available for application use. - System memory 32 GB. - Wireless IEEE 802.11 a/b/g/n/ac and Bluetooth 4.0 +LE are included. We are currently considering a proprietary protocol for local communication based on IEEE 802.11 n. - Accelerometer This sensor detects changes in inclination and motion. - Gyro sensor This sensor detects changes in angle and rotation speed. - Brightness Sensor A sensor to adjust the LCD brightness based on the ambient brightness. - Cooling fan Fan to cool the device surface and internal components. - Battery pack A 4310-mAh rechargeable battery is included. Battery charges last for approximately three hours (the same as for the Nintendo 3DS). This estimated duration is under normal conditions and use, and the actual duration may differ depending on actual usage conditions.

Note The following devices are deactivated when the NX is docked in the NX dock.

Speakers Built-in accelerometer and motion sensor Video output to the NX screen and the touch screen

Note The following devices, which were incorporated in previous hardware, including the Nintendo 3DS family and the Wii U GamePad, will not be included in the NX.

Autostereoscopic LCD screen Microphone (headphone jack is provided) RGB camera Infrared communication feature

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3.2 JOY-CON Hardware Configuration

The figure Figure 3-3 Appearance of the JOY-CON shows the front, console-facing, and back sides of the JOY-CON. The images on the left are the left controller, and the images on the right are the right controller.

Figure 3-3 Appearance of the JOY-CON

Components

The right-left JOY-CON configuration is not symmetrical. Some components are unique to each controller.

Table 3-2 Descriptions of Components

Item Name Left Right Description Controller Controller A L, ZL Buttons ✔ B - Button ✔ C L/R Sticks ✔ ✔ There are analog sticks on the left and the right. Allows for push input. The peripheral guide shape is circular. D Directional Buttons ✔ Instead of forming a plus-shape, each direction (Up Button, Down has a separate button. Button, Left Button, Right Button) E Capture Button ✔ Used to take application screenshots. F SL, SR Buttons ✔ ✔ When you hold JOY-CON horizontally, you can use the L and R Buttons. When you dock the JOY-CON in the rail and it is paired with the NX, you can neither see nor operate those buttons.

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G Player LED ✔ ✔ An LED that indicates which player number has been assigned to the JOY-CON held by the user. There are four LEDs per JOY-CON. You cannot see them when the JOY-CON is docked in the rail and paired with the NX because the LEDs are placed in the rail area. H SYNC Button ✔ ✔ A button that resets the JOY-CON and that synchronizes its connection with the NX. When you dock the JOY-CON in the rail and it is paired with the NX, you can neither see nor operate those buttons. I Release button ✔ ✔ The button that detaches the JOY-CON controllers from the console when you want to release them. J R, ZR Buttons ✔ K + Button ✔ L A, B, X, Y Buttons ✔ When held horizontally, the names for the buttons change as follows to match the direction. A Button: Down Button B Button: Left Button X Button: Right Button Y Button: Up Button M NFC Reader/Writer ✔ Allows you to read from or write to objects like using near-field communication. IC cards, like those used for transportation, can also be detected. (Japan only) N HOME Button ✔ A button for transitioning to the HOME Menu. The Notification LED is built into this button. Notification LED ✔ This LED flashes or lights up when a notification arrives. O IR sensor ✔ A sensor that uses infrared. The IR sensor can detect and recognize very fast hand movements and hand shapes. - Accelerometer ✔ ✔ This sensor detects changes in inclination and motion. - Gyro sensor ✔ ✔ This sensor detects changes in angle and rotation speed. - Battery pack ✔ ✔ A 525-mAh rechargeable battery is included. The battery lasts for roughly 20 hours of play time. This estimated duration is under normal conditions and use, and the actual duration may differ depending on actual usage conditions. - Linear resonant ✔ ✔ The linear resonant actuator allows for a wider actuator variety of vibrations than the earlier rumble motor.

Connecting the JOY-CON With the NX

Rails are built into the right and left sides of the NX main body. You slide the JOY-CON controllers down the rails to physically connect the components. (See Figure 3-4 Attaching the JOY-CON to the NX.) At

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this point, there is wired communication with the console.

Figure 3-4 Attaching the JOY-CON to the NX

The JOY-CON controllers have no connectors for recharging. They can be recharged only when attached to an NX system that is being powered by an AC adapter. (The JOY-CON will not be charged when the NX is running on batteries.) The right and left controllers can be switched out for others to recharge them as well, but button input will be disabled.

When removed from the console to use as independent controllers, the JOY-CON controllers communicate with the console over wireless communication via Bluetooth. A pair of JOY-CON controllers form a set; a maximum of four sets can be connected at any one time.

For details about the connection between the JOY-CON controllers and the console, see Controller Guide .

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3.3 Hardware Specifications

The following is a description of hardware specifications and functionality available from the application. There may be more restrictions on functionality available from applications compared to hardware specifications.

For more information, see the NintendoSDK documentation.

Table 3-3 Hardware Specifications

Item Hardware Specifications Functionality Available From the Application CPU Four ARM Cortex-A57 cores, Three cores maximum 2 GHz (The clock count is TBD.) L2 cache, 2 MB 64-bit ARMv8 Crypto extension enabled GPU NVIDIA second-generation TBD Maxwell architecture 256 CUDA cores, maximum 1 GHz 1024 FLOPS/cycle Texture: 16 pixels/cycle Fill: 14.4 pixels/cycle Video Decoder H.265 (3840×2160 60 fps) Supports only H.264, VP9 and VP8. H.264 (3840×2160 60 fps) VP9 (3840×2160 60 fps) VP8 (3840×2160 60 fps) MPEG4 (1920×1080 120 fps) MPEG2 (3840×2160 60 fps) Main memory Capacity of 4 GB Capacity of 3.25 GB Bandwidth: 25.6 GB/s (TBD. The current capacity should be ultimately available.) VRAM: shared System Memory Capacity: 32 GB, Maximum transfer Used as a location for saving save data. rate: 400 MB/s (Also the location to which applications are installed.) SD Card Supports microSD, SDHC, and SDXC Disabled cards. (Support is planned for direct reading and writing for development purposes.) Wireless LAN IEEE 802.11 a/b/g/n/ac No constraints. Wired LAN USB connection option, 1 gigabit per No constraints. second Bluetooth Bluetooth 4.0 + LE Disabled USB USB 2.0 and 3.0 Disabled Video Output 60 fps, at a maximum of 60 fps, at a maximum of 1920×1080 pixels 1920×1080 pixels Or 30 fps at 3840×2160 pixels Audio Output Maximum 192 kHz, 24-bit, 7.1 Maximum 48 kHz, 16-bit, 5.1 channels channels

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Built-In Display 6.2" IPS LCD, 1280×720 pixels No constraints. Built-In Speakers Stereo No constraints. 48 kHz, 16 bit, 2 ch Built-In Touch Capacitance method, 10-point multi- Cannot get values for the 15 dots at the Screen touch, 1280×720 dots edges. Built-In - Disabled Brightness Sensor

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3.4 Peripheral Hardware

NX Dock

Figure 3-5 The NX dock's appearance (at left: as seen from the left; at right: as seen from the front)

The NX dock is a bundled device that is used to have the NX operate as a console gaming device.

In addition to offering HDMI output to a TV (for video and audio), it also recharges the NX.

NX Dock Features

The main features of the NX dock are as follows.

Table 3-4 Principle NX Dock Features

Component Name Description System connection A USB connector (Type-C shape), for connecting the NX to the NX dock when terminal docked. AC adapter connector A USB connector (Type-C shape) for connecting the NX dock to the AC adapter. HDMI connector A terminal to connect an HDMI Type-A cable to connect the NX dock to the TV. USB ports A terminal to connect accessories. Includes two USB 2.0 Type-A terminals and one USB 3.0 Type-A terminal. Note: It cannot be used from the application. TV output plug An LED that indicates that images are being output to the TV.

Differences in Behavior When Removed From the NX Dock

Due to heat generated when the device is held in the hands, NX-SoC performance will be different when the system is docked in the NX dock and when it is removed. Details are under evaluation.

The following features are enabled when the NX is removed from the NX dock.

Speakers Built-in accelerometer and motion sensor

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Built-in LCD screen and touch screen

Classic-Grip Accessory

Figure 3-6 Appearance of the Accessory-Grip Accessory (at left: before attaching the JOY-CON; at right: after attaching the JOY-CON)

The left and right JOY-CON controllers in to the classic-grip accessory to enable players to securely handle them as one controller in both hands. The classic-grip accessory is bundled with the system. This is not the electronic specification.

In addition, there is also a classic-grip accessory with charging function that includes a charging function, but it is not included with the system. The classic-grip accessory with charging function has a USB connector (Type-C shape), and a USB cable can be connected to charge the JOY-CON controllers.

JOY-CON Strap

Figure 3-7 JOY-CON With the Strap Attached

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The JOY-CON strap can be attached to the rail on the side of the JOY-CON.

This strap makes it easier to hold the JOY-CON and makes it safer when the controller is being waved around. It also makes it easier to press SL and SR when the JOY-CON is held horizontally.

AC Adapter

An adapter, bundled with the system, that provides the NX console and NX dock with power.

The console and NX dock use a USB connector (Type-C shape).

NX Pro Controller

Figure 3-8 NX Pro Controller Appearance

The NX Pro Controller is a wireless controller with the same number of buttons as the controller part of the NX system in handheld style. Its design focuses more on being easy to hold and operate than the JOY-CON, and is intended to be used when a single player wants to take their time playing through the game. It is not included with the system.

This controller may be connected with the NX system by a wireless connection and used instead of the JOY-CON. However, the supported device features and the number of features may differ from the JOY-CON. For more information, see Table 3-5 Comparison of Full Key Controller and the Devices

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Provided by the JOY-CON. Although the JOY-CON has independent directional input buttons for up, down, left, and right, the NX Pro Controller has a +Control Pad. It is possible to simultaneously input left + right or up + down on the JOY-CON, but not on the NX Pro Controller. Be careful of this difference when implementing applications.

Up to eight controllers can be connected to one NX system at the same time, including JOY-CON controllers.

Table 3-5 Comparison of Full Key Controller and the Devices Provided by the JOY-CON

Component Name NX Pro JOY-CON (left and right set) Controller Accelerometer and gyro 1 2 (1 in each left/right JOY-CON) sensor Linear resonant actuator 2 2 (1 in each left/right JOY-CON) NFC Reader/Writer Yes Yes (only in right controller) IR sensor None Yes (only in right controller) Buttons for directional +Control Pad Directional buttons (independent buttons for up, down, input left, and right)

NX Game Cards

These Game Cards are dedicated NX game cards. They are different in shape from previous Nintendo platforms and are not compatible. There is no backup device, and save data is saved to the system memory.

Capacity variations include 1 GB, 2 GB, 4 GB, 8 GB, 16 GB, and 32 GB.

There are retail and development versions of the NX game cards. For more information about the capacity of the NX game cards for development, see 8 Development Environment.

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4 Accounts

NX implements a framework for the management of save data and the use of network services on an individual user basis with accounts.

This section presents an overview of the handling of accounts on the NX. For more information, see Account Guide .

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4.1 The NX and Accounts

With the structure of the NX, a user registers to an NX system and then the registered user becomes linked to a .

Figure 4-1 Structure of Accounts on the NX

In this figure, (1) depicts the people who are using the NX system in the real world, (2) depicts the users registered to the system, and (3) depicts the Nintendo Accounts.

Save data and other resources on the NX system are managed at the user level for users registered to the system. Users can register and use the system even if they are not connected to the network. A Nintendo Account is required in order to use network features on the NX. As many as eight different people can register as users on each NX system, and each user can be linked to a Nintendo Account.

Accounts Place No Restrictions on Game Design

NX accounts are purposely structured to place no restrictions on the game design.

An account does not need to be selected when the NX system is started, so you can design your application to make the selection at any time. You can ask the player to select an account in the regular way when the application starts, or you can support any of the following mechanisms to suit the game design.

For a fighting game, you can let users play in practice mode without selecting an account, and wait until they enter into the real fight mode, where scores are recorded, to select an account. For titles that feature a collection of minigames, you can switch accounts for each try of each game. In this way, high scores are are recorded for each account. For applications like simple party games where there is no need to store save data, you do not need to support accounts at all.

The NX system supports the simultaneous selection of multiple accounts. This means that scores can be recorded separately for each user when a number of people are playing together at the same time, like a sports game in doubles mode.

There are system features in the form of an applet which facilitates the implementation of processes in the application to switch accounts and register new users. For more information, see 5.3.1 Account Management Applet and the Account Guide .

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4.2 Users

The save data and other resources amassed in the NX system for each individual person are bundled together and managed as a unit called a "user."

Registering and Unregistering Users

Up to eight users can be registered in the same NX system. When a family is sharing one NX system, each family member can register as a separate user in the system.

At least one user is guaranteed to be registered in the NX system. (When the NX is started for the first time, at least one person must register.) New users are added either inside an NX application or via the Settings menu.

The Settings menu also can be used to unregister users. When a user is unregistered, all of the save data and other resources that belong to that user are deleted.

User Profiles

When a user is registered to the NX system, a nickname and an icon are set for the user profile. This information is publicly available to other people playing with the user on the NX or online. The profile information can be changed at a any time.

The nickname is a string of up to 10 characters, including any combination of alphanumeric characters, hiragana, katakana, and symbols. The icon includes an image of a game character or a against a background. (See the following figure.)

Figure 4-2 Icon

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4.3 Nintendo Accounts

With the exception of system updates and a few other things, users must be linked to Nintendo Accounts to use the NX network features.

Nintendo Accounts

The chief characteristics of Nintendo Accounts are as follows. (For more information, see https://accounts.nintendo.com/.)

The accounts are device-spanning network accounts that can also be used from PCs and smart devices. Users can log in to their accounts using a ID (NNID) or via external services such as +, , and .

Linking With Nintendo Accounts

A link to a Nintendo Account can be set for each user on the NX. After an account has been logged in to on the NX, there is no need to log in again (to reenter a password), aside from a few exceptions like certain errors.

By linking to a Nintendo Account, not only will users be able to play online games on the NX, but they will also be able to use services like the following to which the link is made external to the NX.

Purchasing of content (from official ) using smart devices and PCs. Importing resources like NNID eCash from older hardware. Recommending friends made in non-NX applications.

Limitations on Linking

The link between a user and a Nintendo Account can be removed at any time. After the link has been removed, the user can link to a different Nintendo Account. (The operating policy might put a limit on how often this can be done.)

A single Nintendo Account can be linked to multiple NX systems. (See Fig. 1) When multiple NX systems link to the same Nintendo Account, the user nickname and icon is synchronized across systems. However, the application's save data is not automatically synchronized across systems. On the other hand, it is not possible to either link multiple users to the same Nintendo Account on the same NX system (Figure 2), or to link one user to multiple Nintendo Accounts (Figure 3).

Figure 4-3 Limitations on Linking

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4.4 Friends

With the NX, you can become friends with other users, check on their online status, and join together online to play games.

Features

The Friends mechanism on the NX has the following characteristics.

Friends are saved independently for each user. Each user can have as many as 300 friends. To use the Friends feature, the user must be linked to a Nintendo Account. There is a Favorites feature, and friends set to Favorites are displayed preferentially in the friend list. For more information about the friend list, see 5.2.1 My Page.

Scope of Usage

NX friends are friends only within the scope of the NX platform and in principle only can be used in NX applications. They are not friends who are shared with non-NX applications that use Nintendo Accounts.

If you want, you can choose not to use the NX Friends feature, and instead make and use an application-specific friendship mechanism.

Becoming Friends

The following methods for becoming friends are planned. The details are under evaluation.

Friend request using a friend code Make the friend request using the code issued to each user. Friend request from Player History Make the friend request from the Player History in the application. Friend request from inside the application Send a friend request from inside the application (providing that the application supports calls to the system feature for making friend requests). Schedule friend request using local communication Use local communication and schedule friend requests to be sent to the users of nearby NX systems. Friendships cannot be established this way when NX systems are offline. The friendships are officially established the next time the NX systems connect to the Internet.

There are also plans to provide a feature to recommend users as candidate friends when they play on the NX if those users are already your friends in non-NX applications.

Friend Presence

Friend Presence is a feature that uses the Internet to convey information in real time about the online status of friends and the applications they are playing. Among possibilities, we see this being used in the application to check whether friends are in the joinable state, and to use the Friend List system feature screen to show what applications friends are playing.

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5 Console Features

This section introduces features such as the System Menu, system applications, library applets, and settings from smart device apps, all as console features.

Info We consider games to be the core function of a game system. We want to build a system that provides game applications with as many system resources like memory and CPU as possible. The features provided are specialized to support gameplay.

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5.1 System Menus

The menus that are called by the HOME and POWER Buttons are collectively referred to as system menus . You can call a library applet while playing an NX application, and then return to the application when the applet closes.

The following list shows the types of system menus that are available.

Entrance (includes the unlock screen) HOME Menu Full Launcher Quick Settings POWER Menu

They are used to start, restart, and perform simple configurations from the system menu for both applications and system applications.

After the device is turned on, the following screen transitions are likely to occur until the application starts.

Figure 5-1 Screen Transitions Through the Start of the Application

Info Quick Settings and POWER Menu can be called from the Entrance, including the Unlock Screen, the HOME Menu, the launcher, and from applications. For more information about Quick Settings and POWER Menu, see the System Features Guide .

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5.1.1 Entrance

This screen is the welcome screen that is shown after turning on the system power or returning from sleep.

Figure 5-2 Entrance Screen Mockup

Press the A Button to resume the application that was being played when the system was put to sleep.

Also shown to the right are four picked-up news items. Select a news items to display a screen with that news in detail. For more information, see 5.2.2 News.

Unlock Screen (Only When in Handheld Mode)

After the preceding screen, an Unlock screen appears to prevent erroneous operations.

If the system is placed into a bag, and is accidentally awoken from sleep mode, this screen prevents games from being unknowingly played.

Figure 5-3 Unlock Screen Mockup

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5.1.2 HOME Menu

This menu can be opened at any time by pressing the HOME Button on the console.

Icons for the most recently played applications are presented in the middle of the screen. If you select the icon and press A (or tap it on the touch screen), the application will start.

Figure 5-4 HOME Menu Screen Mockup

Icons at the Top of the Screen

This section introduces the icons situated at the top of the screen.

Figure 5-5 Icons at the Top of the HOME Menu Screen

Table 5-1 Descriptions of Icons at the Top of the HOME Menu Screen

Item Description 1 Shown when are set. ON: The state when parental controls are set. OFF: The state when parental controls are temporarily lifted. Use this icon to switch between the ON and OFF states. To switch from ON to OFF, you must enter the parental controls PIN. 2 Shown for NX Protect (provisional name) when gameplay on the NX is allowed for only the specified hours on a particular day. For more information, see 5.5 Setting and Checking From Smart Device Apps.

Icons at the Bottom of the Screen

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This section introduces the icons situated at the bottom of the screen.

Figure 5-6 Icons at the Bottom of the HOME Menu Screen

Table 5-2 Descriptions of Icons at the Bottom of the HOME Menu Screen

Item Description 1 The screen includes icons named My Page , News List , Nintendo eShop , Album , and Settings . For more information about each feature ( My Page , News , Nintendo eShop , Album , and System Settings ), see 5.2 System Application. 2 Puts the system into sleep mode. Press the HOME Button to wake the system up. Sleep in the System Settings functions in the same way as Put System to Sleep in the Power Settings.

Note There are plans to add a Controller icon. You can verify the connection status of the controllers and remaining battery, and can reconnect to controllers. The reconnect controller feature functions the same way as Reconnect controller in the controller settings in the System Settings.

Options

Select an application icon and press the + Button or - Button display options.

The options will likely include various information about the application and an entrance to the application.

Figure 5-7 Options Screen Mockup

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5.1.3 Full Launcher

This screen displays all installed applications. You open this menu from the HOME Menu.

Figure 5-8 Full Launcher Screen

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5.2 System Application

Applications built into the system that can be started from the HOME Menu are called system applications .

The following image shows the location and names of the system applications. This section describes the system applications.

Figure 5-9 System Application Icon Location

Item System Applications 1 My Page 2 News 3 Nintendo eShop 4 Album 5 System Settings

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5.2.1 My Page

This feature is used for managing user information and friend lists.

For an overview about friends, see 4.4 Friends.

Figure 5-10 My Page Screen Mockup

Info You can call My Page from the application using the provided My Page applet. For more information, see Use From Applications in the NX Account Guide .

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5.2.2 News

The following types of notifications can be downloaded.

Notifications with a strong promotional element (TBD) Application notifications Notifications about the NX system, such as how to use system features

Select the News icon to display a news list. Click a news item in the list for more information about that item. Users can transition not only to news articles and images, but also to the shop and to websites.

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5.2.3 Nintendo eShop

This feature allows you to connect to the Internet to purchase downloadable and content.

Figure 5-11 Nintendo eShop Screen Mockup

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5.2.4 Album

Screenshots captured using the Capture button are saved to Album in the HOME Menu. From the album, you can also post the captured screenshots together with your comments to some web services.

The following images are mockups of the Album and posting features.

Figure 5-12 Album Screen Mockup

Figure 5-13 Posting Feature Mockup Screen

Info We are evaluating video capture features.

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5.2.5 System Settings

This feature encompasses a variety of system settings, such as Internet connection and parental controls.

System settings can be called when settings must be changed during application gameplay. We will provide an environment where the settings can be easily accessed as needed.

However, for items such as language settings and user settings, the suspended application or the system itself may need to be restarted after the settings are changed.

Figure 5-14 System Settings Screen Mockup

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5.3 Library Applets

Library applets are small, modularized applications that are created for a specific purpose. You can call a library applet while playing an NX application, and then return to the application when the applet closes.

However, because this uses a dedicated memory region for library applets, only one library applet can run at a time.

This section describes the following library applets.

5.3.1 Account Management Applet 5.3.2 Controller Support Applet 5.3.3 Software Keyboard Applet 5.3.4 My Page Applet 5.3.5 Create or Edit Mii Applet 5.3.6 amiibo Settings Applet 5.3.7 EC Applet 5.3.8 Web Applet 5.3.9 Offline Web Applet 5.3.10 Error Viewer Applet

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5.3.1 Account Management Applet

The account management applet supports selecting users inside the application and the following other account features.

Selecting users. Adding users. Linking to Nintendo Accounts.

The following two types of display patterns have been prepared to show when a user is being selected. Registered users are displayed.

Figure 5-15 Account Selection Screen Mockup

Figure 5-16 Account Selection Screen Mockup (Displaying an Image Specified by the Application)

Info For more information about this applet, see Application Support for Accounts within the Account Guide .

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5.3.2 Controller Support Applet

This applet supplements the implementation of controllers.

The following types of features will be offered.

Selecting a controller. Connecting controllers (pairing and assigning player numbers). Adding players from within the application.

Info For more information about this applet, see Controller Support Applet in the Controller Guide .

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5.3.3 Software Keyboard Applet

This applet is invoked by the application to allow users to enter their names, passwords, and other text when text input is required. Includes features to assist with password input, and to restrict the number and type of characters than can be input.

Figure 5-17 Software Keyboard Screen Mockup

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5.3.4 My Page Applet

This applet calls My Page.

For more information, see Use From Applications in the Friends section in the NX Account Guide .

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5.3.5 Create or Edit Mii Applet

This applet is for creating and editing Mii characters. We plan to increase the number of available hair colors, eyebrow colors, and eye colors compared to the Mii characters for Nintendo 3DS and Wii U.

Note Contact Nintendo if you want to use the Create or Edit Mii applet or the Face Library (the library for handling Mii characters).

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5.3.6 amiibo Settings Applet

This applet registers information to an amiibo, and runs other utilities. You can register the amiibo accessory's owner information and nickname, and delete any data that an application wrote to an amiibo.

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5.3.7 EC Applet

An applet for purchasing and managing downloadable content and service items.

The following features will be provided.

Purchasing downloadable content (it is also possible to purchase products only from the Nintendo eShop, without using the EC applet). Download processing (such as re-downloads and updates). Managing balances.

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5.3.8 Web Applet

An applet for displaying webpages. You can use this applet to display specific websites from within an application.

Note There are no plans to provide an Internet browser as was included with the Nintendo 3DS and Wii U.

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5.3.9 Offline Web Applet

This applet is for displaying offline HTML within applications.

The offline web applet can be used to display gameplay descriptions or other supplemental information within the application.

Note The electronic manual that was required for Wii U and Nintendo 3DS has been discontinued.

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5.3.10 Error Viewer Applet

This applet is for displaying specific error messages (such as for communication errors).

Figure 5-18 Error Viewer Screen Mockup

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5.4 Other Features

This section describes the Overlay Notifications and Fatal Errors as other features, including their UI. These features are called from the system whenever there is a need to display messages shared by all applications (including the system itself) and in other similar situations.

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5.4.1 Overlay Notifications

This feature displays urgent information on the screen when system power is on (including when applications are running). It appears in the upper-left part of the screen.

Volume change Screen capture System (low remaining battery life, start charging, download completed) Friend Presence Time remaining on the play timer (when there is little time left) or an indication that the set time has been exceeded. Controller (low remaining battery life, disconnected)

For more information about the play timer feature, see 5.5 Setting and Checking From Smart Device Apps.

Figure 5-19 Overlay Notification Screen Mockup

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5.4.2 Fatal Error

A feature is always running in the background to display an error message whenever a fatal error occurs, such as a storage issue. This applet is called as required in any application, including system applications.

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5.5 Setting and Checking From Smart Device Apps

This section introduces the service that uses a smart device app.

We plan to offer a service to set and check the parental controls and other settings on the NX using a smart device app tentatively named NX Protect.

Figure 5-20 Setting and Checking From a Smart Device App

The vision for this service is that it would be used by parents or guardians of children playing on the NX. It could be used not only for control, but also in the following ways as a means of promoting communication between the parent and the child.

Configure the NX parental controls. Configure the play timer, which sets how many hours the NX can be played in a day. Check what applications have been played on the NX and for how long.

The play timer can be used to manage play time on the NX system. It can be used to set the number of hours of play, and the time to stop playing.

The play timer counts down while the NX is being played, and a notification is displayed on the NX screen when time is running out and when the set time has been exceeded. In addition to displaying these notifications, the NX can be forced to stop (see Note) when the set time has been exceeded.

Note: The plan is to put the system in a similar state to when the HOME Button is pressed or when the system is in the sleep mode, and the NX cannot be resumed until the next day.

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6 Communication Features

This page describes the communication features on the NX system. The information for all features is subject to change. We plan to continue adding items.

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6.1 Data Distribution and Transmission System (BCAT)

Nintendo provides a system called BCAT (Background Content Asymmetric synchronized delivery and Transmission) for using data distribution and transmission services. The specifications are TBD. We plan to provide this feature after launch for NX.

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6.2 The Nintendo-provided communication features (NEX)

Nintendo plans to offer a library called NEX (Network EXtension) that provides server service features by communicating with the Nintendo game server.

Submit an application to Nintendo to use the following main features. In addition, NEX can be used to view game server statistics.

Matchmaking This feature matches players for multiplayer games. It can be used to bring players together based on matching criteria from among unspecified numbers of users, or to create groups among friends only. Groups can be created temporarily for a multiplayer game, or they can be created as lasting entities usable as communities.

Ranking This feature uploads scores so users can get the relative rankings. Rankings can be calculated for only a certain period of time, or for only the scores of players registered in a certain group, and the score information can be periodically reset.

Data Store This is a network storage feature. Any data can be optionally saved to the game server. This saved data can be tagged, searched, and appended with ratings and the like.

Subscriber This is a messaging feature based on the publish-subscribe pattern. It can be used to post messages on certain topics, poll for posts on certain topic, and otherwise share information within the application.

For more information see the NEX Guide , which is provided separately.

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7 E-Commerce

This section describes the e-commerce framework provided by the NX. You can use this framework to enable the sale of additional data (downloadable content) and tickets (service items) for online services to users who have purchased a game. Note that this document contains information that is still under review.

If you plan to support the e-commerce feature, include e-commerce among the network features you will use in your application on OMAS (the Online Title Management System). To sell service items you must have an independent server. In that case, also include the use of an an independent server in your OMAS application.

The E-Commerce Guide , which will be released as a separate document, will provide other information about the development workflow when using the e-commerce features, notes about operations, and helpful tips.

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7.1 E-Commerce Features Provided by NX

Provided Features

NX currently provides two types of e-commerce features: downloadable content and subscription service items.

The content of each of these items are as follows.

Table 7-1 Types of E-Commerce Features Provided

Type Description Example Sales Method

Downloadable Downloadable content refers to a method Additional Nintendo Content of selling content in which content is character for eShop started purchased outright and the content can a battle from the be used indefinitely after it is bought. The game HOME Menu user downloads the actual data for use at Additional EC applet the same time that the license is dungeon for called from acquired. an RPG within the Because this content is purchased Additional application outright from Nintendo eShop, the user course for a does not need to be connected to the racing game network to use the content.

Subscription A subscription service item is a selling A ticket to play an Nintendo Service Items format that grants the purchaser the right for 30 eShop started to use a service (or other content) for a days. from the particular term. For example, you would HOME Menu use a service item to sell a user a license EC applet for a month of online gameplay. called from Unlike downloadable content, no data within the needs to be downloaded to the system application after the license has been purchased for service items. Network connection to an independent server is used to check the license information and provide services based on that license. For this reason, to provide items you must prepare an independent server for each application. In addition, a network connection is required.

Info There currently is no feature that follows the conventional style for selling consumable items or any alternative features that would allow you to sell items like jewels that you can exchange for items inside the application. The timing for this release is TBD.

Contact Nintendo if your game design calls for features like selling consumable items.

Sales Methods

Both downloadable content and subscription service items can be purchased from either the shop

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started from the HOME Menu or the EC applet called from within the application.

Purchase through the EC applet is provided only by having the process from listing the items through purchasing occur within the EC applet. Currently there is no feature available that allows you to obtain product information from the eShop server from within an application, display an item list, and purchase selected items. The time for this feature being available is TBD.

Figure 7-1 Sale Flowchart

Purchase Method

Downloadable content and service items can be purchased using an account balance or a credit card registered in Nintendo eShop, or by using item vouchers.

Table 7-2 Methods of Making Purchases

Purchase Description Method Use Money in The account balance is the money the user has in their Nintendo Account. This Account Balance balance is debited when an item is purchased. Users can add to their balances using either a credit card or a Nintendo Prepaid Card. For instance, purchasing a $10 Nintendo Prepaid Card and entering the card number into Nintendo eShop increases the balance by $10. Pay Directly In this method, transactions are settled using the credit card registered in the With Credit Card Nintendo eShop. Use Item Item vouchers have specific alphanumeric codes (item voucher codes) that can be Vouchers entered to redeem the corresponding downloadable content. Contact Nintendo if you are considering a design that uses item vouchers. As now planned, this exchanging of vouchers for downloadable content will be possible only via the Nintendo eShop system application. No time frame has been set for when the EC applet will incorporate this functionality. There is no support for subscription service item vouchers. The timing for this release is TBD.

Info Settlement using e-money on the NX is TBD.

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Promotional Code

The promotional code feature displays a special string when the user has purchased an application or DLC on the Nintendo eShop.

This feature can be used to distribute codes for using proprietary services.

Season Pass

The season pass is a way for users to pre-purchase downloadable content that will become available at some later date.

There are restrictions on implementing season passes, so contact Nintendo if your game design calls for this feature.

Owner Discount

An owner discount refers to a system that allows a user who has purchased and owns a certain item to purchase other items at a certain discounted price.

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8 Development Environment

This section introduces the development hardware and software used for NX application development.

Development Hardware

There are two types of development hardware: the SDEV, with its advanced features, and the EDEV, in a format that more closely resembles a production device. As indicated in the following descriptions, their characteristics and features differ, allowing you to choose the equipment that includes the features that most meet your development needs.

SDEV

SDEV is a device with advanced features, including many external interfaces that are useful for development but not found in the product. The SDEV motherboard has a built-in, dedicated PCB for adding extra features, making the SDEV larger than the EDEV.

The SDEV is equipped with an HDMI output port and a debug controller connection port, and connects to the PC by a wired Ethernet connection. However, it has no built-in battery, so when running it, power must be supplied via an AC adapter.

For more information about the SDEV, see the SDEV Operations Manual .

Figure 8-1 Appearance of the SDEV

EDEV

The EDEV is development hardware that resembles the retail device. EDEV offers fewer debugging features than SDEV, but you can develop an entire application using only EDEV.

The EDEV looks like a retail device and has a built-in battery. It allows you to test applications in a cable-free environment.

For more information about the EDEV, see the EDEV Operations Manual .

Figure 8-2 Appearance of the EDEV (With JOY-CON Attached)

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NX Development Cards

NX development cards are NX game cards that can be used on development hardware. The NX development card capacity is 32 GB.

Comparing SDEV and EDEV

The main features of SDEV and EDEV are as follows.

Table 8-1 Comparing SDEV and EDEV Features

O --- Supported X --- Not Supported

SDEV EDEV (For Reference) NX Full Retail Unit Shape The back is thicker than Identical to the retail - the back of the retail unit. unit. Main memory 4 GB LPDDR4 4 GB LPDDR4 4 GB LPDDR4 System memory 64 GB eMMC 64 GB eMMC 32 GB eMMC NX Game Cards Can read or write NX Can read or write NX Can read or write development cards. development cards. retail unit NX game cards. Connecting to a PC Ethernet (1 GB) USB 3.0 (Requires a × separate external device.) Control the NX 〇 × × hardware from a PC Uses debug controller Wii × × Pro Supports retail device HDMI capture of 〇 × × handheld mode (LCD

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screen)

Software

SDK

To develop NX applications, use NintendoSDK (the standardized development environment for the Nintendo platform) and an expansion module for the NX.

For more information, see the NintendoSDK documentation.

Game Engine

This section describes the game engines available on the NX system.

Unreal Engine 4

Unreal Engine 4 (UE4) is a game engine developed by Epic Games. It contains all of the features required for game development and provides a toolset that enables high-quality game experiences.

UE4 contains not only high-level graphics power, but also several features that represent a major evolution for the development environment. These features include Blueprint, a visual scripting system that allows you to create games without using any code; Cascade, which can freely manipulate millions of particles to create realistic flame and smoke; and Content Browser, which provides functional asset management.

UE4 is also upgraded for free by Epic Games every few months, and they are constantly adding new features, improvements, and bug fixes. The NX version will include these latest revisions, and will be optimized so that you can create games while taking full advantage of the hardware performance. Note that there may be restrictions on available functionality, depending on NX performance.

You must obtain a license for UE4 from Epic Games.

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9 Appendix: Comparing With Previous Hardware

Previous Hardware Comparison Table

This table compares the principal features of the NX with the features of systems in the Nintendo 3DS family and the Wii U GamePad.

Table 9-1 Previous Hardware Comparison Table

Nintendo 3DS Family Wii U (GamePad) NX

LCD size Nintendo 3DS 6.2 inches 6.2 inches Upper screen: 3.53 inches Lower screen: 3.02 inches New Nintendo 3DS Upper screen: 3.88 inches Lower screen: 3.33 inches Nintendo 3DS XL, New Nintendo 3DS XL Upper screen: 4.88 inches Lower screen: 4.18 inches

LCD resolution Upper screen: 800×240 pixels 854×480 pixels 1280×720 pixels (actual resolution 400×240 pixels) Lower screen: 320×240 pixels

Touch panel Bottom screen is a resistive film display Resistive film type Capacitive touch (Touch Screen) touch panel type touch panel

Camera Two outer cameras (for One next to the None stereoscopic photography) LCD One inner camera

Microphone Yes Yes (with additional None (headphone headphone jack) jack available)

NFC Nintendo 3DS and Nintendo 3DS Yes Yes XL None: An external Nintendo 3DS NFC reader/writer is available. New Nintendo 3DS / 3DSXL Yes

Rumble None Eccentric vibrating Linear resonant motor actuator

Unsupported Devices

The following devices, which were supported by some past hardware, will not be supported by the NX.

Autostereoscopic LCD screen Microphone (headphone jack is provided)

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RGB camera Infrared communication feature

The stylus and microSD card is not included.

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Revision History

Version 1.3 2016-07-15

Additions

2.1 JOY-CON Play Styles

Added more details to the description of the different styles of play with the JOY-CON. Changed play modes to play styles and changed the names of each mode.

2.2 Application Features

Added the Application Forms section. Changed the "Region Specifications" section to "Discontinuation of Startup Restrictions Based on Sales Region" and revised the description.

5.3.4 My Page Applet 5.3.9 Offline Web Applet 6.2 The Nintendo-provided communication features (NEX) 7 E-Commerce

Changes

General

Followed terminology. Added links to the various documentation.

1 Introduction

Deleted the Structure of this Document section.

2 Features

Cut out parts of the content and created the sections 2.1 JOY-CON Play Styles and 2.2 Application Features.

3.1 System Hardware Configuration

Corrected the description of NX-SoC.

3.2 JOY-CON Hardware Configuration

Added an image of the JOY-CON attached to the NX system.

3.4 Peripheral Hardware

Added information about the JOY-CON strap.

4.1 The NX and Accounts

Changed the title of the section. Completely revised the content. Added figures.

4.2 Users

Changed the title of the section. Completely revised the content. Added figures.

4.3 Nintendo Accounts

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Changed the title of the section. Completely revised the content. Added figures.

4.4 Friends

Simplified the content.

5.1.1 Entrance

Made revisions in step with the changes in the layout. Changed the screen mockup and the description.

5.1.2 HOME Menu

Made revisions based on the changes in the layout. Changed the screen mockup and the description. Added headings for upper screen icons and for lower screen icons. The button to press for showing options was changed from the Y Button to the + Button or - Button.

5.1.3 Full Launcher

Made revisions based on the changes in the layout. Changed the screen mockup.

5.2 System Application

Made revisions based on the changes in the layout. Changed the screen mockup and system application names.

5.2.1 My Page

Changed the title to reflect the change in the system application name. Made revisions based on the changes in the layout. Changed the screen mockup and the description.

5.2.5 System Settings

Deleted the headings Create or Edit Mii and Parental Controls . The latest information about creating and editing Mii characters and about parental controls is now included in the System Features Guide .

5.3.5 Create or Edit Mii Applet

Noted that users who want to use the Create or Edit Mii applet or the Face Library must contact Nintendo.

5.3.7 EC Applet

Changed the description to reflect the changes to the specifications.

5.4.1 Overlay Notifications

Changed "Gameplay time settings" to "Time remaining on the play timer or an indication that the set time has been exceeded."

5.5 Setting and Checking From Smart Device Apps

Changed the description to reflect the changes to the specifications.

6.1 Data Distribution and Transmission System (BCAT)

Changed the title and lead sentence. Added availability timing information.

8 Development Environment

Added a lead sentence to the section. Added an image of the EDEV.

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Deletions

6.1.1. Data Distribution System 6.1.2. Data Transmission System

Version 1.2 (2016-04-27)

Additions

3.2. Hardware Specifications 6.1. BCAT

Changes

General

Followed terminology. Added links to the various documentation.

2. Characteristics

Revised the description of the special features of the NX.

3.2. JOY-CON Hardware Configuration

Changed the range of the communication area for the NFC Reader/Writer. Noted that the NFC Reader/Writer supports the detection of IC cards for transportation, but only within Japan.

3.4. Peripheral Hardware

Removed the reference to the headphone microphone jack for the NX Pro Controller. Noted that the USB port on the NX dock cannot be used by applications.

4. Accounts

Added a comparison against existing devices.

4.1. Account Types

Removed the Purpose of the NX Account System section. Revised the writing style.

4.2. User Accounts (Local Accounts)

Updated old information. Revised the writing style.

4.3. Nintendo Accounts (Network Accounts)

Updated old information. Revised the writing style. Removed the Linking With a Nintendo Network ID section.

4.4 Friends

Updated old information. Revised the writing style.

5.1. System Menu

Revisions in conjunction with changes to system menu definitions. Changed the caption of the figure to Screen Transitions Through the Start of the Application .

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5.2.4. Friend List

Fixed typos.

5.3.6. EC Applet

Removed Balance Management from the list of EC applet features. Noted that it will be ready as a Nintendo eShop feature.

5.4.1. Overlay Notifications

Made revisions along with changes to specifications specific to the reduction of notification locations from two places to one on the upper left of the screen.

6.1.1. Data Distribution System

6.1. Moving under BCAT Updated information.

6.1.2. Data Transmission System

6.1. Moving under BCAT

7. Development Environment

Changed the text for Unreal Engine 4.

Version 1.1.1 (2016-02-05)

Changes

General

Revised some phrasing.

Version 1.1 (2016-01-28)

Additions

4.1. Account Types and Purposes 4.2. Console Accounts (Local Accounts) 4.3. Nintendo Accounts (Network Accounts) 4.4. Friends 5.1.1. Entrance 5.1.2. HOME Menu 5.1.3. Full Launcher 5.2.1. News 5.2.2. Shop 5.2.3. Album 5.2.4. Friend List 5.2.5. System Settings 5.4.1. Overlay Notifications 5.4.2. Fatal Errors 6.1. Data Distribution System

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6.2. Data Transmission System

Changes

General

Followed terminology.

2. Characteristics

Added the characteristics of the linear vibration motor feature. Added the characteristics of the IR sensor. Added a description of play modes. Split the sections and added to the description and examples of how to hold the JOY-CON controllers.

3.1. System Hardware Configuration

Added notes about devices that are disabled in console mode and devices that are not installed on the NX.

3.3. Peripheral Hardware

Added a 32-GB version of the NX card. Added NX Pro Controller information. Added a description of the classic-grip accessory with the charging feature to the section about the classic-grip accessory.

5. System Features

Added a development policy for system features as reference information.

5.1. System Menu

Added screen transitions through the start of the application. Deleted the list of system menus.

5.2. System Applications

Deleted the list of system applications. Added a diagram to show the location of system applications.

5.3. Library Applets

Deleted lists of system applets and library applets. Revised a heading name because system applets were merged with library applets.

5.4. Other Features (Provisional)

Deleted the list of other features.

5.5. Setting and Checking From a Smart Device App

Revised a heading name and part of the description.

7. Development Environment

Added a description of compatibility with Unreal Engine 4. Added that NX development cards have a capacity of 32 GB.

Version 1.0 (2015-10-30)

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Additions and Changes

Initial version.

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