Fact-checked by Grok 2 weeks ago

iQue Player

The iQue Player is a customized variant of the home video game console, redesigned as a plug-and-play device with digital game downloads to address software piracy, and released exclusively in on November 17, 2003. It features hardware closely resembling the original but omits cartridge slots in favor of flash-based memory cards for game storage, allowing titles to be purchased and downloaded from authorized kiosks or online services. Developed by Ltd., a formed in 2002 between and Chinese-American engineer , the iQue Player aimed to comply with China's regulatory restrictions on imports and distribution while introducing a novel model for game access. Priced at approximately CN¥498 (about US$60), the console supported a limited library of localized titles, including and The Legend of Zelda: Ocarina of Time, downloaded in versions. This approach marked an early experiment in for consoles, predating widespread online storefronts, though sales were modest due to market challenges and the device's regional exclusivity.

Origins and Development

Formation of iQue and Market Context

Ltd. was founded in 2002 as a between Co., Ltd. and Chinese-American entrepreneur , a former scientist, to enable 's penetration of the market through localized products and anti-piracy measures. Yen had established prior collaboration with dating back to 1996, focusing on adapting hardware for the context amid rampant software counterfeiting. The venture positioned to handle localization, distribution, and hardware redesigns, circumventing regulatory hurdles while protecting . China's console gaming sector in the late 1990s faced severe piracy, with smuggled foreign hardware like the routinely modified to run cartridges, eroding potential revenues for original manufacturers. By 2000, the government enacted a nationwide on imported consoles, motivated by official concerns regarding their purported negative effects on children's psychological and to curb foreign cultural influence. This prohibition, enforced strictly until partial lifts in later years, fostered a gray market dominated by unlicensed clones and pirated software, rendering traditional distribution models unviable for companies like . In response, iQue's formation emphasized innovative strategies tailored to these constraints, including digital game delivery to eliminate physical media vulnerabilities and rebranding hardware as domestically produced to comply with import restrictions. The iQue Player, derived from the architecture, debuted on November 17, 2003, in select cities like , marking the first official console release in post-ban through this adapted approach. This initiative reflected Nintendo's calculated adaptation to a where empirical evidence of —estimated to capture the majority of gaming activity—necessitated departure from global standards.

Design Innovations for Piracy Mitigation

The Player addressed through a shift from removable to digital downloads onto a bundled 64 MB card, which users loaded with games at authorized iQue kiosks for 48 per title. This card plugged directly into a on the controller, eliminating the cartridge slot vulnerable to duplication in China's high- environment. Each flash card incorporated a unique tied to its specific console unit, preventing transfer to other devices or unauthorized replication, as the authenticated the before allowing . This pairing mechanism ensured that pirated copies could not function across units, a deliberate hardware-software integration developed to enforce legitimacy. Additional cryptographic protections governed the loading process, where games from the flash were transferred to via an enhanced ASIC layer, adding verification steps resistant to tampering. The absence of distribution further centralized control, with iQue stations serving as the sole download points to monitor and limit unauthorized access. These features rendered the Player highly resistant to casual initially, though dedicated reverse-engineering efforts eventually compromised the system in 2018 by emulating the validation.

Launch and Initial Rollout

The iQue Player was announced at the Tokyo Game Show in September 2003, with an initial planned launch in mid-October of that year. However, the console officially launched on November 17, 2003, exclusively in mainland China. The rollout began in major urban centers, including Shanghai and Guangzhou, to facilitate distribution through authorized kiosks where consumers could download games via telephone lines. At launch, five titles were available for download: , , , , and The Legend of Zelda: Ocarina of Time, all localized into . This limited selection aimed to combat widespread by offering a controlled, model rather than physical cartridges. The initial pricing set the console at approximately 480 RMB (about US$58 at the time), with game downloads costing 50 RMB each. The rollout strategy emphasized educational value to align with Chinese regulatory scrutiny on gaming, marketing the iQue Player as a tool for improving children's English and through interactive play. Distribution was restricted to iQue-operated stations in public spaces, limiting immediate accessibility but enabling monitored sales and updates to mitigate unauthorized copying. Early adoption was modest, confined to these kiosks in select cities, as and iQue sought to establish a foothold in a market dominated by pirated imports.

Technical Architecture

Core Hardware Features

The iQue Player features an integrated hardware design that embeds the entire console functionality within the controller unit, distinguishing it from the separate console and controller setup of the 64. This miniaturization utilizes a custom (ASIC) that replicates the 64's (CPU) and reality co-processor (RCP) while incorporating additional features such as support for NAND flash memory and USB connectivity. The CPU is a R4300i operating at 140.625 MHz, representing a 1.5 times overclock from the 's 93.75 MHz clock speed, which contributes to slightly improved performance in scenarios. Memory consists of 16 MB of , clocked differentially at 192 MHz via the ASIC's memory controller, replacing the 's 4 MB and providing higher bandwidth potential. The RCP handles graphics and audio, maintaining capabilities for up to 100,000 polygons per second and support for ADPCM audio decoding, consistent with specifications. Game storage relies on removable 64 MB NAND cards inserted into a slot at the base of the controller, eliminating traditional cartridges in favor of digital loading to mitigate . The system connects to televisions via composite AV output from the controller, with power supplied through an external . No internal storage exists for games, requiring downloads from authorized kiosks via a built-in or later PC transfers.
ComponentSpecification
CPUMIPS R4300i @ 140.625 MHz
RAM16 MB @ 192 MHz differential
GraphicsRCP: 100,000 polygons/second
Storage Interface64 MB NAND flash cards
ConnectivityAV out, modem, USB

Game Loading and Compatibility System

The iQue Player utilizes a flash-based memory card system for game loading, replacing the Nintendo 64's removable ROM cartridges with digital downloads stored on a 64 MB NAND flash card housed in a cartridge-like form factor. This card plugs into a dedicated port at the base of the integrated controller-console unit, enabling users to load multiple titles from a menu-driven interface powered by the system's Updateable Operating System (UOS). Games were acquired through iQue kiosks in retail locations or the iQue@Home service, which connected the device via USB to a computer for downloading full versions after demo trials. Loading occurs rapidly upon game selection, with the flash storage and system-on-chip architecture contributing to shorter wait times compared to the original 64's cartridge-based reads, often under a second for many titles. The supports up to 250 blocks of data, tracks download history to permit redownloads of purchased games, and receives UOS updates alongside new content at kiosks. This design aimed to curb physical by centralizing distribution, though the card's rewritability introduced potential vulnerabilities exploited post-launch. Compatibility is restricted to 14 officially ported games, each customized with Simplified Chinese text, voice acting where applicable, and minor code optimizations for the iQue's hardware. Standard cartridges cannot be used due to the absence of a slot and reliance on proprietary boot codes embedded in the flash ROM, which the UOS verifies before execution. These ports derive from English-language builds with region-specific adaptations, ensuring no direct interoperability with unmodified international software. efforts later revealed three distinct boot code variants among iQue titles, further underscoring the platform's bespoke ecosystem.

Software Library

Ported Titles and Localization Efforts

The iQue Player's software library consisted of 14 titles, each a ported version of games adapted for via proprietary memory cards rather than cartridges. These ports incorporated minor graphical enhancements and were designed to integrate with the system's anti-piracy measures, including digital signatures for authentication. Initial hardware units shipped with time-limited demos of four titles—Super Mario 64 (7 hours), The Legend of Zelda: Ocarina of Time (10 hours), (1 hour), and (1 hour)—while was provided as a full version; users could purchase complete unlocks or additional games at iQue Depots for 48 RMB (approximately $6 USD) each. The full catalog, released progressively from November 2003 to 2006, included:
  • Animal Crossing
  • Custom Robo
  • Dr. Mario 64
  • Excitebike 64
  • F-Zero X
  • Mario Kart 64
  • Paper Mario
  • Sin and Punishment
  • Star Fox 64
  • Super Mario 64
  • Super Smash Bros.
  • The Legend of Zelda: Ocarina of Time
  • Wave Race 64
  • Yoshi's Story
Localization efforts by iQue focused on translating all in-game text, menus, and interfaces into Simplified to comply with regulations and appeal to local consumers. For select titles, such as , full Mandarin voice dubs were produced, replacing original audio tracks. Cultural adaptations were implemented where feasible, including integration of traditional Chinese festivals into . These processes faced delays of 3-5 months per title due to government approvals, alongside challenges in securing third-party licenses, which limited the scope beyond Nintendo's first-party offerings. Manuals and packaging were also fully rendered in , emphasizing legal distribution to counter widespread in the region. The digital-only model facilitated these updates but restricted expansion, with downloads ceasing after December 31, 2016.

Limitations of Game Selection

The iQue Player's game library was restricted to 14 official titles, all derived from Nintendo 64 games and localized into Chinese, representing a fraction of the original console's over 300 releases worldwide. This curtailed selection emphasized family-friendly genres such as platforming (Super Mario 64), racing (Mario Kart 64, Wave Race 64), and puzzles (Dr. Mario), while excluding action-heavy or narrative-driven titles with potential regulatory conflicts. Releases spanned from November 18, 2003 (Star Fox 64, Super Mario 64, Wave Race 64) to later additions like Mario Party 3 in 2006, after which no further games were issued. A primary constraint stemmed from China's content approval processes, enforced by bodies like the , which prohibited or altered depictions of violence, gambling, superstition, or politically sensitive elements in imported games. Nintendo 64 staples involving firearms (GoldenEye 007), horror (), or mature themes were thus incompatible without significant modifications, which iQue avoided to streamline localization. Planned ports like The Legend of Zelda: Majora's Mask were cancelled, attributable to its themes of death and psychological distress clashing with thresholds. Early development ambitions for broader compatibility with NES and Super NES libraries were abandoned, confining the system to N64-era content only. Market dynamics further limited expansion: iQue targeted a nascent consumer base in a region with widespread and console restrictions until , prioritizing low-risk, proven sellers downloadable for 48 RMB each via supervised kiosks. Low anticipated sales volumes—amid competition from cheaper PC gaming and economic barriers—discouraged comprehensive porting, as the download infrastructure demanded centralized control to deter unauthorized copying. No expansions or third-party support materialized, sealing the library's scope by 2006.

Market Performance and Reception

Sales Figures and Consumer Adoption

Sales of the iQue Player totaled an estimated 8,000 to 12,000 units in , reflecting modest commercial performance following its 2003 launch in . Production commenced with an initial batch of 5,000 units, supplemented by two or three subsequent batches to meet limited demand. Consumer adoption proved niche and geographically restricted, initially confined to seven major cities where iQue Depots—specialized kiosks for hardware purchase and digital game downloads—were established. These depots required significant investment, including 8,500 RMB setup costs and a 15,000 RMB deposit per location, limiting expansion and accessibility beyond urban elites. Key barriers to broader uptake included rampant software piracy, which undermined the console's design, and competition from black-market imports of more advanced systems like the 2. The retail price ranged from 498 to 598 RMB (approximately 60 USD), bundled with accessories but still elevated relative to pirated alternatives, while the limited library of 10 localized titles and reliance on outdated 64-bit hardware deterred core gamers despite efforts to position it as family-oriented entertainment.

Critical Evaluations and Piracy Outcomes

The iQue Player received limited formal critical evaluation outside due to its regional exclusivity and the nascent state of online gaming journalism in 2003, with early assessments highlighting its innovative design but critiquing its reliance on dial-up downloads amid 's underdeveloped infrastructure. Reviewers noted the device's 498 ($60) price point as competitive against pirated alternatives, yet its requirement for users to connect via to iQue servers for game purchases—each costing around 100-200 —deterred adoption in areas with high fees and unreliable service. The console's hardware, essentially a modified with localization, was praised for compatibility with a small of 14 titles, but critics pointed to the absence of physical cartridges as a barrier, favoring bootleg N64 copies or newer platforms like the that offered broader, cheaper access despite risks. In terms of piracy outcomes, the iQue Player's core strategy of server-based to memory cards aimed to render it "impervious" to the rampant counterfeiting that plagued in , where unauthorized N64 cartridges sold for as little as 10-20 . Initial rollout in December 2003 saw brisk hardware sales, with reports of strong demand in test markets like and , as the locked architecture prevented easy game duplication and encouraged official purchases. However, this model faltered long-term, as adapted through black-market memory cards and emulators, while the limited game selection and barriers shifted consumer preference toward imported or pirated foreign consoles, resulting in negligible software revenue and the platform's effective discontinuation by 2006. executives later acknowledged weak iQue sales as a factor in broader regional challenges, with ultimately boosting hardware visibility but eroding licensed content profitability, as users opted for illicit alternatives over sustained official . The system's measures delayed widespread until 2018, but by then its market irrelevance underscored the failure to cultivate a legitimate user base amid 's entrenched gray markets.

Challenges and Controversies

Regulatory Hurdles in China

In June 2000, 's enacted a nationwide ban on the production, sale, and import of consoles for domestic use, citing risks to and social development, which persisted until July 2015 and barred foreign firms from official market entry. This regulatory barrier forced , through its with local entrepreneur Wei Yenli, to reframe the iQue Player as an educational "3-Dimensional Game System" rather than a conventional gaming console, emphasizing its digital download model to evade prohibitions on and curb unlicensed copying. The device's approval in 2003 required navigating bureaucratic ambiguities, including no dedicated oversight body for consoles, leading to reliance on partnerships and reclassification strategies akin to those later used by competitors like , which marketed systems as "Computer Entertainment" devices. Initial rollout was confined to select cities such as and via authorized kiosks for game downloads at ¥48 each (approximately $5.80 USD at the time), reflecting demands for controlled to monitor and prevent widespread . Further hurdles involved per-game regulatory vetting, including mandatory localization into , potential of violence or cultural elements deemed incompatible with state values, and delays in patent approvals tied to domestic claims, which limited the library to just 14 titles over the product's lifespan. These constraints, compounded by the ban's emphasis on cultural , restricted and contributed to the venture's pivot away from hardware expansions, as seen in the stalled iQue Wii amid 2008 regulatory shifts reasserting foreign investment limits.

Commercial Failures and Strategic Missteps

The iQue Player, launched on June 11, 2003, in , achieved limited commercial success, with sales insufficient to offset development and operational costs, ultimately leading to cancel planned successor hardware like the iQue Box, a localized variant. This underperformance stemmed from a restrictive game approval process imposed by Chinese authorities, which delayed releases and confined the library to just 14 titles, excluding major franchises such as The Legend of Zelda: Ocarina of Time that might have driven adoption. A core strategic error was the digital download model, designed to comply with China's 2000 on console imports and cartridges by requiring users to purchase and transfer content via PC-connected memory cards at stations. While intended to curb physical , this approach failed against entrenched black-market alternatives, including Famicom clones and smuggled imports, which offered cheaper, unlicensed access to broader libraries. Consumers, facing high per- costs (around 100-150 , or $12-18 USD at launch exchange rates), gravitated toward free or low-cost pirated options, undermining the system's intent. Further missteps included entering the market with hardware equivalent to the aging —six years old globally—while competitors like and prepared seventh-generation consoles, limiting appeal in a rapidly evolving industry. Nintendo's partnership with iQue Ltd., led by entrepreneur , prioritized regulatory navigation over aggressive localization or , resulting in sparse and confined to select urban kiosks, which failed to penetrate rural or lower-income segments where thrived. Despite a modest launch price of 498 (approximately $60 USD), the system's longevity until discontinuation around 2016 reflected sustained but marginal viability rather than robust demand.

Long-Term Legacy

Influence on Nintendo's China Operations

The iQue Player's launch in 2003 represented Nintendo's initial foray into compliant console hardware in amid a 2000 government ban on foreign consoles, utilizing a digital download model via iQue Depot kiosks to mitigate while adhering to content localization requirements. However, its commercial underperformance—limited to approximately 14 localized titles over three years, hampered by a high retail price of around 1,500 RMB (equivalent to about $180 USD at the time), cumbersome game acquisition processes, and rejection of titles like The Legend of Zelda: Majora's Mask due to thematic concerns—exposed structural barriers in the market, including entrenched , preference for PC-based gaming in cafes, and bureaucratic delays in approvals. This failure prompted Nintendo to retreat from aggressive hardware expansion in for roughly five years following the aborted iQue Wii project around 2008, redirecting efforts toward region-free handheld systems like the iQue Game Boy Advance in 2004, which achieved modest hardware penetration but struggled with software sales due to rampant copying. The experience highlighted misalignments in Nintendo's approach, such as over-reliance on measures that region-locked content and alienated consumers accustomed to gray-market imports, reinforcing a shift to software-focused localization via iQue rather than full console ecosystems. Long-term, the iQue Player informed Nintendo's cautious recalibration of operations, contributing to delayed full-market entry until the 2015 console ban lift; subsequent strategies emphasized partnerships, as seen in the 2019 Tencent collaboration for distribution, which capitalized on iQue's evolved role in providing same-day Simplified translations to address prior localization lags and cultural adaptations. This pivot underscored empirical lessons on prioritizing regulatory navigation, local co-publishing, and hybrid digital-physical models over standalone hardware innovations ill-suited to 's piracy-prone, PC-dominant gaming culture.

Collectibility and Retrospective Analysis

The iQue Player's limited production run, estimated at fewer than 20,000 units sold exclusively in between 2003 and 2006, contributes to its status as a rare collectible among enthusiasts. Its exclusivity to the Chinese market, combined with the cessation of official support and the niche nature of its flash-based system downloaded via proprietary kiosks, has restricted availability outside , driving demand from international collectors seeking unique hardware variants. Complete units with original packaging command premium prices, reflecting scarcity rather than widespread functionality, as the console's Chinese-language interface and region-specific games limit practical use without modifications. Market values for the iQue Player vary by condition, with loose consoles averaging approximately $392, complete-in-box sets around $688, and sealed examples nearing $875 as of early 2025, based on tracked sales and auction data. Recent transactions include a complete unit sold for $399.99 on January 8, 2025, and loose examples ranging from $300 to $600 in 2024 listings, underscoring steady appreciation driven by retro gaming interest rather than playable value, given that standard systems with broader libraries are far more accessible. Accessories like the iQue memory card or family multiplayer packs further enhance collectible appeal but remain secondary to the core console's obscurity. Retrospective analyses portray the Player as an innovative yet flawed experiment in adapting console to China's regulatory , where cartridge bans necessitated a download-based model to combat rampant . While praised for its compact design—integrating N64-equivalent internals with 64MB storage and connectivity for over-the-air updates—critics note its ultimate commercial failure stemmed from a sparse of only six localized titles, high pricing at 498 (about $60 USD at launch), and inability to compete with inexpensive pirated alternatives. The system's anti-piracy kiosks, intended to enforce controlled distribution, proved cumbersome and insufficient against black-market dominance, leading to pivot iQue toward handheld localization rather than full console ventures. In modern evaluations, it exemplifies causal challenges in global market entry, where technological ingenuity clashed with socioeconomic realities, rendering it a footnote in 's history valued more for historical curiosity than enduring influence.

References

  1. [1]
    Nintendo iQue Player Guide - IGN
    Aug 30, 2014 · The Nintendo iQue Player is a streamlined TV gaming console that was exclusively released in China on November 17, 2003.
  2. [2]
    Nintendo iQue Player | Video Game Console Library
    One of the lesser known consoles released by Nintendo, the iQue Player (iQue) debuted in China on November 21, 2003. The published intention of this system ...
  3. [3]
    iQue - WE Computers Museum
    Mar 7, 2024 · As a result, in 2002, iQue was founded as a joint venture between Chinese-American scientist Wei Yen and Nintendo. Their first console, the iQue ...<|control11|><|separator|>
  4. [4]
    Record: iQue China
    Based on the Nintendo 64, the iQue Player had its own hardware and software system, incompatible with the original Nintendo 64. Piracy was the first issue every ...
  5. [5]
    History of Nintendo in China - iQue Company - Gbasp.ru
    iQue was not Nintendo's first attempt to enter the Chinese market, nor was it the last. They collaborated with Mani Limited (released Game Boy and Game Boy ...Missing: formation | Show results with:formation
  6. [6]
    Pirates steal video game riches in China - CNBC
    Jan 9, 2014 · Game consoles sold in China are mostly modified to allow pirated games, causing console makers to lose out on royalties from software sales.Missing: 1999 context
  7. [7]
    China lifts ban on foreign video games consoles - BBC News
    Jan 7, 2014 · China banned gaming consoles in 2000, citing their adverse effect on the mental health of young people. A grey market in the sale of consoles ...<|separator|>
  8. [8]
    The Any% History of Nintendo in China - Chaoyang Trap
    Nov 13, 2021 · CN: In short, it was iQue's redesign of the Nintendo 64, a brand new design to sell as domestic gaming hardware, and an all-digital distribution ...Missing: formation | Show results with:formation
  9. [9]
    Nintendo iQue Announced for China - News
    Sep 26, 2003 · This memory card is included with the console and doubles as the system's anti-piracy mechanism, as a memory card will only work with the very ...
  10. [10]
    Nintendo Creates Piracy-Proof Console For China - Slashdot
    Sep 24, 2003 · To prevent copying... users will download software onto a 64-megabyte flash-memory card at a local [retail] store, paying 48 yuan for each title ...Missing: modifications | Show results with:modifications
  11. [11]
    Nintendo iQue Player: A Beginner's Guide - Racketboy
    To prevent piracy games had to be played off the flash card, which in turn had a unique digital signature which only works with a specific iQue Player.
  12. [12]
    iQue technical information - Retroactive
    May 6, 2018 · The 64MB (512Mbit) NAND chip is used as the cartridge ROM for each game. An additional hardware layer was developed to allow this NAND to ...
  13. [13]
    Nintendo launches iQue game player in China - EE Times
    Nov 7, 2003 · Nintendo launches iQue game player in China ... The games will initially be available in largers cities like Shanghai and Guangzhou later this ...
  14. [14]
    iQue Player - NintendoWiki
    Jan 18, 2023 · The iQue Player was released exclusively in mainland China in 2003, designed to circumvent both software piracy in China and the Chinese ban on ...
  15. [15]
    iQue Player | Ultimate Pop Culture Wiki - Fandom
    The iQue Player was released on November 17, 2003 with a few launch titles. Nintendo's strategy to market games in China was to show how video games can help ...Missing: rollout | Show results with:rollout
  16. [16]
    iQue Player - Rare Gaming Dump
    Apr 6, 2021 · It uses an ASIC which replicates the CPU and RCP of the Nintendo 64 while adding new features such as USB support and a 64MB NAND flash memory ...
  17. [17]
  18. [18]
    RDRAM - N64brew Wiki
    iQue Player. The iQue Player replaced RDRAM with an off-the-shelf K4D263238E-GC33 16MiB DDR SDRAM differentially clocked at 192MHz for a peak bandwidth of up ...
  19. [19]
    IQue Hardware - Nintendo iQue Player Guide - IGN
    Aug 30, 2014 · To avoid piracy, iQue games are downloaded to a flash cartridge that connects to a port on the console. Due to how fast games load (most notably ...Missing: modifications | Show results with:modifications<|control11|><|separator|>
  20. [20]
    Raising the iQue of my home - Leaded Solder
    Mar 1, 2020 · The iQue chipset is not a direct copy of the N64, as far as I can tell. iQue - the company - was founded by Wei Yen, one of the engineers ...
  21. [21]
    How China's gaming regulations affect its market and the rest of the ...
    Oct 20, 2021 · Simply put, games legally launched in China need to abide by a set of rules that regulate its content: politically sensitive topics/themes and ...
  22. [22]
    iQue Player - Zelda Dungeon Wiki, a The Legend of Zelda wiki
    Apr 8, 2025 · ... China's strict censorship policies. The iQue Player came to fame in the Speedrunning community when well known Zelda speedrunner Cosmo ...
  23. [23]
    The Nintendo Console That Fought Chinese Piracy, And Lost - VICE
    Oct 7, 2011 · The iQue Player allows owners to purchase and download games to a flash card, which is then inserted into the controller to install the game.Missing: signature | Show results with:signature
  24. [24]
    Nintendo braves Chinese pirates with iQue player - The Register
    Sep 26, 2003 · Nintendo hopes that this approach will make the iQue Player impervious to piracy, which is rampant in the Chinese market and has dissuaded ...Missing: mitigation effectiveness
  25. [25]
    iQue Doing Well in China - News - Nintendo World Report
    Dec 21, 2003 · The iQue Player, Nintendo's crack at an anti-piratable gaming device in China, is selling well in the country that is known for producing ...Missing: effectiveness | Show results with:effectiveness
  26. [26]
    Nintendo iQue Player: A Beginner's Guide
    Oct 6, 2011 · To prevent piracy games had to be played off the flash card, which in turn had a unique digital signature which only works with a specific ...
  27. [27]
    Nintendo tackles the pirates - Financial Times
    Feb 1, 2005 · Some industry experts believe Nintendo has been hit by weak sales of the iQue player. At the end of last year, Satoru Iwata, Nintendo ...
  28. [28]
    The History of Nintendo in China - the iQue Company. Part 5 ...
    In 2004, iQue began developing the NetCard. This project involved a team from BroadOn and Chen Yongzhi's team. The iQue NetCard resembled a regular, slightly ...Missing: joint | Show results with:joint
  29. [29]
    China finally lifts 15-year ban on manufacture and sale of games ...
    Jul 26, 2015 · The Chinese government banned the domestic and foreign manufacture of video game consoles back in 2000. The ban only pertained to mainland China ...Missing: regulations | Show results with:regulations
  30. [30]
    Why Are Consoles Banned In China? - Kotaku
    There is no regulatory body to oversee video game consoles, creating a bureaucratic quagmire for the ban. Hanson, however, speculates that the Ministry of ...Missing: hurdles | Show results with:hurdles
  31. [31]
    China's complicated history with video games: when a ban isn't ...
    Jan 30, 2013 · As an attempt to avoid piracy, the games were downloadable using an iQue Depot in stores, and it was ¥48 or about $7.70 a pop with free updates ...
  32. [32]
    IQue N64: Nintendo's Most Radical Experiment in China - YouTube
    Feb 12, 2023 · In the early 2000s, China had long been rife with Famiclones based on Nintendo hardware, and the Gameboy had flourished via parallel imports ...Missing: localization | Show results with:localization
  33. [33]
    What caused the iQue Player tank in sales?
    Aug 23, 2021 · In terms of sales iQue Player would be considered a commercial failure in the eyes of many people since it only managed to reach somewhere ...Missing: figures | Show results with:figures
  34. [34]
    iQue Guest Lounge - iQue History Club 神游历史俱乐部
    Sep 11, 2019 · We actually had plans to release the game in China, but during the actual process of localization, we found that the special motor hardware in ...<|separator|>
  35. [35]
    Nintendo's Glorious 20-Year-Long Struggle in China
    Jun 24, 2013 · Among them, iQue, as a subsidiary, was in charge of the development of some N64/DS/GBA/3DS games in Mainland China. As for Nintendo (HK) and ...
  36. [36]
    iQue Player Prices Nintendo 64 | Compare Loose, CIB & New Prices
    Free delivery 14-day returnsNintendo 64 N64 iQue Player Chinese China Clone Variant Console OEM Power & AV [eBay], $391.62, Report It. 2025-01-08. Time Warp shows photos of completed sales ...<|separator|>
  37. [37]
    iQue Player Family Package Prices Nintendo 64 - PriceCharting
    Free delivery 14-day returnsNintendo N64 iQue Player Family Package Multiplayer Pack Rare US Seller [eBay], $399.99, Report It. 2024-04-10. Time Warp shows photos of completed sales ...Missing: collectibility | Show results with:collectibility
  38. [38]
    Nintendo's Lost Console: iQue Player - Rare Obscure or Retro - Rerez
    Feb 25, 2016 · Nintendo's iQue Player, a video game console exclusive to China ... titles, unknown hardware, classic and retro games, and much more!Missing: ported | Show results with:ported
  39. [39]
    Nintendo's Most Obscure Console Ever – The iQue Player Reviewed
    Oct 12, 2018 · A small video, long time in the make, finally my review for the iQue Player is here! Have a look as I take you back some 15 years.Missing: critical | Show results with:critical
  40. [40]
    Nintendo's Secrets! The iQue Player Review Nintendo N64 Unique ...
    Oct 11, 2018 · The mystery console iQue Player, Nintendo's most obscure release and a gem to collect and revisit! A small video, long time in the make, ...Missing: critical | Show results with:critical