The No-Nintendo World is much like the real world, but diverges at the founding of a single company. Nintendo Company Limited was never founded, causing a ripple effect that would eventually lead to a different future.

In this timeline, much of the political events remain the same, but popular culture is completely different. However, it did have some significant side effects on the development of military technology.

1889 AD Real WorldEdit

The Japanese government had banned foreign playing cards and games in 1633 as a means of deterring illegal gambling. The entrepreneur Fusajiro Yamauchi created a new form of playing card that took advantage of a loophole in the law - the cards were handcrafted which was considered new in Japanese culture at the time. Thus, Nintendo was founded in 1889.

The company eventually grew more popular and maintained stability. Shortly after the Video Game Crash of 1983, video games were on decline and losing interest, but the release of the Nintendo Entertainment System and the subsequent Super Mario Bros. game led to a revival of video games. As a by product from this, simulation technology would improve over the years leading to new forms of entertainment.

1889 AD No-Nintendo WorldEdit

The Japanese government's laws in 1633 on playing cards happened to be far more strict. Unfortunately, Fusajiro Yamauchi's new playing cards were outlawed and Nintendo was never founded.

By the time of the Video Game Crash of 1983, video games were in decline. Asthey never made a rebound, video games as we know it never made it a rebound. Sega diverted its focus more towards the development of jukeboxes, which eventually led to it becoming a major music corporation.

However, in the mid 1990s, video games made a revival, but in an entirely different form. They were marketed as "eletronic role-playing games".

Major differencesEdit

Arcade games were eventually phased out. As Donkey Kong was never created, sidescrolling games never saw a rise to popularity. Instead, role-playing games became extremely popular, with Dungeons and Dragons being the predominant game. Other companies followed such as Square followed their example, creating board game parallels to what in our universe were originally video games.

Eventually, with the release of the Internet, a form of video games was eventually created during the mid 1990s. TSR Inc. created an 8-bit system specifically designed for role-playing games and became one of the leading video game developers. It was marketed as an "electronic role-playing game".

The year 2000 saw the release of the TSR-2, a 16-bit system with Internet capabilities. Users could now share data directly from their games and also play online.

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