On the 20th of January 2004, Nintendo announced a device that would fundamentally alter the trajectory of handheld gaming, yet the public knew almost nothing about its true capabilities. The company described it as an experimental third pillar, a concept designed to coexist with the Game Boy Advance and the GameCube rather than replace them. This was not merely a new console; it was a gamble that would determine whether Nintendo would rise to heaven or sink to hell, a stark warning issued by former president Hiroshi Yamauchi in February 2004. The device, codenamed Nitro, featured two 3-inch TFT LCD displays, a dual processor architecture, and a revolutionary touch-sensitive lower screen that invited users to interact with games using a stylus. At the time, the industry was dominated by single-screen devices, and the idea of a clamshell design with two screens working in tandem seemed like a radical departure from the status quo. Satoru Iwata, who had taken over as president in May 2002, championed this vision to broaden Nintendo's audience beyond traditional gamers, believing that the company's past emphasis on unconventional hardware had complicated third-party development. The design was intended to be intuitive, allowing for new ways to play that did not require complex button combinations, thereby making gaming accessible to non-traditional audiences. The prototype was first shown publicly in May 2004 at E3 in Los Angeles, where Nintendo of America president Reggie Fils-Aimé noted that the design would change before launch, hinting at the iterative process that would lead to the final product unveiled on the 28th of July 2004. This final version was described as sleeker and more elegant, confirming the name Nintendo DS and setting the stage for a hardware launch that would redefine the handheld market.
The Launch That Defied Expectations
The North American debut of the Nintendo DS on the 21st of November 2004 was marked by a midnight launch event in Los Angeles, a strategy that positioned the system for the critical U.S. holiday shopping season and Black Friday. This was the first time Nintendo had launched hardware in the United States before Japan, a decision driven by the need to capitalize on the holiday rush. Demand exceeded all expectations, with more than three million preorders placed across North America and Japan, quickly exhausting many retailers' allocations. Nintendo had initially planned to ship about one million units combined for both launches but added production capacity after seeing preorder volumes. For the U.S. launch, 550,000 units were shipped, up from a planned 300,000, with just over 500,000 sold in the first week. The system reached one million units sold in the United States by the 21st of December 2004, and worldwide shipments totaled 2.8 million by the end of the year, roughly 800,000 above Nintendo's forecast. By June 2005, global sales had reached 6.65 million units, and some commentators likened its popularity to the Tickle Me Elmo craze of 1996. The launch was not without its technical challenges; some early units were reported to have stuck pixels, a common issue with LCD displays of the time. In response, Nintendo of America launched a program to repair or replace screens if the owner felt that the stuck pixels interfered with their gaming experience. The Japanese launch on the 2nd of December 2004 was comparatively subdued, reportedly in part because of the winter weather, yet it still contributed to the massive global success. The system's ability to support wireless connectivity for local multiplayer and online play through the now-defunct Nintendo Wi-Fi Connection service further distinguished it from its competitors, including Sony's PlayStation Portable, which was its primary rival during the seventh generation of video game consoles.The Evolution of the Handheld
The Nintendo DS line evolved rapidly to meet consumer demand and technological advancements, beginning with the release of the Nintendo DS Lite on the 2nd of March 2006. This refreshed model was slimmer, lighter, and featured brighter screens and improved battery life, addressing many of the criticisms of the original hardware. The DS Lite launched in Japan on the 2nd of March 2006, and heavy demand led to widespread shortages, with some retailers raising prices above list price. Nintendo shipped 550,000 units in March 2006, exceeding expectations, yet the console sold out quickly. To address demand, the company shipped an additional 700,000 units in April, but retailers were again sold out by late May. Shortages continued through much of 2006 and 2007, highlighting the immense popularity of the device. The DS Lite launched in Australia on the 1st of June 2006, bundled with a demo of Brain Age, and North America followed on the 11th of June 2006, with reports that some major chains sold units ahead of the official date. By the 12th of June, most major U.S. retailers had sold out, and Nintendo reported sales of 136,500 units within the first two days. In Europe, the DS Lite was released on the 23rd of June 2006, with early launches in Finland and Sweden to avoid the Midsummer holiday. The DS Lite was reportedly discontinued in April 2011, but its legacy was cemented by the fact that it accounted for over 60 percent of total DS hardware shipments. The line was further expanded with the release of the Nintendo DSi on the 1st of November 2008, which added dual digital cameras, larger screens, more memory, a faster processor, and internal flash memory. The DSi also introduced digital distribution of games but lost compatibility with Game Boy Advance cartridges. Although hundreds of downloadable titles were available, only six DSi-exclusive game cards were released. The DS line was ultimately succeeded by the Nintendo 3DS in February 2011, which added stereoscopic 3D capabilities to the dual-screen format.The Casual Gaming Phenomenon
The Nintendo DS introduced touchscreen controls and wireless online gaming to a broad audience, establishing a large casual gaming market that attracted non-traditional gamers. Damien McFerran of Nintendo Life wrote that the DS was the first encounter many people had with touch-based tech, and it left an indelible impression. The system's success was driven by games that appealed to a wider demographic, including women and older adults. In 2006, Nintendo reported that 44 percent of DS owners were female, with the majority of Nintendogs players being women. This shift in the gaming demographic was significant, as it broadened the market for female gamers and challenged the traditional image of the video game player. The DS also set touchscreens as a standard for future portable devices, with Jeremy Parish, writing for Polygon, stating that the DS had basically primed the entire world for the iPhone, which was released in January 2007. The success of the iPhone effectively caused the DS market to implode by the early 2010s, but the groundwork laid by the DS was undeniable. The system's ability to support wireless connectivity for local multiplayer and online play through the now-defunct Nintendo Wi-Fi Connection service further distinguished it from its competitors. The DS Lite, which accounted for over 60 percent of total DS hardware shipments, was a key factor in this success, as it offered a more portable and user-friendly experience. The DS also introduced features such as the microphone, which was used for features such as speech recognition, voice chat, and gameplay actions that required the player to blow or shout into it. These features made the DS a versatile device that could be used for a wide range of applications, from gaming to communication to education.The Technical Architecture of Innovation
The Nintendo DS was a technical marvel of its time, featuring two 3-inch TFT LCD displays, each with a resolution of 256 by 192 pixels and a 4:3 aspect ratio. The lower screen was covered by a resistive touchscreen that accepted input from a finger or the included stylus, which was stored in a holder on the device. The system also featured a D-pad, six action buttons on its front, and two shoulder buttons, with an overall layout that resembled the Super Nintendo Entertainment System controller. The top edge housed the game card slot and power connector, while the bottom included the slot for Game Boy Advance cartridges. The console contained two processors that operated together in an asymmetric configuration, with one being an ARM7TDMI clocked at 34 MHz and the other an ARM946E-S running at 67 MHz. The two processors shared tasks and exchanged data as required by software, allowing for a more efficient use of resources. The system included several types of memory, including 32 kB of work RAM shared between both processors, an additional 64 kB accessible only to the ARM7, and 4 MB of PSRAM used as the main system memory. The DS also contained 256 kB of flash memory that stored the firmware, user preferences, and certain system settings. The console's 3D hardware included a geometry and rendering engine capable of effects such as texture mapping, alpha blending, Gouraud shading, cel shading, and basic lighting. The DS also included 512 kB of texture memory and supported textures up to 1024 by 1024 pixels. The system supported Wi-Fi via the IEEE 802.11b standard, optionally with WEP encryption, enabling local multiplayer over short distances and online play through the now-defunct Nintendo Wi-Fi Connection service. The rechargeable 850 mAh lithium-ion battery lasted up to 10 hours under ideal conditions after a 4 hour charge, though actual life depended on factors such as volume, screen brightness, wireless use, and whether one or both screens were active. The battery was user-replaceable with a Phillips screwdriver, and capacity declined after roughly 500 charge cycles. Closing the system activated a sleep mode that paused most games and conserved power by turning off the screens, speakers, and wireless features.The Global Reach and Regional Variations
The Nintendo DS was released in China on the 23rd of July 2005, by Nintendo's localization partner iQue as the iQue DS. This version featured updated firmware to block game piracy and was also released in a new red color. Five games were localized for the system, and the iQue DS was the only Nintendo DS model with regional lockout, meaning that games designed for it could not be played on DS systems from other regions. However, games from other regions were compatible with the iQue DS. The system was region free in the sense that any console would run a Nintendo DS game purchased anywhere in the world, but the Chinese iQue DS games could not be played on other versions of the original DS. The DS Lite was released in South Korea on the 18th of January 2007, promoted by actors Jang Dong-gun and Ahn Sung-ki, and sold more than one million units in South Korea within its first year, reaching 1.4 million by April 2008. The system was also released in Europe on the 11th of March 2005, with early launches in Finland and Sweden to avoid the Midsummer holiday. The DS Lite was released in Europe on the 23rd of June 2006, with early launches in Finland and Sweden to avoid the Midsummer holiday. During the launch period, a shipment of consoles and games valued at 2.32 million US dollars was stolen in Hong Kong while in transit to Europe. The system was also released in Australia and New Zealand on the 24th of February 2005, with prices ranging from 199 to 249 Australian dollars. The DS was available in nine official colors through standard retailers, with titanium-colored units available worldwide and Electric Blue exclusive to North and Latin America. There was also a red version which was bundled with the game Mario Kart DS. Graphite Black, Pure White, Turquoise Blue, and Candy Pink were available in Japan. Mystic Pink and Cosmic Blue were available in Australia and New Zealand. Japan's Candy Pink and Australia's Cosmic Blue were also available in Europe and North America through a Nintendogs bundle, although the colors are just referred to as pink and blue. These colors were available only for the original style Nintendo DS, and a different and more-limited set of colors were used for the Nintendo DS Lite.The Software Ecosystem and Community
The Nintendo DS software ecosystem was vast and diverse, with hundreds of games available across multiple genres. The system supported wireless connectivity for local multiplayer and online play through the now-defunct Nintendo Wi-Fi Connection service, which was launched in North America, Australia, Japan, and Europe throughout November 2005. An online compatible Nintendo DS game was released on the same day for each region, with Mario Kart DS being the first to launch in North America on the 14th of November 2005. The service was discontinued worldwide on the 20th of May 2014, but its success directly propelled the commercial success of the entire Nintendo DS platform. The DS also featured Download Play, which allowed users to play multiplayer games with other Nintendo DS systems using only one game card. Players had to have their systems within wireless range of each other for the guest system to download the necessary data from the host system. Only certain games supported this feature, and they usually played with much more limited features than the full game allowed. The DS also featured PictoChat, which allowed users to communicate with other DS users within local wireless range. Users could enter text, handwrite messages, or draw pictures, with up to sixteen people able to connect in any one room. The DS also featured a microphone, which was used for features such as speech recognition, voice chat, and gameplay actions that required the player to blow or shout into it. The system's firmware included a clock, several options for customization, and the ability to input user information and preferences. The DS also supported the Nintendo Wi-Fi USB Connector, which connected to a PC's USB port and created a small wireless access point in homes without Wi-Fi. The service was eventually discontinued, and the Nintendo Wi-Fi Connection service ended in 2014. The DS also featured a browser, which was released in Japan and Europe in 2006 and in North America in 2007. The browser could use one screen as an overview with a zoomed view on the other, or combine both screens into a single tall page view. Operation required the included memory expansion pak in the Game Boy Advance slot.The Legacy of the Dual Screen
The Nintendo DS line ultimately succeeded with the release of the Nintendo 3DS in February 2011, which added stereoscopic 3D capabilities to the dual-screen format. Combined sales of the Nintendo DS, including the DS Lite and DSi models, surpassed 154 million units, making it Nintendo's best-selling system, the best-selling handheld game console, and the second best-selling video game console of all time. The DS Lite accounted for over 60 percent of total DS hardware shipments, highlighting its importance in the line's success. The system's legacy was cemented by its ability to introduce touchscreen controls and wireless online gaming to a broad audience, establishing a large casual gaming market that attracted non-traditional gamers. The DS also set touchscreens as a standard for future portable devices, with the iPhone, released in January 2007, building on the groundwork laid by the DS. The system's success was also driven by its ability to support a wide range of accessories, including the Rumble Pak, the Headset, the Browser, and the Wi-Fi USB Connector. The DS also featured a microphone, which was used for features such as speech recognition, voice chat, and gameplay actions that required the player to blow or shout into it. The system's firmware included a clock, several options for customization, and the ability to input user information and preferences. The DS also supported the Nintendo Wi-Fi USB Connector, which connected to a PC's USB port and created a small wireless access point in homes without Wi-Fi. The service was eventually discontinued, and the Nintendo Wi-Fi Connection service ended in 2014. The DS also featured a browser, which was released in Japan and Europe in 2006 and in North America in 2007. The browser could use one screen as an overview with a zoomed view on the other, or combine both screens into a single tall page view. Operation required the included memory expansion pak in the Game Boy Advance slot. The DS also featured a variety of games, including Mario Kart DS, Nintendogs, Brain Age, and Pokémon Diamond and Pearl, which were among the most popular titles on the system. The DS also supported the Nintendo Wi-Fi USB Connector, which connected to a PC's USB port and created a small wireless access point in homes without Wi-Fi. The service was eventually discontinued, and the Nintendo Wi-Fi Connection service ended in 2014. The DS also featured a browser, which was released in Japan and Europe in 2006 and in North America in 2007. The browser could use one screen as an overview with a zoomed view on the other, or combine both screens into a single tall page view. Operation required the included memory expansion pak in the Game Boy Advance slot.On the 20th of January 2004, Nintendo announced a device that would fundamentally alter the trajectory of handheld gaming, yet the public knew almost nothing about its true capabilities. The company described it as an experimental third pillar, a concept designed to coexist with the Game Boy Advance and the GameCube rather than replace them. This was not merely a new console; it was a gamble that would determine whether Nintendo would rise to heaven or sink to hell, a stark warning issued by former president Hiroshi Yamauchi in February 2004. The device, codenamed Nitro, featured two 3-inch TFT LCD displays, a dual processor architecture, and a revolutionary touch-sensitive lower screen that invited users to interact with games using a stylus. At the time, the industry was dominated by single-screen devices, and the idea of a clamshell design with two screens working in tandem seemed like a radical departure from the status quo. Satoru Iwata, who had taken over as president in May 2002, championed this vision to broaden Nintendo's audience beyond traditional gamers, believing that the company's past emphasis on unconventional hardware had complicated third-party development. The design was intended to be intuitive, allowing for new ways to play that did not require complex button combinations, thereby making gaming accessible to non-traditional audiences. The prototype was first shown publicly in May 2004 at E3 in Los Angeles, where Nintendo of America president Reggie Fils-Aimé noted that the design would change before launch, hinting at the iterative process that would lead to the final product unveiled on the 28th of July 2004. This final version was described as sleeker and more elegant, confirming the name Nintendo DS and setting the stage for a hardware launch that would redefine the handheld market.
The Launch That Defied Expectations
The North American debut of the Nintendo DS on the 21st of November 2004 was marked by a midnight launch event in Los Angeles, a strategy that positioned the system for the critical U.S. holiday shopping season and Black Friday. This was the first time Nintendo had launched hardware in the United States before Japan, a decision driven by the need to capitalize on the holiday rush. Demand exceeded all expectations, with more than three million preorders placed across North America and Japan, quickly exhausting many retailers' allocations. Nintendo had initially planned to ship about one million units combined for both launches but added production capacity after seeing preorder volumes. For the U.S. launch, 550,000 units were shipped, up from a planned 300,000, with just over 500,000 sold in the first week. The system reached one million units sold in the United States by the 21st of December 2004, and worldwide shipments totaled 2.8 million by the end of the year, roughly 800,000 above Nintendo's forecast. By June 2005, global sales had reached 6.65 million units, and some commentators likened its popularity to the Tickle Me Elmo craze of 1996. The launch was not without its technical challenges; some early units were reported to have stuck pixels, a common issue with LCD displays of the time. In response, Nintendo of America launched a program to repair or replace screens if the owner felt that the stuck pixels interfered with their gaming experience. The Japanese launch on the 2nd of December 2004 was comparatively subdued, reportedly in part because of the winter weather, yet it still contributed to the massive global success. The system's ability to support wireless connectivity for local multiplayer and online play through the now-defunct Nintendo Wi-Fi Connection service further distinguished it from its competitors, including Sony's PlayStation Portable, which was its primary rival during the seventh generation of video game consoles.
The Evolution of the Handheld
The Nintendo DS line evolved rapidly to meet consumer demand and technological advancements, beginning with the release of the Nintendo DS Lite on the 2nd of March 2006. This refreshed model was slimmer, lighter, and featured brighter screens and improved battery life, addressing many of the criticisms of the original hardware. The DS Lite launched in Japan on the 2nd of March 2006, and heavy demand led to widespread shortages, with some retailers raising prices above list price. Nintendo shipped 550,000 units in March 2006, exceeding expectations, yet the console sold out quickly. To address demand, the company shipped an additional 700,000 units in April, but retailers were again sold out by late May. Shortages continued through much of 2006 and 2007, highlighting the immense popularity of the device. The DS Lite launched in Australia on the 1st of June 2006, bundled with a demo of Brain Age, and North America followed on the 11th of June 2006, with reports that some major chains sold units ahead of the official date. By the 12th of June, most major U.S. retailers had sold out, and Nintendo reported sales of 136,500 units within the first two days. In Europe, the DS Lite was released on the 23rd of June 2006, with early launches in Finland and Sweden to avoid the Midsummer holiday. The DS Lite was reportedly discontinued in April 2011, but its legacy was cemented by the fact that it accounted for over 60 percent of total DS hardware shipments. The line was further expanded with the release of the Nintendo DSi on the 1st of November 2008, which added dual digital cameras, larger screens, more memory, a faster processor, and internal flash memory. The DSi also introduced digital distribution of games but lost compatibility with Game Boy Advance cartridges. Although hundreds of downloadable titles were available, only six DSi-exclusive game cards were released. The DS line was ultimately succeeded by the Nintendo 3DS in February 2011, which added stereoscopic 3D capabilities to the dual-screen format.
The Casual Gaming Phenomenon
The Nintendo DS introduced touchscreen controls and wireless online gaming to a broad audience, establishing a large casual gaming market that attracted non-traditional gamers. Damien McFerran of Nintendo Life wrote that the DS was the first encounter many people had with touch-based tech, and it left an indelible impression. The system's success was driven by games that appealed to a wider demographic, including women and older adults. In 2006, Nintendo reported that 44 percent of DS owners were female, with the majority of Nintendogs players being women. This shift in the gaming demographic was significant, as it broadened the market for female gamers and challenged the traditional image of the video game player. The DS also set touchscreens as a standard for future portable devices, with Jeremy Parish, writing for Polygon, stating that the DS had basically primed the entire world for the iPhone, which was released in January 2007. The success of the iPhone effectively caused the DS market to implode by the early 2010s, but the groundwork laid by the DS was undeniable. The system's ability to support wireless connectivity for local multiplayer and online play through the now-defunct Nintendo Wi-Fi Connection service further distinguished it from its competitors. The DS Lite, which accounted for over 60 percent of total DS hardware shipments, was a key factor in this success, as it offered a more portable and user-friendly experience. The DS also introduced features such as the microphone, which was used for features such as speech recognition, voice chat, and gameplay actions that required the player to blow or shout into it. These features made the DS a versatile device that could be used for a wide range of applications, from gaming to communication to education.
The Technical Architecture of Innovation
The Nintendo DS was a technical marvel of its time, featuring two 3-inch TFT LCD displays, each with a resolution of 256 by 192 pixels and a 4:3 aspect ratio. The lower screen was covered by a resistive touchscreen that accepted input from a finger or the included stylus, which was stored in a holder on the device. The system also featured a D-pad, six action buttons on its front, and two shoulder buttons, with an overall layout that resembled the Super Nintendo Entertainment System controller. The top edge housed the game card slot and power connector, while the bottom included the slot for Game Boy Advance cartridges. The console contained two processors that operated together in an asymmetric configuration, with one being an ARM7TDMI clocked at 34 MHz and the other an ARM946E-S running at 67 MHz. The two processors shared tasks and exchanged data as required by software, allowing for a more efficient use of resources. The system included several types of memory, including 32 kB of work RAM shared between both processors, an additional 64 kB accessible only to the ARM7, and 4 MB of PSRAM used as the main system memory. The DS also contained 256 kB of flash memory that stored the firmware, user preferences, and certain system settings. The console's 3D hardware included a geometry and rendering engine capable of effects such as texture mapping, alpha blending, Gouraud shading, cel shading, and basic lighting. The DS also included 512 kB of texture memory and supported textures up to 1024 by 1024 pixels. The system supported Wi-Fi via the IEEE 802.11b standard, optionally with WEP encryption, enabling local multiplayer over short distances and online play through the now-defunct Nintendo Wi-Fi Connection service. The rechargeable 850 mAh lithium-ion battery lasted up to 10 hours under ideal conditions after a 4 hour charge, though actual life depended on factors such as volume, screen brightness, wireless use, and whether one or both screens were active. The battery was user-replaceable with a Phillips screwdriver, and capacity declined after roughly 500 charge cycles. Closing the system activated a sleep mode that paused most games and conserved power by turning off the screens, speakers, and wireless features.
The Global Reach and Regional Variations
The Nintendo DS was released in China on the 23rd of July 2005, by Nintendo's localization partner iQue as the iQue DS. This version featured updated firmware to block game piracy and was also released in a new red color. Five games were localized for the system, and the iQue DS was the only Nintendo DS model with regional lockout, meaning that games designed for it could not be played on DS systems from other regions. However, games from other regions were compatible with the iQue DS. The system was region free in the sense that any console would run a Nintendo DS game purchased anywhere in the world, but the Chinese iQue DS games could not be played on other versions of the original DS. The DS Lite was released in South Korea on the 18th of January 2007, promoted by actors Jang Dong-gun and Ahn Sung-ki, and sold more than one million units in South Korea within its first year, reaching 1.4 million by April 2008. The system was also released in Europe on the 11th of March 2005, with early launches in Finland and Sweden to avoid the Midsummer holiday. The DS Lite was released in Europe on the 23rd of June 2006, with early launches in Finland and Sweden to avoid the Midsummer holiday. During the launch period, a shipment of consoles and games valued at 2.32 million US dollars was stolen in Hong Kong while in transit to Europe. The system was also released in Australia and New Zealand on the 24th of February 2005, with prices ranging from 199 to 249 Australian dollars. The DS was available in nine official colors through standard retailers, with titanium-colored units available worldwide and Electric Blue exclusive to North and Latin America. There was also a red version which was bundled with the game Mario Kart DS. Graphite Black, Pure White, Turquoise Blue, and Candy Pink were available in Japan. Mystic Pink and Cosmic Blue were available in Australia and New Zealand. Japan's Candy Pink and Australia's Cosmic Blue were also available in Europe and North America through a Nintendogs bundle, although the colors are just referred to as pink and blue. These colors were available only for the original style Nintendo DS, and a different and more-limited set of colors were used for the Nintendo DS Lite.
The Software Ecosystem and Community
The Nintendo DS software ecosystem was vast and diverse, with hundreds of games available across multiple genres. The system supported wireless connectivity for local multiplayer and online play through the now-defunct Nintendo Wi-Fi Connection service, which was launched in North America, Australia, Japan, and Europe throughout November 2005. An online compatible Nintendo DS game was released on the same day for each region, with Mario Kart DS being the first to launch in North America on the 14th of November 2005. The service was discontinued worldwide on the 20th of May 2014, but its success directly propelled the commercial success of the entire Nintendo DS platform. The DS also featured Download Play, which allowed users to play multiplayer games with other Nintendo DS systems using only one game card. Players had to have their systems within wireless range of each other for the guest system to download the necessary data from the host system. Only certain games supported this feature, and they usually played with much more limited features than the full game allowed. The DS also featured PictoChat, which allowed users to communicate with other DS users within local wireless range. Users could enter text, handwrite messages, or draw pictures, with up to sixteen people able to connect in any one room. The DS also featured a microphone, which was used for features such as speech recognition, voice chat, and gameplay actions that required the player to blow or shout into it. The system's firmware included a clock, several options for customization, and the ability to input user information and preferences. The DS also supported the Nintendo Wi-Fi USB Connector, which connected to a PC's USB port and created a small wireless access point in homes without Wi-Fi. The service was eventually discontinued, and the Nintendo Wi-Fi Connection service ended in 2014. The DS also featured a browser, which was released in Japan and Europe in 2006 and in North America in 2007. The browser could use one screen as an overview with a zoomed view on the other, or combine both screens into a single tall page view. Operation required the included memory expansion pak in the Game Boy Advance slot.
The Legacy of the Dual Screen
The Nintendo DS line ultimately succeeded with the release of the Nintendo 3DS in February 2011, which added stereoscopic 3D capabilities to the dual-screen format. Combined sales of the Nintendo DS, including the DS Lite and DSi models, surpassed 154 million units, making it Nintendo's best-selling system, the best-selling handheld game console, and the second best-selling video game console of all time. The DS Lite accounted for over 60 percent of total DS hardware shipments, highlighting its importance in the line's success. The system's legacy was cemented by its ability to introduce touchscreen controls and wireless online gaming to a broad audience, establishing a large casual gaming market that attracted non-traditional gamers. The DS also set touchscreens as a standard for future portable devices, with the iPhone, released in January 2007, building on the groundwork laid by the DS. The system's success was also driven by its ability to support a wide range of accessories, including the Rumble Pak, the Headset, the Browser, and the Wi-Fi USB Connector. The DS also featured a microphone, which was used for features such as speech recognition, voice chat, and gameplay actions that required the player to blow or shout into it. The system's firmware included a clock, several options for customization, and the ability to input user information and preferences. The DS also supported the Nintendo Wi-Fi USB Connector, which connected to a PC's USB port and created a small wireless access point in homes without Wi-Fi. The service was eventually discontinued, and the Nintendo Wi-Fi Connection service ended in 2014. The DS also featured a browser, which was released in Japan and Europe in 2006 and in North America in 2007. The browser could use one screen as an overview with a zoomed view on the other, or combine both screens into a single tall page view. Operation required the included memory expansion pak in the Game Boy Advance slot. The DS also featured a variety of games, including Mario Kart DS, Nintendogs, Brain Age, and Pokémon Diamond and Pearl, which were among the most popular titles on the system. The DS also supported the Nintendo Wi-Fi USB Connector, which connected to a PC's USB port and created a small wireless access point in homes without Wi-Fi. The service was eventually discontinued, and the Nintendo Wi-Fi Connection service ended in 2014. The DS also featured a browser, which was released in Japan and Europe in 2006 and in North America in 2007. The browser could use one screen as an overview with a zoomed view on the other, or combine both screens into a single tall page view. Operation required the included memory expansion pak in the Game Boy Advance slot.