Nintendo: Difference between revisions
Location formats Tags: Mobile edit Mobile web edit Advanced mobile edit |
|||
(91 intermediate revisions by 51 users not shown) | |||
Line 1: | Line 1: | ||
{{Short description|Japanese video game company}} |
{{Short description|Japanese video game company}} |
||
{{distinguish|Intendo}} |
|||
{{Pp-vandalism|small=yes}} |
{{Pp-vandalism|small=yes}} |
||
{{Use dmy dates|date=November 2023}} |
{{Use dmy dates|date=November 2023}} |
||
Line 46: | Line 47: | ||
| key_people = {{Unbulleted list |
| key_people = {{Unbulleted list |
||
| [[Shuntaro Furukawa]] {{Small|(president)}} |
| [[Shuntaro Furukawa]] {{Small|(president)}} |
||
| [[Shigeru Miyamoto]] {{Small|([[fellow]])}} |
| [[Shigeru Miyamoto]] {{Small|([[Fellow|executive fellow]])}} |
||
}} |
}} |
||
| products = [[List of Nintendo products|List of products]] |
| products = [[List of Nintendo products|List of products]] |
||
Line 63: | Line 64: | ||
| ''[[Excitebike (series)|Excite]]'' |
| ''[[Excitebike (series)|Excite]]'' |
||
| ''[[F-Zero]]'' |
| ''[[F-Zero]]'' |
||
| ''[[Famicom Detective Club]]'' |
|||
| ''[[Fire Emblem]]'' |
| ''[[Fire Emblem]]'' |
||
| ''[[Fossil Fighters]]'' |
| ''[[Fossil Fighters]]'' |
||
Line 80: | Line 82: | ||
| ''[[Punch-Out!!]]'' |
| ''[[Punch-Out!!]]'' |
||
| ''[[Puzzle League]]'' |
| ''[[Puzzle League]]'' |
||
| ''[[Rhythm Heaven (series)|Rhythm Heaven]]'' |
|||
| ''[[Splatoon]]'' |
| ''[[Splatoon]]'' |
||
| ''[[Star Fox]]'' |
| ''[[Star Fox]]'' |
||
Line 113: | Line 116: | ||
| owners = {{Unbulleted list |
| owners = {{Unbulleted list |
||
| [[The Master Trust Bank of Japan]] (17%) |
| [[The Master Trust Bank of Japan]] (17%) |
||
| [[JPMorgan Chase]] (10%)<ref>{{Cite web|url=http://www.nintendo.co.jp/ir/en/stock/information/index.html|title=IR Information : Stock Information – Status of Shares|website=Nintendo Co., Ltd.}}</ref> |
| [[JPMorgan Chase]] (10%)<ref>{{Cite web|url=http://www.nintendo.co.jp/ir/en/stock/information/index.html|title=IR Information : Stock Information – Status of Shares|website=Nintendo Co., Ltd.|access-date=11 January 2023|archive-date=21 September 2013|archive-url=https://web.archive.org/web/20130921054307/http://www.nintendo.co.jp/ir/en/stock/information/index.html|url-status=live}}</ref> |
||
| [[Public Investment Fund]] (8%)<ref>{{Cite news|url=https://www.bloomberg.com/news/articles/2023-02-17/saudi-arabia-becomes-largest-outside-shareholder-of-nintendo|title=Saudi Arabia Becomes Largest Outside Shareholder of Nintendo|website=Bloomberg|date=17 February 2023 }}</ref> |
| [[Public Investment Fund]] (8%)<ref>{{Cite news|url=https://www.bloomberg.com/news/articles/2023-02-17/saudi-arabia-becomes-largest-outside-shareholder-of-nintendo|title=Saudi Arabia Becomes Largest Outside Shareholder of Nintendo|website=Bloomberg|date=17 February 2023|access-date=12 December 2023|archive-date=29 December 2023|archive-url=https://web.archive.org/web/20231229062255/https://www.bloomberg.com/news/articles/2023-02-17/saudi-arabia-becomes-largest-outside-shareholder-of-nintendo|url-status=live}}</ref> |
||
| {{ |
| {{ill|Custody Bank of Japan|ja|日本カストディ銀行د}} (6%) |
||
}} |
}} |
||
| num_employees = 7, |
| num_employees = 7,724{{Efn|2,814 of the company's 7,724 employees are employed by Nintendo Co., Ltd. directly. The remaining 4,910 are employed by its subsidiaries.}} |
||
| num_employees_year = |
| num_employees_year = 2024 |
||
| parent = |
| parent = |
||
| divisions = {{Unbulleted list |
| divisions = {{Unbulleted list |
||
| [[Nintendo Business Development|Business Development]] |
| [[List of Nintendo development teams#Business Development Division (BDD)|Business Development]] |
||
| [[Nintendo Entertainment Planning & Development|Entertainment Planning & Development]] |
| [[Nintendo Entertainment Planning & Development|Entertainment Planning & Development]] |
||
| [[Nintendo Platform Technology Development|Platform Technology Development]] |
| [[Nintendo Platform Technology Development|Platform Technology Development]] |
||
Line 130: | Line 133: | ||
| [[Mario Club]] |
| [[Mario Club]] |
||
| [[Monolith Soft]] |
| [[Monolith Soft]] |
||
| [[NDcube]] |
|||
| [[Next Level Games]] |
| [[Next Level Games]] |
||
| [[Nintendo Cube]] |
|||
| [[Nintendo European Research & Development]] |
| [[Nintendo European Research & Development]] |
||
| [[Nintendo Pictures]] |
| [[Nintendo Pictures]] |
||
Line 139: | Line 142: | ||
| [[Nintendo Technology Development]] |
| [[Nintendo Technology Development]] |
||
| [[Retro Studios]] |
| [[Retro Studios]] |
||
| [[ |
| [[Shiver Entertainment]] |
||
| [[Systems Research & Development|SRD]] |
|||
}} |
}} |
||
| website = {{URL|nintendo.com}} |
| website = {{URL|nintendo.com}} |
||
Line 147: | Line 151: | ||
{{Nihongo foot|'''Nintendo Co., Ltd.'''|任天堂株式会社|Nintendō [[Kabushiki gaisha]]|lead=yes|group=lower-alpha}} is a Japanese [[Multinational corporation|multinational]] [[video game]] company headquartered in [[Kyoto]]. It develops, publishes and releases both video games and [[video game console]]s. |
{{Nihongo foot|'''Nintendo Co., Ltd.'''|任天堂株式会社|Nintendō [[Kabushiki gaisha]]|lead=yes|group=lower-alpha}} is a Japanese [[Multinational corporation|multinational]] [[video game]] company headquartered in [[Kyoto]]. It develops, publishes and releases both video games and [[video game console]]s. |
||
Nintendo was founded in 1889 as {{Nihongo foot|'''Nintendo Koppai'''|任天堂骨牌|Nintendō Koppai|lead=yes|group=lower-alpha|extra=the characters {{lang|ja|'骨牌'}} can also be read as {{transliteration|ja|'karuta'}}.}} by craftsman [[Fusajiro Yamauchi]] and originally produced handmade {{transliteration|ja|[[hanafuda]]}} playing cards. After venturing into various lines of business during the 1960s and acquiring |
Nintendo was founded in 1889 as {{Nihongo foot|'''Nintendo Koppai'''|任天堂骨牌|Nintendō Koppai|lead=yes|group=lower-alpha|extra=the characters {{lang|ja|'骨牌'}} can also be read as {{transliteration|ja|'karuta'}}.}} by craftsman [[Fusajiro Yamauchi]] and originally produced handmade {{transliteration|ja|[[hanafuda]]}} playing cards. After venturing into various lines of business during the 1960s and acquiring legal status as a public company, Nintendo distributed its first console, the [[Color TV-Game]], in 1977. It gained international recognition with the release of ''[[Donkey Kong (1981 video game)|Donkey Kong]]'' in 1981 and the [[Nintendo Entertainment System]] and ''[[Super Mario Bros.]]'' in 1985. |
||
Since then, Nintendo has produced some of the most successful consoles in the [[video game industry]], such as the [[Game Boy]], the [[Super Nintendo Entertainment System]], the [[Nintendo DS]], the [[Wii]], and the [[Nintendo |
Since then, Nintendo has produced some of the most successful consoles in the [[video game industry]], such as the [[Game Boy]], the [[Super Nintendo Entertainment System]], the [[Nintendo DS]], the [[Wii]], and the [[Nintendo Switch]]. It has created or published numerous major franchises, including ''[[Mario (franchise)|Mario]]'', ''[[Donkey Kong]]'', ''[[The Legend of Zelda]]'', ''[[Metroid]]'', ''[[Kirby (series)|Kirby]]'', ''[[Star Fox]]'', ''[[Pokémon]]'', ''[[Super Smash Bros.]]'', ''[[Animal Crossing]]'', ''[[Fire Emblem]]'', ''[[Pikmin]]'', ''[[Xenoblade Chronicles]]'', and ''[[Splatoon]]'', and Nintendo's mascot, [[Mario]], is internationally recognized, as well as other characters like [[Donkey Kong (character)|Donkey Kong]], [[Link (The Legend of Zelda)|Link]], [[Kirby (character)|Kirby]], and [[Pikachu]]. The company has sold more than 5.592 billion video games and over 836 million [[Nintendo video game consoles|hardware units]] globally, as of March 2023. |
||
Nintendo has multiple subsidiaries in Japan and abroad, in addition to business partners such as [[HAL Laboratory]], [[Intelligent Systems]], [[Game Freak]], and [[The Pokémon Company]]. Nintendo and its staff have received awards including [[Technology & Engineering Emmy Award|Emmy Awards for Technology & Engineering]], [[The Game Awards|Game Awards]], [[Game Developers Choice Awards]], and [[British Academy Games Awards]]. It is one of the wealthiest and most valuable companies in the Japanese market. |
Nintendo has multiple subsidiaries in Japan and abroad, in addition to business partners such as [[HAL Laboratory]], [[Intelligent Systems]], [[Game Freak]], and [[The Pokémon Company]]. Nintendo and its staff have received awards including [[Technology & Engineering Emmy Award|Emmy Awards for Technology & Engineering]], [[The Game Awards|Game Awards]], [[Game Developers Choice Awards]], and [[British Academy Games Awards]]. It is one of the wealthiest and most valuable companies in the Japanese market. |
||
Line 169: | Line 173: | ||
| image2 = NintendoCards.jpg |
| image2 = NintendoCards.jpg |
||
| alt2 = |
| alt2 = |
||
⚫ | | caption2 = Nintendo [[karuta]] poster from the [[Meiji era]]}}Nintendo was founded as {{Nihongo foot|Nintendo Koppai|任天堂骨牌|Nintendō Koppai|group=lower-alpha}} on 23 September 1889<ref name="Nintendo is founded, September 23, 1889" /> by craftsman [[Fusajiro Yamauchi]] in [[Shimogyō-ku, Kyoto]], Japan, as an unincorporated establishment, to produce and distribute [[Culture of Japan|Japanese]] [[playing card]]s, or {{Nihongo|[[karuta]]|かるた||from [[Portuguese language|Portuguese]] {{lang|pt|carta}}, 'card'}}, most notably {{Nihongo3|'flower cards'|[[wikt:花札|花札]]|[[hanafuda]]}}.<ref name="Corporate Information : Company Profile" /><ref name="Corporate Information : Company History" /><ref name="Nintendo History" /><ref name="Nintendo Probably Doesn't Mean What You Think It Does" /><ref name="The Traditional Beauty Of Nintendo's Playing Cards" />{{sfn|Sheff|1999|p=14}} The name "Nintendo" is commonly assumed to mean "leave luck to heaven",<ref name="Nintendo's 1955 Cameo In The New York Times" />{{sfn|Sheff|1999|p=14}} but the assumption lacks historical validation; it has also been suggested to mean "the temple of free {{transliteration|ja|hanafuda}}", but even descendants of Yamauchi do not know the true intended meaning of the name.<ref name="Nintendo Probably Doesn't Mean What You Think It Does" /> Hanafuda cards had become popular after Japan banned most forms of gambling in 1882, though tolerated hanafuda. Sales of hanafuda cards were popular with the [[yakuza]]-run gaming parlors in Kyoto. Other card manufacturers had opted to leave the market, not wanting to be associated with its criminality, but Yamauchi persisted despite such fears to become the primary producer of hanafuda within a few years.<ref name="The birthplace of Nintendo" /> With the increase of the cards' popularity, Yamauchi hired assistants to [[Mass production|mass-produce]] them to satisfy the demand.<ref name="Before Mario: Nintendo's Playing Cards, Toys And Love Hotels" /> Even with a favorable start, the business faced financial struggles due to operating in a [[niche market]], the slow and expensive manufacturing process, high product price, alongside long durability of the cards, which impacted sales due to the low replacement rate.{{Sfn|Gorges|2015a|p=16}} As a solution, Nintendo produced a cheaper and lower-quality line of playing cards, {{transliteration|ja|Tengu}}, while also conducting product offerings in other cities such as [[Osaka]], where card game profits were high. In addition, local merchants were interested in the prospect of continuous renewal of decks, thus avoiding the suspicions that reusing cards would generate.{{Sfn|Gorges|2015a|p=17}} |
||
| caption2 = Nintendo [[karuta]] poster from the [[Meiji era]] |
|||
}} |
|||
⚫ | According to Nintendo, the business' first western-style card deck was put on the market in 1902,<ref name="Corporate Information : Company History" /><ref name="Nintendo History" /> although other documents indicate the date was 1907, shortly after the [[Russo-Japanese War]].{{Sfn|Gorges|2015a|p=19}} Although the cards were initially intended to be exported, they quickly gained popularity within and without Japan.<ref name="Corporate Information : Company History" /><ref name="Nintendo History" /> During this time, the business styled itself as Marufuku Nintendo Card Co.<ref name="Nintendo's oldest playing cards? Marufuku No. 1" /> The [[Russo-Japanese War|war]] created considerable difficulties for companies in the leisure sector, which were subject to new levies such as the {{transliteration|ja|[[Karuta]] Zei}} ("playing cards tax").{{Sfn|Gorges|2015a|p=20}} Nintendo subsisted and, in 1907, entered into an agreement with Nihon Senbai—later known as the [[Japan Tobacco]]—to market its cards to various cigarette stores throughout the country.{{Sfn|Gorges|2015a|p=21}} A Nintendo promotional calendar from the [[Taishō era]] dated to 1915 indicates that the business was named {{Nihongo foot|Yamauchi Nintendo |山内任天堂|Yamauchi Nintendō |group=lower-alpha}} but still used the Marufuku Nintendo Co. brand for its playing cards.<ref name="100 year old Nintendo promotional calendar" /> |
||
⚫ | Nintendo was founded as {{Nihongo foot|Nintendo Koppai|任天堂骨牌|Nintendō Koppai|group=lower-alpha}} on 23 September 1889<ref name="Nintendo is founded, September 23, 1889" /> by craftsman [[Fusajiro Yamauchi]] in [[Shimogyō-ku, Kyoto]], Japan, as an unincorporated establishment, to produce and distribute [[Culture of Japan|Japanese]] [[playing card]]s, or {{Nihongo|[[karuta]]|かるた||from [[Portuguese language|Portuguese]] {{lang|pt|carta}}, 'card'}}, most notably {{Nihongo3|'flower cards'|[[wikt:花札|花札]]|[[hanafuda]]}}.<ref name="Corporate Information : Company Profile" /><ref name="Corporate Information : Company History" /><ref name="Nintendo History" /><ref name="Nintendo Probably Doesn't Mean What You Think It Does" /><ref name="The Traditional Beauty Of Nintendo's Playing Cards" />{{sfn|Sheff|1999|p=14}} The name "Nintendo" is commonly assumed to mean "leave luck to heaven",<ref name="Nintendo's 1955 Cameo In The New York Times" />{{sfn|Sheff|1999|p=14}} but the assumption lacks historical validation; it |
||
⚫ | According to Nintendo, the business' first western-style card deck was put on the market in 1902,<ref name="Corporate Information : Company History" /><ref name="Nintendo History" /> although other documents |
||
[[Culture of Japan|Japanese culture]] stipulated that for Nintendo to continue as a family business after Yamauchi's retirement, Yamauchi had to adopt his son-in-law so that he could take over the business. As a result, [[Sekiryo Kaneda]] adopted the Yamauchi surname in 1907 and headed the business in 1929. By that time, Nintendo was the largest playing card business in Japan.{{Sfn|Sheff|2011|pp=31–32}} |
[[Culture of Japan|Japanese culture]] stipulated that for Nintendo to continue as a family business after Yamauchi's retirement, Yamauchi had to adopt his son-in-law so that he could take over the business. As a result, [[Sekiryo Kaneda]] adopted the Yamauchi surname in 1907 and headed the business in 1929. By that time, Nintendo was the largest playing card business in Japan.{{Sfn|Sheff|2011|pp=31–32}} |
||
{{Clear}} |
|||
==== 1933–1968: Incorporation, expansion, and diversification ==== |
==== 1933–1968: Incorporation, expansion, and diversification ==== |
||
Line 199: | Line 198: | ||
| align = left |
| align = left |
||
| total_width = 385 |
| total_width = 385 |
||
| image1 = |
| image1 = |
||
| alt1 = |
| alt1 = |
||
| caption1 = [[Hiroshi Yamauchi]], former Nintendo president (1949–2002) |
| caption1 = [[Hiroshi Yamauchi]], former Nintendo president (1949–2002) |
||
Line 207: | Line 206: | ||
}} |
}} |
||
In 1950, due to Sekiryo's deteriorating health,{{Sfn|Gorges|2015a|p=24}} Hiroshi Yamauchi assumed the presidency and headed manufacturing operations.<ref name="Corporate Information : Company History" /><ref name="Nintendo History" /> His first actions involved several important changes in the operation of the company: in 1951, he changed the company name to {{Nihongo foot|Nintendo Playing Card Co., Ltd. |任天堂骨牌株式会社|Nintendō Karuta kabushiki gaisha|group=lower-alpha}}<ref name="Corporate Information : Company History" /><ref name="Nintendo History" /><ref name="Vooks">{{cite web |url=https://www.vooks.net/meet-the-6-presidents-of-nintendos-130-year-history/ |title=Meet the 6 Presidents of Nintendo's 130 year history |website=Vooks |last=Henderson |first=Luke |date=30 April 2018 |access-date=25 May 2020 |archive-date=5 August 2020 |archive-url=https://web.archive.org/web/20200805040428/https://www.vooks.net/meet-the-6-presidents-of-nintendos-130-year-history/ |url-status=live }}</ref> and in the following year, he centralized the manufacturing facilities dispersed in Kyoto, which led to the expansion of the offices in Kamitakamatsu-cho, Fukuine, Higashiyama-ku, Kyoto.<ref name="Corporate Information : Company History" /><ref name="Nintendo History" />{{Sfn|Gorges|2015a|p=25}} In 1953, Nintendo became the first company to succeed in mass-producing plastic playing cards in Japan.<ref name="Corporate Information : Company History" /><ref name="Nintendo History"/> Some of the company's employees, accustomed to |
In 1950, due to Sekiryo's deteriorating health,{{Sfn|Gorges|2015a|p=24}} Hiroshi Yamauchi assumed the presidency and headed manufacturing operations.<ref name="Corporate Information : Company History" /><ref name="Nintendo History" /> His first actions involved several important changes in the operation of the company: in 1951, he changed the company name to {{Nihongo foot|Nintendo Playing Card Co., Ltd. |任天堂骨牌株式会社|Nintendō Karuta kabushiki gaisha|group=lower-alpha}}<ref name="Corporate Information : Company History" /><ref name="Nintendo History" /><ref name="Vooks">{{cite web |url=https://www.vooks.net/meet-the-6-presidents-of-nintendos-130-year-history/ |title=Meet the 6 Presidents of Nintendo's 130 year history |website=Vooks |last=Henderson |first=Luke |date=30 April 2018 |access-date=25 May 2020 |archive-date=5 August 2020 |archive-url=https://web.archive.org/web/20200805040428/https://www.vooks.net/meet-the-6-presidents-of-nintendos-130-year-history/ |url-status=live }}</ref> and in the following year, he centralized the manufacturing facilities dispersed in Kyoto, which led to the expansion of the offices in Kamitakamatsu-cho, Fukuine, Higashiyama-ku, Kyoto.<ref name="Corporate Information : Company History" /><ref name="Nintendo History" />{{Sfn|Gorges|2015a|p=25}} In 1953, Nintendo became the first company to succeed in mass-producing plastic playing cards in Japan.<ref name="Corporate Information : Company History" /><ref name="Nintendo History"/> Some of the company's employees, accustomed to more cautious and conservative leadership, viewed the new measures with concern, and the rising tension led to a call for a [[Strike action|strike]]. However, the measure had no major impact, as Hiroshi resorted to the dismissal of several dissatisfied workers.{{Sfn|Gorges|2015a|p=26}} |
||
In 1959, Nintendo moved its headquarters to Kamitakamatsu-cho, Fukuine, Higashiyama-ku, Kyoto. The company entered into a partnership with [[The Walt Disney Company]] to incorporate its characters into playing cards, which opened it up to the children's market and resulted in a boost to Nintendo's playing card business.<ref name="Corporate Information : Company History" /><ref name="Nintendo History" /><ref name="Vooks"/> Nintendo automated the production of Japanese playing cards using backing paper, and also developed a distribution system that allowed it to offer its products in toy stores.<ref name="Corporate Information : Company History" />{{Sfn|Sheff|2011}} By 1961, the company had established a Tokyo branch in [[Chiyoda, Tokyo]],<ref name="Corporate Information : Company History" /> and sold more than 1.5 million card packs, holding a high [[market share]], for which it relied on televised advertising campaigns.{{Sfn|Gorges|2015a|p=28}} In 1962, Nintendo became a public company by listing stock on the second section of the [[Osaka Exchange|Osaka Securities Exchange]] and |
In 1959, Nintendo moved its headquarters to Kamitakamatsu-cho, Fukuine, Higashiyama-ku, Kyoto. The company entered into a partnership with [[The Walt Disney Company]] to incorporate its characters into playing cards, which opened it up to the children's market and resulted in a boost to Nintendo's playing card business.<ref name="Corporate Information : Company History" /><ref name="Nintendo History" /><ref name="Vooks"/> Nintendo automated the production of Japanese playing cards using backing paper, and also developed a distribution system that allowed it to offer its products in toy stores.<ref name="Corporate Information : Company History" />{{Sfn|Sheff|2011}} By 1961, the company had established a Tokyo branch in [[Chiyoda, Tokyo]],<ref name="Corporate Information : Company History" /> and sold more than 1.5 million card packs, holding a high [[market share]], for which it relied on televised advertising campaigns.{{Sfn|Gorges|2015a|p=28}} In 1962, Nintendo became a public company by listing stock on the second section of the [[Osaka Exchange|Osaka Securities Exchange]] and the Kyoto Stock Exchange.<ref name="Corporate Information : Company History" /><ref name="Nintendo History" /> In the following year, the company adopted its current name, {{Nihongo foot|Nintendo & Co., Ltd.|任天堂株式会社|Nintendō kabushiki gaisha|group=lower-alpha}} and started manufacturing games in addition to playing cards.<ref name="Corporate Information : Company History" /><ref name="Nintendo History"/> |
||
In 1964, Nintendo earned {{JPY|150 million}}.{{Sfn|Gorges|2015a|p=29}} Although the company was experiencing a period of economic prosperity, the Disney cards and derived products made it dependent on the children's market. The situation was exacerbated by the falling sales of its adult-oriented playing cards caused by Japanese society gravitating toward other hobbies such as [[pachinko]], [[bowling]], and nightly outings.{{Sfn|Gorges|2015a|p=28}} When Disney card sales began to decline, Nintendo realized that it had no real alternative to alleviate the situation.{{Sfn|Gorges|2015a|p=29}} After the 1964 [[1964 Summer Olympics|Tokyo Olympics]], Nintendo's stock price plummeted to its lowest recorded level of {{JPY|60}}.<ref>{{cite book |url=https://books.google.com/books?id=4S7dvvs_0nIC&pg=PT44 |title=Freelancers!: A Revolution in the Way We Work |isbn=9781625166166 |last1=Gregory |first1=Tony |date=12 March 2013 |publisher=Strategic Book |access-date=9 May 2015 |archive-date=1 January 2016 |archive-url=https://web.archive.org/web/20160101083131/https://books.google.com/books?id=4S7dvvs_0nIC&pg=PT44 |url-status=live }}</ref><ref>{{cite book |url=https://books.google.com/books?id=M-pGHGDm5a4C&pg=PA12 |title=The Story of Nintendo |isbn=9781448870431 |last1=Sutherland |first1=Adam |date=15 January 2012 |publisher=The Rosen Publishing Group |access-date=9 May 2015 |archive-date=1 January 2016 |archive-url=https://web.archive.org/web/20160101083131/https://books.google.com/books?id=M-pGHGDm5a4C&pg=PA12 |url-status=live }}</ref> |
In 1964, Nintendo earned {{JPY|150 million}}.{{Sfn|Gorges|2015a|p=29}} Although the company was experiencing a period of economic prosperity, the Disney cards and derived products made it dependent on the children's market. The situation was exacerbated by the falling sales of its adult-oriented playing cards caused by Japanese society gravitating toward other hobbies such as [[pachinko]], [[bowling]], and nightly outings.{{Sfn|Gorges|2015a|p=28}} When Disney card sales began to decline, Nintendo realized that it had no real alternative to alleviate the situation.{{Sfn|Gorges|2015a|p=29}} After the 1964 [[1964 Summer Olympics|Tokyo Olympics]], Nintendo's stock price plummeted to its lowest recorded level of {{JPY|60}}.<ref>{{cite book |url=https://books.google.com/books?id=4S7dvvs_0nIC&pg=PT44 |title=Freelancers!: A Revolution in the Way We Work |isbn=9781625166166 |last1=Gregory |first1=Tony |date=12 March 2013 |publisher=Strategic Book |access-date=9 May 2015 |archive-date=1 January 2016 |archive-url=https://web.archive.org/web/20160101083131/https://books.google.com/books?id=4S7dvvs_0nIC&pg=PT44 |url-status=live }}</ref><ref>{{cite book |url=https://books.google.com/books?id=M-pGHGDm5a4C&pg=PA12 |title=The Story of Nintendo |isbn=9781448870431 |last1=Sutherland |first1=Adam |date=15 January 2012 |publisher=The Rosen Publishing Group |access-date=9 May 2015 |archive-date=1 January 2016 |archive-url=https://web.archive.org/web/20160101083131/https://books.google.com/books?id=M-pGHGDm5a4C&pg=PA12 |url-status=live }}</ref> |
||
In 1965, Nintendo hired [[Gunpei Yokoi]] to maintain the assembly-line machines used to manufacture its playing cards.<ref name="gi116">{{cite magazine |date=January 2002 |title=Forgotten Giant: The Brilliant Life and Tragic Death of Gunpei Yokoi |magazine=[[Game Informer]] |volume=12 |issue=105 |page=116}}</ref> |
In 1965, Nintendo hired [[Gunpei Yokoi]] to maintain the assembly-line machines used to manufacture its playing cards.<ref name="gi116">{{cite magazine |date=January 2002 |title=Forgotten Giant: The Brilliant Life and Tragic Death of Gunpei Yokoi |magazine=[[Game Informer]] |volume=12 |issue=105 |page=116}}</ref> |
||
{{Clear}} |
|||
==== 1969–1972: Classic and electronic toys ==== |
==== 1969–1972: Classic and electronic toys ==== |
||
Yamauchi's experience with the previous initiatives led him to increase Nintendo's investment in a research and development department in 1969, directed by Hiroshi Imanishi, a long-time employee of the company.<ref name="Nintendo History" /> Yokoi was moved to the newly created department and was responsible for coordinating various projects.{{Sfn|Sheff|2011}} Yokoi's experience in manufacturing electronic devices led Yamauchi to put him in charge of the company's games department, and his products would be mass-produced.<ref name="BusinessInsider2019">{{cite web |url=https://www.businessinsider.com/nintendo-game-boy-super-mario-history-evolution-2019-3#among-the-companys-many-new-ventures-nintendo-began-manufacturing-games-in-the-70s-it-started-selling-electronic-toys-like-its-popular-beam-guns-4 |title=From playing cards to 'Super Mario Bros.', here's Nintendo's history. |last=Malinsky |first=Gili |website=Business Insider |date=18 March 2019 |access-date=25 May 2020 |archive-date=4 August 2020 |archive-url=https://web.archive.org/web/20200804140151/https://www.businessinsider.com/nintendo-game-boy-super-mario-history-evolution-2019-3#among-the-companys-many-new-ventures-nintendo-began-manufacturing-games-in-the-70s-it-started-selling-electronic-toys-like-its-popular-beam-guns-4 |url-status=live }}</ref> During this period, Nintendo built a new production plant in [[Uji]], just outside of Kyoto,<ref name="Nintendo History"/> and distributed classic [[tabletop game]]s such as [[chess]], [[shogi]], [[Go (game)|go]], and [[mahjong]], and other foreign games under the Nippon Game brand.{{Sfn|Gorges|2015a|p=32}} The company's restructuring preserved a couple of areas dedicated to playing card manufacturing.{{Sfn|Gorges|2015a|p=33}} |
Yamauchi's experience with the previous initiatives led him to increase Nintendo's investment in a research and development department in 1969, directed by Hiroshi Imanishi, a long-time employee of the company.<ref name="Nintendo History" /> Yokoi was moved to the newly created department and was responsible for coordinating various projects.{{Sfn|Sheff|2011}} Yokoi's experience in manufacturing electronic devices led Yamauchi to put him in charge of the company's games department, and his products would be mass-produced.<ref name="BusinessInsider2019">{{cite web |url=https://www.businessinsider.com/nintendo-game-boy-super-mario-history-evolution-2019-3#among-the-companys-many-new-ventures-nintendo-began-manufacturing-games-in-the-70s-it-started-selling-electronic-toys-like-its-popular-beam-guns-4 |title=From playing cards to 'Super Mario Bros.', here's Nintendo's history. |last=Malinsky |first=Gili |website=Business Insider |date=18 March 2019 |access-date=25 May 2020 |archive-date=4 August 2020 |archive-url=https://web.archive.org/web/20200804140151/https://www.businessinsider.com/nintendo-game-boy-super-mario-history-evolution-2019-3#among-the-companys-many-new-ventures-nintendo-began-manufacturing-games-in-the-70s-it-started-selling-electronic-toys-like-its-popular-beam-guns-4 |url-status=live }}</ref> During this period, Nintendo built a new production plant in [[Uji]], just outside of Kyoto,<ref name="Nintendo History"/> and distributed classic [[tabletop game]]s such as [[chess]], [[shogi]], [[Go (game)|go]], and [[mahjong]], and other foreign games under the Nippon Game brand.{{Sfn|Gorges|2015a|p=32}} The company's restructuring preserved a couple of areas dedicated to playing card manufacturing.{{Sfn|Gorges|2015a|p=33}} |
||
In 1970, the company's stock listing was promoted to the first section of the Osaka Stock Exchange,<ref name="Corporate Information : Company History" /><ref name="Nintendo History" /> and the reconstruction and enlargement of its corporate headquarters was completed.<ref name="Nintendo History" /> The year represented a watershed moment in Nintendo's history as it released Japan's first electronic toy—the ''Beam Gun'', an [[Optoelectronics|optoelectronic]] pistol designed by [[Masayuki Uemura]].<ref name="Nintendo History"/> In total, more than a million units were sold.{{Sfn|Sheff|2011}} Nintendo partnered with [[Magnavox]] to provide a [[light gun]] controller based on the ''Beam Gun'' design for the company's new home video game console, the [[Magnavox Odyssey]], in 1971.<ref name="gamestudies geemu">{{cite magazine |url=http://www.gamestudies.org/1302/articles/picard |title=The Foundation of Geemu: A Brief History of Early Japanese video games |first=Martin |last=Picard |volume=13 |issue=2 |issn=1604-7982 |magazine=Game Studies |date=December 2013 |access-date=14 April 2021 |archive-date=9 December 2020 |archive-url=https://web.archive.org/web/20201209202810/http://gamestudies.org/1302/articles/picard |url-status=live}}</ref> Other popular toys released at the time |
In 1970, the company's stock listing was promoted to the first section of the Osaka Stock Exchange,<ref name="Corporate Information : Company History" /><ref name="Nintendo History" /> and the reconstruction and enlargement of its corporate headquarters was completed.<ref name="Nintendo History" /> The year represented a watershed moment in Nintendo's history as it released Japan's first electronic toy—the ''Beam Gun'', an [[Optoelectronics|optoelectronic]] pistol designed by [[Masayuki Uemura]].<ref name="Nintendo History"/> In total, more than a million units were sold.{{Sfn|Sheff|2011}} Nintendo partnered with [[Magnavox]] to provide a [[light gun]] controller based on the ''Beam Gun'' design for the company's new home video game console, the [[Magnavox Odyssey]], in 1971.<ref name="gamestudies geemu">{{cite magazine |url=http://www.gamestudies.org/1302/articles/picard |title=The Foundation of Geemu: A Brief History of Early Japanese video games |first=Martin |last=Picard |volume=13 |issue=2 |issn=1604-7982 |magazine=Game Studies |date=December 2013 |access-date=14 April 2021 |archive-date=9 December 2020 |archive-url=https://web.archive.org/web/20201209202810/http://gamestudies.org/1302/articles/picard |url-status=live}}</ref> Other popular toys released at the time included the [[Ultra Hand]], the [[Ultra Machine]], the Ultra Scope, and the [[Love Tester]], all designed by Yokoi. More than 1.2 million units of Ultra Hand were sold in Japan.<ref name="Before Mario: Nintendo's Playing Cards, Toys And Love Hotels" /> |
||
=== 1973–present: History in electronics === |
=== 1973–present: History in electronics === |
||
Line 229: | Line 226: | ||
[[File:Nintendo-Color-TV-Game-Blockbreaker-FL.png|thumb|left|upright=1|The [[Color TV-Game]]]] |
[[File:Nintendo-Color-TV-Game-Blockbreaker-FL.png|thumb|left|upright=1|The [[Color TV-Game]]]] |
||
The growing demand for Nintendo's products led Yamauchi to further expand the offices, for which he acquired the surrounding land and assigned the production of cards to the original Nintendo building. Meanwhile, Yokoi, Uemura, and new employees such as [[Genyo Takeda]] |
The growing demand for Nintendo's products led Yamauchi to further expand the offices, for which he acquired the surrounding land and assigned the production of cards to the original Nintendo building. Meanwhile, Yokoi, Uemura, and new employees such as [[Genyo Takeda]] continued to develop innovative products for the company.{{Sfn|Sheff|2011}} The [[Laser Clay Shooting System]] was released in 1973 and managed to surpass bowling in popularity. Though Nintendo's toys continued to gain popularity, the [[1973 oil crisis]] caused both a spike in the cost of plastics and a change in consumer priorities that put essential products over pastimes, and Nintendo lost several billion yen.<ref name="vice yokoi">{{cite web | url = https://www.vice.com/en/article/pkdbx7/how-gunpei-yokoi-reinvented-nintendo | title = How Gunpei Yokoi Reinvented Nintendo | first = Matt | last = Alt | date = 12 November 2020 | access-date = 12 November 2020 | work = [[Vice (magazine)|Vice]] | archive-date = 13 November 2020 | archive-url = https://web.archive.org/web/20201113062629/https://www.vice.com/en/article/pkdbx7/how-gunpei-yokoi-reinvented-nintendo | url-status = live }}</ref> |
||
In 1974, Nintendo released ''[[Wild Gunman]]'', a [[skeet shooting]] arcade simulation consisting of a [[16 mm film|16 mm]] image projector with a sensor that detects a beam from the player's [[light gun]]. Both the Laser Clay Shooting System and ''Wild Gunman'' were successfully exported to Europe and North America.<ref name="Nintendo History"/> However, Nintendo's production speeds were still slow compared to rival companies such as [[Bandai]] and [[Tomy]], and their prices were high, which led to the discontinuation of some of their light gun products.{{Sfn|Gorges|2015a|p=36}} The subsidiary Nintendo Leisure System Co., Ltd., which developed these products, was closed as a result of the economic impact dealt by the oil crisis.{{Sfn|Gorges|2015a|p=183}} |
In 1974, Nintendo released ''[[Wild Gunman]]'', a [[skeet shooting]] arcade simulation consisting of a [[16 mm film|16 mm]] image projector with a sensor that detects a beam from the player's [[light gun]]. Both the Laser Clay Shooting System and ''Wild Gunman'' were successfully exported to Europe and North America.<ref name="Nintendo History"/> However, Nintendo's production speeds were still slow compared to rival companies such as [[Bandai]] and [[Tomy]], and their prices were high, which led to the discontinuation of some of their light gun products.{{Sfn|Gorges|2015a|p=36}} The subsidiary Nintendo Leisure System Co., Ltd., which developed these products, was closed as a result of the economic impact dealt by the oil crisis.{{Sfn|Gorges|2015a|p=183}} |
||
[[File:Shigeru Miyamoto GDC 2007.jpg|thumb|right|upright=0.5|[[Shigeru Miyamoto]] joined Nintendo in 1977]] |
[[File:Shigeru Miyamoto GDC 2007.jpg|thumb|right|upright=0.5|[[Shigeru Miyamoto]] joined Nintendo in 1977.]] |
||
Yamauchi, motivated by the successes of [[Atari]] and Magnavox with their [[video game console]]s,{{Sfn|Sheff|2011}} acquired the Japanese distribution rights for the Magnavox Odyssey in 1974,<ref name="BusinessInsider2019"/> and reached an agreement with [[Mitsubishi Electric]] to develop similar products between 1975 and 1978, including the first [[microprocessor]] for video games systems, the [[Color TV-Game]] series, and an arcade game inspired by [[Reversi|Othello]].<ref name="Nintendo History"/> During this period, Takeda developed the video game ''[[EVR Race]]'',<ref>{{cite web |url=http://us.wii.com/iwata_asks/punchout/vol1_page1.jsp |archive-url=https://web.archive.org/web/20090810124557/http://us.wii.com/iwata_asks/punchout/vol1_page1.jsp |archive-date=10 August 2009 |title=Iwata Asks-Punch-Out!! |publisher=Nintendo |access-date=7 July 2009}}</ref> and [[Shigeru Miyamoto]] joined Yokoi's team with the responsibility of designing the casing for the Color TV-Game consoles.<ref name="CBS, Names">{{cite news |title=Famous Names in Gaming |url=http://www.cbsnews.com/2316-100_162-1673418-2.html |archive-url=https://web.archive.org/web/20130511085030/http://www.cbsnews.com/2316-100_162-1673418-2.html |archive-date=11 May 2013 |publisher=[[CBS]] |access-date=13 June 2010}}</ref> In 1978, Nintendo's research and development department was split into two facilities, [[Nintendo Research & Development 1]] and [[Nintendo Research & Development 2]], respectively managed by Yokoi and Uemura.<ref>{{cite web |url=https://www.nintendo.co.uk/Iwata-Asks/Iwata-Asks-Game-Watch/Iwata-Asks-Game-Watch/1-When-Developers-Did-Everything/1-When-Developers-Did-Everything-222941.html |title=Iwata Asks – Game & Watch 1: When Developers Did Everything |date=April 2010 |publisher=Nintendo |access-date=25 May 2020 |archive-date=5 October 2020 |archive-url=https://archive.today/20201005051347/https://www.nintendo.co.uk/Iwata-Asks/Iwata-Asks-Game-Watch/Iwata-Asks-Game-Watch/1-When-Developers-Did-Everything/1-When-Developers-Did-Everything-222941.html |url-status=live }}</ref><ref>{{cite web |url=https://www.nintendo.co.uk/Iwata-Asks/Iwata-Asks-Game-Watch/Iwata-Asks-Game-Watch/2-Using-a-Calculator-Chip/2-Using-a-Calculator-Chip-223003.html |title=Iwata Asks – Game & Watch 2: Using a Calculator Chip |date=April 2010 |publisher=Nintendo |access-date=25 May 2020 |archive-date=9 October 2020 |archive-url=https://archive.today/20201009211247/https://www.nintendo.co.uk/Iwata-Asks/Iwata-Asks-Game-Watch/Iwata-Asks-Game-Watch/2-Using-a-Calculator-Chip/2-Using-a-Calculator-Chip-223003.html |url-status=live }}</ref> |
Yamauchi, motivated by the successes of [[Atari]] and Magnavox with their [[video game console]]s,{{Sfn|Sheff|2011}} acquired the Japanese distribution rights for the Magnavox Odyssey in 1974,<ref name="BusinessInsider2019"/> and reached an agreement with [[Mitsubishi Electric]] to develop similar products between 1975 and 1978, including the first [[microprocessor]] for video games systems, the [[Color TV-Game]] series, and an arcade game inspired by [[Reversi|Othello]].<ref name="Nintendo History"/> During this period, Takeda developed the video game ''[[EVR Race]]'',<ref>{{cite web |url=http://us.wii.com/iwata_asks/punchout/vol1_page1.jsp |archive-url=https://web.archive.org/web/20090810124557/http://us.wii.com/iwata_asks/punchout/vol1_page1.jsp |archive-date=10 August 2009 |title=Iwata Asks-Punch-Out!! |publisher=Nintendo |access-date=7 July 2009 |url-status=dead }}</ref> and [[Shigeru Miyamoto]] joined Yokoi's team with the responsibility of designing the casing for the Color TV-Game consoles.<ref name="CBS, Names">{{cite news |title=Famous Names in Gaming |url=http://www.cbsnews.com/2316-100_162-1673418-2.html |archive-url=https://web.archive.org/web/20130511085030/http://www.cbsnews.com/2316-100_162-1673418-2.html |archive-date=11 May 2013 |publisher=[[CBS]] |access-date=13 June 2010}}</ref> In 1978, Nintendo's research and development department was split into two facilities, [[Nintendo Research & Development 1]] and [[Nintendo Research & Development 2]], respectively managed by Yokoi and Uemura.<ref>{{cite web |url=https://www.nintendo.co.uk/Iwata-Asks/Iwata-Asks-Game-Watch/Iwata-Asks-Game-Watch/1-When-Developers-Did-Everything/1-When-Developers-Did-Everything-222941.html |title=Iwata Asks – Game & Watch 1: When Developers Did Everything |date=April 2010 |publisher=Nintendo |access-date=25 May 2020 |archive-date=5 October 2020 |archive-url=https://archive.today/20201005051347/https://www.nintendo.co.uk/Iwata-Asks/Iwata-Asks-Game-Watch/Iwata-Asks-Game-Watch/1-When-Developers-Did-Everything/1-When-Developers-Did-Everything-222941.html |url-status=live }}</ref><ref>{{cite web |url=https://www.nintendo.co.uk/Iwata-Asks/Iwata-Asks-Game-Watch/Iwata-Asks-Game-Watch/2-Using-a-Calculator-Chip/2-Using-a-Calculator-Chip-223003.html |title=Iwata Asks – Game & Watch 2: Using a Calculator Chip |date=April 2010 |publisher=Nintendo |access-date=25 May 2020 |archive-date=9 October 2020 |archive-url=https://archive.today/20201009211247/https://www.nintendo.co.uk/Iwata-Asks/Iwata-Asks-Game-Watch/Iwata-Asks-Game-Watch/2-Using-a-Calculator-Chip/2-Using-a-Calculator-Chip-223003.html |url-status=live }}</ref> |
||
Shigeru Miyamoto brought distinctive sources of inspiration, |
Shigeru Miyamoto brought distinctive sources of inspiration to the company, ranging from the [[natural environment]] and regional culture of [[Sonobe, Kyoto|Sonobe]], to popular culture influences like [[Western (genre)|Westerns]] and [[Japanese detective fiction|detective fiction]], and to with folk [[Shinto]] practices and [[Christian media|family media]].<ref name="New Yorker 2020">{{cite magazine | last=Parkin | first=Simon | title=Shigeru Miyamoto Wants to Create a Kinder World | magazine=The New Yorker | date=20 December 2020 | issn=0028-792X | oclc=1760231 | url=https://www.newyorker.com/culture/the-new-yorker-interview/shigeru-miyamoto-wants-to-create-a-kinder-world | access-date=18 October 2022 | archive-date=18 October 2022 | archive-url=https://web.archive.org/web/20221018032123/https://www.newyorker.com/culture/the-new-yorker-interview/shigeru-miyamoto-wants-to-create-a-kinder-world | url-status=live }}</ref><ref name="Japan Powered 2015">{{cite journal | first=Chris | last=Kincaid | title=Shigeru Miyamoto: A Sketch | website=Japan Powered | date=1 March 2015 | url=https://www.japanpowered.com/japan-culture/shigeru-miyamato-mario-link-samus | access-date=18 October 2022 | archive-date=18 October 2022 | archive-url=https://web.archive.org/web/20221018033631/https://www.japanpowered.com/japan-culture/shigeru-miyamato-mario-link-samus | url-status=live }}</ref><ref name="Walls 2011 p.">{{cite book | last=Walls | first=Jonathan L. | title=The Legend of Zelda and Theology | publisher=Gray Matter Books | date=2011 | isbn=978-0-9847790-0-0 | oclc=776690629 }}</ref><ref name="Priestman 2015">{{cite web | last=Priestman | first=Chris | title=Miyamoto explains how he turned his love for a Japanese shrine into a videogame - Previously | website=Kill Screen | date=18 June 2015 | url=https://killscreen.com/previously/articles/miyamoto-explains-turned-love-japanese-shrine-videogame/ | access-date=18 October 2022 | archive-date=5 April 2022 | archive-url=https://web.archive.org/web/20220405075219/https://killscreen.com/previously/articles/miyamoto-explains-turned-love-japanese-shrine-videogame/ | url-status=live }}</ref> These would each be seen in most of Nintendo's major franchises which developed following Miyamoto's creative leadership.<ref name="The Father of Modern Video Games">{{cite book | last=deWinter | first=Jennifer | title=Shigeru Miyamoto : Super Mario Bros., Donkey Kong, The Legend of Zelda | chapter=The Father of Modern Video Games | year=2015 | publisher=Bloomsbury Academic | doi=10.5040/9781501312779.0006 | isbn = 978-1-6289-2468-8 | oclc=907375810}}</ref> |
||
==== 1979–1987: Game and Watch, arcade games, and Nintendo Entertainment System ====<!-- 3rd generation of video game consoles --> |
==== 1979–1987: Game and Watch, arcade games, and Nintendo Entertainment System ====<!-- 3rd generation of video game consoles --> |
||
Line 253: | Line 250: | ||
}} |
}} |
||
Two key events in Nintendo's history occurred in 1979: its American subsidiary was opened in New York City, and a new department focused on arcade game development was created. In 1980, one of the first [[handheld game console|handheld video game systems]], the ''[[Game & Watch]]'', was created by Yokoi from the technology used in portable calculators.<ref name="Nintendo History"/><ref name="vice yokoi"/> It became one of Nintendo's most successful products, with over 43.4 |
Two key events in Nintendo's history occurred in 1979: its American subsidiary was opened in New York City, and a new department focused on arcade game development was created. In 1980, one of the first [[handheld game console|handheld video game systems]], the ''[[Game & Watch]]'', was created by Yokoi from the technology used in portable calculators.<ref name="Nintendo History"/><ref name="vice yokoi"/> It became one of Nintendo's most successful products, with over 43.4 million units sold worldwide during its production period, and for which 59 games were made in total.<ref>{{cite web |url=http://us.wii.com/iwata_asks/mario25th/vol2_page1.jsp |title=Iwata Asks: ''Super Mario Bros.'' 25th Anniversary |archive-url=https://web.archive.org/web/20101009040511/http://us.wii.com/iwata_asks/mario25th/vol2_page1.jsp |archive-date=9 October 2010 |access-date=25 May 2020 |url-status=dead }}</ref> |
||
[[File:Donkey Kong arcade at the QuakeCon 2005.png|thumb|right|upright=0.5|''[[Donkey Kong ( |
[[File:Donkey Kong arcade at the QuakeCon 2005.png|thumb|right|upright=0.5|''[[Donkey Kong (1981 video game)|Donkey Kong]]'' miniature arcade cabinet]] |
||
Nintendo entered the [[arcade video game]] market with ''[[Sheriff (video game)|Sheriff]]'' and ''[[Radar Scope]]'', released in Japan in 1979 and 1980 respectively. ''Sheriff'', also known as ''Bandido'' in some regions, marked the first original video game made by Nintendo, was published by [[Sega]] and developed by [[Genyo Takeda]] and [[Shigeru Miyamoto]].<ref name="The Father of Modern Video Games"/><ref name="Bankhurst 2019">{{cite web | last=Bankhurst | first=Adam | title=Japanese Government Honors Nintendo's Shigeru Miyamoto As Person of Cultural Merit | website=IGN | date=30 October 2019 | url=https://www.ign.com/articles/2019/10/30/japanese-government-honors-nintendos-shigeru-miyamoto-as-person-of-cultural-merit | access-date=21 October 2022 | archive-date=21 October 2022 | archive-url=https://web.archive.org/web/20221021002012/https://www.ign.com/articles/2019/10/30/japanese-government-honors-nintendos-shigeru-miyamoto-as-person-of-cultural-merit | url-status=live }}</ref><ref name="Calvert 2015">{{cite web | last=Calvert | first=Darren | title=Before They Were Enemies, Sega And Nintendo Worked On One Of The Rarest Arcade Games Ever Made | url=https://www.nintendolife.com/news/2015/03/feature_before_they_were_enemies_sega_and_nintendo_worked_on_one_of_the_rarest_arcade_games_ever_made | website=Nintendo Life | date=24 March 2015 | access-date=18 October 2022 | archive-date=18 October 2022 | archive-url=https://web.archive.org/web/20221018034959/https://www.nintendolife.com/news/2015/03/feature_before_they_were_enemies_sega_and_nintendo_worked_on_one_of_the_rarest_arcade_games_ever_made | url-status=live }}</ref> ''Radar Scope'' rivaled ''[[Galaxian]]'' in Japanese arcades but failed to find an audience overseas and created a financial crisis for the company.<ref name="high score nintendo arcade start">{{cite book|last1=DeMaria|first1=Rusel|last2=Wilson|first2=Johnny L.|title=High Score!: The Illustrated History of Electronic Games|date=2003|publisher=McGraw-Hill/Osborne|location=New York|isbn=0-07-223172-6|page=231|edition=2}}</ref> To try to find a more successful game, they put Miyamoto in charge of their next arcade game design, leading to the release of ''[[Donkey Kong ( |
Nintendo entered the [[arcade video game]] market with ''[[Sheriff (video game)|Sheriff]]'' and ''[[Radar Scope]]'', released in Japan in 1979 and 1980 respectively. ''Sheriff'', also known as ''Bandido'' in some regions, marked the first original video game made by Nintendo, and was published by [[Sega]] and developed by [[Genyo Takeda]] and [[Shigeru Miyamoto]].<ref name="The Father of Modern Video Games"/><ref name="Bankhurst 2019">{{cite web | last=Bankhurst | first=Adam | title=Japanese Government Honors Nintendo's Shigeru Miyamoto As Person of Cultural Merit | website=IGN | date=30 October 2019 | url=https://www.ign.com/articles/2019/10/30/japanese-government-honors-nintendos-shigeru-miyamoto-as-person-of-cultural-merit | access-date=21 October 2022 | archive-date=21 October 2022 | archive-url=https://web.archive.org/web/20221021002012/https://www.ign.com/articles/2019/10/30/japanese-government-honors-nintendos-shigeru-miyamoto-as-person-of-cultural-merit | url-status=live }}</ref><ref name="Calvert 2015">{{cite web | last=Calvert | first=Darren | title=Before They Were Enemies, Sega And Nintendo Worked On One Of The Rarest Arcade Games Ever Made | url=https://www.nintendolife.com/news/2015/03/feature_before_they_were_enemies_sega_and_nintendo_worked_on_one_of_the_rarest_arcade_games_ever_made | website=Nintendo Life | date=24 March 2015 | access-date=18 October 2022 | archive-date=18 October 2022 | archive-url=https://web.archive.org/web/20221018034959/https://www.nintendolife.com/news/2015/03/feature_before_they_were_enemies_sega_and_nintendo_worked_on_one_of_the_rarest_arcade_games_ever_made | url-status=live }}</ref> ''Radar Scope'' rivaled ''[[Galaxian]]'' in Japanese arcades but failed to find an audience overseas and created a financial crisis for the company.<ref name="high score nintendo arcade start">{{cite book|last1=DeMaria|first1=Rusel|last2=Wilson|first2=Johnny L.|title=High Score!: The Illustrated History of Electronic Games|date=2003|publisher=McGraw-Hill/Osborne|location=New York|isbn=0-07-223172-6|page=231|edition=2}}</ref> To try to find a more successful game, they put Miyamoto in charge of their next arcade game design, leading to the release of ''[[Donkey Kong (1981 video game)|Donkey Kong]]'' in 1981, one of the first [[platform game|platform video games]] that allowed the player character to jump.<ref>{{cite web |url=https://www.polygon.com/features/2014/1/20/5227582/the-rise-of-the-jump |title=The rise of the jump |last=Butler |first=Tom |date=20 January 2014 |website=Polygon |access-date=25 May 2020 |archive-date=14 January 2016 |archive-url=https://web.archive.org/web/20160114054823/http://www.polygon.com/features/2014/1/20/5227582/the-rise-of-the-jump |url-status=live }}</ref> The character Jumpman would later become [[Mario]] and Nintendo's official [[mascot]]. Mario was named after [[Mario Segale]], the landlord of Nintendo's offices in [[Tukwila, Washington]].<ref name=donjames1>{{cite magazine |url=https://www.wired.com/2012/02/gamelife-podcast-episode-18/ |title=Game Life Podcast: When Jay Mohr Met Tomonobu Itagaki |first=Chris |last=Kohler |magazine=Wired |date=February 17, 2012 |access-date=September 28, 2024 |archive-date=April 17, 2014 |archive-url=https://web.archive.org/web/20140417022605/https://www.wired.com/2012/02/gamelife-podcast-episode-18/ |quote="And so we thought, 'This guy [Segale] is a recluse. No one's ever actually met him.' So we thought, 'Wouldn't it be a great joke if we named this character Mario?' And so we said, 'That's great,' and we sent a telex to Japan, and that's how Mario got his name."}} Interview with Don James starts at 51:16. Quotation occurs at 52:00.</ref><ref name=donjames2>{{cite web |date=June 14, 2018 |title=Nintendo Treehouse Live - E3 2018 - Arcade Archives Donkey Kong, Sky Skipper |website=[[YouTube]] |publisher=Nintendo Everything |url=https://www.youtube.com/watch?v=CizC6MqyiJM&t=138s |url-status=live |access-date=September 28, 2024 |archive-date=October 3, 2023 |archive-url=https://web.archive.org/web/20231003035157/https://www.youtube.com/watch?v=CizC6MqyiJM |quote="Mr. Arakawa, who was the president, and myself looked at the character, and we had a landlord that happened to be named Mario as well, and we'd never met the guy, so we thought it'd be funny to name this main character Mario after our landlord in Southcenter. And that's actually how Mario got his name."}} Quotation occurs at 2:25.</ref><ref>{{cite web |url=http://technologizer.com/2010/04/25/mario/ |title=The True Face of Mario |last=Edwards |first=Benj |date=25 April 2010 |work=[[Technologizer]] |access-date=30 June 2011 |archive-date=25 June 2011 |archive-url=https://web.archive.org/web/20110625120834/http://technologizer.com/2010/04/25/mario/ |url-status=live }}</ref> ''Donkey Kong'' was a financial success for Nintendo both in Japan and overseas, and led Coleco to fight Atari for licensing rights for porting to home consoles and personal computers.<ref name="high score nintendo arcade start"/> |
||
In 1983, Nintendo opened a new production facility in Uji and was listed |
In 1983, Nintendo opened a new production facility in Uji and was listed in the first section of the [[Tokyo Stock Exchange]].<ref name="Nintendo History"/> Uemura, taking inspiration from the [[ColecoVision]],<ref>{{cite magazine |url=https://www.glitterberri.com/developer-interviews/how-the-famicom-was-born/deciding-on-the-specs/ |title=How the Famicom Was Born – Part 7 |date=19 December 1994 |last=Takano |first=Masaharu |magazine=Nikkei Electronics |access-date=25 May 2020 |archive-date=21 May 2020 |archive-url=https://web.archive.org/web/20200521134914/https://www.glitterberri.com/developer-interviews/how-the-famicom-was-born/deciding-on-the-specs/ |url-status=dead }}</ref> began creating a new video game console that would incorporate a [[ROM cartridge]] format for video games as well as both a [[central processing unit]] and a [[picture processing unit]].<ref name="Nintendo History"/><ref>{{cite web |url=https://kotaku.com/an-insiders-memories-of-making-the-nintendo-entertainme-1737014878 |title=How Nintendo Made the NES (And Why They Gave It A Gun) |website=Kotaku |last=Narcisse |first=Evan |date=16 October 2015 |access-date=25 May 2020 |archive-date=21 May 2020 |archive-url=https://web.archive.org/web/20200521132516/https://kotaku.com/an-insiders-memories-of-making-the-nintendo-entertainme-1737014878 |url-status=live }}</ref><ref name="SevenThings">{{cite web |url=https://www.theverge.com/2015/10/18/9554885/nintendo-entertainment-system-famicom-history-masayuki-uemura |title=7 things I learned from the designer of the NES |website=The Verge |last=O'Kane |first=Sean |date=18 October 2015 |access-date=25 May 2020 |archive-date=19 October 2015 |archive-url=https://web.archive.org/web/20151019130146/http://www.theverge.com/2015/10/18/9554885/nintendo-entertainment-system-famicom-history-masayuki-uemura |url-status=live }}</ref> The [[Nintendo Entertainment System|Family Computer]], or Famicom, was released in Japan in July 1983 along with three games adapted from their original arcade versions: ''Donkey Kong'', ''[[Donkey Kong Jr.]]'' and ''[[Popeye (video game)|Popeye]]''.{{Sfn|Kent|2001|pp=279, 285}} Its success was such that in 1984, it surpassed the market share held by [[Sega]]'s [[SG-1000]].<ref name="Retro163">{{cite magazine|last=Marley|first=Scott |date=December 2016 |title=SG-1000 |magazine=[[Retro Gamer]] |issue=163|pages=56–61|publisher=[[Future Publishing]]}}</ref> That success also led to Nintendo leaving the Japanese arcade market in late 1985.<ref>{{cite web|url=https://onitama.tv/gamemachine/pdf/19860301p.pdf#page=13|title=Coin-Op "Super Mario" Will Shop To Overseas|publisher=Amusement Press|date=March 1, 1986|access-date=April 20, 2024|archive-date=17 April 2021|archive-url=https://web.archive.org/web/20210417062723/https://onitama.tv/gamemachine/pdf/19860301p.pdf#page=13|url-status=live}}</ref><ref>{{cite web|url=https://onitama.tv/gamemachine/pdf/19870501p.pdf#page=14|title="Fami-Com" Exceeds 10M. Its Boom Is Continuing|publisher=Amusement Press|date=May 1, 1987|access-date=April 20, 2024|archive-date=24 March 2024|archive-url=https://web.archive.org/web/20240324174702/https://onitama.tv/gamemachine/pdf/19870501p.pdf#page=14|url-status=live}}</ref> At this time, Nintendo adopted a series of guidelines that involved the validation of each game produced for the Famicom before its distribution on the market, agreements with developers to ensure that no Famicom game would be adapted to other consoles within two years of its release, and restricting developers from producing more than five games per year for the Famicom.{{Sfn|Kent|2001|pp=308, 372, 440–441}} |
||
In the early 1980s, several video game consoles proliferated in the United States, as well as low-quality games produced by [[Third party developer|third-party developers]],<ref>{{cite news |last=Jones |first=Robert S. |date=12 December 1982 |title=Home Video Games Are Coming Under a Strong Attack |newspaper=[[The Gainesville Sun]] |url=https://news.google.com/newspapers?nid=1320&dat=19821212&id=L2tWAAAAIBAJ&pg=1609,4274079&hl=en |access-date=18 November 2020 |archive-date=1 February 2021 |archive-url=https://web.archive.org/web/20210201160250/https://news.google.com/newspapers?nid=1320&dat=19821212&id=L2tWAAAAIBAJ&pg=1609,4274079&hl=en |url-status=live }}</ref> which oversaturated the market and led to the [[video game crash of 1983]].<ref>{{cite news |url=https://www.nytimes.com/1983/10/17/business/video-games-industry-comes-down-to-earth.html |title=Video Games Industry Comes Down To Earth |first=N.R. |last=Kleinfield |date=17 October 1983 |newspaper=[[The New York Times]] |access-date=25 May 2020 |archive-date=13 September 2018 |archive-url=https://web.archive.org/web/20180913223742/https://www.nytimes.com/1983/10/17/business/video-games-industry-comes-down-to-earth.html |url-status=live }}</ref> Consequently, a recession hit the American [[video game industry]], whose revenues went from over $3 billion to $100 million between 1983 and 1985.<ref>{{cite web |url=https://www.entrepreneur.com/article/250524 |title=Mario, the World's Most Famous Video-Game Character, is 30 Years Old |last=Morris |first=Chris |date=10 September 2015 |website=Entrepreneur |access-date=28 May 2020 |archive-date=5 August 2020 |archive-url=https://web.archive.org/web/20200805090246/https://www.entrepreneur.com/article/250524 |url-status=live }}</ref> Nintendo's initiative to launch the Famicom in America was also impacted. To differentiate the Famicom from its competitors in America, Nintendo rebranded it as an entertainment system and its [[ROM cartridge|cartridges]] as Game Paks, |
In the early 1980s, several video game consoles proliferated in the United States, as well as low-quality games produced by [[Third party developer|third-party developers]],<ref>{{cite news |last=Jones |first=Robert S. |date=12 December 1982 |title=Home Video Games Are Coming Under a Strong Attack |newspaper=[[The Gainesville Sun]] |url=https://news.google.com/newspapers?nid=1320&dat=19821212&id=L2tWAAAAIBAJ&pg=1609,4274079&hl=en |access-date=18 November 2020 |archive-date=1 February 2021 |archive-url=https://web.archive.org/web/20210201160250/https://news.google.com/newspapers?nid=1320&dat=19821212&id=L2tWAAAAIBAJ&pg=1609,4274079&hl=en |url-status=live }}</ref> which oversaturated the market and led to the [[video game crash of 1983]].<ref>{{cite news |url=https://www.nytimes.com/1983/10/17/business/video-games-industry-comes-down-to-earth.html |title=Video Games Industry Comes Down To Earth |first=N.R. |last=Kleinfield |date=17 October 1983 |newspaper=[[The New York Times]] |access-date=25 May 2020 |archive-date=13 September 2018 |archive-url=https://web.archive.org/web/20180913223742/https://www.nytimes.com/1983/10/17/business/video-games-industry-comes-down-to-earth.html |url-status=live }}</ref> Consequently, a recession hit the American [[video game industry]], whose revenues went from over $3 billion to $100 million between 1983 and 1985.<ref>{{cite web |url=https://www.entrepreneur.com/article/250524 |title=Mario, the World's Most Famous Video-Game Character, is 30 Years Old |last=Morris |first=Chris |date=10 September 2015 |website=Entrepreneur |access-date=28 May 2020 |archive-date=5 August 2020 |archive-url=https://web.archive.org/web/20200805090246/https://www.entrepreneur.com/article/250524 |url-status=live }}</ref> Nintendo's initiative to launch the Famicom in America was also impacted. To differentiate the Famicom from its competitors in America, Nintendo rebranded it as an entertainment system and its [[ROM cartridge|cartridges]] as Game Paks, with a design reminiscent of a [[Videocassette recorder|VCR]].<ref name="SevenThings" /> Nintendo implemented a [[CIC (Nintendo)|lockout chip]] in the Game Paks for control on its third party library to avoid the market saturation that had occurred in the United States.<ref name="takiff19860620">{{cite news|last=Takiff|first=Jonathan|title=Video Games Gain In Japan, Are Due For Assault On U.S.|url=https://news.google.com/newspapers?id=QBhcAAAAIBAJ&pg=2846,1271636|access-date=10 April 2012|newspaper=[[The Vindicator]]|date=20 June 1986|page=2|archive-date=2 February 2021|archive-url=https://web.archive.org/web/20210202203249/https://news.google.com/newspapers?id=QBhcAAAAIBAJ&pg=2846,1271636|url-status=live}}</ref> The result is the [[Nintendo Entertainment System]], or NES, which was released in North America in 1985.<ref name="Nintendo History" /> The landmark games ''[[Super Mario Bros.]]'' and ''[[The Legend of Zelda (video game)|The Legend of Zelda]]'' were produced by Miyamoto and [[Takashi Tezuka]]. Composer [[Koji Kondo]] reinforced the idea that musical themes could act as a complement to game mechanics rather than simply a miscellaneous element.<ref>{{Cite book |title=Koji Kondo's ''Super Mario Bros.'' Soundtrack |last=Schartmann |first=Andrew |publisher=Bloomsbury |year=2015 |isbn=978-1-62892-853-2 |location=New York |page=30}}</ref> Production of the NES lasted until 1995,<ref>{{cite web|url=http://classicgaming.gamespy.com/View.php?view=ConsoleMuseum.Detail&id=26&game=5|title=Nintendo Entertainment System (NES) – 1985–1995|work=Classic Gaming|publisher=GameSpy|access-date=20 December 2019|url-status=dead|archive-url=https://web.archive.org/web/20121029033423/http://classicgaming.gamespy.com/View.php?view=ConsoleMuseum.Detail&id=26&game=5|archive-date=29 October 2012}}</ref> and production of the Famicom lasted until 2003.<ref name="FamicomEnd">{{cite web |archive-url=https://web.archive.org/web/20140329053251/http://www.gamespot.com/articles/nintendo-to-end-famicom-and-super-famicom-production/1100-6029220/ |url=http://www.gamespot.com/articles/nintendo-to-end-famicom-and-super-famicom-production/1100-6029220/ |title=Nintendo to end Famicom and Super Famicom production. |website=GameSpot |date=30 May 2003 |archive-date=29 March 2014}}</ref> In total, around 62 million Famicom and NES consoles were sold worldwide.<ref name="ConsolidatedSales">{{cite web |url=https://www.nintendo.co.jp/ir/library/historical_data/pdf/consolidated_sales_e0912.pdf |title=Consolidated Sales Transition by Region |access-date=14 February 2010 |date=27 January 2010 |publisher=First console by Nintendo |archive-url=https://web.archive.org/web/20110224231633/http://www.nintendo.co.jp/ir/library/historical_data/pdf/consolidated_sales_e0912.pdf |archive-date=24 February 2011 |url-status=dead }}</ref> During this period, Nintendo created a copyright infringement protection in the form of the Official Nintendo Seal of Quality, added to their products so that customers may recognize their authenticity in the market.<ref>{{cite web |url=https://hipertextual.com/2013/07/30-aniversario-de-la-nes-famicom |title=Historia de la Tecnología: 30 años de NES |language=es |last=Velasco |first=J.J. |website=hipertextual |date=15 July 2013 |access-date=2 June 2020 |archive-date=19 September 2020 |archive-url=https://web.archive.org/web/20200919030016/https://hipertextual.com/2013/07/30-aniversario-de-la-nes-famicom |url-status=live }}</ref> By this time, Nintendo's network of electronic suppliers had extended to around thirty companies, including [[Ricoh]] (Nintendo's main source for [[semiconductor]]s) and the [[Sharp Corporation]].{{Sfn|Sheff|2011}} |
||
{{Clear}} |
{{Clear}} |
||
Line 280: | Line 277: | ||
In 1988, Gunpei Yokoi and his team at [[Nintendo Research & Development 1|Nintendo R&D1]] conceived the [[Game Boy]], the first handheld video game console made by Nintendo. Nintendo released the Game Boy in 1989. In North America, the Game Boy was bundled with the popular third-party game ''[[Tetris]]'' after a difficult negotiation process with [[Elektronorgtechnica]].<ref>{{cite news |last=Hoad |first=Phil |url=https://www.theguardian.com/culture/2014/jun/02/how-we-made-tetris |title=''Tetris'': how we made the addictive computer game | Culture |newspaper=The Guardian |date=2 June 2014 |access-date=5 July 2014 |archive-url=https://web.archive.org/web/20170621140034/https://www.theguardian.com/culture/2014/jun/02/how-we-made-tetris |archive-date=21 June 2017 |url-status=live }}</ref> The Game Boy was a significant success. In its first two weeks of sale in Japan, its initial inventory of 300,000 units sold out, and in the United States, an additional 40,000 units were sold on its first day of distribution.<ref>{{cite web|last=Fahs|first=Travis|title=IGN Presents the History of Game Boy |url=http://www.ign.com/articles/2009/07/27/ign-presents-the-history-of-game-boy?page=2 |work=IGN|date=27 July 2009|publisher=IGN Entertainment, Inc.|access-date=2 October 2013|page=2|archive-url=https://web.archive.org/web/20150504001541/http://www.ign.com/articles/2009/07/27/ign-presents-the-history-of-game-boy?page=2|archive-date=4 May 2015|url-status=live}}</ref> Around this time, Nintendo entered an agreement with [[Sony]] to develop the [[Super NES CD-ROM|Super Famicom CD-ROM Adapter]], a peripheral for the upcoming [[Super Nintendo Entertainment System|Super Famicom]] capable of playing [[CD-ROM]]s.<ref>{{cite web |url=http://www.eurogamer.net/articles/farewell-father-article |title=Farewell, Father |last=Fahey| first=Rob |date=27 April 2007 |work=Eurogamer.net |access-date=8 March 2012 |url-status=live |archive-url=https://web.archive.org/web/20120817080000/http://www.eurogamer.net/articles/farewell-father-article |archive-date=17 August 2012 }}</ref> However, the collaboration did not last as Yamauchi preferred to continue developing the technology with [[Philips]], which would result in the [[CD-i]],<ref>{{Cite news |url=https://www.nytimes.com/1991/06/03/business/nintendo-philips-deal-is-a-slap-at-sony.html |title=Nintendo-Philips Deal Is a Slap at Sony |last=Shapiro |first=Eben |newspaper=The New York Times |date=3 June 1991 |access-date=3 June 2020 |archive-date=7 April 2016 |archive-url=https://web.archive.org/web/20160407073804/http://www.nytimes.com/1991/06/03/business/nintendo-philips-deal-is-a-slap-at-sony.html |url-status=live }}</ref> and Sony's independent efforts resulted in the creation of the [[PlayStation (console)|PlayStation console]].<ref>{{cite web |url=http://www.gamasutra.com/view/feature/6122/birthday_memories_sony_.php?print=1 |title=Birthday Memories: Sony PlayStation Turns 15 |last=Nutt |first=Christian |work=Gamasutra |access-date=8 March 2012 |archive-url=https://web.archive.org/web/20110214003424/http://www.gamasutra.com/view/feature/6122/birthday_memories_sony_.php?print=1 |archive-date=14 February 2011 |url-status=live }}</ref> |
In 1988, Gunpei Yokoi and his team at [[Nintendo Research & Development 1|Nintendo R&D1]] conceived the [[Game Boy]], the first handheld video game console made by Nintendo. Nintendo released the Game Boy in 1989. In North America, the Game Boy was bundled with the popular third-party game ''[[Tetris]]'' after a difficult negotiation process with [[Elektronorgtechnica]].<ref>{{cite news |last=Hoad |first=Phil |url=https://www.theguardian.com/culture/2014/jun/02/how-we-made-tetris |title=''Tetris'': how we made the addictive computer game | Culture |newspaper=The Guardian |date=2 June 2014 |access-date=5 July 2014 |archive-url=https://web.archive.org/web/20170621140034/https://www.theguardian.com/culture/2014/jun/02/how-we-made-tetris |archive-date=21 June 2017 |url-status=live }}</ref> The Game Boy was a significant success. In its first two weeks of sale in Japan, its initial inventory of 300,000 units sold out, and in the United States, an additional 40,000 units were sold on its first day of distribution.<ref>{{cite web|last=Fahs|first=Travis|title=IGN Presents the History of Game Boy |url=http://www.ign.com/articles/2009/07/27/ign-presents-the-history-of-game-boy?page=2 |work=IGN|date=27 July 2009|publisher=IGN Entertainment, Inc.|access-date=2 October 2013|page=2|archive-url=https://web.archive.org/web/20150504001541/http://www.ign.com/articles/2009/07/27/ign-presents-the-history-of-game-boy?page=2|archive-date=4 May 2015|url-status=live}}</ref> Around this time, Nintendo entered an agreement with [[Sony]] to develop the [[Super NES CD-ROM|Super Famicom CD-ROM Adapter]], a peripheral for the upcoming [[Super Nintendo Entertainment System|Super Famicom]] capable of playing [[CD-ROM]]s.<ref>{{cite web |url=http://www.eurogamer.net/articles/farewell-father-article |title=Farewell, Father |last=Fahey| first=Rob |date=27 April 2007 |work=Eurogamer.net |access-date=8 March 2012 |url-status=live |archive-url=https://web.archive.org/web/20120817080000/http://www.eurogamer.net/articles/farewell-father-article |archive-date=17 August 2012 }}</ref> However, the collaboration did not last as Yamauchi preferred to continue developing the technology with [[Philips]], which would result in the [[CD-i]],<ref>{{Cite news |url=https://www.nytimes.com/1991/06/03/business/nintendo-philips-deal-is-a-slap-at-sony.html |title=Nintendo-Philips Deal Is a Slap at Sony |last=Shapiro |first=Eben |newspaper=The New York Times |date=3 June 1991 |access-date=3 June 2020 |archive-date=7 April 2016 |archive-url=https://web.archive.org/web/20160407073804/http://www.nytimes.com/1991/06/03/business/nintendo-philips-deal-is-a-slap-at-sony.html |url-status=live }}</ref> and Sony's independent efforts resulted in the creation of the [[PlayStation (console)|PlayStation console]].<ref>{{cite web |url=http://www.gamasutra.com/view/feature/6122/birthday_memories_sony_.php?print=1 |title=Birthday Memories: Sony PlayStation Turns 15 |last=Nutt |first=Christian |work=Gamasutra |access-date=8 March 2012 |archive-url=https://web.archive.org/web/20110214003424/http://www.gamasutra.com/view/feature/6122/birthday_memories_sony_.php?print=1 |archive-date=14 February 2011 |url-status=live }}</ref> |
||
The first issue of ''[[Nintendo Power]]'' magazine, which had an annual circulation of 1.5 million copies in the United States, was published in 1988.<ref name="1990BuyersGuide">{{cite magazine |url=https://www.video-game-ephemera.com/image/019.pdf |title=State of the Industry |magazine=The Official 1990 World of Nintendo Buyers Guide |pages=4–7 |access-date=3 June 2020 |archive-date=8 November 2020 |archive-url=https://web.archive.org/web/20201108132135/http://www.video-game-ephemera.com/image/019.pdf |url-status= |
The first issue of ''[[Nintendo Power]]'' magazine, which had an annual circulation of 1.5 million copies in the United States, was published in 1988.<ref name="1990BuyersGuide">{{cite magazine |url=https://www.video-game-ephemera.com/image/019.pdf |title=State of the Industry |magazine=The Official 1990 World of Nintendo Buyers Guide |pages=4–7 |access-date=3 June 2020 |archive-date=8 November 2020 |archive-url=https://web.archive.org/web/20201108132135/http://www.video-game-ephemera.com/image/019.pdf |url-status=dead }}</ref> In July 1989, Nintendo held the first [[Nintendo Space World]] [[Trade fair|trade show]] with the name ''Shoshinkai'' to announce and demonstrate upcoming Nintendo products.<ref>{{cite web|url=http://www.chrismcovell.com/secret/SFC_1989Q3.html|title=Japanese Secrets!|work=chrismcovell.com|access-date=9 January 2017|archive-date=22 January 2017|archive-url=https://web.archive.org/web/20170122091724/http://www.chrismcovell.com/secret/SFC_1989Q3.html|url-status=live}}</ref> That year, the first World of Nintendo [[store-within-a-store|stores-within-a-store]], which carried official Nintendo merchandise, were opened in the United States. According to company information, more than 25% of homes in the United States had an NES in 1989.<ref name="1990BuyersGuide"/> |
||
In the late 1980s, Nintendo's dominance slipped with the appearance of [[NEC]]'s [[TurboGrafx-16|PC Engine]] and [[Sega]]'s [[Sega Genesis|Mega Drive]], [[16-bit computing|16-bit]] game consoles with improved graphics and audio compared to the NES.{{Sfn|Kent|2001|pp=413–414}} In response to the competition, Uemura designed the [[Super Nintendo Entertainment System|Super Famicom]], which launched in 1990. The first batch of 300,000 consoles sold out in hours.{{Sfn|Kent|2001|pp=422–431}} The following year, as with the NES, Nintendo distributed a modified version of the Super Famicom to the United States market, titled the Super Nintendo Entertainment System.{{Sfn|Kent|2001|pp=432}} Launch games for the Super Famicom and Super NES include ''[[Super Mario World]]'', ''[[F-Zero (video game)|F-Zero]]'', ''[[Pilotwings (video game)|Pilotwings]]'', ''[[SimCity (1989 video game)|SimCity]]'', and ''[[Gradius III]]''.<ref>{{cite web|url=http://www.1up.com/features/launch-wii |title=Out to Launch: Wii |first=Jeremy |last=Parish |date=14 November 2006 |website=1UP.com |access-date=3 July 2007 |url-status=dead |archive-url=https://web.archive.org/web/20110804230313/http://www.1up.com/features/launch-wii |archive-date=4 August 2011}}</ref> By mid-1992, over 46 million Super Famicom and Super NES consoles had been sold.<ref name="Nintendo History" /> The console's life cycle lasted until 1999 in the United States,<ref>{{cite web |url=http://www.cnet.com/news/does-the-xbox-360s-lack-of-longevity-matter/ |title=Does the Xbox 360's 'Lack of Longevity' Matter? |first=Don | last=Reisinger |website=[[CNET]] |date=21 January 2009 |access-date=23 October 2015 |archive-date=8 December 2015 |archive-url=https://web.archive.org/web/20151208132920/http://www.cnet.com/news/does-the-xbox-360s-lack-of-longevity-matter/ |url-status=live }}</ref> and until 2003 in Japan.<ref name="FamicomEnd"/> |
In the late 1980s, Nintendo's dominance slipped with the appearance of [[NEC]]'s [[TurboGrafx-16|PC Engine]] and [[Sega]]'s [[Sega Genesis|Mega Drive]], [[16-bit computing|16-bit]] game consoles with improved graphics and audio compared to the NES.{{Sfn|Kent|2001|pp=413–414}} In response to the competition, Uemura designed the [[Super Nintendo Entertainment System|Super Famicom]], which launched in 1990. The first batch of 300,000 consoles sold out in hours.{{Sfn|Kent|2001|pp=422–431}} The following year, as with the NES, Nintendo distributed a modified version of the Super Famicom to the United States market, titled the Super Nintendo Entertainment System.{{Sfn|Kent|2001|pp=432}} Launch games for the Super Famicom and Super NES include ''[[Super Mario World]]'', ''[[F-Zero (video game)|F-Zero]]'', ''[[Pilotwings (video game)|Pilotwings]]'', ''[[SimCity (1989 video game)|SimCity]]'', and ''[[Gradius III]]''.<ref>{{cite web|url=http://www.1up.com/features/launch-wii |title=Out to Launch: Wii |first=Jeremy |last=Parish |date=14 November 2006 |website=1UP.com |access-date=3 July 2007 |url-status=dead |archive-url=https://web.archive.org/web/20110804230313/http://www.1up.com/features/launch-wii |archive-date=4 August 2011}}</ref> By mid-1992, over 46 million Super Famicom and Super NES consoles had been sold.<ref name="Nintendo History" /> The console's life cycle lasted until 1999 in the United States,<ref>{{cite web |url=http://www.cnet.com/news/does-the-xbox-360s-lack-of-longevity-matter/ |title=Does the Xbox 360's 'Lack of Longevity' Matter? |first=Don | last=Reisinger |website=[[CNET]] |date=21 January 2009 |access-date=23 October 2015 |archive-date=8 December 2015 |archive-url=https://web.archive.org/web/20151208132920/http://www.cnet.com/news/does-the-xbox-360s-lack-of-longevity-matter/ |url-status=live }}</ref> and until 2003 in Japan.<ref name="FamicomEnd"/> |
||
Line 304: | Line 301: | ||
}} |
}} |
||
In mid-1993, Nintendo and [[Silicon Graphics]] announced a strategic alliance to develop the [[Nintendo 64]].<ref>{{cite magazine | magazine=GameBytes |issue=21 |title=Project Reality Preview by Nintendo/Silicon Graphics |first=Nathan |last=Cochrane |date=1993 |others=taken from ''Vision'', the SGI newsletter |url=http://www.ibiblio.org/GameBytes/issue21/flooks/preality.html |access-date=16 October 2017 |url-status=live |archive-date=18 August 2017 |archive-url= https://web.archive.org/web/20170818140049/http://www.ibiblio.org/GameBytes/issue21/flooks/preality.html}}</ref><ref>{{cite press release |title=Nintendo and Silicon Graphics join forces to create world's most advanced video entertainment technology | publisher=Silicon Graphics, Inc. |date=4 September 1993 |url=http://www.sgi.com/Headlines/1993/Sep/sept_04.html |url-status=dead |archive-url=https://web.archive.org/web/19970707183909/http://www.sgi.com/Headlines/1993/Sep/sept_04.html |archive-date=7 July 1997 |access-date=29 December 2014}}</ref> [[NEC]], [[Toshiba]], and Sharp also contributed technology to the console.<ref>{{cite magazine|title=Reality Check |magazine=[[GamePro]] |issue=56 |date=March 1994 |page=184}}</ref> The Nintendo 64 was marketed as one of the first consoles to be designed with [[64-bit computing|64-bit]] architecture.<ref>{{cite web |title=Nintendo Ultra 64 |url=http://www.csoon.com/issue15/nu64_1.htm |access-date=14 January 2009 |archive-date=4 February 2009 |archive-url=https://web.archive.org/web/20090204193721/http://www.csoon.com/issue15/nu64_1.htm |url-status=live }}</ref> As part of an agreement with [[Midway Games]], the arcade games ''[[Killer Instinct (1994 video game)|Killer Instinct]]'' and ''[[Cruis'n USA]]'' were ported to the console.<ref>{{cite magazine|title=Midway Takes Project Reality to the Arcades, Williams Buys Tradewest |magazine=[[GamePro]] |issue=59 |date=June 1994 |page=182}}</ref><ref name="arcadehits1">{{cite web |title=Killer Instinct |website=arcadeHITS datObase |url=http://www.arcadehits.net/datObase/rom.php?zip=kinst |archive-url=https://web.archive.org/web/20090204081007/http://www.arcadehits.net/datObase/rom.php?zip=kinst |archive-date=4 February 2009 |access-date=14 January 2009}}</ref> Although the Nintendo 64 was planned for release in 1995, the production schedules of third-party developers influenced a delay,<ref name="Fisher">{{cite news |work=[[The New York Times]] |last=Fisher |first=Lawrence M. |title=Nintendo Delays Introduction of Ultra 64 Video-Game Player |url=https://www.nytimes.com/1995/05/06/business/nintendo-delays-introduction-of-ultra-64-video-game-player.html |date=6 May 1995 |access-date=23 January 2015 |archive-url=https://web.archive.org/web/20141107213609/http://www.nytimes.com/1995/05/06/business/nintendo-delays-introduction-of-ultra-64-video-game-player.html |archive-date=7 November 2014 |url-status=live}}</ref><ref>{{cite magazine |title=Ultra 64 "Delayed" Until April 1996? |magazine=[[Electronic Gaming Monthly]] |issue=72 |publisher=[[Ziff Davis]] |date=July 1995 |page=26}}</ref> and the console was released in June 1996 in Japan, September 1996 in the United States and March 1997 in Europe. By the end of its production in 2002, around 33 million Nintendo 64 consoles were sold worldwide,<ref name="ConsolidatedSales"/> and it is considered one of the most recognized video game systems in history.<ref>{{cite web|url=http://retro.ign.com/articles/914/914568p1.html |title=Nintendo 64 Week: Day Two – Retro Feature at IGN |website=IGN |access-date=4 March 2013 |url-status=dead |archive-url=https://web.archive.org/web/20110726163234/http://retro.ign.com/articles/914/914568p1.html |archive-date=26 July 2011}}</ref> 388 games were produced for the Nintendo 64 in total,<ref>{{cite web |access-date=27 March 2008 |url=http://ign64.ign.com/index/choice.html |title=IGN N64: Editors' Choice Games |website=IGN |archive-url=https://web.archive.org/web/20080509153954/http://ign64.ign.com/index/choice.html |archive-date=9 May 2008 |url-status=dead}}</ref> some of which – particularly ''[[Super Mario 64]]'', ''[[The Legend of Zelda: Ocarina of Time]]'', and ''[[GoldenEye 007 (1997 video game)|GoldenEye 007]]'' – have been distinguished as [[List of video games considered the best|some of the greatest of all time]].<ref>{{cite web |url=http://www.g4tv.com/videos/9879/filter-face-off-top-10-best-game-consoles |title=Filter Face Off: Top 10 Best Game Consoles |publisher=g4tv.com |access-date=3 May 2013 |archive-url=https://web.archive.org/web/20170702134141/http://www.g4tv.com/videos/9879/filter-face-off-top-10-best-game-consoles/ |archive-date=2 July 2017 |url-status=dead}}</ref> |
In mid-1993, Nintendo and [[Silicon Graphics]] announced a strategic alliance to develop the [[Nintendo 64]].<ref>{{cite magazine | magazine=GameBytes |issue=21 |title=Project Reality Preview by Nintendo/Silicon Graphics |first=Nathan |last=Cochrane |date=1993 |others=taken from ''Vision'', the SGI newsletter |url=http://www.ibiblio.org/GameBytes/issue21/flooks/preality.html |access-date=16 October 2017 |url-status=live |archive-date=18 August 2017 |archive-url= https://web.archive.org/web/20170818140049/http://www.ibiblio.org/GameBytes/issue21/flooks/preality.html}}</ref><ref>{{cite press release |title=Nintendo and Silicon Graphics join forces to create world's most advanced video entertainment technology | publisher=Silicon Graphics, Inc. |date=4 September 1993 |url=http://www.sgi.com/Headlines/1993/Sep/sept_04.html |url-status=dead |archive-url=https://web.archive.org/web/19970707183909/http://www.sgi.com/Headlines/1993/Sep/sept_04.html |archive-date=7 July 1997 |access-date=29 December 2014}}</ref> [[NEC]], [[Toshiba]], and Sharp also contributed technology to the console.<ref>{{cite magazine|title=Reality Check |magazine=[[GamePro]] |issue=56 |date=March 1994 |page=184}}</ref> The Nintendo 64 was marketed as one of the first consoles to be designed with [[64-bit computing|64-bit]] architecture.<ref>{{cite web |title=Nintendo Ultra 64 |url=http://www.csoon.com/issue15/nu64_1.htm |access-date=14 January 2009 |archive-date=4 February 2009 |archive-url=https://web.archive.org/web/20090204193721/http://www.csoon.com/issue15/nu64_1.htm |url-status=live }}</ref> As part of an agreement with [[Midway Games]], the arcade games ''[[Killer Instinct (1994 video game)|Killer Instinct]]'' and ''[[Cruis'n USA]]'' were [[Porting|ported]] to the console.<ref>{{cite magazine|title=Midway Takes Project Reality to the Arcades, Williams Buys Tradewest |magazine=[[GamePro]] |issue=59 |date=June 1994 |page=182}}</ref><ref name="arcadehits1">{{cite web |title=Killer Instinct |website=arcadeHITS datObase |url=http://www.arcadehits.net/datObase/rom.php?zip=kinst |archive-url=https://web.archive.org/web/20090204081007/http://www.arcadehits.net/datObase/rom.php?zip=kinst |archive-date=4 February 2009 |access-date=14 January 2009 |url-status=dead }}</ref> Although the Nintendo 64 was planned for release in 1995, the production schedules of third-party developers influenced a delay,<ref name="Fisher">{{cite news |work=[[The New York Times]] |last=Fisher |first=Lawrence M. |title=Nintendo Delays Introduction of Ultra 64 Video-Game Player |url=https://www.nytimes.com/1995/05/06/business/nintendo-delays-introduction-of-ultra-64-video-game-player.html |date=6 May 1995 |access-date=23 January 2015 |archive-url=https://web.archive.org/web/20141107213609/http://www.nytimes.com/1995/05/06/business/nintendo-delays-introduction-of-ultra-64-video-game-player.html |archive-date=7 November 2014 |url-status=live}}</ref><ref>{{cite magazine |title=Ultra 64 "Delayed" Until April 1996? |magazine=[[Electronic Gaming Monthly]] |issue=72 |publisher=[[Ziff Davis]] |date=July 1995 |page=26}}</ref> and the console was released in June 1996 in Japan, September 1996 in the United States and March 1997 in Europe. By the end of its production in 2002, around 33 million Nintendo 64 consoles were sold worldwide,<ref name="ConsolidatedSales"/> and it is considered one of the most recognized video game systems in history.<ref>{{cite web|url=http://retro.ign.com/articles/914/914568p1.html |title=Nintendo 64 Week: Day Two – Retro Feature at IGN |website=IGN |access-date=4 March 2013 |url-status=dead |archive-url=https://web.archive.org/web/20110726163234/http://retro.ign.com/articles/914/914568p1.html |archive-date=26 July 2011}}</ref> 388 games were produced for the Nintendo 64 in total,<ref>{{cite web |access-date=27 March 2008 |url=http://ign64.ign.com/index/choice.html |title=IGN N64: Editors' Choice Games |website=IGN |archive-url=https://web.archive.org/web/20080509153954/http://ign64.ign.com/index/choice.html |archive-date=9 May 2008 |url-status=dead }}</ref> some of which – particularly ''[[Super Mario 64]]'', ''[[The Legend of Zelda: Ocarina of Time]]'', and ''[[GoldenEye 007 (1997 video game)|GoldenEye 007]]'' – have been distinguished as [[List of video games considered the best|some of the greatest of all time]].<ref>{{cite web |url=http://www.g4tv.com/videos/9879/filter-face-off-top-10-best-game-consoles |title=Filter Face Off: Top 10 Best Game Consoles |publisher=g4tv.com |access-date=3 May 2013 |archive-url=https://web.archive.org/web/20170702134141/http://www.g4tv.com/videos/9879/filter-face-off-top-10-best-game-consoles/ |archive-date=2 July 2017 |url-status=dead}}</ref> |
||
[[File:Virtual-Boy-Set.jpg|thumb|right|upright=0.5|[[Virtual Boy]], released in 1995]] |
[[File:Virtual-Boy-Set.jpg|thumb|right|upright=0.5|[[Virtual Boy]], released in 1995]] |
||
Line 328: | Line 325: | ||
}} |
}} |
||
In May 1999, with the advent of the [[PlayStation 2]],<ref>{{cite web |url=https://www.forbes.com/1999/05/13/mu2.html#452ac1713c1e |title=Nintendo pairs with IBM and Panasonic to head off Sony |website=[[Forbes]] |date=13 May 1999 |last=Joseph |first=Regina |access-date=15 June 2020 |archive-date=16 June 2020 |archive-url=https://web.archive.org/web/20200616052820/https://www.forbes.com/1999/05/13/mu2.html#452ac1713c1e |url-status=live }}</ref> Nintendo entered an agreement with [[IBM]] and [[Panasonic]] to develop the [[128-bit computing|128-bit]] [[Gekko (microprocessor)|Gekko processor]] and the DVD drive to be used in Nintendo's next home console.<ref>{{cite web |url=https://www-03.ibm.com/press/us/en/pressrelease/2181.wss |title=IBM, Nintendo Announce $1 Billion Technology Agreement |website=[[IBM]] |date=12 May 1999 |access-date=15 June 2020 |archive-date=5 August 2020 |archive-url=https://web.archive.org/web/20200805120756/https://www-03.ibm.com/press/us/en/pressrelease/2181.wss |url-status= |
In May 1999, with the advent of the [[PlayStation 2]],<ref>{{cite web |url=https://www.forbes.com/1999/05/13/mu2.html#452ac1713c1e |title=Nintendo pairs with IBM and Panasonic to head off Sony |website=[[Forbes]] |date=13 May 1999 |last=Joseph |first=Regina |access-date=15 June 2020 |archive-date=16 June 2020 |archive-url=https://web.archive.org/web/20200616052820/https://www.forbes.com/1999/05/13/mu2.html#452ac1713c1e |url-status=live }}</ref> Nintendo entered an agreement with [[IBM]] and [[Panasonic]] to develop the [[128-bit computing|128-bit]] [[Gekko (microprocessor)|Gekko processor]] and the DVD drive to be used in Nintendo's next home console.<ref>{{cite web |url=https://www-03.ibm.com/press/us/en/pressrelease/2181.wss |title=IBM, Nintendo Announce $1 Billion Technology Agreement |website=[[IBM]] |date=12 May 1999 |access-date=15 June 2020 |archive-date=5 August 2020 |archive-url=https://web.archive.org/web/20200805120756/https://www-03.ibm.com/press/us/en/pressrelease/2181.wss |url-status=dead }}</ref> Meanwhile, a series of administrative changes occurred in 2000 when Nintendo's corporate offices were moved to the Minami-ku neighborhood in Kyoto, and Nintendo Benelux was established to manage the Dutch and Belgian territories.<ref name="Nintendo History"/> |
||
{{Multiple image |
{{Multiple image |
||
Line 341: | Line 338: | ||
}} |
}} |
||
In 2001, two new Nintendo consoles were introduced: the [[Game Boy Advance]], which was designed by Gwénaël Nicolas with stylistic departure from its predecessors,<ref>[http://curiosity.jp/works/en/product/gameboy-advance.html Gameboy Advance | Works – Curiosity – キュリオシティ – ] {{Webarchive|url=https://web.archive.org/web/20170726081507/http://curiosity.jp/works/en/product/gameboy-advance.html |date=26 July 2017 }}. Retrieved 21 December 2015.</ref><ref>{{cite book |last=Van Tilburg |first=Caroline |title=Curiosity: 30 Designs for Products and Interiors |date=2002 |publisher=Birkhauser Verlag AG |isbn=978-3764367435 |url=https://books.google.com/books?id=uXouFPGhPDkC&q=editions:ISBN3764367431 |access-date=18 November 2020 |archive-date=9 August 2021 |archive-url=https://web.archive.org/web/20210809063732/https://books.google.com/books?id=uXouFPGhPDkC&q=editions%3AISBN3764367431 |url-status=live }}</ref> and the [[GameCube]].<ref>{{cite web |url=https://www.ign.com/articles/2000/08/29/the-peripherals-of-the-game-boy-advance |title=The Peripherals of the Game Boy Advance |website=[[IGN]] |date=28 August 2000 |access-date=15 June 2020 |archive-date=6 August 2020 |archive-url=https://web.archive.org/web/20200806005013/https://www.ign.com/articles/2000/08/29/the-peripherals-of-the-game-boy-advance |url-status=live }}</ref> During the first week of the Game Boy Advance's North American release in June 2001, over 500,000 units were sold, making it the fastest-selling video game console in the United States at the time.<ref>{{cite web |url=https://abcnews.go.com/Technology/story?id=98471&page=1 |title=Game Boy Advance Breaks Sales Records |first=Paul |last=Eng |publisher=[[American Broadcasting Company|ABC]] |date=21 June 2001 |access-date=5 December 2017 |archive-date=6 December 2017 |archive-url=https://web.archive.org/web/20171206142248/http://abcnews.go.com/Technology/story?id=98471&page=1 |url-status=live }}</ref> By the end of its production cycle in 2010, more than 81.5 million units had been sold worldwide.<ref name="GameBoySales"/> As for the GameCube, even with such distinguishing features as the [[miniDVD]] format of its games and Internet connectivity for a few games,<ref>{{cite web |url=https://www.ign.com/articles/2000/08/24/gamecube-a-digital-wonder |title=Gamecube: A Digital Wonder |website=[[IGN]] |date=23 August 2000 |access-date=15 June 2020 |archive-date=25 June 2020 |archive-url=https://web.archive.org/web/20200625172833/https://www.ign.com/articles/2000/08/24/gamecube-a-digital-wonder |url-status=live }}</ref><ref>{{cite web|url=http://www.nintendoworldreport.com/feature/27672/nintendos-expansion-ports-gamecube-broadbandmodem-adapter|title=GameCube Broadband/Modem Adapter – Feature|last=Bivens|first=Danny|date=31 October 2001|website=Nintendo World Report|access-date=18 November 2017|archive-date=6 April 2016|archive-url=https://web.archive.org/web/20160406003238/http://www.nintendoworldreport.com/feature/27672/nintendos-expansion-ports-gamecube-broadbandmodem-adapter|url-status=live}}</ref> its sales were lower than those of its predecessors, and during the six years of its production, 21.7 million units were sold worldwide.<ref>{{cite web|url=https://www.nintendo.co.jp/ir/library/historical_data/pdf/consolidated_sales_e1106.pdf |title=Consolidated Sales Transition by Region |access-date=4 September 2011 |date=June 2011 |publisher=Nintendo |archive-url=https://web.archive.org/web/20111027052007/http://www.nintendo.co.jp/ir/library/historical_data/pdf/consolidated_sales_e1106.pdf |archive-date=27 October 2011 |url-status=dead }}</ref> The GameCube struggled against its rivals in the market,<ref>{{Cite news |date=22 May 2003 |title=GameCube 'may die out' |language=en-GB |url=http://news.bbc.co.uk/2/hi/business/3049609.stm |access-date=24 May 2023}}</ref><ref>{{Cite web |last=Byrd |first=Matthew |date=27 February 2017 |title=How the GameCube Made Nintendo Cynical |url=https://www.denofgeek.com/games/how-the-gamecube-made-nintendo-cynical/ |access-date=24 May 2023 |website=Den of Geek |language=en-US}}</ref> and its initial poor sales led to Nintendo posting a first half fiscal year loss in 2003 for the first time since the company went public in 1962.<ref>{{Cite web |date=14 November 2003 |title=Nintendo Reports Loss |url=https://www.ign.com/articles/2003/11/14/nintendo-reports-loss |access-date=24 May 2023 |website=IGN |language=en}}</ref> |
In 2001, two new Nintendo consoles were introduced: the [[Game Boy Advance]], which was designed by Gwénaël Nicolas with stylistic departure from its predecessors,<ref>[http://curiosity.jp/works/en/product/gameboy-advance.html Gameboy Advance | Works – Curiosity – キュリオシティ – ] {{Webarchive|url=https://web.archive.org/web/20170726081507/http://curiosity.jp/works/en/product/gameboy-advance.html |date=26 July 2017 }}. Retrieved 21 December 2015.</ref><ref>{{cite book |last=Van Tilburg |first=Caroline |title=Curiosity: 30 Designs for Products and Interiors |date=2002 |publisher=Birkhauser Verlag AG |isbn=978-3764367435 |url=https://books.google.com/books?id=uXouFPGhPDkC&q=editions:ISBN3764367431 |access-date=18 November 2020 |archive-date=9 August 2021 |archive-url=https://web.archive.org/web/20210809063732/https://books.google.com/books?id=uXouFPGhPDkC&q=editions%3AISBN3764367431 |url-status=live }}</ref> and the [[GameCube]].<ref>{{cite web |url=https://www.ign.com/articles/2000/08/29/the-peripherals-of-the-game-boy-advance |title=The Peripherals of the Game Boy Advance |website=[[IGN]] |date=28 August 2000 |access-date=15 June 2020 |archive-date=6 August 2020 |archive-url=https://web.archive.org/web/20200806005013/https://www.ign.com/articles/2000/08/29/the-peripherals-of-the-game-boy-advance |url-status=live }}</ref> During the first week of the Game Boy Advance's North American release in June 2001, over 500,000 units were sold, making it the fastest-selling video game console in the United States at the time.<ref>{{cite web |url=https://abcnews.go.com/Technology/story?id=98471&page=1 |title=Game Boy Advance Breaks Sales Records |first=Paul |last=Eng |publisher=[[American Broadcasting Company|ABC]] |date=21 June 2001 |access-date=5 December 2017 |archive-date=6 December 2017 |archive-url=https://web.archive.org/web/20171206142248/http://abcnews.go.com/Technology/story?id=98471&page=1 |url-status=live }}</ref> By the end of its production cycle in 2010, more than 81.5 million units had been sold worldwide.<ref name="GameBoySales"/> As for the GameCube, even with such distinguishing features as the [[miniDVD]] format of its games and Internet connectivity for a few games,<ref>{{cite web |url=https://www.ign.com/articles/2000/08/24/gamecube-a-digital-wonder |title=Gamecube: A Digital Wonder |website=[[IGN]] |date=23 August 2000 |access-date=15 June 2020 |archive-date=25 June 2020 |archive-url=https://web.archive.org/web/20200625172833/https://www.ign.com/articles/2000/08/24/gamecube-a-digital-wonder |url-status=live }}</ref><ref>{{cite web|url=http://www.nintendoworldreport.com/feature/27672/nintendos-expansion-ports-gamecube-broadbandmodem-adapter|title=GameCube Broadband/Modem Adapter – Feature|last=Bivens|first=Danny|date=31 October 2001|website=Nintendo World Report|access-date=18 November 2017|archive-date=6 April 2016|archive-url=https://web.archive.org/web/20160406003238/http://www.nintendoworldreport.com/feature/27672/nintendos-expansion-ports-gamecube-broadbandmodem-adapter|url-status=live}}</ref> its sales were lower than those of its predecessors, and during the six years of its production, 21.7 million units were sold worldwide.<ref>{{cite web |url=https://www.nintendo.co.jp/ir/library/historical_data/pdf/consolidated_sales_e1106.pdf |title=Consolidated Sales Transition by Region |access-date=4 September 2011 |date=June 2011 |publisher=Nintendo |archive-url=https://web.archive.org/web/20111027052007/http://www.nintendo.co.jp/ir/library/historical_data/pdf/consolidated_sales_e1106.pdf |archive-date=27 October 2011 |url-status=dead }}</ref> The GameCube struggled against its rivals in the market,<ref>{{Cite news |date=22 May 2003 |title=GameCube 'may die out' |language=en-GB |url=http://news.bbc.co.uk/2/hi/business/3049609.stm |access-date=24 May 2023 |archive-date=24 May 2023 |archive-url=https://web.archive.org/web/20230524124339/http://news.bbc.co.uk/2/hi/business/3049609.stm |url-status=live }}</ref><ref>{{Cite web |last=Byrd |first=Matthew |date=27 February 2017 |title=How the GameCube Made Nintendo Cynical |url=https://www.denofgeek.com/games/how-the-gamecube-made-nintendo-cynical/ |access-date=24 May 2023 |website=Den of Geek |language=en-US |archive-date=24 May 2023 |archive-url=https://web.archive.org/web/20230524124339/https://www.denofgeek.com/games/how-the-gamecube-made-nintendo-cynical/ |url-status=live }}</ref> and its initial poor sales led to Nintendo posting a first half fiscal year loss in 2003 for the first time since the company went public in 1962.<ref>{{Cite web |date=14 November 2003 |title=Nintendo Reports Loss |url=https://www.ign.com/articles/2003/11/14/nintendo-reports-loss |access-date=24 May 2023 |website=IGN |language=en |archive-date=24 May 2023 |archive-url=https://web.archive.org/web/20230524124339/https://www.ign.com/articles/2003/11/14/nintendo-reports-loss |url-status=live }}</ref> |
||
In 2002, the [[Pokémon Mini]] was released. Its dimensions were smaller than that of the Game Boy Advance and it weighed 70 grams, making it the smallest video game console in history.<ref name="Nintendo History"/> Nintendo collaborated with [[Sega]] and [[Namco]] to develop [[List of Sega arcade system boards|Triforce]], an arcade board to facilitate the conversion of arcade titles to the GameCube.<ref>{{cite web |url=https://www.ign.com/articles/2002/02/18/gamecube-arcade-hardware-revealed |title=GameCube Arcade Hardware Revealed |website=[[IGN]] |date=18 February 2002 |access-date=15 June 2020 |archive-date=16 January 2020 |archive-url=https://web.archive.org/web/20200116040945/https://www.ign.com/articles/2002/02/18/gamecube-arcade-hardware-revealed |url-status=live }}</ref> Following the European release of the GameCube in May 2002,<ref>{{cite news|url=http://news.bbc.co.uk/2/hi/entertainment/1963749.stm|title=GameCube gets midnight launch|date=2 May 2002|work=BBC News|access-date=8 July 2013|archive-date=2 May 2014|archive-url=https://web.archive.org/web/20140502211811/http://news.bbc.co.uk/2/hi/entertainment/1963749.stm|url-status=live}}</ref> [[Hiroshi Yamauchi]] announced his resignation as the president of Nintendo, and [[Satoru Iwata]] was selected by the company as his successor. Yamauchi would remain as advisor and director of the company until 2005,<ref>{{cite web |url=https://www.gamespot.com/articles/e3-2002-yamauchi-steps-down/1100-2867848/ |title=E3 2002: Yamauchi steps down |website=[[GameSpot]] |last=Walker |first=Trey |date=24 May 2002 |access-date=15 June 2020 |archive-date=5 August 2020 |archive-url=https://web.archive.org/web/20200805010000/https://www.gamespot.com/articles/e3-2002-yamauchi-steps-down/1100-2867848/ |url-status=live }}</ref> and he died in 2013.<ref>{{cite news |title=Nintendo visionary Hiroshi Yamauchi dies aged 85 |url=https://www.bbc.co.uk/news/technology-24160150 |work=BBC |access-date=19 September 2013 |date=19 September 2013 |archive-date=19 September 2013 |archive-url=https://web.archive.org/web/20130919164203/http://www.bbc.co.uk/news/technology-24160150 |url-status=live }}</ref> Iwata's appointment as president ended the Yamauchi succession at the helm of the company, a practice that had been in place since its foundation.<ref>{{cite news |url=http://hosted2.ap.org/APDEFAULT/495d344a0d10421e9baa8ee77029cfbd/Article_2015-07-12-AS--Japan-Obit-Nintendo%20President/id-62869fddfd054d72b98981cf64a6cfab |title=Nintendo President Satoru Iwata Dies of Tumor |first=Yuri |last=Kageyama |date=12 July 2015 |access-date=12 July 2015 |agency=Associated Press |location=Tokyo, Japan |archive-date=4 September 2015 |archive-url=https://web.archive.org/web/20150904004626/http://hosted2.ap.org/APDEFAULT/495d344a0d10421e9baa8ee77029cfbd/Article_2015-07-12-AS--Japan-Obit-Nintendo%20President/id-62869fddfd054d72b98981cf64a6cfab |url-status=dead}}</ref><ref>{{cite news |url=https://www.nytimes.com/2015/07/13/business/satoru-iwata-nintendo-chief-executive-dies-at-55.html |title=Satoru Iwata, Nintendo Chief Executive, Dies at 55 |first=Liam |last=Stack |date=13 July 2015 |access-date=13 July 2015 |work=[[The New York Times]] |archive-date=15 July 2015 |archive-url=https://web.archive.org/web/20150715042950/https://www.nytimes.com/2015/07/13/business/satoru-iwata-nintendo-chief-executive-dies-at-55.html |url-status=live }}</ref> |
In 2002, the [[Pokémon Mini]] was released. Its dimensions were smaller than that of the Game Boy Advance and it weighed 70 grams, making it the smallest video game console in history.<ref name="Nintendo History"/> Nintendo collaborated with [[Sega]] and [[Namco]] to develop [[List of Sega arcade system boards|Triforce]], an arcade board to facilitate the conversion of arcade titles to the GameCube.<ref>{{cite web |url=https://www.ign.com/articles/2002/02/18/gamecube-arcade-hardware-revealed |title=GameCube Arcade Hardware Revealed |website=[[IGN]] |date=18 February 2002 |access-date=15 June 2020 |archive-date=16 January 2020 |archive-url=https://web.archive.org/web/20200116040945/https://www.ign.com/articles/2002/02/18/gamecube-arcade-hardware-revealed |url-status=live }}</ref> Following the European release of the GameCube in May 2002,<ref>{{cite news|url=http://news.bbc.co.uk/2/hi/entertainment/1963749.stm|title=GameCube gets midnight launch|date=2 May 2002|work=BBC News|access-date=8 July 2013|archive-date=2 May 2014|archive-url=https://web.archive.org/web/20140502211811/http://news.bbc.co.uk/2/hi/entertainment/1963749.stm|url-status=live}}</ref> [[Hiroshi Yamauchi]] announced his resignation as the president of Nintendo, and [[Satoru Iwata]] was selected by the company as his successor. Yamauchi would remain as advisor and director of the company until 2005,<ref>{{cite web |url=https://www.gamespot.com/articles/e3-2002-yamauchi-steps-down/1100-2867848/ |title=E3 2002: Yamauchi steps down |website=[[GameSpot]] |last=Walker |first=Trey |date=24 May 2002 |access-date=15 June 2020 |archive-date=5 August 2020 |archive-url=https://web.archive.org/web/20200805010000/https://www.gamespot.com/articles/e3-2002-yamauchi-steps-down/1100-2867848/ |url-status=live }}</ref> and he died in 2013.<ref>{{cite news |title=Nintendo visionary Hiroshi Yamauchi dies aged 85 |url=https://www.bbc.co.uk/news/technology-24160150 |work=BBC |access-date=19 September 2013 |date=19 September 2013 |archive-date=19 September 2013 |archive-url=https://web.archive.org/web/20130919164203/http://www.bbc.co.uk/news/technology-24160150 |url-status=live }}</ref> Iwata's appointment as president ended the Yamauchi succession at the helm of the company, a practice that had been in place since its foundation.<ref>{{cite news |url=http://hosted2.ap.org/APDEFAULT/495d344a0d10421e9baa8ee77029cfbd/Article_2015-07-12-AS--Japan-Obit-Nintendo%20President/id-62869fddfd054d72b98981cf64a6cfab |title=Nintendo President Satoru Iwata Dies of Tumor |first=Yuri |last=Kageyama |date=12 July 2015 |access-date=12 July 2015 |agency=Associated Press |location=Tokyo, Japan |archive-date=4 September 2015 |archive-url=https://web.archive.org/web/20150904004626/http://hosted2.ap.org/APDEFAULT/495d344a0d10421e9baa8ee77029cfbd/Article_2015-07-12-AS--Japan-Obit-Nintendo%20President/id-62869fddfd054d72b98981cf64a6cfab |url-status=dead}}</ref><ref>{{cite news |url=https://www.nytimes.com/2015/07/13/business/satoru-iwata-nintendo-chief-executive-dies-at-55.html |title=Satoru Iwata, Nintendo Chief Executive, Dies at 55 |first=Liam |last=Stack |date=13 July 2015 |access-date=13 July 2015 |work=[[The New York Times]] |archive-date=15 July 2015 |archive-url=https://web.archive.org/web/20150715042950/https://www.nytimes.com/2015/07/13/business/satoru-iwata-nintendo-chief-executive-dies-at-55.html |url-status=live }}</ref> |
||
Line 362: | Line 359: | ||
}} |
}} |
||
In 2004, Nintendo released the [[Nintendo DS]], which featured such innovations as dual screens – one of which |
In 2004, Nintendo released the [[Nintendo DS]], which featured such innovations as dual screens – one of which is a [[touchscreen]] – and wireless connectivity for multiplayer play.<ref name="Nintendo History"/><ref>{{cite web |url=https://www.ign.com/articles/2004/03/24/ds-touch-screen-innovation |title=DS Touch Screen Innovation |website=[[IGN]] |last=Harris |first=Craig |date=23 March 2004 |access-date=16 June 2020 |archive-date=4 August 2020 |archive-url=https://web.archive.org/web/20200804140006/https://www.ign.com/articles/2004/03/24/ds-touch-screen-innovation |url-status=live }}</ref> Throughout its lifetime, more than 154 million units were sold, making it the most successful handheld console and the second bestselling console in history.<ref name="GameBoySales"/> In 2005, Nintendo released the [[Game Boy Micro]], the last system in the [[Game Boy line]].<ref name="Nintendo History"/><ref name="KillTheGameBoy"/> Sales did not meet Nintendo's expectations,<ref>{{cite web|url=https://www.nintendo.co.jp/kessan/060607qa_e/03.html|title=Nintendo Co., Ltd. – Corporate Management Policy Briefing – Q&A|publisher=Nintendo Co., Ltd.|page=3|access-date=6 December 2008|quote=The sales of Micro did not meet our expectations ... However, toward the end of 2005, Nintendo had to focus almost all of its energies on the marketing of DS, which must have deprived the Micro of its momentum|archive-date=20 December 2008|archive-url=https://web.archive.org/web/20081220021407/http://www.nintendo.co.jp/kessan/060607qa_e/03.html|url-status=live}}</ref> with 2.5 million units being sold by 2007.<ref name="gamepro">{{cite magazine|url=http://www.gamepro.com/gamepro/domestic/games/features/125748.shtml |title=The 10 Worst-Selling Handhelds of All Time |first=Blake |last=Snow |date=30 July 2007 |magazine=[[GamePro]] |archive-url=https://web.archive.org/web/20071012194600/http://gamepro.com/gamepro/domestic/games/features/125748.shtml |archive-date=12 October 2007 |access-date=5 July 2008}}</ref> In mid-2005, the [[Nintendo New York|Nintendo World Store]] was inaugurated in New York City.<ref>{{cite web |url=https://www.polygon.com/2016/1/6/10723180/nintendo-world-store-nyc-makeover-reopening |title=Nintendo World getting its first makeover in a decade |website=Polygon |last=Frank |first=Allegra |date=6 January 2016 |access-date=16 June 2020 |archive-date=5 August 2020 |archive-url=https://web.archive.org/web/20200805081117/https://www.polygon.com/2016/1/6/10723180/nintendo-world-store-nyc-makeover-reopening |url-status=live }}</ref> |
||
[[File:Reggie Fils-Aime - Game Developers Conference 2011 - Day 2 (1).jpg|thumb|right|upright=0.5|[[Reggie Fils-Aimé]] is the former Nintendo of America president (2006–2019).]] |
[[File:Reggie Fils-Aime - Game Developers Conference 2011 - Day 2 (1).jpg|thumb|right|upright=0.5|[[Reggie Fils-Aimé]] is the former Nintendo of America president (2006–2019).]] |
||
Nintendo's next home console was conceived in 2001, although development commenced in 2003, taking inspiration from the Nintendo DS.<ref>{{cite web|url=http://www.businessweek.com/technology/content/nov2006/tc20061116_750580.htm|archive-url=https://web.archive.org/web/20061201013947/http://www.businessweek.com/technology/content/nov2006/tc20061116_750580.htm|url-status=dead|archive-date=1 December 2006|title=The Big Ideas Behind Nintendo's Wii|date=1 December 2006|access-date=31 August 2018}}</ref> Nintendo also considered the relative failure of the GameCube |
Nintendo's next home console was conceived in 2001, although development commenced in 2003, taking inspiration from the Nintendo DS.<ref>{{cite web|url=http://www.businessweek.com/technology/content/nov2006/tc20061116_750580.htm|archive-url=https://web.archive.org/web/20061201013947/http://www.businessweek.com/technology/content/nov2006/tc20061116_750580.htm|url-status=dead|archive-date=1 December 2006|title=The Big Ideas Behind Nintendo's Wii|date=1 December 2006|access-date=31 August 2018}}</ref> Nintendo also considered the relative failure of the GameCube and instead opted to take a "[[Blue Ocean Strategy]]" by developing a reduced performance console in contrast to the high-performance consoles of Sony and Microsoft to avoid directly competing with them.<ref>{{cite news|last=Fils-Aimé|first=Reggie|date=9 May 2007|title=Perspective: Nintendo on the latest 'technical divide'|work=Nintendo|publisher=[[CNET]]|url=http://news.cnet.com/Nintendo-on-the-latest-technical-divide/2010-1041_3-6180215.html|url-status=dead|access-date=29 October 2007|archive-url=https://web.archive.org/web/20090806203242/http://news.cnet.com/Nintendo-on-the-latest-technical-divide/2010-1041_3-6180215.html|archive-date=6 August 2009}}</ref> The [[Wii]] was released in November 2006,<ref>{{cite news |title=Nintendo to Sell Wii Console in November |agency=Associated Press |work=Gadget Guru |url=http://www.foxnews.com/wires/2006Sep14/0,4670,NintendoWii,00.html |access-date=29 October 2006 |archive-date=29 June 2011 |archive-url=https://web.archive.org/web/20110629062959/http://www.foxnews.com/wires/2006Sep14/0,4670,NintendoWii,00.html |url-status=live }}</ref> with a total of 33 launch games.<ref>{{cite web |last=Rodriguez |first=Steven |date=14 November 2006 |url=http://www.nintendoworldreport.com/newsArt.cfm?artid=12402 |title=The Twenty Wii Launch Games |publisher=Planet GameCube |access-date=14 November 2006 |archive-date=30 September 2007 |archive-url=https://web.archive.org/web/20070930155143/http://www.nintendoworldreport.com/newsArt.cfm?artid=12402 |url-status=live }}</ref> With the Wii, Nintendo sought to reach a broader demographic than its [[Seventh generation of video game consoles|seventh-generation]] competitors,<ref>{{cite news |url=https://www.usatoday.com/tech/gaming/2006-08-14-nintendo-qa_x.htm |title=Nintendo hopes Wii spells wiinner |access-date=16 August 2006 |date=15 August 2006 |newspaper=[[USA Today]] |archive-date=22 May 2011 |archive-url=https://web.archive.org/web/20110522150812/http://www.usatoday.com/tech/gaming/2006-08-14-nintendo-qa_x.htm |url-status=live }}</ref> with the intention of also encompassing the "non-consumer" sector.<ref>{{cite journal |url=https://hbr.org/2008/04/nintendo-wiis-growing-market-o |title=Nintendo Wii's Growing Market of "Nonconsumers" |journal=Harvard Business Review |last=Anthony |first=Scott D. |date=30 April 2008 |access-date=18 June 2020 |archive-date=5 August 2020 |archive-url=https://web.archive.org/web/20200805091615/https://hbr.org/2008/04/nintendo-wiis-growing-market-o |url-status=live }}</ref> To this end, Nintendo invested in a $200 million advertising campaign.<ref>{{cite web |url=http://www.joystiq.com/2006/11/12/nintendo-wii-marketing-to-exceed-200-million/ |title=Nintendo Wii marketing to exceed $200 million |website=Joystiq |date=12 November 2006 |last=Sliwinski |first=Alexander |archive-url=https://web.archive.org/web/20070516084139/http://www.joystiq.com/2006/11/12/nintendo-wii-marketing-to-exceed-200-million/ |archive-date=16 May 2007 |access-date=18 June 2020}}</ref> The Wii's innovations include the [[Wii Remote]] controller, equipped with an [[accelerometer]] system and infrared sensors that allow it to detect its position in a three-dimensional environment with the aid of a sensor bar;<ref>{{cite web |last=Wisniowski |first=Howard |url=http://www.analog.com/en/press-release/May_09_2006_ADI_Nintendo_Collaboration/press.html |title=Analog Devices And Nintendo Collaboration Drives Video Game Innovation With iMEMS Motion Signal Processing Technology |publisher=Analog Devices, Inc. |date=9 May 2006 |access-date=31 January 2009 |archive-date=25 June 2009 |archive-url=https://web.archive.org/web/20090625055416/http://www.analog.com/en/press-release/May_09_2006_ADI_Nintendo_Collaboration/press.html |url-status=dead }}</ref><ref>{{cite web |url=http://www.nintendoworldreport.com/newsArt.cfm?artid=11557 |title=Nintendo and PixArt Team Up |publisher=Nintendo World Report |last=Castaneda |first=Karl |date=13 May 2006 |access-date=24 February 2007 |archive-date=31 March 2012 |archive-url=https://web.archive.org/web/20120331051935/http://www.nintendoworldreport.com/news/11557 |url-status=live }}</ref> the Nunchuk peripheral that includes an analog controller and an accelerometer;<ref>{{cite web |last=Wales |first=Matt |date=22 May 2006 |url=http://www.computerandvideogames.com/article.php?id=140333 |title=Reports claim Wii to slap down 16 at launch |publisher=Computer and Video Games |access-date=25 May 2006 |archive-date=24 May 2006 |archive-url=https://web.archive.org/web/20060524223137/http://www.computerandvideogames.com/article.php%3Fid%3D140333 |url-status=live }}</ref> and the [[Wii MotionPlus]] expansion that increases the sensitivity of the main controller with the aid of [[gyroscope]]s.<ref>{{cite web |url=https://www.theguardian.com/technology/gamesblog/2008/jul/17/moreonwiismotionplus |title=More on Wii's MotionPlus |website=The Guardian |last=Stuart |first=Keith |date=17 July 2008 |access-date=18 June 2020 |archive-date=23 September 2017 |archive-url=https://web.archive.org/web/20170923194241/https://www.theguardian.com/technology/gamesblog/2008/jul/17/moreonwiismotionplus |url-status=live }}</ref> By 2016, more than 101 million Wii consoles had been sold worldwide,<ref name="Wii3DSSales">{{cite web |url=https://www.nintendo.co.jp/ir/en/sales/hard_soft/ |title=IR Information : Sales Data – Hardware and Software Sales Units |work=Nintendo Co., Ltd. |access-date=14 June 2016 |archive-date=24 October 2016 |archive-url=https://web.archive.org/web/20161024140433/https://www.nintendo.co.jp/ir/en/sales/hard_soft/ |url-status=live }}</ref> making it the most successful console of its generation, a distinction that Nintendo had not achieved since the 1990s with the Super NES.<ref>{{cite web |title=Nintendo Wii Outsells All Other Game Consoles |publisher=Ziff Davis |work=PC World |date=12 September 2007 |url=https://www.pcmag.com/article2/0,2817,2182666,00.asp |access-date=21 September 2012 |archive-date=2 September 2012 |archive-url=https://web.archive.org/web/20120902210705/http://www.pcmag.com/article2/0,2817,2182666,00.asp |url-status=live }}</ref> |
||
Several accessories were released for the Wii from 2007 to 2010, such as the [[Wii Balance Board]], the Wii Wheel and the [[WiiWare]] download service. In 2009, Nintendo Iberica S.A. expanded its commercial operations to [[Portugal]] through a new office in [[Lisbon]].<ref name="Nintendo History"/> By that year, Nintendo held a 68.3% share of the worldwide handheld gaming market.<ref>{{cite web |url=https://www.techradar.com/news/gaming/rumour-nvidia-tegra-powered-nintendo-handheld-due-2010-642583 |title=Rumour: Nvidia Tegra-powered Nintendo handheld due 2010 |website=TechRadar |last=Hartley |first=Adam |date=14 October 2009 |access-date=18 June 2020 |archive-date=5 August 2020 |archive-url=https://web.archive.org/web/20200805090245/https://www.techradar.com/news/gaming/rumour-nvidia-tegra-powered-nintendo-handheld-due-2010-642583 |url-status=live }}</ref> In 2010, Nintendo celebrated the 25th anniversary of Mario's debut appearance, for which certain allusive products were put on sale. The event included the release of ''[[Super Mario All-Stars 25th Anniversary Edition]]'' and special editions of the [[Nintendo DSi XL]] and Wii.<ref>{{cite web |url=https://www.nintendo.co.uk/News/2010/Celebrate-25-years-of-Super-Mario-with-two-new-bundles--251925.html |title=Celebrate 25 years of Super Mario with two new bundles! |publisher=Nintendo |date=11 October 2010 |access-date=18 June 2020 |archive-date=9 August 2021 |archive-url=https://web.archive.org/web/20210809063733/https://www.nintendo.co.uk/News/2010/Celebrate-25-years-of-Super-Mario-with-two-new-bundles--251925.html |url-status=live }}</ref> |
Several accessories were released for the Wii from 2007 to 2010, such as the [[Wii Balance Board]], the Wii Wheel and the [[WiiWare]] download service. In 2009, Nintendo Iberica S.A. expanded its commercial operations to [[Portugal]] through a new office in [[Lisbon]].<ref name="Nintendo History"/> By that year, Nintendo held a 68.3% share of the worldwide handheld gaming market.<ref>{{cite web |url=https://www.techradar.com/news/gaming/rumour-nvidia-tegra-powered-nintendo-handheld-due-2010-642583 |title=Rumour: Nvidia Tegra-powered Nintendo handheld due 2010 |website=TechRadar |last=Hartley |first=Adam |date=14 October 2009 |access-date=18 June 2020 |archive-date=5 August 2020 |archive-url=https://web.archive.org/web/20200805090245/https://www.techradar.com/news/gaming/rumour-nvidia-tegra-powered-nintendo-handheld-due-2010-642583 |url-status=live }}</ref> In 2010, Nintendo celebrated the 25th anniversary of Mario's debut appearance, for which certain allusive products were put on sale. The event included the release of ''[[Super Mario All-Stars 25th Anniversary Edition]]'' and special editions of the [[Nintendo DSi XL]] and Wii.<ref>{{cite web |url=https://www.nintendo.co.uk/News/2010/Celebrate-25-years-of-Super-Mario-with-two-new-bundles--251925.html |title=Celebrate 25 years of Super Mario with two new bundles! |publisher=Nintendo |date=11 October 2010 |access-date=18 June 2020 |archive-date=9 August 2021 |archive-url=https://web.archive.org/web/20210809063733/https://www.nintendo.co.uk/News/2010/Celebrate-25-years-of-Super-Mario-with-two-new-bundles--251925.html |url-status=live }}</ref> |
||
Line 388: | Line 385: | ||
In 2012 and 2013, two new Nintendo game consoles were introduced: the [[Wii U]], with high-definition graphics and a [[Wii U GamePad|GamePad]] controller with [[near-field communication]] technology,<ref>{{cite web |url=https://www.nintendo.co.jp/ir/en/library/events/120127/04.html |title=Corporate Management Policy Briefing/Third Quarter Financial Results Briefing for Fiscal Year Ending March 2012 |publisher=Nintendo.co.jp |date=27 January 2012 |access-date=12 June 2012 |archive-date=17 February 2012 |archive-url=https://web.archive.org/web/20120217213152/http://www.nintendo.co.jp/ir/en/library/events/120127/04.html |url-status=live }}</ref><ref>{{cite web |url=https://kotaku.com/zelda-games-on-wii-u-could-look-this-stunning-5809555 |title=''Zelda'' Games on the Wii U Could Look This Stunning |website=Kotaku |last=Totilo |first=Stephen |date=7 June 2011 |access-date=18 June 2020 |archive-date=18 June 2020 |archive-url=https://web.archive.org/web/20200618012627/https://kotaku.com/zelda-games-on-wii-u-could-look-this-stunning-5809555 |url-status=live }}</ref> and the [[Nintendo 2DS]], a version of the 3DS that lacks the clamshell design of Nintendo's previous handheld consoles and the stereoscopic effects of the 3DS.<ref>{{cite web |title=This is what the 2DS' huge single LCD screen looks like |url=http://www.eurogamer.net/articles/2013-10-16-this-is-what-the-2ds-huge-single-lcd-screen-looks-like |publisher=Eurogamer |last=Phillips |first=Tom |date=16 October 2013 |access-date=10 November 2013 |archive-date=30 October 2020 |archive-url=https://web.archive.org/web/20201030203922/https://www.eurogamer.net/articles/2013-10-16-this-is-what-the-2ds-huge-single-lcd-screen-looks-like |url-status=live }}</ref> With 13.5 million units sold worldwide,<ref name="Wii3DSSales"/> the Wii U is the least successful video game console in Nintendo's history.<ref>{{cite web |url=https://www.vg247.com/2017/02/01/the-wii-u-has-sold-through-13-5-million-units-making-it-officially-nintendos-worst-selling-console/ |title=The Wii U has sold through 13.5 million units, making it officially Nintendo's worst-selling console |website=VG247 |last=Hillier |first=Brenna |date=1 February 2017 |access-date=18 June 2020 |archive-date=13 June 2020 |archive-url=https://web.archive.org/web/20200613195728/https://www.vg247.com/2017/02/01/the-wii-u-has-sold-through-13-5-million-units-making-it-officially-nintendos-worst-selling-console/ |url-status=live }}</ref> In 2014, a new product line was released consisting of figures of Nintendo characters called [[amiibo]]s.<ref name="Nintendo History"/> |
In 2012 and 2013, two new Nintendo game consoles were introduced: the [[Wii U]], with high-definition graphics and a [[Wii U GamePad|GamePad]] controller with [[near-field communication]] technology,<ref>{{cite web |url=https://www.nintendo.co.jp/ir/en/library/events/120127/04.html |title=Corporate Management Policy Briefing/Third Quarter Financial Results Briefing for Fiscal Year Ending March 2012 |publisher=Nintendo.co.jp |date=27 January 2012 |access-date=12 June 2012 |archive-date=17 February 2012 |archive-url=https://web.archive.org/web/20120217213152/http://www.nintendo.co.jp/ir/en/library/events/120127/04.html |url-status=live }}</ref><ref>{{cite web |url=https://kotaku.com/zelda-games-on-wii-u-could-look-this-stunning-5809555 |title=''Zelda'' Games on the Wii U Could Look This Stunning |website=Kotaku |last=Totilo |first=Stephen |date=7 June 2011 |access-date=18 June 2020 |archive-date=18 June 2020 |archive-url=https://web.archive.org/web/20200618012627/https://kotaku.com/zelda-games-on-wii-u-could-look-this-stunning-5809555 |url-status=live }}</ref> and the [[Nintendo 2DS]], a version of the 3DS that lacks the clamshell design of Nintendo's previous handheld consoles and the stereoscopic effects of the 3DS.<ref>{{cite web |title=This is what the 2DS' huge single LCD screen looks like |url=http://www.eurogamer.net/articles/2013-10-16-this-is-what-the-2ds-huge-single-lcd-screen-looks-like |publisher=Eurogamer |last=Phillips |first=Tom |date=16 October 2013 |access-date=10 November 2013 |archive-date=30 October 2020 |archive-url=https://web.archive.org/web/20201030203922/https://www.eurogamer.net/articles/2013-10-16-this-is-what-the-2ds-huge-single-lcd-screen-looks-like |url-status=live }}</ref> With 13.5 million units sold worldwide,<ref name="Wii3DSSales"/> the Wii U is the least successful video game console in Nintendo's history.<ref>{{cite web |url=https://www.vg247.com/2017/02/01/the-wii-u-has-sold-through-13-5-million-units-making-it-officially-nintendos-worst-selling-console/ |title=The Wii U has sold through 13.5 million units, making it officially Nintendo's worst-selling console |website=VG247 |last=Hillier |first=Brenna |date=1 February 2017 |access-date=18 June 2020 |archive-date=13 June 2020 |archive-url=https://web.archive.org/web/20200613195728/https://www.vg247.com/2017/02/01/the-wii-u-has-sold-through-13-5-million-units-making-it-officially-nintendos-worst-selling-console/ |url-status=live }}</ref> In 2014, a new product line was released consisting of figures of Nintendo characters called [[amiibo]]s.<ref name="Nintendo History"/> |
||
On 25 September 2013, Nintendo announced its acquisition of a 28% stake in PUX Corporation, a subsidiary of [[Panasonic]], |
On 25 September 2013, Nintendo announced its acquisition of a 28% stake in PUX Corporation, a subsidiary of [[Panasonic]], to develop [[Facial recognition system|facial]], [[Speech recognition|voice]], and text recognition for its video games.<ref>{{cite news |script-title=ja:パナソニック・任天堂, ゲーム機操作法を共同開発|title=Panasonikku・Nintendō, Gēmuki Sōsahō wo Kyōdō Kaihatsu |trans-title=Panasonic and Nintendo are working together on game operation development|url=http://www.nikkei.com/article/DGXNASDD250K5_V20C13A9TJ1000/ |url-access=subscription|newspaper=Nikkei |date=25 September 2013 |access-date=25 May 2014 |language=ja |archive-date=25 May 2014 |archive-url=https://web.archive.org/web/20140525200437/http://www.nikkei.com/article/DGXNASDD250K5_V20C13A9TJ1000/ |url-status=live }}</ref> Due to a 30% decrease in company income between April and December 2013, Iwata announced a temporary 50% cut to his salary, with other executives seeing reductions by 20%–30%.<ref>{{cite news |url=https://www.bbc.com/news/business-25941070 |title=Nintendo executives take pay cuts after profits tumble |work=BBC News |access-date=31 May 2014 |date=29 January 2014 |archive-date=2 June 2014 |archive-url=https://web.archive.org/web/20140602075615/http://www.bbc.com/news/business-25941070 |url-status=live }}</ref> In January 2015, Nintendo ceased operations in the Brazilian market due in part to high import [[Duty (economics)|duties]]. This did not affect the rest of Nintendo's [[Latin America|Latin American]] market due to an alliance with Juegos de Video Latinoamérica.<ref>{{cite web |url=https://www.polygon.com/2015/1/10/7524759/nintendo-brazil-wii-u-3ds-tariffs-taxes |title=Nintendo ends console and game distribution in Brazil, citing high taxes |last=Good |first=Owen S. |date=10 January 2015 |website=Polygon |access-date=5 February 2020 |archive-date=7 December 2019 |archive-url=https://web.archive.org/web/20191207165126/https://www.polygon.com/2015/1/10/7524759/nintendo-brazil-wii-u-3ds-tariffs-taxes |url-status=live }}</ref> Nintendo reached an agreement with NC Games for Nintendo's products to resume distribution in [[Brazil]] by 2017,<ref>{{cite web |url=https://www.3djuegos.com/noticias-ver/170756/nintendo-vuelve-a-tener-presencia-oficial-en-brasil/ |title=Nintendo vuelve a tener presencia oficial en Brasil |language=pt |website=3D Juegos |last=Pastor |first=Alberto |date=27 May 2017 |access-date=18 June 2020 |archive-date=4 August 2020 |archive-url=https://web.archive.org/web/20200804135651/https://www.3djuegos.com/noticias-ver/170756/nintendo-vuelve-a-tener-presencia-oficial-en-brasil/ |url-status=live }}</ref> and by September 2020, the Switch was released in Brazil.<ref>{{cite web |url=https://www.ign.com/articles/nintendo-switch-launches-in-brazil-the-first-nintendo-product-to-go-on-sale-in-the-country-since-2015 |title=Nintendo Switch Launches in Brazil, the First Nintendo Product to Go on Sale in the Country Since 2015 |first=Helena |last=Nogueira |date=18 September 2020 |access-date=18 September 2020 |work=[[IGN]] |archive-date=2 October 2020 |archive-url=https://web.archive.org/web/20201002014857/https://www.ign.com/articles/nintendo-switch-launches-in-brazil-the-first-nintendo-product-to-go-on-sale-in-the-country-since-2015 |url-status=live}}</ref> |
||
On 11 July 2015, Iwata died of [[Cholangiocarcinoma|bile duct cancer]], and after a couple of months in which Miyamoto and Takeda jointly operated the company, [[Tatsumi Kimishima]] was named as Iwata's successor on 16 September 2015.<ref>{{cite web |url=https://www.bloomberg.com/news/articles/2015-07-12/nintendo-says-president-satoru-iwata-died-from-bile-duct-cancer |title=Satoru Iwata, Nintendo President Who Introduced Wii, Dies |first=Takashi |last=Amano |work=[[Bloomberg News]] |publisher=[[Bloomberg L.P.]] |date=12 July 2015 |access-date=14 July 2015 |archive-date=13 July 2015 |archive-url=https://web.archive.org/web/20150713152847/http://www.bloomberg.com/news/articles/2015-07-12/nintendo-says-president-satoru-iwata-died-from-bile-duct-cancer |url-status=live }}</ref> As part of the management's restructuring, Miyamoto and Takeda were respectively named creative and technological advisors.<ref>{{cite web |url=https://www.nintendo.co.jp/ir/pdf/2015/150914e.pdf |title=Notice Regarding Personnel Change of a Representative Director and Role Changes of Directors |publisher=Nintendo |access-date=14 September 2015 |date=14 September 2015 |url-status=dead |archive-url=https://web.archive.org/web/20150914064221/http://www.nintendo.co.jp/ir/pdf/2015/150914e.pdf |archive-date=14 September 2015}}</ref> |
On 11 July 2015, Iwata died of [[Cholangiocarcinoma|bile duct cancer]], and after a couple of months in which Miyamoto and Takeda jointly operated the company, [[Tatsumi Kimishima]] was named as Iwata's successor on 16 September 2015.<ref>{{cite web |url=https://www.bloomberg.com/news/articles/2015-07-12/nintendo-says-president-satoru-iwata-died-from-bile-duct-cancer |title=Satoru Iwata, Nintendo President Who Introduced Wii, Dies |first=Takashi |last=Amano |work=[[Bloomberg News]] |publisher=[[Bloomberg L.P.]] |date=12 July 2015 |access-date=14 July 2015 |archive-date=13 July 2015 |archive-url=https://web.archive.org/web/20150713152847/http://www.bloomberg.com/news/articles/2015-07-12/nintendo-says-president-satoru-iwata-died-from-bile-duct-cancer |url-status=live }}</ref> As part of the management's restructuring, Miyamoto and Takeda were respectively named creative and technological advisors.<ref>{{cite web |url=https://www.nintendo.co.jp/ir/pdf/2015/150914e.pdf |title=Notice Regarding Personnel Change of a Representative Director and Role Changes of Directors |publisher=Nintendo |access-date=14 September 2015 |date=14 September 2015 |url-status=dead |archive-url=https://web.archive.org/web/20150914064221/http://www.nintendo.co.jp/ir/pdf/2015/150914e.pdf |archive-date=14 September 2015}}</ref> |
||
Line 398: | Line 395: | ||
In March 2016, Nintendo's first [[mobile app]] for the [[iOS]] and [[Android (operating system)|Android]] systems, ''[[Miitomo]]'', was released.<ref>{{cite news |last1=Kohler |first1=Chris |title=Mii Avatars Star in Nintendo's First Mobile Game This March |url=https://www.wired.com/2015/10/miitomo-nintendo-mobile/ |website=[[Wired (website)|Wired]] |publisher=[[Condé Nast]] |access-date=29 October 2015 |date=28 October 2015 |archive-date=30 October 2015 |archive-url=https://web.archive.org/web/20151030060950/http://www.wired.com/2015/10/miitomo-nintendo-mobile/ |url-status=live }}</ref> Since then, Nintendo has produced other similar apps, such as ''[[Super Mario Run]]'', ''[[Fire Emblem Heroes]]'', ''[[Animal Crossing: Pocket Camp]]'', ''[[Mario Kart Tour]]'', and ''[[Pokémon Go]]'', the last being developed by [[Niantic (company)|Niantic]] and having generated $115 million in revenue for Nintendo.<ref>{{cite web |url=https://qz.com/819677/nintendo-pokemon-go-profits-we-finally-know-how-much-nintendo-made-from-pokemon-go/ |title=Nintendo ''Pokémon Go'' profits: We finally know how much Nintendo made from ''Pokémon Go'' |website=Quartz |date=26 October 2016 |last=Wong |first=Joon Ian |access-date=19 June 2020 |archive-date=4 August 2020 |archive-url=https://web.archive.org/web/20200804120626/https://qz.com/819677/nintendo-pokemon-go-profits-we-finally-know-how-much-nintendo-made-from-pokemon-go/ |url-status=live }}</ref> In March 2016, the [[loyalty program]] [[My Nintendo]] replaced [[Club Nintendo]].<ref>{{cite web |url=https://www.polygon.com/2016/2/2/10901674/nintendo-miitomo-my-nintendo-launch |title=Nintendo to launch mobile app ''Miitomo'', My Nintendo rewards program in March |website=Polygon |last=McWhertor |first=Michael |date=6 February 2016 |access-date=19 June 2020 |archive-date=4 July 2020 |archive-url=https://web.archive.org/web/20200704232118/https://www.polygon.com/2016/2/2/10901674/nintendo-miitomo-my-nintendo-launch/ |url-status=live }}</ref> |
In March 2016, Nintendo's first [[mobile app]] for the [[iOS]] and [[Android (operating system)|Android]] systems, ''[[Miitomo]]'', was released.<ref>{{cite news |last1=Kohler |first1=Chris |title=Mii Avatars Star in Nintendo's First Mobile Game This March |url=https://www.wired.com/2015/10/miitomo-nintendo-mobile/ |website=[[Wired (website)|Wired]] |publisher=[[Condé Nast]] |access-date=29 October 2015 |date=28 October 2015 |archive-date=30 October 2015 |archive-url=https://web.archive.org/web/20151030060950/http://www.wired.com/2015/10/miitomo-nintendo-mobile/ |url-status=live }}</ref> Since then, Nintendo has produced other similar apps, such as ''[[Super Mario Run]]'', ''[[Fire Emblem Heroes]]'', ''[[Animal Crossing: Pocket Camp]]'', ''[[Mario Kart Tour]]'', and ''[[Pokémon Go]]'', the last being developed by [[Niantic (company)|Niantic]] and having generated $115 million in revenue for Nintendo.<ref>{{cite web |url=https://qz.com/819677/nintendo-pokemon-go-profits-we-finally-know-how-much-nintendo-made-from-pokemon-go/ |title=Nintendo ''Pokémon Go'' profits: We finally know how much Nintendo made from ''Pokémon Go'' |website=Quartz |date=26 October 2016 |last=Wong |first=Joon Ian |access-date=19 June 2020 |archive-date=4 August 2020 |archive-url=https://web.archive.org/web/20200804120626/https://qz.com/819677/nintendo-pokemon-go-profits-we-finally-know-how-much-nintendo-made-from-pokemon-go/ |url-status=live }}</ref> In March 2016, the [[loyalty program]] [[My Nintendo]] replaced [[Club Nintendo]].<ref>{{cite web |url=https://www.polygon.com/2016/2/2/10901674/nintendo-miitomo-my-nintendo-launch |title=Nintendo to launch mobile app ''Miitomo'', My Nintendo rewards program in March |website=Polygon |last=McWhertor |first=Michael |date=6 February 2016 |access-date=19 June 2020 |archive-date=4 July 2020 |archive-url=https://web.archive.org/web/20200704232118/https://www.polygon.com/2016/2/2/10901674/nintendo-miitomo-my-nintendo-launch/ |url-status=live }}</ref> |
||
The [[NES Classic Edition]] was released in November 2016. The console is a version of the NES based on emulation, [[HDMI]], and the Wii remote.<ref>{{cite news |last=Webster |first=Andrew |date=14 July 2016 |title=Nintendo is releasing a miniature NES with 30 built-in games |url=https://www.theverge.com/2016/7/14/12187296/nintendo-nes-classic-edition-announced-price-games |newspaper=[[The Verge]] |access-date=14 July 2016 |archive-date=7 June 2019 |archive-url=https://web.archive.org/web/20190607054430/https://www.theverge.com/2016/7/14/12187296/nintendo-nes-classic-edition-announced-price-games |url-status=live }}</ref> Its successor, the [[Super NES Classic Edition]], was released in September 2017.<ref>{{cite news |last1=Byford |first1=Sam |title=Nintendo announces mini Super Famicom for Japan |url=https://www.theverge.com/2017/6/26/15878004/nintendo-super-famicom-mini-japan-price-release |access-date=26 June 2017 |work=The Verge |date=26 June 2017 |url-status=live |archive-url=https://web.archive.org/web/20170627024319/https://www.theverge.com/2017/6/26/15878004/nintendo-super-famicom-mini-japan-price-release|archive-date=27 June 2017 }}</ref> By October 2018, around ten million units of both consoles combined had been sold worldwide.<ref>{{cite web |url=https://www.destructoid.com/nes-and-snes-classic-consoles-pass-the-10-million-global-sales-mark-529201.phtml |title=NES and SNES Classic consoles pass the 10 million global sales mark |first=Chris |last=Moyse |date=31 October 2018 |access-date=31 October 2018 |work=[[Destructoid]] |archive-date=3 August 2020 |archive-url=https://web.archive.org/web/20200803100729/https://www.destructoid.com/nes-and-snes-classic-consoles-pass-the-10-million-global-sales-mark-529201.phtml |url-status= |
The [[NES Classic Edition]] was released in November 2016. The console is a version of the NES based on emulation, [[HDMI]], and the Wii remote.<ref>{{cite news |last=Webster |first=Andrew |date=14 July 2016 |title=Nintendo is releasing a miniature NES with 30 built-in games |url=https://www.theverge.com/2016/7/14/12187296/nintendo-nes-classic-edition-announced-price-games |newspaper=[[The Verge]] |access-date=14 July 2016 |archive-date=7 June 2019 |archive-url=https://web.archive.org/web/20190607054430/https://www.theverge.com/2016/7/14/12187296/nintendo-nes-classic-edition-announced-price-games |url-status=live }}</ref> Its successor, the [[Super NES Classic Edition]], was released in September 2017.<ref>{{cite news |last1=Byford |first1=Sam |title=Nintendo announces mini Super Famicom for Japan |url=https://www.theverge.com/2017/6/26/15878004/nintendo-super-famicom-mini-japan-price-release |access-date=26 June 2017 |work=The Verge |date=26 June 2017 |url-status=live |archive-url=https://web.archive.org/web/20170627024319/https://www.theverge.com/2017/6/26/15878004/nintendo-super-famicom-mini-japan-price-release|archive-date=27 June 2017 }}</ref> By October 2018, around ten million units of both consoles combined had been sold worldwide.<ref>{{cite web |url=https://www.destructoid.com/nes-and-snes-classic-consoles-pass-the-10-million-global-sales-mark-529201.phtml |title=NES and SNES Classic consoles pass the 10 million global sales mark |first=Chris |last=Moyse |date=31 October 2018 |access-date=31 October 2018 |work=[[Destructoid]] |archive-date=3 August 2020 |archive-url=https://web.archive.org/web/20200803100729/https://www.destructoid.com/nes-and-snes-classic-consoles-pass-the-10-million-global-sales-mark-529201.phtml |url-status=dead }}</ref> |
||
==== 2017–present: Nintendo Switch and expansion to other media ==== |
==== 2017–present: Nintendo Switch and expansion to other media ==== |
||
Line 415: | Line 412: | ||
}} |
}} |
||
The Wii U's successor in the [[eighth generation of video game consoles]], the [[Nintendo Switch]], was released in March 2017. The Switch features a hybrid design as a home and handheld console, [[Joy-Con]] controllers that each contain an accelerometer and gyroscope, and the simultaneous wireless networking of up to eight consoles.<ref>{{cite web |url=https://www.cnbc.com/2017/01/12/nintendo-switch-to-launch-globally-on-march-3-at-300-dollars.html |title=Nintendo Switch to launch globally on March 3, to cost $300 in the US |first=Saheli Roy |last=Choudhury |website=[[CNBC]] |date= 13 January 2017 |access-date= 13 January 2017 |url-status=live |archive-url=https://web.archive.org/web/20170114201154/http://www.cnbc.com/2017/01/12/nintendo-switch-to-launch-globally-on-march-3-at-300-dollars.html |archive-date=14 January 2017 }}</ref> To expand its library, Nintendo entered alliances with several third-party and independent developers;<ref>{{Cite magazine |url= |
The Wii U's successor in the [[eighth generation of video game consoles]], the [[Nintendo Switch]], was released in March 2017. The Switch features a hybrid design as a home and handheld console, [[Joy-Con]] controllers that each contain an accelerometer and gyroscope, and the simultaneous wireless networking of up to eight consoles.<ref>{{cite web |url=https://www.cnbc.com/2017/01/12/nintendo-switch-to-launch-globally-on-march-3-at-300-dollars.html |title=Nintendo Switch to launch globally on March 3, to cost $300 in the US |first=Saheli Roy |last=Choudhury |website=[[CNBC]] |date= 13 January 2017 |access-date= 13 January 2017 |url-status=live |archive-url=https://web.archive.org/web/20170114201154/http://www.cnbc.com/2017/01/12/nintendo-switch-to-launch-globally-on-march-3-at-300-dollars.html |archive-date=14 January 2017 }}</ref> To expand its library, Nintendo entered alliances with several third-party and independent developers;<ref>{{Cite magazine |url=https://time.com/4661055/nintendo-switch-interview/ |title=The 8 Most Interesting Things Nintendo Told Us About Switch |first=Matt |last=Peckham |date=6 February 2017 |access-date=6 February 2017 |magazine=[[Time (magazine)|Time]] |url-status=live |archive-url=https://web.archive.org/web/20170206223053/http://time.com/4661055/nintendo-switch-interview/ |archive-date=6 February 2017 }}</ref><ref>{{Cite magazine |url=http://www.gameinformer.com/b/features/archive/2017/12/28/how-nintendo-is-changing-its-approach-to-indie-developers.aspx |title=How Nintendo Is Changing Its Approach To Indie Developers |first=Brian |last=Shae |date=29 December 2017 |access-date=29 December 2017 |magazine=[[Game Informer]] |archive-date=30 December 2017 |archive-url=https://web.archive.org/web/20171230060246/http://www.gameinformer.com/b/features/archive/2017/12/28/how-nintendo-is-changing-its-approach-to-indie-developers.aspx |url-status=dead }}</ref> by February 2019, more than 1,800 Switch games had been released.<ref>{{cite web |url=http://www.nintendolife.com/news/2019/02/more_than_1800_games_have_now_been_released_on_the_nintendo_switch |title=More Than 1,800 Games Have Now Been Released On The Nintendo Switch |website=Nintendo Life |last=Doolan |first=Liam |date=11 February 2019 |access-date=19 June 2020 |archive-date=4 October 2019 |archive-url=https://web.archive.org/web/20191004093859/http://www.nintendolife.com/news/2019/02/more_than_1800_games_have_now_been_released_on_the_nintendo_switch |url-status=live }}</ref> Worldwide sales of the Switch exceeded 55 million units by March 2020.<ref>{{cite web |url=https://www.nintendo.co.jp/ir/pdf/2020/200507e.pdf |title=Consolidated Financial Highlights – Q4 FY2020 |publisher=Nintendo |date=7 May 2020 |access-date=7 May 2020 |archive-url=https://web.archive.org/web/20200507085457/https://www.nintendo.co.jp/ir/pdf/2020/200507e.pdf |archive-date=7 May 2020 |url-status=live}}</ref> In April 2018, the [[Nintendo Labo]] line was released, consisting of cardboard accessories that interact with the Switch and the Joy-Con controllers.<ref>{{cite web |url=https://www.polygon.com/2018/1/17/16902886/nintendo-switch-labo-cardboard-toy-con-price-release-date-trailer |access-date=17 January 2018 |title=Nintendo reveals Labo, a DIY 'build-and-play experience' for Switch |last=McWhertor |first=Michael |date=17 January 2018 |website=Polygon |url-status=live |archive-url=https://web.archive.org/web/20180118034148/https://www.polygon.com/2018/1/17/16902886/nintendo-switch-labo-cardboard-toy-con-price-release-date-trailer|archive-date=18 January 2018}}</ref> More than one million units of the Nintendo Labo Variety Kit were sold in its first year on the market.<ref>{{cite web |url=http://www.nintendolife.com/news/2019/04/nintendo_labo_variety_kit_surpasses_one_million_sales |title=Nintendo Labo Variety Kit Surpasses One Million Sales |website=Nintendo Life |last=Craddock |first=Ryan |date=25 April 2019 |access-date=19 June 2020 |archive-date=9 August 2020 |archive-url=https://web.archive.org/web/20200809170904/https://www.nintendolife.com/news/2019/04/nintendo_labo_variety_kit_surpasses_one_million_sales |url-status=live }}</ref> |
||
[[File:Super Nintendo World Theme Park at USJ Osaka Evening Sky.jpg|thumb|right|upright=1|[[Super Nintendo World]] at [[Universal Studios Japan]], opened in 2021]] |
[[File:Super Nintendo World Theme Park at USJ Osaka Evening Sky.jpg|thumb|right|upright=1|[[Super Nintendo World]] at [[Universal Studios Japan]], opened in 2021]] |
||
Line 421: | Line 418: | ||
In 2018, [[Shuntaro Furukawa]] replaced Kimishima as company president,<ref>{{cite web |last1=Morris |first1=Chris |date=26 April 2018 |title=Nintendo's New President Marks Start of New Dynasty |url=http://fortune.com/2018/04/26/nintendo-shuntaro-furukawa-president-new-dynasty/ |url-status=live |archive-url=https://web.archive.org/web/20180426230622/http://fortune.com/2018/04/26/nintendo-shuntaro-furukawa-president-new-dynasty/ |archive-date=26 April 2018 |access-date=26 April 2018 |website=[[Fortune (magazine)|Fortune]]}}</ref> and in 2019, [[Doug Bowser]] succeeded Nintendo of America president [[Reggie Fils-Aimé]].<ref>{{cite web |last=Calvert |first=Darren |date=21 February 2019 |title=Reggie Fils-Aime Is Retiring After 15 Notable Years At Nintendo of America |url=http://www.nintendolife.com/news/2019/02/reggie_fils-aime_is_retiring_after_15_notable_years_at_nintendo_of_america |url-status=live |archive-url=https://web.archive.org/web/20190221221843/http://www.nintendolife.com/news/2019/02/reggie_fils-aime_is_retiring_after_15_notable_years_at_nintendo_of_america |archive-date=21 February 2019 |access-date=21 February 2019 |website=[[Nintendo Life]] |publisher=Hookshot Media}}</ref> In April 2019, Nintendo formed an alliance with [[Tencent]] to distribute the Nintendo Switch in China starting in December.<ref>{{cite web |last=Kerr |first=Chris |date=4 December 2019 |title=Nintendo and Tencent have set a launch date for the Switch in China |url=https://www.gamasutra.com/view/news/355112/Nintendo_and_Tencent_have_set_a_launch_date_for_the_Switch_in_China.php |url-status=live |archive-url=https://web.archive.org/web/20191204150240/https://www.gamasutra.com/view/news/355112/Nintendo_and_Tencent_have_set_a_launch_date_for_the_Switch_in_China.php |archive-date=4 December 2019 |access-date=4 December 2019 |work=[[Gamasutra]] |publisher=[[Informa]]}}</ref> |
In 2018, [[Shuntaro Furukawa]] replaced Kimishima as company president,<ref>{{cite web |last1=Morris |first1=Chris |date=26 April 2018 |title=Nintendo's New President Marks Start of New Dynasty |url=http://fortune.com/2018/04/26/nintendo-shuntaro-furukawa-president-new-dynasty/ |url-status=live |archive-url=https://web.archive.org/web/20180426230622/http://fortune.com/2018/04/26/nintendo-shuntaro-furukawa-president-new-dynasty/ |archive-date=26 April 2018 |access-date=26 April 2018 |website=[[Fortune (magazine)|Fortune]]}}</ref> and in 2019, [[Doug Bowser]] succeeded Nintendo of America president [[Reggie Fils-Aimé]].<ref>{{cite web |last=Calvert |first=Darren |date=21 February 2019 |title=Reggie Fils-Aime Is Retiring After 15 Notable Years At Nintendo of America |url=http://www.nintendolife.com/news/2019/02/reggie_fils-aime_is_retiring_after_15_notable_years_at_nintendo_of_america |url-status=live |archive-url=https://web.archive.org/web/20190221221843/http://www.nintendolife.com/news/2019/02/reggie_fils-aime_is_retiring_after_15_notable_years_at_nintendo_of_america |archive-date=21 February 2019 |access-date=21 February 2019 |website=[[Nintendo Life]] |publisher=Hookshot Media}}</ref> In April 2019, Nintendo formed an alliance with [[Tencent]] to distribute the Nintendo Switch in China starting in December.<ref>{{cite web |last=Kerr |first=Chris |date=4 December 2019 |title=Nintendo and Tencent have set a launch date for the Switch in China |url=https://www.gamasutra.com/view/news/355112/Nintendo_and_Tencent_have_set_a_launch_date_for_the_Switch_in_China.php |url-status=live |archive-url=https://web.archive.org/web/20191204150240/https://www.gamasutra.com/view/news/355112/Nintendo_and_Tencent_have_set_a_launch_date_for_the_Switch_in_China.php |archive-date=4 December 2019 |access-date=4 December 2019 |work=[[Gamasutra]] |publisher=[[Informa]]}}</ref> |
||
The theme park area [[Super Nintendo World]] opened at [[Universal Studios Japan]] in 2021.<ref>{{cite web |last1=McWhertor |first1=Michael |date=12 December 2016 |title=Nintendo's first Universal Studios park attraction is called Super Nintendo World |url=http://www.polygon.com/2016/12/12/13917504/super-nintendo-world-nintendo-universal-studios-japan-park-attraction |url-status=live |archive-url=https://web.archive.org/web/20161212132335/http://www.polygon.com/2016/12/12/13917504/super-nintendo-world-nintendo-universal-studios-japan-park-attraction |archive-date=12 December 2016 |access-date=18 December 2016 |website=Polygon}}</ref><ref>{{Cite web |last=Wong |first=Maggie Hiufu |date=1 December 2020 |title=Super Nintendo World is opening at Universal Studios Japan in February. Here's a sneak peek |url=https://www.cnn.com/travel/article/super-nintendo-world-new-opening-date/index.html |access-date=21 September 2023 |website=CNN |language=en}}</ref> |
The theme park area [[Super Nintendo World]] opened at [[Universal Studios Japan]] in 2021.<ref>{{cite web |last1=McWhertor |first1=Michael |date=12 December 2016 |title=Nintendo's first Universal Studios park attraction is called Super Nintendo World |url=http://www.polygon.com/2016/12/12/13917504/super-nintendo-world-nintendo-universal-studios-japan-park-attraction |url-status=live |archive-url=https://web.archive.org/web/20161212132335/http://www.polygon.com/2016/12/12/13917504/super-nintendo-world-nintendo-universal-studios-japan-park-attraction |archive-date=12 December 2016 |access-date=18 December 2016 |website=Polygon}}</ref><ref>{{Cite web |last=Wong |first=Maggie Hiufu |date=1 December 2020 |title=Super Nintendo World is opening at Universal Studios Japan in February. Here's a sneak peek |url=https://www.cnn.com/travel/article/super-nintendo-world-new-opening-date/index.html |access-date=21 September 2023 |website=CNN |language=en |archive-date=5 October 2023 |archive-url=https://web.archive.org/web/20231005222007/https://www.cnn.com/travel/article/super-nintendo-world-new-opening-date/index.html |url-status=live }}</ref> |
||
<!-- 2020, 2021 --> |
<!-- 2020, 2021 --> |
||
[[File:KANDA SQUARE-3.jpg|left|thumb|upright|Nintendo's Tokyo branch office, located in the 8th floor, since 2020]] |
[[File:KANDA SQUARE-3.jpg|left|thumb|upright|Nintendo's Tokyo branch office, located in the 8th floor, since 2020]] |
||
In early 2020, Plan See Do, a hotel and restaurant development company, announced that it would refurbish the former Nintendo headquarters from the 1930s as a hotel, with plans to add 20 guest rooms, a restaurant, bar, and gym. The building is owned by Yamauchi Co., Ltd., an asset management company of Nintendo's founding family.<ref name="Nintendo's Old Headquarters Will Be Turned Into A Hotel" /> The hotel later opened in April 2022, with 18 guest rooms, and named Marufukuro in a homage to Nintendo's previous name |
In early 2020, Plan See Do, a hotel and restaurant development company, announced that it would refurbish the former Nintendo headquarters from the 1930s as a hotel, with plans to add 20 guest rooms, a restaurant, a bar, and a gym. The building is owned by Yamauchi Co., Ltd., an asset management company of Nintendo's founding family.<ref name="Nintendo's Old Headquarters Will Be Turned Into A Hotel" /> The hotel later opened in April 2022, with 18 guest rooms, and named Marufukuro in a homage to Nintendo's previous name, Marufuku.<ref name="The Old Nintendo Headquarters Hotel Looks Stunning Inside" /><ref name="Take a look inside the former Nintendo HQ – now a luxury hotel" /><ref name="About MARUFUKURO| Kyoto Gojo Hotel" /> In April 2020, Reuters reported that [[ValueAct Capital]] had acquired over 2.6 million shares in Nintendo stock worth {{US$|1.1 billion}} over the course of a year, giving them an overall stake of 2% in Nintendo.<ref name="Exclusive: ValueAct eyes Nintendo with stake of over $1.1 billion - letter" /> Although the [[COVID-19 pandemic]] caused delays in the production and distribution of some of Nintendo's products, the situation "had limited impact on business results"; in May 2020, Nintendo reported a 75% increase in income compared to the previous fiscal year, mainly contributed by the [[Nintendo Switch Online]] service.<ref name="Consolidated Results for the Years Ended March 31, 2019 and 2020" /> The year saw some changes to the company's management: outside director Naoki Mizutani retired from the board, and was replaced by Asa Shinkawa; and Yoshiaki Koizumi was promoted to senior executive officer, maintaining his role as deputy general manager of Nintendo EPD.<ref name="Consolidated Results for the Years Ended March 31, 2019 and 2020" /> By August, Nintendo was named the richest company in Japan.<ref name="Nintendo Officially Named The Richest Company In Japan In 2020" /> In June 2021, the company announced plans to convert its former Uji Ogura plant, where it had manufactured playing and ''hanafuda'' cards, into a museum tentatively named "Nintendo Gallery", targeted to open by March 2024.<ref name="Official 'Nintendo Gallery' Museum to Open in Japan by March 2024" /><ref name="News Release : Jun. 2, 2021 Utilization of the land of the Nintendo Uji Ogura Plant" /> In the following year, historic remains of a [[Yayoi period]] village were discovered in the construction site.<ref name="Historic Village Remains Found On Nintendo Museum Construction Site" /> |
||
Nintendo co-produced an animated film ''[[The Super Mario Bros. Movie]]'' alongside [[Universal Pictures]] and [[Illumination (company)|Illumination]], with Miyamoto and Illumination CEO [[Chris Meledandri]] acting as producers.<ref>{{cite web|url=https://www.hollywoodreporter.com/heat-vision/mario-movie-be-produced-by-nintendos-shigeru-miyamoto-illumination-1080822|title='Mario' Movie to Be Produced by Nintendo and Illumination|website=The Hollywood Reporter|last=Blair|first=Gavin J.|date=31 January 2018|access-date=31 January 2018|archive-date=6 March 2021|archive-url=https://web.archive.org/web/20210306110724/https://www.hollywoodreporter.com/heat-vision/mario-movie-be-produced-by-nintendos-shigeru-miyamoto-illumination-1080822|url-status=live}}</ref><ref>{{cite web|url=http://www.nintendolife.com/news/2020/01/illuminations_mario_movie_is_moving_along_smoothly_aiming_for_2022_release|title=Illumination's Mario Movie Is "Moving Along Smoothly", Aiming For 2022 Release|website=Nintendo Life|last=Craddock|first=Ryan|date=30 January 2020|access-date=31 January 2020|archive-date=31 January 2020|archive-url=https://web.archive.org/web/20200131231331/http://www.nintendolife.com/news/2020/01/illuminations_mario_movie_is_moving_along_smoothly_aiming_for_2022_release|url-status=live}}</ref> In 2021, Furukawa indicated Nintendo's plan to create more animated projects based on their work outside the ''Mario'' film,<ref>{{cite web |url=https://www.fastcompany.com/90630113/nintendo-shuntaro-furukawa-doug-bowser-interview-universal-studios-illumination-mario-movie-animal-crossing |title=As Nintendo's entertainment kingdom expands, it's still about the games |date=29 April 2021 |access-date=5 July 2021 |archive-date=30 June 2021 |archive-url=https://web.archive.org/web/20210630064959/https://www.fastcompany.com/90630113/nintendo-shuntaro-furukawa-doug-bowser-interview-universal-studios-illumination-mario-movie-animal-crossing |url-status=live }}</ref> and by 29 June, Meledandri joined the board of directors as a non-executive outside director.<ref>{{Cite web |last=Ankers-Range |first=Adele |date=5 July 2021 |title=Nintendo Adds Despicable Me Producer to Its Board of Directors to Help It Make Movies |url=https://www.ign.com/articles/nintendo-despicable-me-producer-board-of-directors-movies |access-date=12 January 2023 |website=IGN |language=en |archive-date=12 January 2023 |archive-url=https://web.archive.org/web/20230112090941/https://www.ign.com/articles/nintendo-despicable-me-producer-board-of-directors-movies |url-status=live }}</ref><ref name="Consolidated Results for the Years Ended March 31, 2020 and 2021" /> According to Furukawa, the company's expansion toward animated production is to keep "[the] business [of producing video games] thriving and growing", realizing the "need to create opportunities where even people who do not normally play on video game systems can come into contact with Nintendo characters". That day, Miyamoto said that "[Meledandri] really came to understand the Nintendo point of view" and that "asking for [his] input, as an expert with many years of experience in Hollywood, will be of great help to" Nintendo's transition into film production.<ref name="Melendandri">{{cite web |url=https://www.nintendo.co.jp/ir/pdf/2021/qa2106e.pdf |title=Q&A Summary |access-date=5 July 2021 |archive-date=6 July 2021 |archive-url=https://web.archive.org/web/20210706003910/https://www.nintendo.co.jp/ir/pdf/2021/qa2106e.pdf |url-status=live }}</ref> Later, in July 2022, Nintendo acquired Dynamo Pictures, a Japanese CG company founded by Hiroshi Hirokawa on 18 March 2011. Dynamo had worked with Nintendo on digital shorts in the 2010s, including for the ''Pikmin'' series, and Nintendo said that Dynamo would continue their goal of expanding into animation. Following the completion of the acquisition in October 2022, Nintendo renamed Dynamo as [[Nintendo Pictures]].<ref>{{cite web | url=https://www.gematsu.com/2022/07/nintendo-to-acquire-visual-content-company-dynamo-pictures | title=Nintendo to acquire visual content company Dynamo Pictures | date=14 July 2022 | access-date=14 July 2022 | archive-date=14 July 2022 | archive-url=https://web.archive.org/web/20220714074546/https://www.gematsu.com/2022/07/nintendo-to-acquire-visual-content-company-dynamo-pictures | url-status=live }}</ref><ref>{{cite web |last=Batchelor |first=James |date=4 October 2022 |title=Nintendo completes Dynamo Pictures acquisition, relaunches as Nintendo Pictures |url=https://www.gamesindustry.biz/nintendo-completes-dynamo-pictures-acquisition-relaunches-as-nintendo-pictures |url-status=live |archive-url=https://web.archive.org/web/20221014000645/https://www.gamesindustry.biz/nintendo-completes-dynamo-pictures-acquisition-relaunches-as-nintendo-pictures |archive-date=14 October 2022 |accessdate=4 October 2022 |work=[[GamesIndustry.biz]] |publisher=[[Gamer Network]]}}</ref> |
Nintendo co-produced an animated film ''[[The Super Mario Bros. Movie]]'' alongside [[Universal Pictures]] and [[Illumination (company)|Illumination]], with Miyamoto and Illumination CEO [[Chris Meledandri]] acting as producers.<ref>{{cite web|url=https://www.hollywoodreporter.com/heat-vision/mario-movie-be-produced-by-nintendos-shigeru-miyamoto-illumination-1080822|title='Mario' Movie to Be Produced by Nintendo and Illumination|website=The Hollywood Reporter|last=Blair|first=Gavin J.|date=31 January 2018|access-date=31 January 2018|archive-date=6 March 2021|archive-url=https://web.archive.org/web/20210306110724/https://www.hollywoodreporter.com/heat-vision/mario-movie-be-produced-by-nintendos-shigeru-miyamoto-illumination-1080822|url-status=live}}</ref><ref>{{cite web|url=http://www.nintendolife.com/news/2020/01/illuminations_mario_movie_is_moving_along_smoothly_aiming_for_2022_release|title=Illumination's Mario Movie Is "Moving Along Smoothly", Aiming For 2022 Release|website=Nintendo Life|last=Craddock|first=Ryan|date=30 January 2020|access-date=31 January 2020|archive-date=31 January 2020|archive-url=https://web.archive.org/web/20200131231331/http://www.nintendolife.com/news/2020/01/illuminations_mario_movie_is_moving_along_smoothly_aiming_for_2022_release|url-status=live}}</ref> In 2021, Furukawa indicated Nintendo's plan to create more animated projects based on their work outside the ''Mario'' film,<ref>{{cite web |url=https://www.fastcompany.com/90630113/nintendo-shuntaro-furukawa-doug-bowser-interview-universal-studios-illumination-mario-movie-animal-crossing |title=As Nintendo's entertainment kingdom expands, it's still about the games |date=29 April 2021 |access-date=5 July 2021 |archive-date=30 June 2021 |archive-url=https://web.archive.org/web/20210630064959/https://www.fastcompany.com/90630113/nintendo-shuntaro-furukawa-doug-bowser-interview-universal-studios-illumination-mario-movie-animal-crossing |url-status=live }}</ref> and by 29 June, Meledandri joined the board of directors as a non-executive outside director.<ref>{{Cite web |last=Ankers-Range |first=Adele |date=5 July 2021 |title=Nintendo Adds Despicable Me Producer to Its Board of Directors to Help It Make Movies |url=https://www.ign.com/articles/nintendo-despicable-me-producer-board-of-directors-movies |access-date=12 January 2023 |website=IGN |language=en |archive-date=12 January 2023 |archive-url=https://web.archive.org/web/20230112090941/https://www.ign.com/articles/nintendo-despicable-me-producer-board-of-directors-movies |url-status=live }}</ref><ref name="Consolidated Results for the Years Ended March 31, 2020 and 2021" /> According to Furukawa, the company's expansion toward animated production is to keep "[the] business [of producing video games] thriving and growing", realizing the "need to create opportunities where even people who do not normally play on video game systems can come into contact with Nintendo characters". That day, Miyamoto said that "[Meledandri] really came to understand the Nintendo point of view" and that "asking for [his] input, as an expert with many years of experience in Hollywood, will be of great help to" Nintendo's transition into film production.<ref name="Melendandri">{{cite web |url=https://www.nintendo.co.jp/ir/pdf/2021/qa2106e.pdf |title=Q&A Summary |access-date=5 July 2021 |archive-date=6 July 2021 |archive-url=https://web.archive.org/web/20210706003910/https://www.nintendo.co.jp/ir/pdf/2021/qa2106e.pdf |url-status=live }}</ref> Later, in July 2022, Nintendo acquired Dynamo Pictures, a Japanese CG company founded by Hiroshi Hirokawa on 18 March 2011. Dynamo had worked with Nintendo on digital shorts in the 2010s, including for the ''[[Pikmin]]'' series, and Nintendo said that Dynamo would continue their goal of expanding into animation. Following the completion of the acquisition in October 2022, Nintendo renamed Dynamo as [[Nintendo Pictures]].<ref>{{cite web | url=https://www.gematsu.com/2022/07/nintendo-to-acquire-visual-content-company-dynamo-pictures | title=Nintendo to acquire visual content company Dynamo Pictures | date=14 July 2022 | access-date=14 July 2022 | archive-date=14 July 2022 | archive-url=https://web.archive.org/web/20220714074546/https://www.gematsu.com/2022/07/nintendo-to-acquire-visual-content-company-dynamo-pictures | url-status=live }}</ref><ref>{{cite web |last=Batchelor |first=James |date=4 October 2022 |title=Nintendo completes Dynamo Pictures acquisition, relaunches as Nintendo Pictures |url=https://www.gamesindustry.biz/nintendo-completes-dynamo-pictures-acquisition-relaunches-as-nintendo-pictures |url-status=live |archive-url=https://web.archive.org/web/20221014000645/https://www.gamesindustry.biz/nintendo-completes-dynamo-pictures-acquisition-relaunches-as-nintendo-pictures |archive-date=14 October 2022 |accessdate=4 October 2022 |work=[[GamesIndustry.biz]] |publisher=[[Gamer Network]]}}</ref> |
||
In February 2022, Nintendo announced the acquisition of [[Systems Research & Development|SRD Co., Ltd.]] (Systems Research and Development) after 40 years, a major contributor of Nintendo's first-party games such as ''Donkey Kong'' and ''The Legend of Zelda'' until the 1990s, and then support studio since.<ref name="SRD ac">{{cite web |last=Batchelor |first=James |date=24 February 2022 |title=Nintendo acquires long-running partner studio SRD Co Ltd |url=https://www.gamesindustry.biz/articles/2022-02-24-nintendo-acquires-long-running-partner-studio-srd-co |url-status=live |archive-url=https://web.archive.org/web/20220227061932/https://www.gamesindustry.biz/articles/2022-02-24-nintendo-acquires-long-running-partner-studio-srd-co |archive-date=27 February 2022 |accessdate=26 February 2022 |work=[[GamesIndustry.biz]] |publisher=[[Gamer Network]]}}</ref> In May 2022, Reuters reported that [[Saudi Arabia]]'s [[Public Investment Fund]] had purchased a 5% stake in Nintendo,<ref name="Saudi Arabia's wealth fund takes 5% Nintendo stake" /> and by January 2023, its stake in the company had increased to 6.07%.<ref name="Saudi Arabia's wealth fund raises Nintendo stake to 6%" /> It was raised to 7.08% by February 2023, and in the same week by 8.26%, making it the biggest external investor.<ref name="Saudi Arabia's wealth fund raises Nintendo stake to 7%" /><ref>{{Cite web |date=17 February 2023 |title=Days after its last increase, Saudi Arabia yet again ups its Nintendo stake |url=https://www.videogameschronicle.com/news/saudi-arabia-ups-its-stake-in-nintendo-again-to-become-its-biggest-outside-investor/ |access-date=18 February 2023 |website=VGC |language=en-GB}}</ref> |
In February 2022, Nintendo announced the acquisition of [[Systems Research & Development|SRD Co., Ltd.]] (Systems Research and Development) after 40 years, a major contributor of Nintendo's first-party games such as ''Donkey Kong'' and ''The Legend of Zelda'' until the 1990s, and then support studio since.<ref name="SRD ac">{{cite web |last=Batchelor |first=James |date=24 February 2022 |title=Nintendo acquires long-running partner studio SRD Co Ltd |url=https://www.gamesindustry.biz/articles/2022-02-24-nintendo-acquires-long-running-partner-studio-srd-co |url-status=live |archive-url=https://web.archive.org/web/20220227061932/https://www.gamesindustry.biz/articles/2022-02-24-nintendo-acquires-long-running-partner-studio-srd-co |archive-date=27 February 2022 |accessdate=26 February 2022 |work=[[GamesIndustry.biz]] |publisher=[[Gamer Network]]}}</ref> In May 2022, Reuters reported that [[Saudi Arabia]]'s [[Public Investment Fund]] had purchased a 5% stake in Nintendo,<ref name="Saudi Arabia's wealth fund takes 5% Nintendo stake" /> and by January 2023, its stake in the company had increased to 6.07%.<ref name="Saudi Arabia's wealth fund raises Nintendo stake to 6%" /> It was raised to 7.08% by February 2023, and in the same week by 8.26%, making it the biggest external investor.<ref name="Saudi Arabia's wealth fund raises Nintendo stake to 7%" /><ref>{{Cite web |date=17 February 2023 |title=Days after its last increase, Saudi Arabia yet again ups its Nintendo stake |url=https://www.videogameschronicle.com/news/saudi-arabia-ups-its-stake-in-nintendo-again-to-become-its-biggest-outside-investor/ |access-date=18 February 2023 |website=VGC |language=en-GB |archive-date=18 February 2023 |archive-url=https://web.archive.org/web/20230218005322/https://www.videogameschronicle.com/news/saudi-arabia-ups-its-stake-in-nintendo-again-to-become-its-biggest-outside-investor/ |url-status=live }}</ref> In November 2024, Saudi Arabia's PIF dropped back to 6.3%.<ref>{{Cite web |last=Nishizawa |first=Christine Burke, Kana |date=2024-11-13 |title=Saudi Arabia's Sovereign Wealth Fund Trims Nintendo Stake Again |url=https://www.bnnbloomberg.ca/business/2024/11/13/saudi-arabias-sovereign-wealth-fund-trims-nintendo-stake-again/ |access-date=2024-11-13 |website=BNN Bloomberg |language=en}}</ref> |
||
In early 2023, the Super Nintendo World theme park area in [[Universal Studios Hollywood]] opened.<ref>{{Cite web |last=Whitten |first=Sarah |date=17 February 2023 |title=Look inside Super Nintendo World, which just opened at Universal Studios Hollywood |url=https://www.cnbc.com/2023/02/17/super-nintendo-world-universal-studios-hollywood.html |access-date=21 September 2023 |website=CNBC |language=en}}</ref> ''The Super Mario Bros. Movie'' was released on 5 April 2023, and has grossed over $1.3 billion worldwide, setting box-office records for the [[List of highest-grossing openings for animated films|biggest worldwide opening weekend for an animated film]], the [[List of highest-grossing films based on video games|highest-grossing film based on a video game]] and [[List of highest-grossing films|the 15th-highest-grossing film of all-time]].<ref>{{cite web |last=Dellatto |first=Marisa |date=16 April 2023 |title=Weekend Box Office: ''Super Mario Bros. Movie'' Earns Over $180 Million Worldwide In Another Massive Weekend |url=https://www.forbes.com/sites/marisadellatto/2023/04/16/weekend-box-office-super-mario-bros-movie-earns-over-180-million-worldwide-in-another-massive-weekend/ |access-date=16 April 2023 |website=[[Forbes]] |archive-date=16 April 2023 |archive-url=https://web.archive.org/web/20230416164715/https://www.forbes.com/sites/marisadellatto/2023/04/16/weekend-box-office-super-mario-bros-movie-earns-over-180-million-worldwide-in-another-massive-weekend/ |url-status=live }}</ref> |
In early 2023, the Super Nintendo World theme park area in [[Universal Studios Hollywood]] opened.<ref>{{Cite web |last=Whitten |first=Sarah |date=17 February 2023 |title=Look inside Super Nintendo World, which just opened at Universal Studios Hollywood |url=https://www.cnbc.com/2023/02/17/super-nintendo-world-universal-studios-hollywood.html |access-date=21 September 2023 |website=CNBC |language=en |archive-date=5 October 2023 |archive-url=https://web.archive.org/web/20231005222008/https://www.cnbc.com/2023/02/17/super-nintendo-world-universal-studios-hollywood.html |url-status=live }}</ref> ''The Super Mario Bros. Movie'' was released on 5 April 2023, and has grossed over $1.3 billion worldwide, setting box-office records for the [[List of highest-grossing openings for animated films|biggest worldwide opening weekend for an animated film]], the [[List of highest-grossing films based on video games|highest-grossing film based on a video game]] and [[List of highest-grossing films|the 15th-highest-grossing film of all-time]].<ref>{{cite web |last=Dellatto |first=Marisa |date=16 April 2023 |title=Weekend Box Office: ''Super Mario Bros. Movie'' Earns Over $180 Million Worldwide In Another Massive Weekend |url=https://www.forbes.com/sites/marisadellatto/2023/04/16/weekend-box-office-super-mario-bros-movie-earns-over-180-million-worldwide-in-another-massive-weekend/ |access-date=16 April 2023 |website=[[Forbes]] |archive-date=16 April 2023 |archive-url=https://web.archive.org/web/20230416164715/https://www.forbes.com/sites/marisadellatto/2023/04/16/weekend-box-office-super-mario-bros-movie-earns-over-180-million-worldwide-in-another-massive-weekend/ |url-status=live }}</ref> |
||
Nintendo reached an agreement with [[Embracer Group]] in May 2024 to acquire 100% of the shares in Shiver Entertainment, a company that has specialized in porting triple-A games like ''[[Hogwarts Legacy]]'' and ''[[Mortal Kombat 1]]'' to the Switch, making it a wholly owned subsidiary of Nintendo, subject to closing conditions.<ref>{{cite web |last1=Robinson |first1=Andy |title=Nintendo agrees deal to buy Hogwarts Legacy, Mortal Kombat Switch studio |url=https://www.videogameschronicle.com/news/nintendo-agrees-deal-to-buy-hogwarts-legacy-mortal-kombat-switch-studio/ |website=Video Games Chronicle |date=20 May 2024 |access-date=20 May 2024 |archive-date=20 May 2024 |archive-url=https://web.archive.org/web/20240520233148/https://www.videogameschronicle.com/news/nintendo-agrees-deal-to-buy-hogwarts-legacy-mortal-kombat-switch-studio/ |url-status=live }}</ref><ref>{{cite web|url=https://www.nintendo.co.jp/ir/pdf/2024/240521e.pdf|title=Notice of the Acquisition of Shiver Entertainment, Inc.|date=21 May 2024|work=Nintendo Co., Ltd.|access-date=21 May 2024|archive-date=21 May 2024|archive-url=https://web.archive.org/web/20240521183810/https://www.nintendo.co.jp/ir/pdf/2024/240521e.pdf|url-status=live}}</ref> In October 2024 Nintendo announced [[Nintendo Music]], an application enabling one to listen to soundtracks from Nintendo games on the Nintendo Switch.<ref>{{cite web|url=https://www.nintendolife.com/news/2024/10/nintendo-music-is-a-new-mobile-app-exclusive-to-switch-online-members|first=Ollie|last=Reynolds|access-date = 30 October 2024|title='Nintendo Music' Is A New Mobile App Exclusive To Switch Online Members|date=30 October 2024 }}</ref> By December 2024, Nintendo gained full ownership of Monolith Soft, a first-party developer behind ''[[Xenoblade Chronicles]]'' and provided support for ''The Legend of Zelda: Tears of the Kingdom''.<ref>https://www.gamesradar.com/games/xenoblade-chronicles/after-pumping-out-xenoblade-chronicles-games-for-a-decade-and-helping-out-on-zelda-tears-of-the-kingdom-monolith-soft-is-now-fully-owned-by-nintendo/</ref> |
|||
{{Clear}} |
{{Clear}} |
||
Line 439: | Line 437: | ||
{{Main|List of Nintendo products}} |
{{Main|List of Nintendo products}} |
||
Nintendo's central focus is the research, development, production, and distribution of entertainment products{{mdash}}primarily video game software and hardware and card games. Its main markets are Japan, America, and Europe, and more than 70% of its total sales come from the latter two territories.<ref>{{cite web |url=https://www.nintendo.co.jp/ir/pdf/2018/annual1803e.pdf |title=2018 Nintendo Financial Review |publisher=Nintendo |access-date=18 June 2020 |page=11 |archive-date=5 August 2020 |archive-url=https://web.archive.org/web/20200805010000/https://www.nintendo.co.jp/ir/pdf/2018/annual1803e.pdf |url-status=live }}</ref> As of March 2023, Nintendo has sold more than 5.592 billion video games<ref name=":0">{{cite web |date=14 May 2023 |title=Nintendo made $27 billion from first-party games across Switch's lifespan |url=https://www.tweaktown.com/news/91457/nintendo-made-27-billion-from-first-party-games-across-switchs-lifespan/index.html}}</ref> and over 836 million [[Nintendo video game consoles|hardware units]]<ref name=":1">{{cite web |date=14 May 2023 |title=Nintendo hardware sales break 836 million worldwide |url=https://www.tweaktown.com/news/91456/nintendo-hardware-sales-break-836-million-worldwide/index.html}}</ref> globally. |
Nintendo's central focus is the research, development, production, and distribution of entertainment products{{mdash}}primarily video game software and hardware and card games. Its main markets are Japan, America, and Europe, and more than 70% of its total sales come from the latter two territories.<ref>{{cite web |url=https://www.nintendo.co.jp/ir/pdf/2018/annual1803e.pdf |title=2018 Nintendo Financial Review |publisher=Nintendo |access-date=18 June 2020 |page=11 |archive-date=5 August 2020 |archive-url=https://web.archive.org/web/20200805010000/https://www.nintendo.co.jp/ir/pdf/2018/annual1803e.pdf |url-status=live }}</ref> As of March 2023, Nintendo has sold more than 5.592 billion video games<ref name=":0">{{cite web |date=14 May 2023 |title=Nintendo made $27 billion from first-party games across Switch's lifespan |url=https://www.tweaktown.com/news/91457/nintendo-made-27-billion-from-first-party-games-across-switchs-lifespan/index.html |access-date=15 May 2023 |archive-date=15 May 2023 |archive-url=https://web.archive.org/web/20230515130331/https://www.tweaktown.com/news/91457/nintendo-made-27-billion-from-first-party-games-across-switchs-lifespan/index.html |url-status=live }}</ref> and over 836 million [[Nintendo video game consoles|hardware units]]<ref name=":1">{{cite web |date=14 May 2023 |title=Nintendo hardware sales break 836 million worldwide |url=https://www.tweaktown.com/news/91456/nintendo-hardware-sales-break-836-million-worldwide/index.html |access-date=15 May 2023 |archive-date=15 May 2023 |archive-url=https://web.archive.org/web/20230515130332/https://www.tweaktown.com/news/91456/nintendo-hardware-sales-break-836-million-worldwide/index.html |url-status=live }}</ref> globally. |
||
=== Toys and cards === |
=== Toys and cards === |
||
Line 446: | Line 444: | ||
=== Video game consoles === |
=== Video game consoles === |
||
{{Main|Nintendo video game consoles}} |
{{Main|Nintendo video game consoles}} |
||
Since the launch of the [[Color TV-Game]] in 1977, Nintendo has produced and distributed home, handheld, dedicated and hybrid consoles. Each has a variety of accessories and controllers, such as the [[NES Zapper]], the [[Game Boy Camera]], the [[Super NES Mouse]], the [[Rumble Pak]], the [[Wii MotionPlus]], the [[Wii U Pro Controller]], and the [[Nintendo Switch Pro Controller|Switch Pro Controller]]. |
Since the launch of the [[Color TV-Game]] in 1977, Nintendo has produced and distributed home, handheld, dedicated, and hybrid consoles. Each has a variety of accessories and controllers, such as the [[NES Zapper]], the [[Game Boy Camera]], the [[Super NES Mouse]], the [[Rumble Pak]], the [[Wii MotionPlus]], the [[Wii U Pro Controller]], and the [[Nintendo Switch Pro Controller|Switch Pro Controller]]. |
||
=== Video games === |
=== Video games === |
||
{{Main|List of Nintendo products}} |
{{Main|List of Nintendo products}} |
||
Nintendo's first electronic games are arcade games. ''EVR Race'' (1975) was the company's first [[Electromechanics|electromechanical]] game, and ''[[Donkey Kong ( |
Nintendo's first electronic games are arcade games. ''EVR Race'' (1975) was the company's first [[Electromechanics|electromechanical]] game, and ''[[Donkey Kong (1981 video game)|Donkey Kong]]'' (1981) was the first [[platform game]] in history. Since then, both Nintendo and other development companies have produced and distributed an extensive catalog of video games for Nintendo's consoles. Nintendo's games are sold in both [[removable media]] formats such as [[Nintendo optical discs|optical disc]] and [[Nintendo Entertainment System Game Pak|cartridge]], and online formats which are [[Digital distribution|distributed]] via services such as the [[Nintendo eShop]] and the [[Nintendo Network]]. |
||
{{Clear}} |
{{Clear}} |
||
Line 460: | Line 458: | ||
Nintendo's internal [[research and development]] operations are divided into three main divisions: |
Nintendo's internal [[research and development]] operations are divided into three main divisions: |
||
# [[Nintendo Entertainment Planning & Development]] ( |
# [[Nintendo Entertainment Planning & Development]] (EPD),<ref>{{cite web|url=https://www.nintendo.co.jp/ir/pdf/2015/150914e.pdf|title=Notice Regarding Personnel Change of a Representative Director and Role Changes of Directors|last=Yoshimura|first=Takuya|date=September 14, 2015|website=www.nintendo.co.jp|access-date=January 21, 2024|archive-url=https://web.archive.org/web/20150914064221/https://www.nintendo.co.jp/ir/pdf/2015/150914e.pdf|archive-date=September 14, 2015|url-status=live}}</ref><ref>{{cite web|last1=Kohler|first1=Chris|title=Nintendo Consolidates Its Game Development Teams|url=https://www.wired.com/2015/09/nintendo-ead-spd-merge/|work=[[Wired (website)|Wired]]|publisher=[[Condé Nast]]|date=September 14, 2015|archive-url=https://web.archive.org/web/20150915010920/http://www.wired.com/2015/09/nintendo-ead-spd-merge/|archive-date=September 15, 2015|url-status=live|access-date=January 21, 2024}}</ref><ref>{{cite web|last1=Rad|first1=Chloi|last2=Otero|first2=Jose|title=Nintendo Reveals Restructuring Plans|url=http://www.ign.com/articles/2015/09/14/nintendo-reveals-restructuring-plans|work=[[IGN]]|publisher=[[Ziff Davis]]|date=September 14, 2015|archive-url=https://web.archive.org/web/20150915080845/http://www.ign.com/articles/2015/09/14/nintendo-reveals-restructuring-plans|archive-date=September 15, 2015|url-status=live|access-date=January 21, 2024}}</ref> the main software development and production division of Nintendo, which focuses on video game and software development, production, and supervising; |
||
# [[Nintendo Platform Technology Development]] ( |
# [[Nintendo Platform Technology Development]] (PTD), which focuses on [[Home video game console|home]] and [[handheld video game console]] hardware development; and |
||
# [[Nintendo Business Development]] ( |
# [[Nintendo Business Development]] (NBD), which focuses on refining business strategy for dedicated game system business and is responsible for overseeing the [[smart device]] arm of the business. |
||
=== Entertainment Planning and Development (EPD) === |
=== Entertainment Planning and Development (EPD) === |
||
Line 468: | Line 466: | ||
=== Platform Technology Development (PTD) === |
=== Platform Technology Development (PTD) === |
||
The [[Nintendo Platform Technology Development]] division is a combination of Nintendo's former [[Nintendo Integrated Research & Development|Integrated Research & Development]] ( |
The [[Nintendo Platform Technology Development]] division is a combination of Nintendo's former [[Nintendo Integrated Research & Development|Integrated Research & Development]] (IRD) and [[Nintendo System Development|System Development]] (SDD) divisions. Led by Ko Shiota, the division is responsible for designing hardware and developing Nintendo's [[operating system]]s, developer environment, and internal network, and maintenance of the [[Nintendo Network]]. |
||
=== Business Development (NBD) === |
=== Business Development (NBD) === |
||
The [[Nintendo Business Development]] division was formed following Nintendo's foray into software development for [[smart device]]s such as mobile phones and [[tablet computer|tablets]]. It is responsible for refining Nintendo's business model for the dedicated video game system business |
The [[Nintendo Business Development]] division was formed following Nintendo's foray into software development for [[smart device]]s such as mobile phones and [[tablet computer|tablets]]. It is responsible for refining Nintendo's business model for the dedicated video game system business and overseeing development for smart devices. |
||
=== Branches === |
=== Branches === |
||
Line 477: | Line 475: | ||
==== Nintendo Co., Ltd. ==== |
==== Nintendo Co., Ltd. ==== |
||
Headquartered in Kyoto, Japan since the beginning, Nintendo Co., Ltd. oversees the organization's global operations and manages Japanese operations specifically. The company's two major subsidiaries, Nintendo of America and Nintendo of Europe, manage operations in North America and Europe respectively. Nintendo Co., Ltd.<ref>{{cite web |url=https://www.nintendo.co.jp/jobs/work_at_nintendo/interview05-02/contents02.html |archive-url=https://web.archive.org/web/20111030003723/http://www.nintendo.co.jp/jobs/work_at_nintendo/interview05-02/contents02.html |archive-date=30 October 2011 |title=製品技術編(2) |work=社長が訊く 任天堂で働くということ |publisher=Nintendo Co., Ltd. |access-date=1 January 2011 |url-status=live}}</ref> moved from its original Kyoto location to a new office in [[Higashiyama-ku, Kyoto]] |
Headquartered in Kyoto, Japan since the beginning, Nintendo Co., Ltd. oversees the organization's global operations and manages Japanese operations specifically. The company's two major subsidiaries, Nintendo of America and Nintendo of Europe, manage operations in North America and Europe respectively. Nintendo Co., Ltd.<ref>{{cite web |url=https://www.nintendo.co.jp/jobs/work_at_nintendo/interview05-02/contents02.html |archive-url=https://web.archive.org/web/20111030003723/http://www.nintendo.co.jp/jobs/work_at_nintendo/interview05-02/contents02.html |archive-date=30 October 2011 |title=製品技術編(2) |work=社長が訊く 任天堂で働くということ |publisher=Nintendo Co., Ltd. |access-date=1 January 2011 |url-status=live}}</ref> later moved from its original Kyoto location to a new office in [[Higashiyama-ku, Kyoto]]; this became the [[research and development]] building in 2000 when the head office relocated to its {{as of|2000|alt=present}} location in [[Minami-ku, Kyoto]].<ref>{{cite web | url=http://iwataasks.nintendo.com/interviews/#/3ds/starfox/0/2 | title=Fushimi Inari Taisha and Fox | archive-url=https://web.archive.org/web/20180513072726/http://iwataasks.nintendo.com/interviews/#/3ds/starfox/0/2 | archive-date=13 May 2018 | date=13 May 2018 | publisher=Nintendo | access-date=1 January 2011 | quote=12. Former head office: Before Nintendo's head office moved to Minami Ward, Kyoto City (its current location) in 2000, it was in Higashiyama Ward, Kyoto City. The former head office's location is now occupied by Nintendo Kyoto Research Center.}}</ref> |
||
{{Gallery |
{{Gallery |
||
Line 489: | Line 487: | ||
| captionstyle = |
| captionstyle = |
||
| File:Nintendo 1889.jpg |
| File:Nintendo 1889.jpg |
||
| |
| 1889–1933, in [[Shimogyō-ku, Kyoto]] |
||
| alt1 = |
| alt1 = |
||
| File:Nintendo Former Headquarters Building.jpg |
| File:Nintendo Former Headquarters Building.jpg |
||
| |
| 1933–1959, in Shimogyō-ku, Kyoto |
||
| alt2 = |
| alt2 = |
||
| File:Nintendo Kyoto Research Center (Former headquarters) - panoramio.jpg |
| File:Nintendo Kyoto Research Center (Former headquarters) - panoramio.jpg |
||
| |
| 1959–2000, in [[Higashiyama-ku, Kyoto]] |
||
| alt3 = |
| alt3 = |
||
| File:Headquarters of Nintendo Co., Ltd.jpg |
| File:Headquarters of Nintendo Co., Ltd.jpg |
||
Line 506: | Line 504: | ||
==== Nintendo of America ==== |
==== Nintendo of America ==== |
||
[[File:Nintendo of America Headquarters.jpg|thumb|right|Nintendo of America headquarters in [[Redmond, Washington]]]] |
[[File:Nintendo of America Headquarters.jpg|thumb|right|Nintendo of America headquarters in [[Redmond, Washington]]]] |
||
Nintendo founded its North American subsidiary in 1980 as Nintendo of America (NoA). [[Hiroshi Yamauchi]] appointed his son-in-law [[Minoru Arakawa]] as president, who in turn hired his own wife and Yamauchi's daughter Yoko Yamauchi as the first employee. The Arakawa family moved from [[Vancouver]], British Columbia to select an office in [[Manhattan]], New York, due to its central status in American commerce. Both from extremely affluent families, their goals were set more by prestige than money. The seed capital and product inventory were supplied by the parent corporation in Japan, with a launch goal of entering the existing $8 billion-per-year [[coin-op]] [[arcade video game]] market and the largest entertainment industry in the US, which had already outclassed movies and television combined. During the couple's arcade research excursions, NoA hired |
Nintendo founded its North American subsidiary in 1980 as Nintendo of America (NoA). [[Hiroshi Yamauchi]] appointed his son-in-law [[Minoru Arakawa]] as president, who in turn hired his own wife and Yamauchi's daughter Yoko Yamauchi as the first employee. The Arakawa family moved from [[Vancouver]], British Columbia to select an office in [[Manhattan]], New York, due to its central status in American commerce. Both were from extremely affluent families, their goals were set more by prestige than money. The seed capital and product inventory were supplied by the parent corporation in Japan, with a launch goal of entering the existing $8 billion-per-year [[coin-op]] [[arcade video game]] market and the largest entertainment industry in the US, which had already outclassed movies and television combined. During the couple's arcade research excursions, NoA hired young gamers to work in the poorly maintained warehouse in [[New Jersey]] to receive and service game hardware from Japan.{{sfn|Sheff|1994|pp=94–103}} |
||
In late 1980, NoA contracted the Seattle-based arcade sales and distribution company Far East Video, consisting solely of experienced arcade salespeople Ron Judy and Al Stone. The two had already built a decent reputation and a distribution network, founded specifically for the independent import and sales of games from Nintendo because the Japanese company had for years been the under-represented maverick in America. Now as direct associates to the new NoA, they told Arakawa they could always clear all Nintendo inventory if Nintendo produced better games. Far East Video took NoA's contract for a fixed per-unit commission on the exclusive American distributorship of Nintendo games, to be settled by their Seattle-based lawyer, [[Howard Lincoln]].{{sfn|Sheff|1994|pp=94–103}} |
In late 1980, NoA contracted the Seattle-based arcade sales and distribution company Far East Video, consisting solely of experienced arcade salespeople Ron Judy and Al Stone. The two had already built a decent reputation and a distribution network, founded specifically for the independent import and sales of games from Nintendo because the Japanese company had for years been the under-represented maverick in America. Now as direct associates to the new NoA, they told Arakawa they could always clear all Nintendo inventory if Nintendo produced better games. Far East Video took NoA's contract for a fixed per-unit commission on the exclusive American distributorship of Nintendo games, to be settled by their Seattle-based lawyer, [[Howard Lincoln]].{{sfn|Sheff|1994|pp=94–103}} |
||
Line 512: | Line 510: | ||
Based on favorable test arcade sites in Seattle, Arakawa wagered most of NoA's modest finances on a huge order of 3,000 ''[[Radar Scope]]'' cabinets. He panicked when the game failed in the fickle market upon its arrival from its four-month boat ride from Japan. Far East Video was already in financial trouble due to declining sales and Ron Judy borrowed his aunt's life savings of $50,000, while still hoping Nintendo would develop its first ''[[Pac-Man]]''-sized hit. Arakawa regretted founding the Nintendo subsidiary, with the distressed Yoko trapped between her arguing husband and father.{{sfn|Sheff|1994|pp=103–105}} |
Based on favorable test arcade sites in Seattle, Arakawa wagered most of NoA's modest finances on a huge order of 3,000 ''[[Radar Scope]]'' cabinets. He panicked when the game failed in the fickle market upon its arrival from its four-month boat ride from Japan. Far East Video was already in financial trouble due to declining sales and Ron Judy borrowed his aunt's life savings of $50,000, while still hoping Nintendo would develop its first ''[[Pac-Man]]''-sized hit. Arakawa regretted founding the Nintendo subsidiary, with the distressed Yoko trapped between her arguing husband and father.{{sfn|Sheff|1994|pp=103–105}} |
||
Amid financial threat, Nintendo of America relocated from Manhattan to the Seattle metro to remove major stressors: the frenetic New York and New Jersey lifestyle and commute, and the extra weeks or months on the shipping route from Japan as was suffered by the ''Radar Scope'' disaster. With the Seattle harbor being the US's closest to Japan at only nine days by boat, and having a lumber production market for arcade cabinets, Arakawa's real estate scouts found a {{convert|60000|sqft|m2|adj=on}} warehouse for rent containing three offices{{mdash}}one for Arakawa and one for Judy and Stone.{{sfn|Sheff|1994|pp=105–106}} This warehouse in the [[Tukwila, Washington|Tukwila]] suburb was owned by [[Mario Segale]] after whom the [[Mario]] character would be named, and was initially managed by former Far East Video employee Don James.{{sfn|Sheff|1994|p=109}} After one month, James recruited his college friend [[Howard Phillips (consultant)|Howard Phillips]] as assistant, who soon took over as warehouse manager.<ref name="MGC 2019 Howard">{{cite video|url=https://www.youtube.com/watch?v=3pqpQcdFDR4 |archive-url=https://ghostarchive.org/varchive/youtube/20211211/3pqpQcdFDR4| archive-date=11 December 2021 |url-status=live|title=MGC 2019 – Howard Phillips and Frank Cifaldi Interview|date=1 May 2019|publisher=Hair of the Dogcast|access-date=10 July 2019|via=YouTube}}{{cbignore}} 10:00, 11:50, 17:25.</ref><ref name="Ninterview: Howard">{{cite web |url=http://www.nintendolife.com/news/2012/10/ninterview_howard_gamemaster_phillips|title=Ninterview: Howard "Gamemaster" Phillips|last=McFerran|first=Damien|date=5 October 2012|website=Nintendo Life|access-date=15 April 2019 |archive-date=16 April 2019|archive-url=https://web.archive.org/web/20190416011418/http://www.nintendolife.com/news/2012/10/ninterview_howard_gamemaster_phillips|url-status=live}}</ref><ref name="Firestone2011">{{cite book |first=Mary | last=Firestone|title=Nintendo: The Company and Its Founders|url=https://archive.org/details/nintendocompanyi0000fire|url-access=registration|year=2011|publisher=ABDO|isbn=978-1-61714-809-5|pages=[https://archive.org/details/nintendocompanyi0000fire/page/n66 63]–}}</ref><ref name="Nintendo Frenzy">{{Cite news|url=https://www.latimes.com/archives/la-xpm-1990-04-27-vw-343-story.html|title=Nintendo Frenzy : Trends: America is in the grips of a computer-game craze. It may affect our future, some experts say.|last=Sipchen|first=Bob|date=27 April 1990|work=Los Angeles Times|access-date=6 July 2019|issn=0458-3035|archive-date=6 July 2019|archive-url=https://web.archive.org/web/20190706062735/https://www.latimes.com/archives/la-xpm-1990-04-27-vw-343-story.html|url-status=live}}</ref><ref name="Journey from Warehouse">{{cite web|url=https://kotaku.com/one-mans-journey-from-warehouse-worker-to-nintendo-lege-5938371|title=One Man's Journey From Warehouse Worker to Nintendo Legend|last=Plunkett|first=Luke|date=28 August 2012|website=Kotaku|access-date=15 April 2019|archive-date=16 April 2019|archive-url=https://web.archive.org/web/20190416011418/https://kotaku.com/one-mans-journey-from-warehouse-worker-to-nintendo-lege-5938371|url-status=live}}</ref><ref name="5 questions for Howard">{{cite web | title=5 questions for 'Gamemaster Howard' of Nintendo fame | first=Todd | last=Bishop | date=24 October 2012 | url=https://www.geekwire.com/2012/nintendo-americas-startup-story-eyes-gamemaster-howard/ | work=GeekWire | access-date=18 July 2019 | archive-date=18 July 2019 | archive-url=https://web.archive.org/web/20190718060519/https://www.geekwire.com/2012/nintendo-americas-startup-story-eyes-gamemaster-howard/ | url-status=live }}</ref> The company remained at fewer than 10 employees for some time, handling sales, marketing, advertising, distribution, and limited manufacturing<ref name="Ultimate History">{{cite book|first=Steven L.|last=Kent|title=The Ultimate History of Video Games: Volume Two: from Pong to Pokemon and beyond...the story behind the craze that touched our lives and changed the world|url=https://books.google.com/books?id=PTrcTeAqeaEC&pg=PT762|date=16 June 2010|publisher=Crown/Archetype|isbn=978-0-307-56087-2|pages=762–|access-date=18 July 2019|archive-date=6 August 2020|archive-url=https://web.archive.org/web/20200806200902/https://books.google.com/books?id=PTrcTeAqeaEC&pg=PT762|url-status=live}}</ref>{{rp|160}} of arcade cabinets and ''[[Game & Watch]]'' handheld units, all sourced and shipped from Nintendo. |
Amid financial threat, Nintendo of America relocated from Manhattan to the Seattle metro to remove major stressors: the frenetic New York and New Jersey lifestyle and commute, and the extra weeks or months on the shipping route from Japan as was suffered by the ''Radar Scope'' disaster. With the Seattle harbor being the US's closest to Japan at only nine days by boat, and having a lumber production market for arcade cabinets, Arakawa's real estate scouts found a {{convert|60000|sqft|m2|adj=on}} warehouse for rent containing three offices{{mdash}}one for Arakawa and one for Judy and Stone.{{sfn|Sheff|1994|pp=105–106}} This warehouse in the [[Tukwila, Washington|Tukwila]] suburb was owned by [[Mario Segale]], after whom the [[Mario]] character would be named,<ref name=donjames1/><ref name=donjames2/> and was initially managed by former Far East Video employee Don James.{{sfn|Sheff|1994|p=109}} After one month, James recruited his college friend [[Howard Phillips (consultant)|Howard Phillips]] as an assistant, who soon took over as warehouse manager.<ref name="MGC 2019 Howard">{{cite video|url=https://www.youtube.com/watch?v=3pqpQcdFDR4 |archive-url=https://ghostarchive.org/varchive/youtube/20211211/3pqpQcdFDR4| archive-date=11 December 2021 |url-status=live|title=MGC 2019 – Howard Phillips and Frank Cifaldi Interview|date=1 May 2019|publisher=Hair of the Dogcast|access-date=10 July 2019|via=YouTube}}{{cbignore}} 10:00, 11:50, 17:25.</ref><ref name="Ninterview: Howard">{{cite web |url=http://www.nintendolife.com/news/2012/10/ninterview_howard_gamemaster_phillips|title=Ninterview: Howard "Gamemaster" Phillips|last=McFerran|first=Damien|date=5 October 2012|website=Nintendo Life|access-date=15 April 2019 |archive-date=16 April 2019|archive-url=https://web.archive.org/web/20190416011418/http://www.nintendolife.com/news/2012/10/ninterview_howard_gamemaster_phillips|url-status=live}}</ref><ref name="Firestone2011">{{cite book |first=Mary | last=Firestone|title=Nintendo: The Company and Its Founders|url=https://archive.org/details/nintendocompanyi0000fire|url-access=registration|year=2011|publisher=ABDO|isbn=978-1-61714-809-5|pages=[https://archive.org/details/nintendocompanyi0000fire/page/n66 63]–}}</ref><ref name="Nintendo Frenzy">{{Cite news|url=https://www.latimes.com/archives/la-xpm-1990-04-27-vw-343-story.html|title=Nintendo Frenzy : Trends: America is in the grips of a computer-game craze. It may affect our future, some experts say.|last=Sipchen|first=Bob|date=27 April 1990|work=Los Angeles Times|access-date=6 July 2019|issn=0458-3035|archive-date=6 July 2019|archive-url=https://web.archive.org/web/20190706062735/https://www.latimes.com/archives/la-xpm-1990-04-27-vw-343-story.html|url-status=live}}</ref><ref name="Journey from Warehouse">{{cite web|url=https://kotaku.com/one-mans-journey-from-warehouse-worker-to-nintendo-lege-5938371|title=One Man's Journey From Warehouse Worker to Nintendo Legend|last=Plunkett|first=Luke|date=28 August 2012|website=Kotaku|access-date=15 April 2019|archive-date=16 April 2019|archive-url=https://web.archive.org/web/20190416011418/https://kotaku.com/one-mans-journey-from-warehouse-worker-to-nintendo-lege-5938371|url-status=live}}</ref><ref name="5 questions for Howard">{{cite web | title=5 questions for 'Gamemaster Howard' of Nintendo fame | first=Todd | last=Bishop | date=24 October 2012 | url=https://www.geekwire.com/2012/nintendo-americas-startup-story-eyes-gamemaster-howard/ | work=GeekWire | access-date=18 July 2019 | archive-date=18 July 2019 | archive-url=https://web.archive.org/web/20190718060519/https://www.geekwire.com/2012/nintendo-americas-startup-story-eyes-gamemaster-howard/ | url-status=live }}</ref> The company remained at fewer than 10 employees for some time, handling sales, marketing, advertising, distribution, and limited manufacturing<ref name="Ultimate History">{{cite book|first=Steven L.|last=Kent|title=The Ultimate History of Video Games: Volume Two: from Pong to Pokemon and beyond...the story behind the craze that touched our lives and changed the world|url=https://books.google.com/books?id=PTrcTeAqeaEC&pg=PT762|date=16 June 2010|publisher=Crown/Archetype|isbn=978-0-307-56087-2|pages=762–|access-date=18 July 2019|archive-date=6 August 2020|archive-url=https://web.archive.org/web/20200806200902/https://books.google.com/books?id=PTrcTeAqeaEC&pg=PT762|url-status=live}}</ref>{{rp|160}} of arcade cabinets and ''[[Game & Watch]]'' handheld units, all sourced and shipped from Nintendo. |
||
Arakawa was still panicked over NoA's ongoing financial crisis. With the parent company having no new game ideas, he had been repeatedly pleading for Yamauchi to reassign some top talent away from existing Japanese products to develop something for America{{mdash}}especially to redeem the massive dead stock of ''Radar Scope'' cabinets. Since all of Nintendo's key engineers and programmers were busy, and with NoA representing only a tiny fraction of the parent's overall business, Yamauchi allowed only the assignment of [[Gunpei Yokoi]]'s young assistant who had no background in engineering, [[Shigeru Miyamoto]].{{sfn|Sheff|1994|p=106}} |
Arakawa was still panicked over NoA's ongoing financial crisis. With the parent company having no new game ideas, he had been repeatedly pleading for Yamauchi to reassign some top talent away from existing Japanese products to develop something for America{{mdash}}especially to redeem the massive dead stock of ''Radar Scope'' cabinets. Since all of Nintendo's key engineers and programmers were busy, and with NoA representing only a tiny fraction of the parent's overall business, Yamauchi allowed only the assignment of [[Gunpei Yokoi]]'s young assistant who had no background in engineering, [[Shigeru Miyamoto]].{{sfn|Sheff|1994|p=106}} |
||
{{further|topic=the fortuitous conversion|Radar Scope|Donkey Kong ( |
{{further|topic=the fortuitous conversion|Radar Scope|Donkey Kong (1981 video game)#Development|label2=Donkey Kong}} |
||
NoA's staff{{mdash}}except the sole young gamer Howard Phillips{{mdash}}were uniformly revolted at the sight of the freshman developer Miyamoto's debut game, which they had imported in the form of emergency conversion kits for the overstock of ''Radar Scope'' cabinets.{{sfn|Sheff|1994|p=109}} The kits transformed the cabinets into NoA's massive [[windfall gain]] of {{nowrap|$280 million}} from Miyamoto's smash hit ''[[Donkey Kong ( |
NoA's staff{{mdash}}except the sole young gamer Howard Phillips{{mdash}}were uniformly revolted at the sight of the freshman developer Miyamoto's debut game, which they had imported in the form of emergency conversion kits for the overstock of ''Radar Scope'' cabinets.{{sfn|Sheff|1994|p=109}} The kits transformed the cabinets into NoA's massive [[windfall gain]] of {{nowrap|$280 million}} from Miyamoto's smash hit ''[[Donkey Kong (1981 video game)|Donkey Kong]]'' in 1981–1983 alone.{{sfn|Sheff|1994|p=111}}<ref>{{cite book|title=Wii Innovate – How Nintendo Created a New Market Through Strategic Innovation |first=Jörg | last=Ziesak |publisher=GRIN Verlag |year=2009 |isbn=978-3-640-49774-4 |page=2029 |url=https://books.google.com/books?id=C8rHXoUCbfAC&pg=PA2029 |access-date=9 April 2011 |quote=Donkey Kong was Nintendo's first international smash hit and the main reason behind the company's breakthrough in the Northern American market. In the first year of its publication, it earned Nintendo 180 million US dollars, continuing with a return of 100 million dollars in the second year. |url-status=live |archive-url=https://web.archive.org/web/20160418041705/https://books.google.com/books?id=C8rHXoUCbfAC&pg=PA2029 |archive-date=18 April 2016 }}</ref> They sold 4,000 new arcade units each month in America, making the 24-year-old Phillips "the largest volume shipping manager for the entire Port of Seattle".<ref name="Journey from Warehouse" /> Arakawa used these profits to buy {{convert|27|acre|ha}} of land in Redmond in July 1982{{sfn|Sheff|1994|p=113}} and to perform the $50 million launch of the [[Nintendo Entertainment System]] in 1985 which revitalized the entire video game industry from its [[video game crash of 1983|devastating 1983 crash]].<ref name="Here's how">{{cite web | title=Here's how Nintendo announced the NES in North America almost 30 years ago | date=31 October 2015 | first=Owen S. | last=Good | work=Polygon | url=https://www.polygon.com/2015/10/31/9651584/nintendo-nes-anniversary-original-launch-documents | access-date=1 July 2019 | archive-date=3 July 2019 | archive-url=https://web.archive.org/web/20190703002854/https://www.polygon.com/2015/10/31/9651584/nintendo-nes-anniversary-original-launch-documents | url-status=live }}</ref><ref name="In Their Words">{{cite web | title=In Their Words: Remembering the Launch of the Nintendo Entertainment System | date=19 October 2015 | first=Frank | last=Cifaldi | work=IGN | url=https://www.ign.com/articles/2015/10/19/in-their-words-remembering-the-launch-of-the-nintendo-entertainment-system | access-date=1 July 2019 | archive-date=2 July 2019 | archive-url=https://web.archive.org/web/20190702083259/https://www.ign.com/articles/2015/10/19/in-their-words-remembering-the-launch-of-the-nintendo-entertainment-system | url-status=live }}</ref> A second warehouse in Redmond was soon secured, and managed by Don James. The company stayed at around 20 employees for some years. |
||
{{further|History of the Nintendo Entertainment System|Howard Phillips (consultant)}} |
{{further|History of the Nintendo Entertainment System|Howard Phillips (consultant)}} |
||
The organization was reshaped nationwide in the following decades, and those core sales and marketing business functions are now directed by the office in [[Redwood City, California]]. The company's distribution centers are Nintendo Atlanta in [[Atlanta]], Georgia, and [[Nintendo North Bend]] in [[North Bend, Washington]]. {{as of|2007}}, the {{convert|380000|sqft|m2|adj=on}} Nintendo North Bend facility processes more than 20,000 orders a day to Nintendo customers, which include [[Retail|retail stores]] that sell Nintendo products in addition to consumers who [[Online shopping|shop]] Nintendo's website.<ref>{{cite web |author=R.H. Brown Co. Inc. |year=2007 |title=Case Studies |url=http://www.hytrol.com/casestudy.cfm?id=35 |archive-url=https://web.archive.org/web/20070817205829/http://www.hytrol.com/casestudy.cfm?id=35 |archive-date=17 August 2007 |work=Hytrol.com |access-date=17 September 2008}}</ref> Nintendo of America operates two retail stores in the United States: [[Nintendo New York]] on [[Rockefeller Plaza]] in New York City, which is open to the public; and Nintendo Redmond, co-located at NoA headquarters in Redmond, Washington, which is open only to Nintendo employees and invited guests. Nintendo of America's Canadian branch, Nintendo of Canada, is based in [[Vancouver]], British Columbia with a [[distribution center]] in Toronto.<ref>{{cite web|title=Nintendo of Canada Ltd|url=https://www.dnb.com/business-directory/company-profiles.nintendo_of_canada_ltd.2a8c141032bc765b8cf3275f9aaf271d.html|website=D&B Business Directory|access-date=18 February 2022|archive-date=9 January 2022|archive-url=https://web.archive.org/web/20220109201910/https://www.dnb.com/business-directory/company-profiles.nintendo_of_canada_ltd.2a8c141032bc765b8cf3275f9aaf271d.html|url-status=live}}</ref> Nintendo Treehouse is NoA's localization team, composed of around 80 staff who are responsible for translating text from Japanese to English, creating videos and marketing plans, and quality assurance.<ref>{{cite web |last1=Schreier |first1=Jason |title=Nintendo's Secret Weapon |url=http://kotaku.com/inside-the-treehouse-the-people-who-help-make-nintendo-1301809672 |website=Kotaku |date=22 April 2014 |access-date=2 August 2017 |archive-date=2 August 2017 |archive-url=https://web.archive.org/web/20170802163637/http://kotaku.com/inside-the-treehouse-the-people-who-help-make-nintendo-1301809672 |url-status=live }}</ref> |
The organization was reshaped nationwide in the following decades, and those core sales and marketing business functions are now directed by the office in [[Redwood City, California]]. The company's distribution centers are Nintendo Atlanta in [[Atlanta]], Georgia, and [[Nintendo North Bend]] in [[North Bend, Washington]]. {{as of|2007}}, the {{convert|380000|sqft|m2|adj=on}} Nintendo North Bend facility processes more than 20,000 orders a day to Nintendo customers, which include [[Retail|retail stores]] that sell Nintendo products in addition to consumers who [[Online shopping|shop]] Nintendo's website.<ref>{{cite web |author=R.H. Brown Co. Inc. |year=2007 |title=Case Studies |url=http://www.hytrol.com/casestudy.cfm?id=35 |archive-url=https://web.archive.org/web/20070817205829/http://www.hytrol.com/casestudy.cfm?id=35 |archive-date=17 August 2007 |work=Hytrol.com |access-date=17 September 2008 |url-status=dead }}</ref> Nintendo of America operates two retail stores in the United States: [[Nintendo New York]] on [[Rockefeller Plaza]] in New York City, which is open to the public; and Nintendo Redmond, co-located at NoA headquarters in Redmond, Washington, which is open only to Nintendo employees and invited guests. Nintendo of America's Canadian branch, Nintendo of Canada, is based in [[Vancouver]], British Columbia with a [[distribution center]] in [[Toronto]].<ref>{{cite web|title=Nintendo of Canada Ltd|url=https://www.dnb.com/business-directory/company-profiles.nintendo_of_canada_ltd.2a8c141032bc765b8cf3275f9aaf271d.html|website=D&B Business Directory|access-date=18 February 2022|archive-date=9 January 2022|archive-url=https://web.archive.org/web/20220109201910/https://www.dnb.com/business-directory/company-profiles.nintendo_of_canada_ltd.2a8c141032bc765b8cf3275f9aaf271d.html|url-status=live}}</ref> Nintendo Treehouse is NoA's localization team, composed of around 80 staff who are responsible for translating text from Japanese to English, creating videos and marketing plans, and quality assurance.<ref>{{cite web |last1=Schreier |first1=Jason |title=Nintendo's Secret Weapon |url=http://kotaku.com/inside-the-treehouse-the-people-who-help-make-nintendo-1301809672 |website=Kotaku |date=22 April 2014 |access-date=2 August 2017 |archive-date=2 August 2017 |archive-url=https://web.archive.org/web/20170802163637/http://kotaku.com/inside-the-treehouse-the-people-who-help-make-nintendo-1301809672 |url-status=live }}</ref> |
||
Nintendo of America announced in October 2021 that it will be closing its offices in Redwood City, California and Toronto and merging |
Nintendo of America announced in October 2021 that it will be closing its offices in Redwood City, California, and Toronto and merging its operations with its Redmond and Vancouver offices.<ref>{{cite web | url = https://www.theverge.com/22753434/nintendo-closes-redwood-city-offices-california-toronto-canada | title = Nintendo is officially closing its Redwood City and Toronto offices | first = Jay | last = Peters | date = 29 October 2021 | accessdate = 29 October 2021 | work = [[The Verge]] | archive-date = 30 October 2021 | archive-url = https://web.archive.org/web/20211030002824/https://www.theverge.com/22753434/nintendo-closes-redwood-city-offices-california-toronto-canada | url-status = live }}</ref> In April 2022, an anonymous [[quality assurance]] worker filed a complaint with the [[National Labor Relations Board]], alleging Nintendo of America and contractor Aston Carter had engaged in union-busting activities and surveillance. The employee had been fired for mentioning unionizing efforts in the industry during a company meeting.<ref>{{Cite web |last=Totilo |first=Stephen |date=April 19, 2022 |title=Nintendo hit with labor complaint |url=https://www.axios.com/2022/04/19/nintendo-nlrb-complaint |access-date=April 2, 2024 |website=Axios |archive-date=2 April 2024 |archive-url=https://web.archive.org/web/20240402131748/https://www.axios.com/2022/04/19/nintendo-nlrb-complaint |url-status=live }}</ref><ref>{{Cite web |last=Jiang |first=Sisi |date=2022-09-29 |title=Former Nintendo Worker Wants Company President To Apologize After Alleged Firing [Update] |url=https://kotaku.com/nintendo-labor-complaint-union-national-labor-relations-1848814100 |access-date=2024-04-02 |website=Kotaku |language=en |archive-date=2 April 2024 |archive-url=https://web.archive.org/web/20240402131748/https://kotaku.com/nintendo-labor-complaint-union-national-labor-relations-1848814100 |url-status=live }}</ref> The companies agreed to a settlement with the employee in October 2022.<ref>{{Cite web |last=Carpenter |first=Nicole |date=2022-10-13 |title=Nintendo of America settles labor dispute with former QA worker |url=https://www.polygon.com/23401365/nintendo-of-america-qa-labor-dispute-nlrb-settlement |access-date=2024-04-02 |website=Polygon |language=en-US |archive-date=2 April 2024 |archive-url=https://web.archive.org/web/20240402131748/https://www.polygon.com/23401365/nintendo-of-america-qa-labor-dispute-nlrb-settlement |url-status=live }}</ref> In March 2024, Nintendo of America restructured its product testing teams, resulting in the elimination of over 100 contractor roles. Some of the affected contractors were given full-time roles.<ref>{{Cite web |last=Gach |first=Ethan |date=2024-03-27 |title=Big Shakeup At Nintendo Testing Center Ahead Of Switch 2 |url=https://kotaku.com/nintendo-switch-2-layoffs-testing-zelda-totk-1851369539 |access-date=2024-04-02 |website=Kotaku |language=en |archive-date=2 April 2024 |archive-url=https://web.archive.org/web/20240402131748/https://kotaku.com/nintendo-switch-2-layoffs-testing-zelda-totk-1851369539 |url-status=live }}</ref> |
||
==== Nintendo of Europe ==== |
==== Nintendo of Europe (NOE) ==== |
||
Nintendo's European subsidiary was established in June 1990,<ref name="NOE, History">{{cite web |url=https://www.nintendo.co.uk/NOE/en_GB/service/nintendo_history_9911.html |title=History |publisher=Nintendo |access-date=9 October 2012 |url-status=dead |archive-url=https://archive.today/20120904134155/http://www.nintendo.co.uk/NOE/en_GB/service/nintendo_history_9911.html |archive-date=4 September 2012 }}</ref> based in [[Großostheim]], Germany.<ref>{{cite web |url=https://www.nintendo.co.uk/Legal/Ambassador/Contact-946390.html |title=Contact |access-date=24 July 2009 }}{{dead link|date=June 2022|bot=medic}}{{cbignore|bot=medic}}</ref> The company handles operations across Europe (excluding [[Scandinavia]], where operations are handled by [[Bergsala]]),<ref name="ign lie">{{cite web |url=https://www.ign.com/articles/2019/12/09/the-lie-that-helped-build-nintendo |title=The Lie That Helped Build Nintendo |first=Joe |last=Skrebels |date=9 December 2019 |accessdate=20 October 2021 |work=[[IGN]] |archive-date=21 December 2019 |archive-url=https://web.archive.org/web/20191221231714/https://www.ign.com/articles/2019/12/09/the-lie-that-helped-build-nintendo |url-status=live}}</ref> as well as South Africa.<ref name="NOE, History" /> Nintendo of Europe's United Kingdom branch (Nintendo UK)<ref>{{cite web |url=https://www.nintendo.co.uk/Support/Contact/Repairs/General-Customer-Service-1106617.html |title=General Customer Service |publisher=Nintendo |date=29 August 2012 |access-date=9 October 2012 }}{{dead link|date=June 2022|bot=medic}}{{cbignore|bot=medic}}</ref> handles operations in that country and in Ireland from its headquarters in [[Windsor, Berkshire]]. In June 2014, NOE initiated a reduction and consolidation process, yielding a combined 130 layoffs: the closing of its office and warehouse, |
Nintendo's European subsidiary was established in June 1990,<ref name="NOE, History">{{cite web |url=https://www.nintendo.co.uk/NOE/en_GB/service/nintendo_history_9911.html |title=History |publisher=Nintendo |access-date=9 October 2012 |url-status=dead |archive-url=https://archive.today/20120904134155/http://www.nintendo.co.uk/NOE/en_GB/service/nintendo_history_9911.html |archive-date=4 September 2012 }}</ref> based in [[Großostheim]], Germany.<ref>{{cite web |url=https://www.nintendo.co.uk/Legal/Ambassador/Contact-946390.html |title=Contact |access-date=24 July 2009 }}{{dead link|date=June 2022|bot=medic}}{{cbignore|bot=medic}}</ref> The company handles operations across Europe (excluding [[Scandinavia]], where operations are handled by [[Bergsala]] on behalf of NOE),<ref name="ign lie">{{cite web |url=https://www.ign.com/articles/2019/12/09/the-lie-that-helped-build-nintendo |title=The Lie That Helped Build Nintendo |first=Joe |last=Skrebels |date=9 December 2019 |accessdate=20 October 2021 |work=[[IGN]] |archive-date=21 December 2019 |archive-url=https://web.archive.org/web/20191221231714/https://www.ign.com/articles/2019/12/09/the-lie-that-helped-build-nintendo |url-status=live}}</ref> as well as South Africa.<ref name="NOE, History" /> Nintendo of Europe's United Kingdom branch (Nintendo UK)<ref>{{cite web |url=https://www.nintendo.co.uk/Support/Contact/Repairs/General-Customer-Service-1106617.html |title=General Customer Service |publisher=Nintendo |date=29 August 2012 |access-date=9 October 2012 }}{{dead link|date=June 2022|bot=medic}}{{cbignore|bot=medic}}</ref> handles operations in that country and in Ireland from its headquarters in [[Windsor, Berkshire]]. In June 2014, NOE initiated a reduction and consolidation process, yielding a combined 130 layoffs: the closing of its office and warehouse, termination of all employment, in Großostheim; and the consolidation of all of those operations into, and terminating some employment at, its [[Frankfurt]] location.<ref>{{cite web |url=http://www.gamesindustry.biz/articles/2014-06-06-130-jobs-lost-in-nintendo-of-europe-reshuffle |title=130 jobs lost in Nintendo of Europe reshuffle |first=Dan |last=Pearson |work=[[gamesindustry.biz]] |date=6 June 2014 |access-date=9 June 2014 |archive-date=9 June 2014 |archive-url=https://web.archive.org/web/20140609064746/http://www.gamesindustry.biz/articles/2014-06-06-130-jobs-lost-in-nintendo-of-europe-reshuffle |url-status=live }}</ref><ref>{{cite news |url=http://americasmarkets.usatoday.com/2014/06/06/nintendo-to-close-european-headquarters-lay-off-130/ |title=Nintendo to close European headquarters, lay off 130 |work=USA Today |date=6 June 2014 |access-date=9 June 2014 |archive-date=9 June 2014 |archive-url=https://web.archive.org/web/20140609082500/http://americasmarkets.usatoday.com/2014/06/06/nintendo-to-close-european-headquarters-lay-off-130/ |url-status=live }}</ref> As of July 2018, the company employs 850 people.<ref>{{cite web |url=https://www.gameswirtschaft.de/wirtschaft/deutschlands-groesste-spielehersteller-2018/ |title=Deutschlands größte Spielehersteller 2018 |date=2 July 2018 |website=GamesWirtschaft |language=de |access-date=5 January 2019 |archive-date=5 January 2019 |archive-url=https://web.archive.org/web/20190105043924/https://www.gameswirtschaft.de/wirtschaft/deutschlands-groesste-spielehersteller-2018/ |url-status=live }}</ref> In 2019, NOE signed with Tor Gaming Ltd. for official distribution in Israel.<ref name=":4">{{Cite news|url=https://www.ynet.co.il/articles/0,7340,L-5451692,00.html|script-title=he:דיווח: נינטנדו צפויה להתחיל בייבוא רשמי לישראל|trans-title=Report: Nintendo is expected to start official imports to Israel|date=23 January 2019|website=ynet|language=he|access-date=17 April 2020|archive-date=29 September 2020|archive-url=https://web.archive.org/web/20200929022417/https://www.ynet.co.il/articles/0,7340,L-5451692,00.html|url-status=live|last1=ויטצ'בסקי|first1=דניס}}</ref> |
||
{{Gallery |
{{Gallery |
||
Line 544: | Line 542: | ||
==== Nintendo of Korea ==== |
==== Nintendo of Korea ==== |
||
Nintendo's South Korean subsidiary was established on 7 July 2006 |
Nintendo's South Korean subsidiary was established on 7 July 2006 and is based in Seoul.<ref>{{cite web |first=Paul |last=Loughrey |title=Nintendo establishes Korean subsidiary |work=[[gamesindustry.biz]] |date=30 June 2006 |url=http://www.gamesindustry.biz/articles/nintendo-establishes-korean-subsidiary |access-date=23 February 2011 |archive-date=4 December 2019 |archive-url=https://web.archive.org/web/20191204012748/https://www.gamesindustry.biz/articles/nintendo-establishes-korean-subsidiary |url-status=live}}</ref> In March 2016, the subsidiary was heavily downsized due to a corporate restructuring after analyzing shifts in the current market, laying off 80% of its employees, leaving only ten people, including CEO Hiroyuki Fukuda. This did not affect any games scheduled for release in South Korea, and Nintendo continued operations there as usual.<ref>{{cite news |last=Ashcraft |first=Brian |title=Report: Nintendo of Korea Is Laying Off Most of Its Staff [Update] |url=http://kotaku.com/report-nintendo-of-korea-is-laying-off-most-of-its-sta-1767681089 |newspaper=Kotaku |date=29 March 2016 |access-date=26 October 2016 |archive-date=27 October 2016 |archive-url=https://web.archive.org/web/20161027055422/http://kotaku.com/report-nintendo-of-korea-is-laying-off-most-of-its-sta-1767681089 |url-status=live }}</ref><ref>{{cite web |last=McFerran |first=Damien |title=Nintendo Of Korea Lays Off 80 Percent Of Its Staff Following Sustained Losses |url=http://www.nintendolife.com/news/2016/03/nintendo_of_korea_lays_off_80_percent_of_its_staff_following_sustained_losses |website=[[Nintendo Life]] |date=29 March 2016 |access-date=26 October 2016 |archive-date=27 October 2016 |archive-url=https://web.archive.org/web/20161027054818/http://www.nintendolife.com/news/2016/03/nintendo_of_korea_lays_off_80_percent_of_its_staff_following_sustained_losses |url-status=live }}</ref> |
||
=== Subsidiaries === |
=== Subsidiaries === |
||
Although most of the research and development is being done in Japan, there are some |
Although most of the [[research and development]] (R&D) is being done in Japan, there are some R&D facilities in the United States, Europe, and China that are focused on developing software and hardware technologies used in Nintendo products. Although they all are subsidiaries of Nintendo (and therefore first-party), they are often referred to as external resources when being involved in joint development processes with Nintendo's internal developers by the Japanese personnel involved. This can be seen in the ''[[List of Iwata Asks interviews|Iwata Asks]]'' interview series.<ref>{{cite web|title=Wii U: Internet Browser|url=http://iwataasks.nintendo.com/interviews/#/wiiu/internet-browser/0/2|access-date=27 May 2014|archive-date=13 May 2018|archive-url=https://web.archive.org/web/20180513072726/http://iwataasks.nintendo.com/interviews/#/wiiu/internet-browser/0/2|url-status=live}}</ref> [[Nintendo Software Technology]] (NST) and Nintendo Technology Development (NTD) are located in [[Redmond, Washington]], United States, while [[Nintendo European Research & Development]] (NERD) is located in Paris, France, and Nintendo Network Service Database (NSD) is located in [[Kyoto]], Japan. |
||
Most external [[First-party developer|first-party]] software development is done in Japan, because the only overseas subsidiaries are [[Retro Studios]] in the United States (acquired in 2002 |
Most external [[First-party developer|first-party]] software development is done in Japan, because the only overseas subsidiaries are [[Retro Studios]] and Shiver Entertainment in the United States (acquired in 2002<ref>{{cite web |url=http://www.gamespot.com/news/2863826.html |title=Nintendo makes Retro Studios a full subsidiary |first=Shane |last=Satterfield |date=2 May 2002 |website=[[GameSpot]] |access-date=2 April 2011 |archive-url=https://web.archive.org/web/20120125205602/http://www.gamespot.com/news/2863826.html |archive-date=25 January 2012 |url-status=live }}</ref> and 2024,<ref>{{cite tweet |url=https://x.com/NintendoCoLtd/status/1792694456829034688?t=9syTyFElJm1iot4dxz5XPg&s=19 |title=[任天堂HP]「Shiver Entertainment, Inc.の子会社化に関するお知らせ」を掲載しました。|language=ja |user=NintendoCoLtd |author=Nintendo |number=1792694456829034688 |date=20 May 2024 |access-date=13 August 2024}}</ref> respectively) and [[Next Level Games]] in Canada (acquired in 2021).<ref>{{cite web | url = https://www.gamasutra.com/view/news/375856/Nintendo_acquires_Luigis_Mansion_3_developer_Next_Level_Games.php | title = Nintendo acquires Luigi's Mansion 3 developer Next Level Games | first = Chris | last = Kerr | date = 5 January 2021 | access-date = 5 January 2021 | archive-date = 5 January 2021 | archive-url = https://web.archive.org/web/20210105142135/http://www.gamasutra.com/view/news/375856/Nintendo_acquires_Luigis_Mansion_3_developer_Next_Level_Games.php | url-status = live }}</ref> Although these studios are all subsidiaries of Nintendo, they are often referred to as external resources when being involved in joint development processes with Nintendo's internal developers by the [[Nintendo Entertainment Planning & Development]] (EPD) division. [[1-Up Studio]] and [[NDcube|Nintendo Cube]] are located in Tokyo, Japan, and [[Monolith Soft]] has one studio located in Tokyo and another in [[Kyoto]]. |
||
Nintendo also established [[The Pokémon Company]] alongside [[Creatures (company)|Creatures]] and [[Game Freak]] to manage the [[Pokémon]] brand. Similarly, Warpstar Inc. was formed through a joint investment with [[HAL Laboratory]], which was in charge of the ''[[Kirby: Right Back at Ya!]]'' animated series. Both companies are investments from Nintendo, with Nintendo holding 32% of the shares of The Pokémon Company and 50% of the shares of Warpstar Inc. |
Nintendo also established [[The Pokémon Company]] alongside [[Creatures (company)|Creatures]] and [[Game Freak]] to manage the [[Pokémon]] brand. Similarly, Warpstar, Inc. was formed through a joint investment with [[HAL Laboratory]], which was in charge of the ''[[Kirby: Right Back at Ya!]]'' animated series as well as the web series ''It's Kirby Time''. Both companies are investments from Nintendo, with Nintendo holding 32% of the shares of The Pokémon Company and 50% of the shares of Warpstar, Inc. |
||
<!--28 and 21; as SRD and Nintendo Pictures were acquired after the report.-->Other notable subsidiaries include: |
<!--28 and 21; as SRD and Nintendo Pictures were acquired after the report.-->Other notable subsidiaries include: |
||
Line 557: | Line 555: | ||
* [[Systems Research & Development|SRD Co., Ltd.]] |
* [[Systems Research & Development|SRD Co., Ltd.]] |
||
* [[Nintendo Pictures]] |
* [[Nintendo Pictures]] |
||
* Nintendo Systems |
|||
=== Additional distributors === |
=== Additional distributors === |
||
==== Bergsala ==== |
==== Bergsala ==== |
||
[[Bergsala]], a third-party company based in Sweden, exclusively handles Nintendo operations in the Nordic region. Bergsala's relationship with Nintendo was established in 1981 when the company sought to distribute ''Game & Watch'' units to Sweden, which later expanded to the NES console by 1986. Bergsala |
[[Bergsala]], a third-party company based in Sweden, exclusively handles Nintendo operations in the Nordic region. Bergsala's relationship with Nintendo was established in 1981 when the company sought to distribute ''Game & Watch'' units to Sweden, which later expanded to the NES console by 1986. Bergsala was the only non-Nintendo owned distributor of Nintendo's products until 2019,<ref>{{cite web |last=Skrebels |first=Joe |date=9 December 2019 |title=The Lie That Helped Build Nintendo |url=https://www.ign.com/articles/2019/12/09/the-lie-that-helped-build-nintendo |url-status=live |archive-url=https://web.archive.org/web/20191221231714/https://www.ign.com/articles/2019/12/09/the-lie-that-helped-build-nintendo |archive-date=21 December 2019 |access-date=9 December 2019 |work=[[IGN]]}}</ref> when Tor Gaming gained distribution rights in Israel. |
||
==== Tencent ==== |
==== Tencent ==== |
||
Line 566: | Line 565: | ||
==== Tor Gaming ==== |
==== Tor Gaming ==== |
||
In January 2019, [[Ynet]] and [[IGN]] Israel reported that negotiations about official distribution of Nintendo products in the country were ongoing.<ref name=":4" /> After two months, IGN Israel announced that Tor Gaming Ltd., a company established in earlier 2019, gained a distribution agreement with Nintendo of Europe, handling official retailing beginning at the start of March,<ref>{{cite web|script-title=he:לראשונה בישראל – תור גיימינג משיקה את נינטנדו בארץ ביבוא רשמי|trans-title=For the first time in Israel - Tor Gaming launches Nintendo in Israel as an official import|url= https://il.ign.com/nintendo/40693/news/lrashvnh-byshral-tvr-gyymyng-mshyqh-at-nyntndv-barts-bybva-rshmy |date=12 March 2019|website=IGN Israel|language=he|access-date=17 April 2020|archive-date=5 August 2020 |archive-url=https://web.archive.org/web/20200805003504/https://il.ign.com/nintendo/40693/news/lrashvnh-byshral-tvr-gyymyng-mshyqh-at-nyntndv-barts-bybva-rshmy|url-status=live}}</ref> followed by opening an official online store the next month.<ref>{{cite web |url=https://www.nintendo.co.il/|title=עבור לדף המבוקש|website=www.nintendo.co.il|access-date=28 February 2021|archive-date=24 January 2021|archive-url=https://web.archive.org/web/20210124022257/http://nintendo.co.il/|url-status=live}}</ref> In June 2019, Tor Gaming launched an official Nintendo Store at [[Dizengoff Center]] in [[Tel Aviv]], making it the second official Nintendo Store worldwide, 13 years after NYC.<ref name=":3">{{Cite news |url=https://en.globes.co.il/en/article-nintendo-opens-second-store-worldwide-in-israel-1001291033 |title=Nintendo 2nd worldwide store opens in Israel|date=25 June 2019|newspaper=Globes|access-date=17 April 2020|archive-date=5 August 2020|archive-url=https://web.archive.org/web/20200805053349/https://en.globes.co.il/en/article-nintendo-opens-second-store-worldwide-in-israel-1001291033|url-status=live}}</ref> |
In January 2019, [[Ynet]] and [[IGN]] Israel reported that negotiations about the official distribution of Nintendo products in the country were ongoing.<ref name=":4" /> After two months, IGN Israel announced that Tor Gaming Ltd., a company established in earlier 2019, gained a distribution agreement with Nintendo of Europe, handling official retailing beginning at the start of March,<ref>{{cite web|script-title=he:לראשונה בישראל – תור גיימינג משיקה את נינטנדו בארץ ביבוא רשמי|trans-title=For the first time in Israel - Tor Gaming launches Nintendo in Israel as an official import|url= https://il.ign.com/nintendo/40693/news/lrashvnh-byshral-tvr-gyymyng-mshyqh-at-nyntndv-barts-bybva-rshmy |date=12 March 2019|website=IGN Israel|language=he|access-date=17 April 2020|archive-date=5 August 2020 |archive-url=https://web.archive.org/web/20200805003504/https://il.ign.com/nintendo/40693/news/lrashvnh-byshral-tvr-gyymyng-mshyqh-at-nyntndv-barts-bybva-rshmy|url-status=live}}</ref> followed by opening an official online store the next month.<ref>{{cite web |url=https://www.nintendo.co.il/|title=עבור לדף המבוקש|website=www.nintendo.co.il|access-date=28 February 2021|archive-date=24 January 2021|archive-url=https://web.archive.org/web/20210124022257/http://nintendo.co.il/|url-status=live}}</ref> In June 2019, Tor Gaming launched an official Nintendo Store at [[Dizengoff Center]] in [[Tel Aviv]], making it the second official Nintendo Store worldwide, 13 years after NYC.<ref name=":3">{{Cite news |url=https://en.globes.co.il/en/article-nintendo-opens-second-store-worldwide-in-israel-1001291033 |title=Nintendo 2nd worldwide store opens in Israel|date=25 June 2019|newspaper=Globes|access-date=17 April 2020|archive-date=5 August 2020|archive-url=https://web.archive.org/web/20200805053349/https://en.globes.co.il/en/article-nintendo-opens-second-store-worldwide-in-israel-1001291033|url-status=live}}</ref> |
||
{{Clear}} |
{{Clear}} |
||
Line 575: | Line 574: | ||
[[Nintendo of America]] has engaged in several high-profile marketing campaigns to define and position its brand. One of its earliest and most enduring slogans was "Now you're playing with power!", used first to promote its [[Nintendo Entertainment System]].<ref>{{cite web | last=Koch | first=Cameron | date=21 July 2016 | url=https://www.techtimes.com/articles/170917/20160721/nintendo-brings-back-retro-now-youre-playing-with-power-slogan-for-new-nes-classic-edition-ad.htm | title=Nintendo Brings Back Retro 'Now You're Playing With Power' Slogan For New NES Classic Edition Ad | archive-url=https://web.archive.org/web/20210114003747/https://www.techtimes.com/articles/170917/20160721/nintendo-brings-back-retro-now-youre-playing-with-power-slogan-for-new-nes-classic-edition-ad.htm | archive-date=14 January 2021 | work=Tech Times}}</ref> It modified the slogan to include "SUPER power" for the [[Super Nintendo Entertainment System]], and "PORTABLE power" for the [[Game Boy]].<ref name="Arsenault">{{Cite book |last=Arsenault |first=Dominic |title=Super Power, Spoony Bards, and Silverware: The Super Nintendo Entertainment System |publisher=[[MIT Press]] |year=2017 |isbn=9780262341493 |pages=61–85 |chapter=Now You're playing With Power … Super Power!}}</ref> |
[[Nintendo of America]] has engaged in several high-profile marketing campaigns to define and position its brand. One of its earliest and most enduring slogans was "Now you're playing with power!", used first to promote its [[Nintendo Entertainment System]].<ref>{{cite web | last=Koch | first=Cameron | date=21 July 2016 | url=https://www.techtimes.com/articles/170917/20160721/nintendo-brings-back-retro-now-youre-playing-with-power-slogan-for-new-nes-classic-edition-ad.htm | title=Nintendo Brings Back Retro 'Now You're Playing With Power' Slogan For New NES Classic Edition Ad | archive-url=https://web.archive.org/web/20210114003747/https://www.techtimes.com/articles/170917/20160721/nintendo-brings-back-retro-now-youre-playing-with-power-slogan-for-new-nes-classic-edition-ad.htm | archive-date=14 January 2021 | work=Tech Times}}</ref> It modified the slogan to include "SUPER power" for the [[Super Nintendo Entertainment System]], and "PORTABLE power" for the [[Game Boy]].<ref name="Arsenault">{{Cite book |last=Arsenault |first=Dominic |title=Super Power, Spoony Bards, and Silverware: The Super Nintendo Entertainment System |publisher=[[MIT Press]] |year=2017 |isbn=9780262341493 |pages=61–85 |chapter=Now You're playing With Power … Super Power!}}</ref> |
||
Its 1994 "Play It Loud!" campaign played upon teenage rebellion and fostered an edgy reputation.<ref name="Elliott">{{cite news |last=Elliott |first=Stuart |title=The Media Business: Advertising; Nintendo Turns Up the Volume in a Provocative Appeal to its Core Market: Teen-Age Males |newspaper=[[The New York Times]] |page=D15 |date=1 July 1994}}</ref> During the [[Nintendo 64]] era, the slogan was "Get N or get out".<ref name="Arsenault" /> During the GameCube era, the "Who Are You?" suggested a link between the games and the players' identities.<ref>{{cite web|url=https://www.businesswire.com/news/home/20030929005237/en/Nintendo-Asks-New-Multimillion-Dollar-Campaign-Helps-Players|title=Nintendo Asks, 'Who Are You?' ; New Multimillion-Dollar Campaign Helps Players Explore Their 'Inner Gamer'|date=29 September 2003|website=www.businesswire.com|language=en|access-date=18 March 2020|archive-date=20 September 2021|archive-url=https://web.archive.org/web/20210920212322/https://www.businesswire.com/news/home/20030929005237/en/Nintendo-Asks-New-Multimillion-Dollar-Campaign-Helps-Players|url-status=live}}</ref> The company promoted its Nintendo DS handheld with the tagline "Touching is Good".<ref name="nbcTouching">{{cite web|url= |
Its 1994 "Play It Loud!" campaign played upon teenage rebellion and fostered an edgy reputation.<ref name="Elliott">{{cite news |last=Elliott |first=Stuart |title=The Media Business: Advertising; Nintendo Turns Up the Volume in a Provocative Appeal to its Core Market: Teen-Age Males |newspaper=[[The New York Times]] |page=D15 |date=1 July 1994}}</ref> During the [[Nintendo 64]] era, the slogan was "Get N or get out".<ref name="Arsenault" /> During the GameCube era, the "Who Are You?" suggested a link between the games and the players' identities.<ref>{{cite web|url=https://www.businesswire.com/news/home/20030929005237/en/Nintendo-Asks-New-Multimillion-Dollar-Campaign-Helps-Players|title=Nintendo Asks, 'Who Are You?' ; New Multimillion-Dollar Campaign Helps Players Explore Their 'Inner Gamer'|date=29 September 2003|website=www.businesswire.com|language=en|access-date=18 March 2020|archive-date=20 September 2021|archive-url=https://web.archive.org/web/20210920212322/https://www.businesswire.com/news/home/20030929005237/en/Nintendo-Asks-New-Multimillion-Dollar-Campaign-Helps-Players|url-status=live}}</ref> The company promoted its Nintendo DS handheld with the tagline "Touching is Good".<ref name="nbcTouching">{{cite web|url=https://www.nbcnews.com/id/wbna6471849|publisher=NBC|title=Nintendo DS targets teens, young adults|date=15 November 2004 |access-date=20 September 2021|archive-date=24 September 2020|archive-url=https://web.archive.org/web/20200924003738/http://www.nbcnews.com/id/6471849/ns/technology_and_science-games/t/nintendo-ds-targets-teens-young-adults/|url-status=live}}</ref> For the Wii, they used the "Wii would like to play" slogan to promote the console with the people who tried the games including ''[[Super Mario Galaxy]]'' and ''[[Super Paper Mario]]''.<ref name="Effie">{{cite web|url=http://wii.ign.com/articles/879/879595p1.html|archive-url=https://web.archive.org/web/20080607110746/http://wii.ign.com/articles/879/879595p1.html|archive-date=7 June 2008|work=IGN|title=Nintendo's 'Wii Would Like to Play' Named the Most Effective Marketing Effort at Effie Awards|access-date=20 September 2021|url-status=dead}}</ref> The Nintendo 3DS used the slogan "Take a look inside".<ref>{{Citation|last=Nintendo|title=Nintendo 3DS – Mario Kart 7 Trailer|date=21 November 2011|url=https://www.youtube.com/watch?v=N36jPMZWyAA |archive-url=https://ghostarchive.org/varchive/youtube/20211211/N36jPMZWyAA| archive-date=11 December 2021 |url-status=live|access-date=11 March 2017}}{{cbignore}}</ref> The [[Wii U]] used the slogan "How U will play next".<ref>{{cite web |last=Svetlik |first=Joe |date=5 November 2012 |title=Nintendo airs Wii U advert: shows "How U Will Play Next" |url=https://www.cnet.com/tech/computing/nintendo-airs-wii-u-advert-shows-how-u-will-play-next/ |access-date=20 September 2021 |website=CNET |language=en |archive-date=20 September 2021 |archive-url=https://web.archive.org/web/20210920215349/https://www.cnet.com/tech/computing/nintendo-airs-wii-u-advert-shows-how-u-will-play-next/ |url-status=live }}</ref> The [[Nintendo Switch]] uses the slogan "Switch and Play" in North America, and "Play anywhere, anytime, with anyone" elsewhere.<ref>{{Cite AV media |url=https://www.youtube.com/watch?v=rLbPlLsM1v8 |archive-url=https://ghostarchive.org/varchive/youtube/20211211/rLbPlLsM1v8| archive-date=11 December 2021 |url-status=live|title=Nintendo Switch – Switch and Play NYC Preview Tour |date=15 February 2017 |author=Nintendo}}{{cbignore}}</ref> |
||
=== Trademark === |
=== Trademark === |
||
During the peak of Nintendo's success in the video game industry in the 1990s, its name was ubiquitously used to refer to any video game console, regardless of the manufacturer. To prevent its trademark from becoming [[generic trademark|generic]], Nintendo pushed the term "game console", and succeeded in preserving its trademark.<ref>{{cite news|date=10 June 2011|title='Genericide': When brands get too big|work=[[The Independent]]|url=https://www.independent.co.uk/news/business/analysis-and-features/genericide-when-brands-get-too-big-2295428.html|access-date=7 March 2016|archive-date=2 March 2016|archive-url=https://web.archive.org/web/20160302023014/http://www.independent.co.uk/news/business/analysis-and-features/genericide-when-brands-get-too-big-2295428.html|url-status=live}}</ref><ref>{{cite web|title=There's No Such Thing As A Nintendo|url=http://www.kotaku.com.au/2014/07/theres-no-such-thing-as-a-nintendo/|last=Plunkett|first=Luke|date=7 July 2014|publisher=Kotaku|access-date=15 July 2016|archive-date=25 August 2016|archive-url=https://web.archive.org/web/20160825221808/http://www.kotaku.com.au/2014/07/theres-no-such-thing-as-a-nintendo/|url-status= |
During the peak of Nintendo's success in the video game industry in the 1990s, its name was ubiquitously used to refer to any video game console, regardless of the manufacturer. To prevent its trademark from becoming [[generic trademark|generic]], Nintendo pushed the term "game console", and succeeded in preserving its trademark.<ref>{{cite news|date=10 June 2011|title='Genericide': When brands get too big|work=[[The Independent]]|url=https://www.independent.co.uk/news/business/analysis-and-features/genericide-when-brands-get-too-big-2295428.html|access-date=7 March 2016|archive-date=2 March 2016|archive-url=https://web.archive.org/web/20160302023014/http://www.independent.co.uk/news/business/analysis-and-features/genericide-when-brands-get-too-big-2295428.html|url-status=live}}</ref><ref>{{cite web|title=There's No Such Thing As A Nintendo|url=http://www.kotaku.com.au/2014/07/theres-no-such-thing-as-a-nintendo/|last=Plunkett|first=Luke|date=7 July 2014|publisher=Kotaku|access-date=15 July 2016|archive-date=25 August 2016|archive-url=https://web.archive.org/web/20160825221808/http://www.kotaku.com.au/2014/07/theres-no-such-thing-as-a-nintendo/|url-status=dead}}</ref> |
||
=== Logos === |
=== Logos === |
||
Used since the 1960s, Nintendo's most recognizable logo is the racetrack shape, especially the red-colored wordmark typically displayed on a white background, primarily used in the Western markets from 1985 to 2006. In Japan, a monochromatic version that lacks a colored background is on Nintendo's own Famicom, Super Famicom, Nintendo 64, GameCube, and handheld console packaging and marketing. Since 2006, in conjunction with the launch of the Wii, Nintendo changed its logo to a gray variant that lacks a colored background inside the wordmark, making it transparent. Nintendo's official, corporate logo remains this variation.<ref>{{cite web|url=http://www.nintendo.co.jp/corporate/index.html|script-title=ja:任天堂株式会社: 会社情報|title=Nintendō Kabushikigaisha: Kaisha Jōhō|language=ja|trans-title=Nintendo: Company Information|website=Nintendo|access-date=8 November 2019|archive-date=31 October 2019|archive-url=https://web.archive.org/web/20191031091255/https://www.nintendo.co.jp/corporate/index.html|url-status=live}}</ref>{{Failed verification|date=June 2023}} For consumer products and marketing, a white variant on a red background has been used since 2016, and has been in full effect since the launch of the Nintendo Switch in 2017. |
Used since the 1960s, Nintendo's most recognizable logo is the [[Oval|ovoid]] racetrack shape, especially the red-colored wordmark typically displayed on a white background, primarily used in the Western markets from 1985 to 2006. In Japan, a monochromatic version that lacks a colored background is on Nintendo's own Famicom, Super Famicom, Nintendo 64, GameCube, and handheld console packaging and marketing. Since 2006, in conjunction with the launch of the Wii, Nintendo changed its logo to a gray variant that lacks a colored background inside the wordmark, making it transparent. Nintendo's official, corporate logo remains this variation.<ref>{{cite web|url=http://www.nintendo.co.jp/corporate/index.html|script-title=ja:任天堂株式会社: 会社情報|title=Nintendō Kabushikigaisha: Kaisha Jōhō|language=ja|trans-title=Nintendo: Company Information|website=Nintendo|access-date=8 November 2019|archive-date=31 October 2019|archive-url=https://web.archive.org/web/20191031091255/https://www.nintendo.co.jp/corporate/index.html|url-status=live}}</ref>{{Failed verification|date=June 2023}} For consumer products and marketing, a white variant on a red background has been used since 2016, and has been in full effect since the launch of the Nintendo Switch in 2017. |
||
<gallery height="100px" width="100px"> |
<gallery height="100px" width="100px"> |
||
Line 592: | Line 591: | ||
File:Nintendo Logo 1970.png | 1970–1972 |
File:Nintendo Logo 1970.png | 1970–1972 |
||
File:Nintendo - 1972.png | 1972–1975 |
File:Nintendo - 1972.png | 1972–1975 |
||
File:Nintendo red logo.svg | |
File:Nintendo red logo.svg | 1975–present |
||
File:Nintendo gray logo.svg | 1975 logo with grey coloring, 2004–2016 <!-- DO NO CHANGE IT TO 2006, THIS LOGO DEBUTED WITH THE INTERNATIONAL NINTENDO DS RELEASE --> |
|||
File:Nintendo gray logo.svg | 2006–2016 |
|||
File:Nintendo.svg | 2016–present |
File:Nintendo.svg | 1975 logo with red background, 2016–present |
||
</gallery> |
</gallery> |
||
Line 601: | Line 600: | ||
== Policy == |
== Policy == |
||
=== Content guidelines === |
=== Content guidelines === |
||
For many years, Nintendo had a policy of strict content guidelines for video games published on its consoles. Although Nintendo allowed [[graphic violence]] in its video games released in Japan, [[nudity and sexuality]] were strictly prohibited. Former Nintendo president [[Hiroshi Yamauchi]] believed that if the company allowed the licensing of |
For many years, Nintendo had a policy of strict content guidelines for video games published on its consoles. Although Nintendo allowed [[graphic violence]] in its video games released in Japan, [[nudity and sexuality]] were strictly prohibited. Former Nintendo president [[Hiroshi Yamauchi]] believed that if the company allowed the licensing of pornographic games, the company's image would be forever tarnished.{{sfn|Sheff|1994|p={{page needed|date=September 2021}}}} Nintendo of America went further in that games released for Nintendo consoles could not feature nudity, sexuality, [[profanity]] (including racism, [[sexism]] or [[Hate speech|slurs]]), blood, graphic or [[domestic violence]], drugs, political messages, or [[Religious symbolism|religious symbols]]{{mdash}}with the exception of widely unpracticed religions, such as the [[Greek mythology|Greek Pantheon]].<ref>{{cite web |url=http://www.filibustercartoons.com/Nintendo.php |archive-url=https://archive.today/20120526032316/http://www.filibustercartoons.com/Nintendo.php |url-status=dead |archive-date=26 May 2012 |title=Nintendo of America Content Guidelines |publisher=Filibustercartoons.com |access-date=25 May 2011 }}</ref> The Japanese parent company was concerned that it may be viewed as a "Japanese invasion" by forcing Japanese [[community standards]] on North American and European children. Past the strict guidelines, some exceptions have occurred: ''[[Bionic Commando (1988 video game)|Bionic Commando]]'' (though [[Nazi swastika|swastikas]] were eliminated in the US version), ''[[Smash TV]]'' and ''[[Golgo 13: Top Secret Episode]]'' contain human violence, the latter also containing implied [[Human sexuality|sexuality]] and [[Smoking|tobacco use]], ''[[River City Ransom]]'' and ''[[Taboo: The Sixth Sense]]'' contain nudity, and the latter also contains religious images, as do ''[[Castlevania II: Simon's Quest|Castlevania II]]'' and ''[[Castlevania III: Dracula's Curse|III]]''. |
||
Nintendo's content policy is responsible for the [[Sega Genesis|Genesis]] version of ''[[Mortal Kombat (1992 video game)|Mortal Kombat]]'' having more than double the unit sales of the Super NES version, largely due to Nintendo forcing its publisher [[Acclaim Entertainment|Acclaim]] to recolor red blood to look like white sweat within the game and to tone down its gorier and more violent graphics.<ref>{{cite web |url=http://uk.retro.ign.com/articles/919/919357p10.html |archive-url=https://web.archive.org/web/20081017054400/http://uk.retro.ign.com/articles/919/919357p10.html |archive-date=17 October 2008 |title=IGN Presents the History of Mortal Kombat – Retro Feature at IGN |website=IGN |first=Travis |last=Fahs |url-status=dead |access-date=16 August 2010 }}</ref> By contrast, [[Sega]] allowed blood and gore to remain in the Genesis version (though a code is required to unlock the gore). Nintendo allowed the Super NES version of ''[[Mortal Kombat II]]'' to ship uncensored the following year with a content warning on the packaging.<ref>{{cite web|url=https://www.mobygames.com/game/mortal-kombat-ii/cover-art/gameCoverId,22874|title=Mortal Kombat II (1994) Amiga box cover art|website=MobyGames|access-date=8 November 2019|archive-date=8 November 2019|archive-url=https://web.archive.org/web/20191108180054/https://www.mobygames.com/game/mortal-kombat-ii/cover-art/gameCoverId,22874|url-status=live}}</ref> |
|||
Video game ratings systems were introduced with the [[Entertainment Software Rating Board]] (ESRB) of 1994 and the [[Pan European Game Information]] of 2003, and Nintendo discontinued most of its censorship policies in favor of consumers making their own choices. Today |
Video game ratings systems were introduced with the [[Entertainment Software Rating Board]] (ESRB) of 1994 and the [[Pan European Game Information]] of 2003, and Nintendo discontinued most of its censorship policies in favor of consumers making their own choices. Today changes to the content of games are done primarily by the game's developer or, occasionally, at the request of Nintendo. The only clear-set rule is that ESRB [[Entertainment Software Rating Board#Ratings|AO-rated]] games will not be licensed on Nintendo consoles in North America,<ref>{{cite web |url=https://www.nintendo.com/consumer/buyers_guide.jsp |title=Nintendo of America Customer Service – Nintendo Buyer's Guide |publisher=Nintendo.com |access-date=25 May 2011 |archive-date=6 June 2011 |archive-url=https://web.archive.org/web/20110606044152/http://www.nintendo.com/consumer/buyers_guide.jsp |url-status=live }}</ref> a practice which is also enforced by [[Sony Computer Entertainment|Sony]] and [[Microsoft]], its greatest competitors in the present market. Nintendo has since allowed several mature-content games to be published on its consoles, including ''[[Perfect Dark]]'', ''[[Conker's Bad Fur Day]]'', ''[[Doom (franchise)|Doom]]'', ''[[Doom 64]]'', ''[[BMX XXX]]'', the ''[[Resident Evil]]'' series, ''[[Killer7]]'', the ''[[Mortal Kombat]]'' series, ''[[Eternal Darkness: Sanity's Requiem]]'', ''[[BloodRayne]]'', ''[[Geist (video game)|Geist]]'', ''[[Dementium: The Ward]]'', ''[[Bayonetta 2]]'', ''[[Devil's Third]]'', and ''[[Fatal Frame: Maiden of Black Water]]''. |
||
Certain games have continued to be modified, however. For example, [[Konami]] was forced to remove all references to cigarettes in the 2000 Game Boy Color game ''[[Metal Gear Solid (2000 video game)|Metal Gear Solid]]'' (although the previous NES version of ''[[Metal Gear (video game)|Metal Gear]]'', the GameCube game ''[[Metal Gear Solid: The Twin Snakes]]'', and the 3DS game ''[[Metal Gear Solid 3: Snake Eater#Snake Eater 3D|Metal Gear Solid 3: Snake Eater 3D]]'', included such references), and maiming and blood were removed from the Nintendo 64 [[Porting|port]] of ''[[Cruis'n USA]]''.<ref>{{cite web |url=http://ign64.ign.com/articles/060/060333p1.html |title=IGN: Nintendo to censor Cruis'n |date=8 October 1996 |access-date=24 July 2009 |archive-date=12 April 2009 |archive-url=https://web.archive.org/web/20090412153302/http://ign64.ign.com/articles/060/060333p1.html |url-status=live }}</ref> Another example is in the Game Boy Advance game ''[[Mega Man Zero 3]]'', in which one of the bosses, called Hellbat Schilt in the Japanese and European releases, was renamed Devilbat Schilt in the North American [[Internationalization and localization|localization]]. In North |
Certain games have continued to be modified, however. For example, [[Konami]] was forced to remove all references to cigarettes in the 2000 Game Boy Color game ''[[Metal Gear Solid (2000 video game)|Metal Gear Solid]]'' (although the previous NES version of ''[[Metal Gear (video game)|Metal Gear]]'', the GameCube game ''[[Metal Gear Solid: The Twin Snakes]]'', and the 3DS game ''[[Metal Gear Solid 3: Snake Eater#Snake Eater 3D|Metal Gear Solid 3: Snake Eater 3D]]'', included such references), and maiming and blood were removed from the Nintendo 64 [[Porting|port]] of ''[[Cruis'n USA]]''.<ref>{{cite web |url=http://ign64.ign.com/articles/060/060333p1.html |title=IGN: Nintendo to censor Cruis'n |date=8 October 1996 |access-date=24 July 2009 |archive-date=12 April 2009 |archive-url=https://web.archive.org/web/20090412153302/http://ign64.ign.com/articles/060/060333p1.html |url-status=live }}</ref> Another example is in the Game Boy Advance game ''[[Mega Man Zero 3]]'', in which one of the bosses, called Hellbat Schilt in the Japanese and European releases, was renamed Devilbat Schilt in the North American [[Internationalization and localization|localization]]. In North American releases of the ''[[Mega Man Zero]]'' games, enemies and bosses killed with a saber attack do not gush blood as they do in the Japanese versions. However, the release of the Wii was accompanied by several even more controversial games, such as ''[[Manhunt 2]]'', ''[[No More Heroes (video game)|No More Heroes]]'', ''[[The House of the Dead: Overkill]]'', and ''[[MadWorld]]'', the latter three of which were initially published exclusively for the console. |
||
=== License guidelines === |
=== License guidelines === |
||
Line 622: | Line 621: | ||
=== Intellectual property protection === |
=== Intellectual property protection === |
||
{{main|Intellectual property protection by Nintendo}} |
|||
Nintendo has generally been proactive |
Nintendo has generally been proactive in ensuring that its intellectual property in both hardware and software is protected. Nintendo's protection of its properties began as early as the arcade release of ''Donkey Kong'' which was widely [[video game clone|cloned]] on other platforms, a practice common to the most popular arcade games of the era. Nintendo did seek legal action to try to stop the release of these unauthorized clones but estimated they still lost {{USD|100 million|long=no}} in potential sales to these clones.<ref>{{cite book | first = Nathan | last = Altice | title = I Am Error: The Nintendo Family Computer / Entertainment System Platform | chapter = Chapter 2: Ports | pages =53–80 | isbn = 9780262028776 | publisher = [[MIT Press]] | date = 2015 }}</ref> Since then, Nintendo has been proactive in preventing copyright infringement of its games by [[video game emulator]]s and [[fan game]]s and other works using the company's intellectual property. The company has also suffered from various [[data breach]]es and has sought action against those that have released these leaks. |
||
====Copyright circumvention==== |
|||
Nintendo became more proactive as they entered the Famicom/NES period. Nintendo had witnessed the events of a flooded game market that occurred in the United States in the early 1980s that led to the [[1983 video game crash]], and with the Famicom had taken business steps, such as controlling the cartridge production process, to prevent a similar flood of video game clones.<ref>{{cite web | url = https://arstechnica.com/gaming/2013/07/time-to-feel-old-inside-the-nes-on-its-30th-birthday/ | title = The NES turns 30: How it began, worked, and saved an industry | first = Andrew | last = Cunningham | date = 15 July 2013 | access-date = 21 September 2018 | work = [[Ars Technica]] | archive-date = 22 July 2021 | archive-url = https://web.archive.org/web/20210722154751/https://arstechnica.com/gaming/2013/07/time-to-feel-old-inside-the-nes-on-its-30th-birthday/ | url-status = live }}</ref> However, the Famicom had lacked any lockout mechanics, and numerous unauthorized bootleg cartridges were made across the Asian regions. Nintendo took to creating its [[#Seal of Quality|"Nintendo Seal of Quality"]] stamped on the games it made to dissuade consumers from purchasing these bootlegs, and as it prepared the Famicom for entry to Western regions as the NES, incorporated a [[CIC (Nintendo)|lock-out system]] that only allowed authorized game cartridges they manufactured to be playable on the system. After the NES's release, Nintendo took legal action against companies that attempted to reverse-engineer the lockout mechanism to make unauthorized games for the NES. While Nintendo was successful to prevent reverse engineering of the lockout chip in the case ''[[Atari Games Corp. v. Nintendo of America Inc.]]'', they failed to prevent devices like [[Game Genie]] from being used to provide cheat codes for players in the case ''[[Lewis Galoob Toys, Inc. v. Nintendo of America, Inc.]]''.<ref>{{cite journal | title = Hardware gimmick or cultural innovation? Technological, cultural, and social foundations of the Japanese video game industry | first1 = Yuko | last1 = Aoyama | first2= Hiro |last2= Izushi | journal = [[Research Policy]] | volume = 32 | issue =3 | date = 2003 | pages = 423–444 | doi = 10.1016/S0048-7333(02)00016-1 }}</ref><ref>{{cite journal | title = The Nintendo Entertainment System and the 10NES Chip: Carving the Video Game Industry in Silicon | first = Casey | last = O'Donnell | date = 2011 | journal = [[Games and Culture]] | volume = 6 | issue = 1 | pages = 83–100 | doi = 10.1177/1555412010377319 | s2cid = 53358125 }}</ref> Nintendo settled with the rental chain [[Blockbuster (company)|Blockbuster]] in ''[[Nintendo of America, Inc. v. Blockbuster Entertainment Corp.]]'' after they began including photocopies of Nintendo's game manuals in rented games. |
|||
In 2021, [[Gary Bowser]] was sentenced to 40 months in prison and order to pay $14.5 million in restitution for his role in a Nintendo hacking scheme.<ref>{{cite web | url = https://www.ign.com/articles/nintendo-hacker-gary-bowser-released-from-prison-still-owes-millions | title = Nintendo Hacker Gary Bowser Released From Prison, Still Owes Millions | first = Rebekah | last = Valentine | date = 18 April 2023 | access-date = 20 April 2023 | work = [[IGN]]}}</ref> Critics claim that the punishment was excessive, while others argue that it was necessary to send a message to deter other hackers and protect intellectual property rights.<ref>{{cite web | url = https://kotaku.com/nintendo-gary-bowser-hacking-case-legal-jail-xecuter-1850346297 | title = Nintendo 'Hacker' Will Be Punished For The Rest Of His Life |
|||
| first = Luke | last = Plunkett | date = 17 April 2023 | access-date = 20 April 2023 | work = Kotaku}}</ref> Bowser's recent release from jail has brought attention to the impact that the massive amount of money he owes in restitution may have on his life and livelihood, as he claims to have only been able to pay off a small fraction of the fine so far.<ref>{{cite magazine | url = https://videogames.si.com/news/hacker-gary-bowser-debt-nintendo | title = "Hacker" Gary Bowser is in debt to Nintendo for the rest of his life |
|||
| first = Kirk | last = Mckeand | date = 18 April 2023 | access-date = 20 April 2023 | magazine = [[Sports Illustrated]]}}</ref> During the hacking scheme, Bowser personally made only $320,000 in profit.<ref>{{cite web | url = https://arstechnica.com/gaming/2023/04/bowser-free-from-prison-still-owes-nintendo-14-5m-for-switch-hacking/ | title = Switch modder Bowser released from prison, likely owes Nintendo for rest of life | first = Kevin | last = Purdy | date = 18 April 2023 | access-date = 20 April 2023 | work = [[Ars Technica]]}}</ref> |
|||
====Emulation==== |
|||
Nintendo has used [[Video game console emulator|emulation]] by itself or licensed from third parties to provide means to re-release games from their older platforms on newer systems, with [[Virtual Console]], which re-released classic games as downloadable titles, the NES and Super NES library for [[Nintendo Switch Online]] subscribers, and with dedicated consoles like the [[NES Classic Edition|NES]] and [[Super NES Classic Edition]]s. However, Nintendo has taken a hard stance against unlicensed emulation of its video games and consoles, stating that it is the single largest threat to the intellectual property rights of video game developers.<ref>{{cite web |url=https://www.nintendo.com/corp/legal.jsp#roms |title=Nintendo – Corporate Information – Legal Information (Copyrights, Emulators, ROMs, etc.) |access-date=24 July 2009 |archive-date=18 June 2016 |archive-url=https://web.archive.org/web/20160618141515/http://www.nintendo.com/corp/legal.jsp#roms |url-status=live }}</ref> Further, Nintendo has taken action against fan-made games which have used significant facets of their IP, issuing [[cease & desist]] letters to these projects or [[Digital Millennium Copyright Act]] (DMCA)-related complaints to services that host these projects.<ref>{{cite web | url = https://www.polygon.com/2016/9/2/12770344/nintendo-slaps-metroid-2-remake-and-500-plus-fangames-with-takedown-orders | title = Nintendo slaps Metroid 2 remake and 500-plus fangames with takedown orders | first = Allegra | last = Frank | date = 2 September 2016 | access-date = 10 September 2019 | work = [[Polygon (website)|Polygon]] | archive-date = 10 October 2019 | archive-url = https://web.archive.org/web/20191010030838/https://www.polygon.com/2016/9/2/12770344/nintendo-slaps-metroid-2-remake-and-500-plus-fangames-with-takedown-orders | url-status = live }}</ref> The company has also taken legal action against those that made [[modchip]]s for its hardware; notably, in 2020 and 2021, Nintendo took action against [[Team Xecuter]] which had been making modchips for Nintendo's consoles since 2013, after members of that team were arrested by the [[United States Department of Justice]].<ref>{{cite web | url = https://www.polygon.com/22388720/nintendo-bowser-lawsuit-team-xecuter | title = Nintendo suing Bowser over Switch hacks | date = 17 April 2021 | accessdate = 17 April 2021 | work = [[Polygon (website)|Polygon]] | archive-date = 18 April 2021 | archive-url = https://web.archive.org/web/20210418031307/https://www.polygon.com/22388720/nintendo-bowser-lawsuit-team-xecuter | url-status = live }}</ref> |
|||
In a related action, Nintendo sent a cease and desist letter to the organizers of the 2020 [[The Big House (tournament)|The Big House]] ''Super Smash Bros.'' tournament that was held entirely online due to the [[COVID-19 pandemic]] that year. Nintendo had taken issue with the tournament using emulated versions of ''[[Super Smash Bros. Melee]]'' which had included a [[mod (video gaming)|user mod]] for networked play, as this would have required ripping a copy of ''Melee'' to play, an action they do not condone.<ref>{{cite web | url = https://www.vg247.com/2020/11/24/nintendo-smash-bros-melee-free-melee-fans-tournament-hashtag/ | title = As Nintendo shuts down a tournament, Smash fans unite under the #FreeMelee hashtag in futility | first = Alex | last = Donaldson | date = 24 November 2020 | access-date = 24 November 2020 | work = [[VG247]] | archive-date = 24 November 2020 | archive-url = https://web.archive.org/web/20201124110527/https://www.vg247.com/2020/11/24/nintendo-smash-bros-melee-free-melee-fans-tournament-hashtag/ | url-status = live }}</ref> |
|||
Nintendo issued [[Valve Corporation|Valve]] a [[DMCA]] request prior the release of the [[Dolphin (emulator)|Dolphin]] emulator for Wii and Switch games on the [[Steam (service)|Steam]] storefront (for free) in May 2023, asserting that the inclusion of the Wii Common Key used to decrypt Wii games violated their copyright.<ref>{{cite web | url = https://www.pcgamer.com/nintendo-sends-valve-dmca-notice-to-block-steam-release-of-wii-emulator-dolphin/ | title = Nintendo sends Valve DMCA notice to block Steam release of Wii emulator Dolphin | first = Wes | last =Fenlon | date = 26 May 2023 | accessdate = 27 May 2023 | work = [[PC Gamer]] }}</ref><ref>{{cite web | url = https://www.videogameschronicle.com/news/nintendo-has-blocked-the-steam-version-of-gamecube-and-wii-emulator-dolphin/ | title = Nintendo has blocked the Steam version of GameCube and Wii emulator Dolphin | first = Chris | last =Scullion | date = 28 May 2023 | accessdate = 28 May 2023 | work = [[Video Games Chronicle]] }}</ref> In 2024, Nintendo took legal action against the open-source [[Yuzu (emulator)|Yuzu]] emulator for Switch games, stating that the software violates the DMCA by enabling decryption of the encryption method used for Switch games, and that it facilitated copyright infringement of ''The Legend of Zelda: Tears of the Kingdom'' through a leaked copy that had been downloaded a million times from piracy websites prior to the game's official release.<ref>{{cite web | url = https://www.theverge.com/2024/2/27/24085075/nintendo-switch-emulator-yuzu-lawsuit | title = Nintendo sues Switch emulator Yuzu for 'facilitating piracy at a colossal scale' |first = Sean | last= Hollister | date= February 27, 2024 | accessdate = February 27, 2024 | work = [[The Verge]] }}</ref> The Yuzu team settled with Nintendo, agreeing to pay $2.4 million and stopping work on Yuzu, halting distribution of the code, and turning its domains and websites over to Nintendo.<ref>{{cite web | url=https://www.theverge.com/2024/3/4/24090357/nintendo-yuzu-emulator-lawsuit-settlement | title=Nintendo Switch emulator Yuzu will utterly fold and pay $2.4M to settle its lawsuit | date=4 March 2024 }}</ref> As some of the Yuzu team had also worked on the [[Citra (emulator)|Citra]] 3DS emulator, that project was also terminated and its code taken offline.<ref>{{cite web | url=https://www.pcgamer.com/software/nintendo-3ds-emulator-citra-taken-offline-as-collateral-damage-in-yuzu-settlement | title=Nintendo 3DS emulator Citra taken offline as collateral damage in Yuzu lawsuit settlement | website=PC Gamer | date=4 March 2024 | last1=Fenlon | first1=Wes }}</ref> Some users not associated with the Yuzu team had attempted to [[software fork|fork]] the latest builds of Yuzu before it was taken offline, taking stances to completely avoid discussions related to the encryption aspects and any software piracy. Nintendo continued to issue DMCA requests to remove source repositories as well as Discord servers established by these users to discuss their forks' development.<ref>{{cite web | url = https://arstechnica.com/gaming/2024/04/nintendo-targets-switch-emulation-chat-servers-decryption-tools-with-dmca/ | title = Nintendo targets Switch-emulation chat servers, decryption tools with DMCA | first = Kyle | last = Orland | date = April 12, 2024 | accessdate = April 12, 2024 | work = [[Ars Technica]] }}</ref> |
|||
====Fangames==== |
|||
{{Main|Nintendo and fan games}} |
|||
[[Fangame]]s that reuse or recreate Nintendo assets also have been targeted by Nintendo typically through [[cease and desist]] letters or [[DMCA]]-based takedown to shut down these projects.<ref>{{cite web | url = https://www.businessinsider.com/a-history-of-fan-projects-that-nintendo-shut-down-2016-8 | title = Here are some of the biggest fan projects that Nintendo has shut down | first = Alex | last = Perry | date = 17 August 2016 | accessdate = 27 August 2021 | work = [[Business Insider]] | archive-date = 28 August 2021 | archive-url = https://web.archive.org/web/20210828012029/https://www.businessinsider.com/a-history-of-fan-projects-that-nintendo-shut-down-2016-8 | url-status = live }}</ref> ''[[Full Screen Mario]]'', a web browser-based version of ''Super Mario Bros.'', was shut down in 2013 after Nintendo issued a cease and desist letter.<ref>{{cite news | url = https://www.washingtonpost.com/news/the-switch/wp/2013/10/17/nintendo-says-this-amazing-super-mario-site-is-illegal-heres-why-it-shouldnt-be/ | title = Nintendo says this amazing Super Mario site is illegal. Here's why it shouldn't be. | first = Timothy | last = Lee | date = 17 October 2013 | accessdate = 27 August 2021 | newspaper = [[The Washington Post]] | archive-date = 24 November 2020 | archive-url = https://web.archive.org/web/20201124073613/https://www.washingtonpost.com/news/the-switch/wp/2013/10/17/nintendo-says-this-amazing-super-mario-site-is-illegal-heres-why-it-shouldnt-be/ | url-status = live }}</ref> Over five hundred fangames hosted at [[Game Jolt]], including ''[[AM2R]]'', a remake of ''[[Metroid II: Return of Samus]]'', were shut down by Nintendo in 2016.<ref>{{cite web | url = https://www.engadget.com/2016-09-05-nintendo-issues-dmca-takedown-for-hundreds-of-fan-games.html | title = Nintendo issues DMCA takedown for hundreds of fan games | first = Sean | last = Buckley | date = 5 September 2016 | accessdate = 27 August 2021 | work = [[Engadget]] | archive-date = 28 August 2021 | archive-url = https://web.archive.org/web/20210828012029/https://www.engadget.com/2016-09-05-nintendo-issues-dmca-takedown-for-hundreds-of-fan-games.html | url-status = live }}</ref> Other notable fan projects that have been taken down include ''[[Pokémon Uranium]]'', a fangame based on the ''[[Pokémon]]'' series in 2016.<ref>{{cite web | url = https://www.polygon.com/2016/8/14/12472616/pokemon-uranium-taken-down-nintendo | title = Fan-made Pokemon Uranium is shelved by its creators after Nintendo notices | first = Owen | last = Good | date = 14 August 2016 | accessdate = 27 August 2021 | work = [[Polygon (website)|Polygon]] | archive-date = 12 August 2021 | archive-url = https://web.archive.org/web/20210812200948/https://www.polygon.com/2016/8/14/12472616/pokemon-uranium-taken-down-nintendo | url-status = live }}</ref> ''Super Mario 64 Online'', an online multiplayer version of ''[[Super Mario 64]]'' in 2017,<ref name="polygon sm64o">{{cite web | url = https://www.polygon.com/nintendo/2017/9/20/16340216/super-mario-64-online-takedown-dmca-kaze-emanuar | title = Super Mario 64 Online taken down by Nintendo copyright strikes | first = Owen | last = Good | date = 20 September 2017 | accessdate = 27 August 2021 | work = [[Polygon (website)|Polygon]] | archive-date = 21 September 2017 | archive-url = https://web.archive.org/web/20170921042425/https://www.polygon.com/nintendo/2017/9/20/16340216/super-mario-64-online-takedown-dmca-kaze-emanuar | url-status = live }}</ref> and ''Metroid Prime 2D'', a [[demake]] of ''[[Metroid Prime]]'', in 2021.<ref>{{cite web | url = https://kotaku.com/awesome-metroid-prime-2d-fan-project-gets-nintendo-d-1847572696 | title = Awesome Metroid Prime 2D Fan Project Gets Nintendo'd | first = Mike | last = Fahey | date = 27 August 2021 | accessdate = 27 August 2021 | work = [[Kotaku]] | archive-date = 28 August 2021 | archive-url = https://web.archive.org/web/20210828012030/https://kotaku.com/awesome-metroid-prime-2d-fan-project-gets-nintendo-d-1847572696 | url-status = live }}</ref> Nintendo has defended these actions as necessary to protect its intellectual property, stating "just as Nintendo respects the intellectual property rights of others, we must also protect our own characters, trademarks and other content."<ref name="polygon sm64o"/> In some cases, the developers of these fangames have repurposed their work into new projects. In the case of ''[[No Mario's Sky]]'', a mashup of ''Super Mario Bros.'' and ''[[No Man's Sky]]'', after Nintendo sought to terminate the project, the Mario content was stripped and the game renamed as ''DMCA's Sky''.<ref>{{cite news|last1=Walker|first1=Alex|title=No Mario's Sky Taken Down, Replaced With DMCA's Sky|url=http://www.kotaku.com.au/2016/09/no-marios-sky-taken-down-replaced-with-dmcas-sky/|accessdate=6 September 2016|date=5 September 2016|publisher=Kotaku|archive-date=10 September 2016|archive-url=https://web.archive.org/web/20160910144031/http://www.kotaku.com.au/2016/09/no-marios-sky-taken-down-replaced-with-dmcas-sky/|url-status=live}}</ref> |
|||
Nintendo has also taken action against [[Video game modding|mods]] that bring Nintendo property into third-party games, notably seeking to block a ''Pokemon''-based mod for the game ''[[Palworld]]'', itself which has been colloquially described as a "Pokemon with guns" game. Nintendo issued a statement they plan to investigate not only the mod but the game for potential copyright misuse.<ref>{{cite web | url = https://www.pcgamer.com/the-pokemon-company-releases-a-statement-about-palworld-says-it-intends-to-investigate-and-take-appropriate-measures-to-address-any-acts-that-infringe-on-intellectual-property-rights-related-to-the-pokemon/ | title = The Pokémon Company releases a statement about Palworld, says it intends to 'investigate and take appropriate measures to address any acts that infringe on intellectual property rights related to the Pokémon' | first= Jody | last= MacGregor | date = January 24, 2024 | accessdate = January 24, 2024 | work = [[PC Gamer]] }}</ref> The company later sent notice to the developers of ''[[Garry's Mod]]'', warning them about Nintendo IP used in the game's [[Steam (service)|Steam]] Workshop, a collection of fan modifications, some which were as old as 20 years, leading the developers to start pruning this material after confirming the legitimacy of the notice.<ref>{{cite web | url = https://www.theverge.com/2024/4/25/24140246/garrys-mod-nintendo-copyright-takedowns-dmca | title = Garry’s Mod is taking down decades of Nintendo-related add-ons |first = Emma | last= Roth | date = April 25, 2024 | accessdate = April 25, 2024 | work = [[The Verge]] }}</ref> |
|||
====Copyright infringement==== |
|||
In recent years, Nintendo has taken legal action against sites that knowingly distribute [[ROM image]]s of its games. On 19 July 2018, Nintendo sued Jacob Mathias, the owner of distribution websites LoveROMs and LoveRetro, for "brazen and mass-scale infringement of Nintendo's intellectual property rights".<ref>{{cite news |last1=Plunkett |first1=Luke |title=Nintendo Suing Pirate Websites For Millions |url=https://kotaku.com/nintendo-suing-pirate-websites-for-millions-1827790323 |website=[[Kotaku]] |access-date=24 July 2018 |date=23 July 2018 |archive-date=24 July 2018 |archive-url=https://web.archive.org/web/20180724003521/https://kotaku.com/nintendo-suing-pirate-websites-for-millions-1827790323 |url-status=live }}</ref> Nintendo settled with Mathias in November 2018 for more than {{US$|12 million}} along with relinquishing all ROM images in their ownership. While Nintendo is likely to have agreed to a smaller fine in private, the large amount was seen as a [[Chilling effect|deterrent]] to prevent similar sites from sharing ROM images.<ref>{{cite web | url = https://www.gamesindustry.biz/articles/2018-11-12-nintendo-reaches-final-judgment-agreement-with-rom-site-owners | title = Nintendo reaches final judgment agreement with ROM site owners | first = Rebekah | last = Valentine | date = 12 November 2018 | access-date = 12 November 2018 | work = [[GamesIndustry.biz]] | archive-date = 13 November 2018 | archive-url = https://web.archive.org/web/20181113061629/https://www.gamesindustry.biz/articles/2018-11-12-nintendo-reaches-final-judgment-agreement-with-rom-site-owners | url-status = live }}</ref> Nintendo won a separate suit against RomUniverse in May 2021, which also offered infringing copies of Nintendo DS and Switch games in addition to ROM images. The site owner was required to pay Nintendo {{USD|2.1 million|long=no}} in damages, and later given a permanent injunction preventing the site from operating in the future and requiring the owner to destroy all ROM copies.<ref>{{cite web | url = https://www.polygon.com/2019/9/11/20860039/nintendo-copyright-trademark-infringement-rom-lawsuit | title = Nintendo files multimillion-dollar lawsuit against ROM website | first = Nicole | last = Carpenter | date = 11 September 2019 | access-date = 11 September 2019 | work = [[Polygon (website)|Polygon]] | archive-date = 11 September 2019 | archive-url = https://web.archive.org/web/20190911202515/https://www.polygon.com/2019/9/11/20860039/nintendo-copyright-trademark-infringement-rom-lawsuit | url-status = live }}</ref><ref>{{cite web | url = https://arstechnica.com/gaming/2021/06/former-rom-site-owner-must-pay-2-1-million-to-nintendo/ | title = ROM site owner made $30,000 a year—now owes Nintendo $2.1M | first = Kyle | last = Orland | date = 1 June 2021 | accessdate = 2 June 2021 | work = [[Ars Technica]] | archive-date = 2 June 2021 | archive-url = https://web.archive.org/web/20210602214209/https://arstechnica.com/gaming/2021/06/former-rom-site-owner-must-pay-2-1-million-to-nintendo/ | url-status = live }}</ref><ref>{{cite news | url = https://www.gamesindustry.biz/articles/2021-07-06-nintendo-reapplies-for-permanent-injunction-against-romuniverses-owner | title = Nintendo reapplies for permanent injunction against RomUniverse's owner | first = Marie | last = Dealessandri | date = 6 July 2021 | accessdate = 6 July 2021 | work = [[GamesIndustry.biz]] | archive-date = 6 July 2021 | archive-url = https://web.archive.org/web/20210706152007/https://www.gamesindustry.biz/articles/2021-07-06-nintendo-reapplies-for-permanent-injunction-against-romuniverses-owner | url-status = live }}</ref><ref>{{cite web | url = https://kotaku.com/nintendo-orders-rom-site-to-destroy-all-its-games-or-1847487357 | title = Nintendo Orders ROM Site To 'Destroy' All Its Games, Or Else | first = Zack | last = Zwiezen | date = 14 August 2021 | accessdate = 14 August 2021 | work = [[Kotaku]] | archive-date = 14 August 2021 | archive-url = https://web.archive.org/web/20210814160648/https://kotaku.com/nintendo-orders-rom-site-to-destroy-all-its-games-or-1847487357 | url-status = live }}</ref> Nintendo successfully won a suit in the United Kingdom in September 2019 to force the major [[Internet service provider]]s in the country to block access to sites that offered copyright-infringing copies of Switch software or hacks for the Nintendo Switch to run unauthorized software.<ref>{{cite news | url = https://www.eurogamer.net/articles/2019-09-10-nintendo-wins-uk-high-court-case-to-block-piracy-websites | title = Nintendo wins UK high court case to block piracy websites | first = Tom | last = Phillips | date = 10 September 2019 | access-date = 11 September 2019 | work = [[Eurogamer]] | archive-date = 11 September 2019 | archive-url = https://web.archive.org/web/20190911022817/https://www.eurogamer.net/articles/2019-09-10-nintendo-wins-uk-high-court-case-to-block-piracy-websites | url-status = live }}</ref> |
|||
Nintendo also took steps to use a DMCA strike to block a video segment by the YouTube channel [[Did You Know Gaming?]] covering an uncompleted ''Zelda'' game pitched to Nintendo by Retro Studios, though the channel later succeeded in reversing the strike.<ref>{{cite web|accessdate=13 May 2023|date=8 December 2022|first=Victoria|last=Kennedy|title=Heroes of Hyrule video report receives copyright strike from Nintendo|url=https://www.eurogamer.net/heroes-of-hyrule-video-report-receives-copyright-strike-from-nintendo|work=[[Eurogamer]]}}</ref><ref>{{cite web | url = https://kotaku.com/zelda-tactics-nintendo-youtube-retro-studios-copyright-1849944006 | title = YouTuber Beats Nintendo After It Tried Nuking Evidence Of A Canceled Zelda | first = Ethan | last= Gach | date = 3 January 2023 | accessdate = 13 May 2023 | work = [[Kotaku]] }}</ref> When leaks related to ''[[The Legend of Zelda: Tears of the Kingdom]]'' appeared online in the week before the game's release in May 2023, Nintendo sent out DMCA takedown requests to several tools related to Switch emulation in attempts to stop the leaks.<ref>{{cite web | url =https://arstechnica.com/gaming/2023/05/nintendo-files-dmca-takedowns-on-switch-emulation-tools-just-before-tears-debut/ | title = Nintendo, ticked by Zelda leaks, does a DMCA run on Switch emulation tools | first = Kevin | last = Purdy | date = 8 May 2023 | accessdate = 13 May 2023 | work = [[Ars Technica]] }}</ref> |
|||
====Data breaches==== |
|||
Nintendo sought enforcement action against a hacker that for several years had infiltrated Nintendo's internal database by various means including [[phishing]] to obtain plans for games and hardware for upcoming shows like E3. This was leaked to the Internet, impacting how Nintendo's own announcements were received. Though the person was a minor when Nintendo brought the United States [[Federal Bureau of Investigation]] (FBI) to investigate, and had been warned by the FBI to desist, the person continued over 2018 and 2019 as an adult, posting taunts on social media. The perpetrator was arrested in July 2019, and the FBI found documents confirming the hacks, many unauthorized game files, and child pornography, leading to the perpetrator's admission of guilt for all crimes in January 2020 and was sentenced to three years in prison.<ref>{{cite web | url = https://www.bbc.com/news/technology-51358043 | title = Nintendo Switch leaker admits child sex abuse | date = 3 February 2020 | access-date = 4 February 2020 | publisher = BBC | archive-date = 9 August 2021 | archive-url = https://web.archive.org/web/20210809063736/https://www.bbc.com/news/technology-51358043 | url-status = live }}</ref><ref>{{cite web | url = https://www.polygon.com/2020/12/1/21815395/nintendo-hacker-three-years-prison | title = Nintendo hacker sentenced to 3 years in prison | first = Nicole | last = Carpenter | date = 1 December 2020 | access-date = 1 December 2020 | work = [[Polygon (website)|Polygon]] | archive-date = 1 December 2020 | archive-url = https://web.archive.org/web/20201201205743/https://www.polygon.com/2020/12/1/21815395/nintendo-hacker-three-years-prison | url-status = live }}</ref> Similarly, Nintendo alongside [[The Pokémon Company]] spent significant time to identify who had leaked information about [[Pokémon Sword and Shield|''Pokémon Sword'' and ''Shield'']] several weeks before its planned [[Nintendo Direct]]s, ultimately tracing the leaks back to a Portugal game journalist who leaked the information from official review copies of the game and subsequently severed ties with the publication.<ref>{{cite web | url = https://www.vice.com/en_us/article/5dmyy5/nintendos-aggressive-hunt-to-find-pokemon-leakers-has-found-a-new-target | title = Nintendo's Aggressive Hunt to Find Pokémon Leakers Has Found a New Target | first = Patrick | last = Klepek | date = 11 February 2020 | access-date = 11 February 2020 | work = [[Vice (website)|Vice]] | archive-date = 11 February 2020 | archive-url = https://web.archive.org/web/20200211200656/https://www.vice.com/en_us/article/5dmyy5/nintendos-aggressive-hunt-to-find-pokemon-leakers-has-found-a-new-target | url-status = live }}</ref> |
|||
{{main|2020 Nintendo data leak}} |
|||
In May 2020, a major leak of documents occurred, including source code, designs, hardware drawings, documentation, and other internal information primarily related to the Nintendo 64, GameCube, and Wii. The leak may have been related to [[Acer Inc.|BroadOn]], a company that Nintendo had contracted to help with the Wii's design,<ref>{{cite web | url = https://www.videogameschronicle.com/news/nintendo-has-reportedly-suffered-a-significant-legacy-console-leak/ | title = Nintendo has reportedly suffered a significant legacy console leak | first = Andy | last = Robinson | date = 4 May 2020 | access-date = 4 May 2020 | work = [[Video Games Chronicle]] | archive-date = 5 May 2020 | archive-url = https://web.archive.org/web/20200505091847/https://www.videogameschronicle.com/news/nintendo-has-reportedly-suffered-a-significant-legacy-console-leak/ | url-status = live }}</ref> or to Zammis Clark, a [[Malwarebytes]] employee and hacker who pleaded guilty to infiltrating Microsoft's and Nintendo's servers between March and May 2018.<ref>{{cite web |last1=Kirk |first1=Jeremy |title=Nintendo Source Code for N64, Wii and GameCube Leaked |url=https://www.bankinfosecurity.com/nintendo-source-code-for-n64-wii-gamecube-leaked-a-14220 |website=BankInfoSecurity |access-date=5 May 2020 |date=4 May 2020 |archive-date=4 May 2020 |archive-url=https://web.archive.org/web/20200504215253/https://www.bankinfosecurity.com/nintendo-source-code-for-n64-wii-gamecube-leaked-a-14220 |url-status=live }}</ref><ref>{{cite news | url = https://www.theverge.com/2019/3/28/18286027/microsoft-nintendo-vtech-security-hack-breach-researcher-guilty | title = Security researcher pleads guilty to hacking into Microsoft and Nintendo | first = Tom | last = Warren | date = 28 March 2019 | access-date = 30 July 2020 | work = [[The Verge]] | archive-date = 28 March 2019 | archive-url = https://web.archive.org/web/20190328223114/https://www.theverge.com/2019/3/28/18286027/microsoft-nintendo-vtech-security-hack-breach-researcher-guilty | url-status = live }}</ref> |
|||
A second and larger leak occurred in July 2020, which has been called the "Gigaleak" as it contains [[gigabyte]]s of data, and is believed related to the May 2020 leak.<ref name="polygon gigaleak">{{cite web | url = https://www.polygon.com/2020/7/26/21339018/nintendo-gigaleak-super-mario-64-zelda-pokemon-what-is-it-snes | title = Massive Nintendo leak reveals early Mario, Zelda, and Pokémon secrets | first = Patricia | last = Hernandez | date = 26 July 2020 | access-date = 27 July 2020 | work = [[Polygon (website)|Polygon]] | archive-date = 26 July 2020 | archive-url = https://web.archive.org/web/20200726150441/https://www.polygon.com/2020/7/26/21339018/nintendo-gigaleak-super-mario-64-zelda-pokemon-what-is-it-snes | url-status = live }}</ref> The leak includes the [[source code]] and prototypes for several early 1990s Super NES games including ''[[Super Mario Kart]]'', ''[[Yoshi's Island]]'', ''[[Star Fox]]'', and ''[[Star Fox 2]]'', and it includes internal development tools and system software components. The veracity of the material was confirmed by [[Dylan Cuthbert]], a programmer for Nintendo during that period.<ref>{{cite web | url = https://www.videogameschronicle.com/news/an-alleged-nintendo-leak-has-reportedly-unearthed-early-game-prototypes/ | title = An alleged Nintendo leak has unearthed early game prototypes | first = Andy | last = Robinson | date = 24 July 2020 | access-date = 25 July 2020 | work = [[Video Games Chronicle]] | archive-date = 25 July 2020 | archive-url = https://web.archive.org/web/20200725043756/https://www.videogameschronicle.com/news/an-alleged-nintendo-leak-has-reportedly-unearthed-early-game-prototypes/ | url-status = live }}</ref><ref>{{cite web | url = https://www.eurogamer.net/articles/2020-07-25-alleged-nintendo-gigaleak-reveals-eye-opening-prototypes-for-yoshis-island-super-mario-kart-star-fox-2-and-more | title = Alleged Nintendo "gigaleak" reveals eye-opening prototypes for Yoshi's Island, Super Mario Kart, Star Fox 2 and more | first = Wesley | last = Yin-Poole | date = 24 July 2020 | access-date = 24 July 2020 | work = [[Eurogamer]] | archive-date = 25 July 2020 | archive-url = https://web.archive.org/web/20200725154226/https://www.eurogamer.net/articles/2020-07-25-alleged-nintendo-gigaleak-reveals-eye-opening-prototypes-for-yoshis-island-super-mario-kart-star-fox-2-and-more | url-status = live }}</ref> The leak has the source code to several Nintendo 64 games including ''[[Super Mario 64]]'' and ''[[The Legend of Zelda: Ocarina of Time]]'', and the console's operating system.<ref>{{cite web | url = https://www.videogameschronicle.com/news/now-n64-prototypes-for-mario-64-ocarina-and-more-have-reportedly-leaked/ | title = Now N64 prototypes for Mario 64, Ocarina and more have reportedly leaked | first = Andy | last = Robinson | date = 25 July 2020 | access-date = 25 July 2020 | work = [[Video Games Chronicle]] | archive-date = 26 July 2020 | archive-url = https://web.archive.org/web/20200726010201/https://www.videogameschronicle.com/news/now-n64-prototypes-for-mario-64-ocarina-and-more-have-reportedly-leaked/ | url-status = live }}</ref> The leak contains personal files from Nintendo employees.<ref name="polygon gigaleak"/> |
|||
=== Seal of Quality === |
=== Seal of Quality === |
||
Line 668: | Line 636: | ||
}} |
}} |
||
The gold sunburst seal was first used by [[#Nintendo of America|Nintendo of America]], and later Nintendo of Europe. It is displayed on any game, system, or accessory licensed for use on one of its [[video game console]]s, denoting the game has been properly approved by Nintendo. The seal is also displayed on any Nintendo-licensed merchandise, such as trading cards, game guides, or apparel, albeit with the words "Official Nintendo Licensed Product."<ref name="Nintendo, Seal">{{cite web |url=https://www.nintendo.com/consumer/licensed.jsp |title=Customer Service | Licensed and Unlicensed Products |publisher=Nintendo |access-date=9 March 2012 |archive-date=15 March 2012 |archive-url=https://web.archive.org/web/20120315104306/http://www.nintendo.com/consumer/licensed.jsp |url-status=live }}</ref> |
The gold sunburst seal was first used by [[#Nintendo of America|Nintendo of America]], and later by Nintendo of Europe. It is displayed on any game, system, or accessory licensed for use on one of its [[video game console]]s, denoting the game has been properly approved by Nintendo. The seal is also displayed on any Nintendo-licensed merchandise, such as trading cards, game guides, or apparel, albeit with the words "Official Nintendo Licensed Product."<ref name="Nintendo, Seal">{{cite web |url=https://www.nintendo.com/consumer/licensed.jsp |title=Customer Service | Licensed and Unlicensed Products |publisher=Nintendo |access-date=9 March 2012 |archive-date=15 March 2012 |archive-url=https://web.archive.org/web/20120315104306/http://www.nintendo.com/consumer/licensed.jsp |url-status=live }}</ref> |
||
In 2008, game designer [[Sid Meier]] cited the Seal of Quality as one of the three most important innovations in video game history, as it helped set a standard for game quality that protected consumers from [[shovelware]].<ref>{{cite news |url=https://www.wired.com/2008/03/sid-meier-names/ |title=Civilization Creator Lists Three Most Important Innovations in Gaming |magazine=Wired |date=4 March 2008 |access-date=7 July 2014 |last=Arendt | first=Susan |archive-date=14 July 2014 |archive-url=https://web.archive.org/web/20140714200336/http://www.wired.com/2008/03/sid-meier-names/ |url-status=live }}</ref> |
In 2008, game designer [[Sid Meier]] cited the Seal of Quality as one of the three most important innovations in video game history, as it helped set a standard for game quality that protected consumers from [[shovelware]].<ref>{{cite news |url=https://www.wired.com/2008/03/sid-meier-names/ |title=Civilization Creator Lists Three Most Important Innovations in Gaming |magazine=Wired |date=4 March 2008 |access-date=7 July 2014 |last=Arendt | first=Susan |archive-date=14 July 2014 |archive-url=https://web.archive.org/web/20140714200336/http://www.wired.com/2008/03/sid-meier-names/ |url-status=live }}</ref> |
||
Line 675: | Line 643: | ||
In [[NTSC]] regions, this seal is an elliptical starburst named the "Official Nintendo Seal". Originally, for NTSC countries, the seal was a large, black and gold circular starburst. The seal read as follows: "This seal is your assurance that NINTENDO has approved and guaranteed the quality of this product." This seal was later altered in 1988: "approved and guaranteed" was changed to "evaluated and approved". In 1989, the seal became gold and white, as it currently appears, with a shortened phrase, "Official Nintendo Seal of Quality". It was changed in 2003 to read "Official Nintendo Seal".<ref name="Nintendo, Seal" /> |
In [[NTSC]] regions, this seal is an elliptical starburst named the "Official Nintendo Seal". Originally, for NTSC countries, the seal was a large, black and gold circular starburst. The seal read as follows: "This seal is your assurance that NINTENDO has approved and guaranteed the quality of this product." This seal was later altered in 1988: "approved and guaranteed" was changed to "evaluated and approved". In 1989, the seal became gold and white, as it currently appears, with a shortened phrase, "Official Nintendo Seal of Quality". It was changed in 2003 to read "Official Nintendo Seal".<ref name="Nintendo, Seal" /> |
||
The seal currently reads |
The seal currently reads thus:<ref>{{cite book |title=Nintendo 3DS XL Operations Manual |url=https://www.nintendo.com/consumer/downloads/SPR_EN_NA.pdf |publisher=Nintendo |access-date=2 September 2012 |archive-date=8 November 2012 |archive-url=https://web.archive.org/web/20121108141835/http://www.nintendo.com/consumer/downloads/SPR_EN_NA.pdf |url-status=live }}</ref> |
||
{{Blockquote|The official seal is your assurance that this product is licensed or manufactured by Nintendo. Always look for this seal when buying video game systems, accessories, games and related products.}} |
{{Blockquote|The official seal is your assurance that this product is licensed or manufactured by Nintendo. Always look for this seal when buying video game systems, accessories, games, and related products.}} |
||
==== PAL regions ==== |
==== PAL regions ==== |
||
In [[PAL]] regions, the seal is a circular starburst named the "Original Nintendo Seal of Quality." Text near the seal in the Australian [[Wii]] manual states: |
In [[PAL]] regions, the seal is a circular starburst named the "Original Nintendo Seal of Quality." Text near the seal in the Australian [[Wii]] manual states: |
||
{{Blockquote|This seal is your assurance that Nintendo has reviewed this product and that it has met our standards for excellence in workmanship, reliability and entertainment value. Always look for this seal when buying games and accessories to ensure complete compatibility with your Nintendo product.<ref>{{cite web |url=https://www.nintendo.com.au/support/files/Wii_Manuals/WiiMotionPlusOperationsManual.pdf |title=Wii MotionPlus Operations Manual |publisher=Nintendo |date=2009 |access-date=10 March 2011 |url-status=dead |archive-url=https://web.archive.org/web/20110308102348/http://www.nintendo.com.au/support/files/Wii_Manuals/WiiMotionPlusOperationsManual.pdf |archive-date=8 March 2011}}</ref>}} |
{{Blockquote|This seal is your assurance that Nintendo has reviewed this product and that it has met our standards for excellence in workmanship, reliability, and entertainment value. Always look for this seal when buying games and accessories to ensure complete compatibility with your Nintendo product.<ref>{{cite web |url=https://www.nintendo.com.au/support/files/Wii_Manuals/WiiMotionPlusOperationsManual.pdf |title=Wii MotionPlus Operations Manual |publisher=Nintendo |date=2009 |access-date=10 March 2011 |url-status=dead |archive-url=https://web.archive.org/web/20110308102348/http://www.nintendo.com.au/support/files/Wii_Manuals/WiiMotionPlusOperationsManual.pdf |archive-date=8 March 2011 }}</ref>}} |
||
=== Charitable projects === |
=== Charitable projects === |
||
Line 686: | Line 654: | ||
=== Environmental record === |
=== Environmental record === |
||
Nintendo has consistently been ranked last in [[Greenpeace]]'s "Guide to Greener Electronics" due to Nintendo's failure to publish information.<ref>{{cite web |title=Greenpeace Still Says Nintendo Is Bad For |
Nintendo has consistently been ranked last in [[Greenpeace]]'s "Guide to Greener Electronics" due to Nintendo's failure to publish information.<ref>{{cite web |title=Greenpeace Still Says Nintendo Is Bad For The Environment |url=http://kotaku.com/5549072/greenpeace-still-says-nintendo-is-bad-for-the-environment/ |publisher=Kokaku |last=Ashcraft |first=Brian |date=27 May 2010 |access-date=25 December 2012 |archive-date=20 May 2013 |archive-url=https://web.archive.org/web/20130520210947/http://kotaku.com/5549072/greenpeace-still-says-nintendo-is-bad-for-the-environment |url-status=live }}</ref> Similarly, they are ranked last in the [[Enough Project]]'s "Conflict Minerals Company Rankings" due to Nintendo's refusal to respond to multiple requests for information.<ref>{{cite web |title=2012 Conflict Minerals Company Rankings |url=http://www.raisehopeforcongo.org/content/conflict-minerals-company-rankings |publisher=Enough Project |access-date=5 April 2013 |archive-date=27 March 2013 |archive-url=https://web.archive.org/web/20130327081523/http://www.raisehopeforcongo.org/content/conflict-minerals-company-rankings |url-status=dead }}</ref> |
||
Like many other electronics companies, Nintendo offers a recycling program for customers to mail in unused products. Nintendo of America claimed 548 tons of returned products in 2011, 98% of which became reused or recycled.<ref>{{cite web |title=Nintendo Product Recycling and Take Back Program |url=https://www.nintendo.com/consumer/recycle.jsp |publisher=Nintendo |access-date=19 April 2013 |archive-date=11 April 2013 |archive-url=https://web.archive.org/web/20130411141132/http://www.nintendo.com/consumer/recycle.jsp |url-status=live }}</ref> |
Like many other electronics companies, Nintendo offers a recycling program for customers to mail in unused products. Nintendo of America claimed 548 tons of returned products in 2011, 98% of which became reused or recycled.<ref>{{cite web |title=Nintendo Product Recycling and Take Back Program |url=https://www.nintendo.com/consumer/recycle.jsp |publisher=Nintendo |access-date=19 April 2013 |archive-date=11 April 2013 |archive-url=https://web.archive.org/web/20130411141132/http://www.nintendo.com/consumer/recycle.jsp |url-status=live }}</ref> |
||
Line 703: | Line 671: | ||
<!-- Electronic games industry --> |
<!-- Electronic games industry --> |
||
It is considered that Hiroshi Yamauchi's strategic decisions, mainly to take Nintendo into the world of electronic games, ensured not only the success of his company |
It is considered that Hiroshi Yamauchi's strategic decisions, mainly to take Nintendo into the world of electronic games, ensured not only the success of his company but the survival of the industry as a whole, as it "restored public confidence in electronic games after the gloomy collapse of the U.S. market in the early 1980s". The company was already the most successful in Japan by 1991, with its products having "redefined the way we play games" and its business model having prioritized title sales strategies over consoles, unlike what most distributors at the time were doing.<ref name="Postscript: The Man Behind Nintendo" /> |
||
<!-- Commercial success --> |
<!-- Commercial success --> |
||
Line 709: | Line 677: | ||
<!-- Intellectual property --> |
<!-- Intellectual property --> |
||
Nintendo characters have already had a huge impact on contemporary popular culture. Mario has gone from being just a corporate mascot to a "cultural icon |
Nintendo characters have already had a huge impact on contemporary popular culture. Mario has gone from being just a corporate mascot to a "cultural icon",<ref name="Video Games and Their Effect on Modern Day Society" /> as well as one of the most famous characters in the industry. According to John Taylor of Arcadia Investment Corp. the character "is by far the biggest single property in electronic gaming."<ref name="Mario, the World's Most Famous Video-Game Character, Is 30 Years Old" /> Other prominent company characters include [[Princess Peach]], [[Pikachu]], [[Link (The Legend of Zelda)|Link]],<ref name="The 15 Most Influential Video Game Characters of All Time" /> [[Donkey Kong (character)|Donkey Kong]], [[Kirby (character)|Kirby]], and [[Samus Aran]].<ref name="The 30 Strongest Nintendo Characters, Officially Ranked" /> |
||
{{Clear}} |
{{Clear}} |
||
Line 760: | Line 728: | ||
<ref name="Saudi Arabia's wealth fund takes 5% Nintendo stake">{{Cite news |last1=Nussey |first1=Sam |last2=Azhar |first2=Saeed |date=18 May 2022 |title=Saudi Arabia's wealth fund takes 5% Nintendo stake |language=en |work=Reuters |url=https://www.reuters.com/technology/saudi-arabias-wealth-fund-takes-5-nintendo-stake-2022-05-18/ |access-date=12 January 2023 |archive-date=12 January 2023 |archive-url=https://web.archive.org/web/20230112121437/https://www.reuters.com/technology/saudi-arabias-wealth-fund-takes-5-nintendo-stake-2022-05-18/ |url-status=live }}</ref> |
<ref name="Saudi Arabia's wealth fund takes 5% Nintendo stake">{{Cite news |last1=Nussey |first1=Sam |last2=Azhar |first2=Saeed |date=18 May 2022 |title=Saudi Arabia's wealth fund takes 5% Nintendo stake |language=en |work=Reuters |url=https://www.reuters.com/technology/saudi-arabias-wealth-fund-takes-5-nintendo-stake-2022-05-18/ |access-date=12 January 2023 |archive-date=12 January 2023 |archive-url=https://web.archive.org/web/20230112121437/https://www.reuters.com/technology/saudi-arabias-wealth-fund-takes-5-nintendo-stake-2022-05-18/ |url-status=live }}</ref> |
||
<ref name="Saudi Arabia's wealth fund raises Nintendo stake to 6%">{{Cite news |date=12 January 2023 |title=Saudi Arabia's wealth fund raises Nintendo stake to 6% |language=en |work=Reuters |url=https://www.reuters.com/markets/deals/saudi-arabias-wealth-fund-raises-nintendo-stake-6-2023-01-12/ |access-date=12 January 2023 |archive-date=12 January 2023 |archive-url=https://web.archive.org/web/20230112061235/https://www.reuters.com/markets/deals/saudi-arabias-wealth-fund-raises-nintendo-stake-6-2023-01-12/ |url-status=live }}</ref> |
<ref name="Saudi Arabia's wealth fund raises Nintendo stake to 6%">{{Cite news |date=12 January 2023 |title=Saudi Arabia's wealth fund raises Nintendo stake to 6% |language=en |work=Reuters |url=https://www.reuters.com/markets/deals/saudi-arabias-wealth-fund-raises-nintendo-stake-6-2023-01-12/ |access-date=12 January 2023 |archive-date=12 January 2023 |archive-url=https://web.archive.org/web/20230112061235/https://www.reuters.com/markets/deals/saudi-arabias-wealth-fund-raises-nintendo-stake-6-2023-01-12/ |url-status=live }}</ref> |
||
<ref name="Saudi Arabia's wealth fund raises Nintendo stake to 7%">{{cite news |last1=Phillips |first1=Tom |title=Saudi Arabia reportedly increases Nintendo stake for second time in a month |url=https://www.eurogamer.net/saudi-arabia-reportedly-increases-nintendo-stake-for-second-time-in-a-month |access-date=15 February 2023 |work=Eurogamer.net |date=15 February 2023 |language=en-gb}}</ref> |
<ref name="Saudi Arabia's wealth fund raises Nintendo stake to 7%">{{cite news |last1=Phillips |first1=Tom |title=Saudi Arabia reportedly increases Nintendo stake for second time in a month |url=https://www.eurogamer.net/saudi-arabia-reportedly-increases-nintendo-stake-for-second-time-in-a-month |access-date=15 February 2023 |work=Eurogamer.net |date=15 February 2023 |language=en-gb |archive-date=15 February 2023 |archive-url=https://web.archive.org/web/20230215130848/https://www.eurogamer.net/saudi-arabia-reportedly-increases-nintendo-stake-for-second-time-in-a-month |url-status=live }}</ref> |
||
<!-- Corporate structure --> |
<!-- Corporate structure --> |
||
<!-- Directors and executive officers --> |
<!-- Directors and executive officers --> |
||
<!-- Legacy--> |
<!-- Legacy--> |
||
<ref name="The Nintendo Difference: Nintendo's Impact On Gaming">{{Cite magazine |last=Reeves |first=Ben |date=26 April 2011 |title=The Nintendo Difference: Nintendo's Impact On Gaming |url=https://www.gameinformer.com/b/features/archive/2011/04/26/the-nintendo-difference-nintendo-s-impact-on-the-gaming-landscape.aspx |access-date=11 January 2023 |magazine=Game Informer |language=en |archive-date=11 January 2023 |archive-url=https://web.archive.org/web/20230111122424/https://www.gameinformer.com/b/features/archive/2011/04/26/the-nintendo-difference-nintendo-s-impact-on-the-gaming-landscape.aspx |url-status= |
<ref name="The Nintendo Difference: Nintendo's Impact On Gaming">{{Cite magazine |last=Reeves |first=Ben |date=26 April 2011 |title=The Nintendo Difference: Nintendo's Impact On Gaming |url=https://www.gameinformer.com/b/features/archive/2011/04/26/the-nintendo-difference-nintendo-s-impact-on-the-gaming-landscape.aspx |access-date=11 January 2023 |magazine=Game Informer |language=en |archive-date=11 January 2023 |archive-url=https://web.archive.org/web/20230111122424/https://www.gameinformer.com/b/features/archive/2011/04/26/the-nintendo-difference-nintendo-s-impact-on-the-gaming-landscape.aspx |url-status=dead }}</ref> |
||
<ref name="Postscript: The Man Behind Nintendo">{{Cite magazine |last=Parkin |first=Simon |date=20 September 2013 |title=Postscript: The Man Behind Nintendo |url=https://www.newyorker.com/tech/annals-of-technology/postscript-the-man-behind-nintendo |access-date=11 January 2023 |magazine=The New Yorker |language=en-US |archive-date=11 January 2023 |archive-url=https://web.archive.org/web/20230111120221/https://www.newyorker.com/tech/annals-of-technology/postscript-the-man-behind-nintendo |url-status=live }}</ref> |
<ref name="Postscript: The Man Behind Nintendo">{{Cite magazine |last=Parkin |first=Simon |date=20 September 2013 |title=Postscript: The Man Behind Nintendo |url=https://www.newyorker.com/tech/annals-of-technology/postscript-the-man-behind-nintendo |access-date=11 January 2023 |magazine=The New Yorker |language=en-US |archive-date=11 January 2023 |archive-url=https://web.archive.org/web/20230111120221/https://www.newyorker.com/tech/annals-of-technology/postscript-the-man-behind-nintendo |url-status=live }}</ref> |
||
<ref name="Forbes Nintendo">{{Cite web |title=Nintendo {{!}} Company Overview & News |url=https://www.forbes.com/companies/nintendo/ |access-date=11 January 2023 |website=Forbes |language=en |archive-date=11 January 2023 |archive-url=https://web.archive.org/web/20230111120217/https://www.forbes.com/companies/nintendo/ |url-status=live }}</ref> |
<ref name="Forbes Nintendo">{{Cite web |title=Nintendo {{!}} Company Overview & News |url=https://www.forbes.com/companies/nintendo/ |access-date=11 January 2023 |website=Forbes |language=en |archive-date=11 January 2023 |archive-url=https://web.archive.org/web/20230111120217/https://www.forbes.com/companies/nintendo/ |url-status=live }}</ref> |
||
Line 786: | Line 751: | ||
* {{Cite book|last=Gorges|first=Florent|title=La historia de Nintendo Volumen II|language=es|author-mask=1 |year=2015b|publisher=Héroes de papel|isbn=978-84-942881-8-0}} |
* {{Cite book|last=Gorges|first=Florent|title=La historia de Nintendo Volumen II|language=es|author-mask=1 |year=2015b|publisher=Héroes de papel|isbn=978-84-942881-8-0}} |
||
* {{Cite book|last=Gorges|first=Florent|title=La historia de Nintendo Volumen III|language=es|author-mask=1 |year=2015c|publisher=Héroes de papel|isbn=978-84-176491-0-4}} |
* {{Cite book|last=Gorges|first=Florent|title=La historia de Nintendo Volumen III|language=es|author-mask=1 |year=2015c|publisher=Héroes de papel|isbn=978-84-176491-0-4}} |
||
* {{Cite book|last=Kent|first=Steven L.|authorlink |
* {{Cite book |last=Kent |first=Steven L. |authorlink=Steven L. Kent |title=The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World |year=2001 |publisher=Prima Publishing |isbn=0-7615-3643-4 |url=https://books.google.com/books?id=PTrcTeAqeaEC |access-date=18 October 2015 |archive-date=7 February 2023 |archive-url=https://web.archive.org/web/20230207095416/https://books.google.com/books?id=PTrcTeAqeaEC |url-status=live }} |
||
* {{Cite book|last=Sheff|first=David|title=Game Over: How Nintendo Conquered the World|year=1994 |publisher=Vintage Books|isbn=9780307800749|edition=1st|location=New York|oclc=780180879}} |
* {{Cite book|last=Sheff|first=David|title=Game Over: How Nintendo Conquered the World|year=1994 |publisher=Vintage Books|isbn=9780307800749|edition=1st|location=New York|oclc=780180879}} |
||
* {{Cite book|last=Sheff|first=David|title=Game Over: How Nintendo Conquered the World|year=1999 |publisher=GamePress|isbn=978-0-966-9617-0-6|edition=1st GamePress|location=Wilton, CT|oclc=1131659026|author-mask=1 |url=https://archive.org/details/0966961706|access-date=27 July 2019}} |
* {{Cite book|last=Sheff|first=David|title=Game Over: How Nintendo Conquered the World|year=1999 |publisher=GamePress|isbn=978-0-966-9617-0-6|edition=1st GamePress|location=Wilton, CT|oclc=1131659026|author-mask=1 |url=https://archive.org/details/0966961706|access-date=27 July 2019}} |
||
Line 819: | Line 784: | ||
{{TOPIX 100}} |
{{TOPIX 100}} |
||
{{Playing cards}} |
{{Playing cards}} |
||
{{Seattle Mariners owners}} |
|||
{{Portal bar|Video games|Electronics|Companies|Japan}} |
{{Portal bar|Video games|Electronics|Companies|Japan}} |
||
{{Authority control}} |
{{Authority control}} |
||
Line 836: | Line 802: | ||
[[Category:Playing card manufacturers]] |
[[Category:Playing card manufacturers]] |
||
[[Category:Seattle Mariners owners]] |
[[Category:Seattle Mariners owners]] |
||
[[Category:The Game Awards winners]] |
|||
[[Category:Toy companies of Japan]] |
[[Category:Toy companies of Japan]] |
||
[[Category:Trading card companies]] |
[[Category:Trading card companies]] |
Revision as of 13:18, 11 December 2024
Nintendo | |
Native name | 任天堂株式会社 |
Romanized name | Nintendō kabushiki gaisha |
Formerly |
|
Company type | Public |
| |
ISIN | JP3756600007 |
Industry | |
Founded | 23 September 1889Shimogyō-ku, Kyoto, Japan | in
Founder | Fusajiro Yamauchi |
Headquarters | 11–1 Kamitoba Hokodatecho, , Japan |
Area served | Worldwide |
Key people |
|
Products | List of products |
Production output |
|
Brands | Video game series
|
Services | |
Revenue | ¥1.601 trillion (US$13.923 billion) (2023) |
¥504.3 billion (US$3.678 billion) (2023) | |
¥432.7 billion (US$3.156 billion) (2023) | |
Total assets | ¥2.662 trillion (US$21.866 billion) (2023) |
Total equity | ¥2.069 trillion (US$16.995 billion) (2023) |
Owners | |
Number of employees | 7,724[a] (2024) |
Divisions | |
Subsidiaries | |
Website | nintendo |
Footnotes / references [3][4][5][6][7] |
Nintendo Co., Ltd.[b] is a Japanese multinational video game company headquartered in Kyoto. It develops, publishes and releases both video games and video game consoles.
Nintendo was founded in 1889 as Nintendo Koppai[c] by craftsman Fusajiro Yamauchi and originally produced handmade hanafuda playing cards. After venturing into various lines of business during the 1960s and acquiring legal status as a public company, Nintendo distributed its first console, the Color TV-Game, in 1977. It gained international recognition with the release of Donkey Kong in 1981 and the Nintendo Entertainment System and Super Mario Bros. in 1985.
Since then, Nintendo has produced some of the most successful consoles in the video game industry, such as the Game Boy, the Super Nintendo Entertainment System, the Nintendo DS, the Wii, and the Nintendo Switch. It has created or published numerous major franchises, including Mario, Donkey Kong, The Legend of Zelda, Metroid, Kirby, Star Fox, Pokémon, Super Smash Bros., Animal Crossing, Fire Emblem, Pikmin, Xenoblade Chronicles, and Splatoon, and Nintendo's mascot, Mario, is internationally recognized, as well as other characters like Donkey Kong, Link, Kirby, and Pikachu. The company has sold more than 5.592 billion video games and over 836 million hardware units globally, as of March 2023.
Nintendo has multiple subsidiaries in Japan and abroad, in addition to business partners such as HAL Laboratory, Intelligent Systems, Game Freak, and The Pokémon Company. Nintendo and its staff have received awards including Emmy Awards for Technology & Engineering, Game Awards, Game Developers Choice Awards, and British Academy Games Awards. It is one of the wealthiest and most valuable companies in the Japanese market.
History
1889–1972: Early history
1889–1932: Origin as a playing card business
Nintendo was founded as Nintendo Koppai[d] on 23 September 1889[8] by craftsman Fusajiro Yamauchi in Shimogyō-ku, Kyoto, Japan, as an unincorporated establishment, to produce and distribute Japanese playing cards, or karuta (かるた, from Portuguese carta, 'card'), most notably hanafuda (花札, 'flower cards').[3][4][5][9][10][11] The name "Nintendo" is commonly assumed to mean "leave luck to heaven",[12][11] but the assumption lacks historical validation; it has also been suggested to mean "the temple of free hanafuda", but even descendants of Yamauchi do not know the true intended meaning of the name.[9] Hanafuda cards had become popular after Japan banned most forms of gambling in 1882, though tolerated hanafuda. Sales of hanafuda cards were popular with the yakuza-run gaming parlors in Kyoto. Other card manufacturers had opted to leave the market, not wanting to be associated with its criminality, but Yamauchi persisted despite such fears to become the primary producer of hanafuda within a few years.[13] With the increase of the cards' popularity, Yamauchi hired assistants to mass-produce them to satisfy the demand.[14] Even with a favorable start, the business faced financial struggles due to operating in a niche market, the slow and expensive manufacturing process, high product price, alongside long durability of the cards, which impacted sales due to the low replacement rate.[15] As a solution, Nintendo produced a cheaper and lower-quality line of playing cards, Tengu, while also conducting product offerings in other cities such as Osaka, where card game profits were high. In addition, local merchants were interested in the prospect of continuous renewal of decks, thus avoiding the suspicions that reusing cards would generate.[16]
According to Nintendo, the business' first western-style card deck was put on the market in 1902,[4][5] although other documents indicate the date was 1907, shortly after the Russo-Japanese War.[17] Although the cards were initially intended to be exported, they quickly gained popularity within and without Japan.[4][5] During this time, the business styled itself as Marufuku Nintendo Card Co.[18] The war created considerable difficulties for companies in the leisure sector, which were subject to new levies such as the Karuta Zei ("playing cards tax").[19] Nintendo subsisted and, in 1907, entered into an agreement with Nihon Senbai—later known as the Japan Tobacco—to market its cards to various cigarette stores throughout the country.[20] A Nintendo promotional calendar from the Taishō era dated to 1915 indicates that the business was named Yamauchi Nintendo[e] but still used the Marufuku Nintendo Co. brand for its playing cards.[21]
Japanese culture stipulated that for Nintendo to continue as a family business after Yamauchi's retirement, Yamauchi had to adopt his son-in-law so that he could take over the business. As a result, Sekiryo Kaneda adopted the Yamauchi surname in 1907 and headed the business in 1929. By that time, Nintendo was the largest playing card business in Japan.[22]
1933–1968: Incorporation, expansion, and diversification
In 1933, Sekiryo Kaneda established the company as a general partnership named Yamauchi Nintendo & Co., Ltd.[f][5] investing in the construction of a new corporate headquarters located next to the original building,[23] near the Toba-kaidō train station.[24] Because Sekiryo's marriage to Yamauchi's daughter produced no male heirs, he planned to adopt his son-in-law Shikanojo Inaba, an artist in the company's employ and the father of his grandson Hiroshi, born in 1927. However, Inaba abandoned his family and the company, so Hiroshi was made Sekiryo's eventual successor.[25]
World War II negatively impacted the company as Japanese authorities prohibited the diffusion of foreign card games, and as the priorities of Japanese society shifted, its interest in recreational activities waned. During this time, Nintendo was partly supported by a financial injection from Hiroshi's wife Michiko Inaba, who came from a wealthy family.[26] In 1947, Sekiryo founded the distribution company Marufuku Co., Ltd.[g] responsible for Nintendo's sales and marketing operations, which would eventually go on to become the present-day Nintendo Co., Ltd., in Higashikawara-cho, Imagumano, Higashiyama-ku, Kyoto.[4][5][9]
In 1950, due to Sekiryo's deteriorating health,[27] Hiroshi Yamauchi assumed the presidency and headed manufacturing operations.[4][5] His first actions involved several important changes in the operation of the company: in 1951, he changed the company name to Nintendo Playing Card Co., Ltd.[h][4][5][28] and in the following year, he centralized the manufacturing facilities dispersed in Kyoto, which led to the expansion of the offices in Kamitakamatsu-cho, Fukuine, Higashiyama-ku, Kyoto.[4][5][29] In 1953, Nintendo became the first company to succeed in mass-producing plastic playing cards in Japan.[4][5] Some of the company's employees, accustomed to more cautious and conservative leadership, viewed the new measures with concern, and the rising tension led to a call for a strike. However, the measure had no major impact, as Hiroshi resorted to the dismissal of several dissatisfied workers.[30]
In 1959, Nintendo moved its headquarters to Kamitakamatsu-cho, Fukuine, Higashiyama-ku, Kyoto. The company entered into a partnership with The Walt Disney Company to incorporate its characters into playing cards, which opened it up to the children's market and resulted in a boost to Nintendo's playing card business.[4][5][28] Nintendo automated the production of Japanese playing cards using backing paper, and also developed a distribution system that allowed it to offer its products in toy stores.[4][23] By 1961, the company had established a Tokyo branch in Chiyoda, Tokyo,[4] and sold more than 1.5 million card packs, holding a high market share, for which it relied on televised advertising campaigns.[31] In 1962, Nintendo became a public company by listing stock on the second section of the Osaka Securities Exchange and the Kyoto Stock Exchange.[4][5] In the following year, the company adopted its current name, Nintendo & Co., Ltd.[i] and started manufacturing games in addition to playing cards.[4][5]
In 1964, Nintendo earned ¥150 million.[32] Although the company was experiencing a period of economic prosperity, the Disney cards and derived products made it dependent on the children's market. The situation was exacerbated by the falling sales of its adult-oriented playing cards caused by Japanese society gravitating toward other hobbies such as pachinko, bowling, and nightly outings.[31] When Disney card sales began to decline, Nintendo realized that it had no real alternative to alleviate the situation.[32] After the 1964 Tokyo Olympics, Nintendo's stock price plummeted to its lowest recorded level of ¥60.[33][34]
In 1965, Nintendo hired Gunpei Yokoi to maintain the assembly-line machines used to manufacture its playing cards.[35]
1969–1972: Classic and electronic toys
Yamauchi's experience with the previous initiatives led him to increase Nintendo's investment in a research and development department in 1969, directed by Hiroshi Imanishi, a long-time employee of the company.[5] Yokoi was moved to the newly created department and was responsible for coordinating various projects.[23] Yokoi's experience in manufacturing electronic devices led Yamauchi to put him in charge of the company's games department, and his products would be mass-produced.[36] During this period, Nintendo built a new production plant in Uji, just outside of Kyoto,[5] and distributed classic tabletop games such as chess, shogi, go, and mahjong, and other foreign games under the Nippon Game brand.[37] The company's restructuring preserved a couple of areas dedicated to playing card manufacturing.[38]
In 1970, the company's stock listing was promoted to the first section of the Osaka Stock Exchange,[4][5] and the reconstruction and enlargement of its corporate headquarters was completed.[5] The year represented a watershed moment in Nintendo's history as it released Japan's first electronic toy—the Beam Gun, an optoelectronic pistol designed by Masayuki Uemura.[5] In total, more than a million units were sold.[23] Nintendo partnered with Magnavox to provide a light gun controller based on the Beam Gun design for the company's new home video game console, the Magnavox Odyssey, in 1971.[39] Other popular toys released at the time included the Ultra Hand, the Ultra Machine, the Ultra Scope, and the Love Tester, all designed by Yokoi. More than 1.2 million units of Ultra Hand were sold in Japan.[14]
1973–present: History in electronics
1973–1978: Early video games and Color TV-Game
The growing demand for Nintendo's products led Yamauchi to further expand the offices, for which he acquired the surrounding land and assigned the production of cards to the original Nintendo building. Meanwhile, Yokoi, Uemura, and new employees such as Genyo Takeda continued to develop innovative products for the company.[23] The Laser Clay Shooting System was released in 1973 and managed to surpass bowling in popularity. Though Nintendo's toys continued to gain popularity, the 1973 oil crisis caused both a spike in the cost of plastics and a change in consumer priorities that put essential products over pastimes, and Nintendo lost several billion yen.[40]
In 1974, Nintendo released Wild Gunman, a skeet shooting arcade simulation consisting of a 16 mm image projector with a sensor that detects a beam from the player's light gun. Both the Laser Clay Shooting System and Wild Gunman were successfully exported to Europe and North America.[5] However, Nintendo's production speeds were still slow compared to rival companies such as Bandai and Tomy, and their prices were high, which led to the discontinuation of some of their light gun products.[41] The subsidiary Nintendo Leisure System Co., Ltd., which developed these products, was closed as a result of the economic impact dealt by the oil crisis.[42]
Yamauchi, motivated by the successes of Atari and Magnavox with their video game consoles,[23] acquired the Japanese distribution rights for the Magnavox Odyssey in 1974,[36] and reached an agreement with Mitsubishi Electric to develop similar products between 1975 and 1978, including the first microprocessor for video games systems, the Color TV-Game series, and an arcade game inspired by Othello.[5] During this period, Takeda developed the video game EVR Race,[43] and Shigeru Miyamoto joined Yokoi's team with the responsibility of designing the casing for the Color TV-Game consoles.[44] In 1978, Nintendo's research and development department was split into two facilities, Nintendo Research & Development 1 and Nintendo Research & Development 2, respectively managed by Yokoi and Uemura.[45][46]
Shigeru Miyamoto brought distinctive sources of inspiration to the company, ranging from the natural environment and regional culture of Sonobe, to popular culture influences like Westerns and detective fiction, and to with folk Shinto practices and family media.[47][48][49][50] These would each be seen in most of Nintendo's major franchises which developed following Miyamoto's creative leadership.[51]
1979–1987: Game and Watch, arcade games, and Nintendo Entertainment System
Two key events in Nintendo's history occurred in 1979: its American subsidiary was opened in New York City, and a new department focused on arcade game development was created. In 1980, one of the first handheld video game systems, the Game & Watch, was created by Yokoi from the technology used in portable calculators.[5][40] It became one of Nintendo's most successful products, with over 43.4 million units sold worldwide during its production period, and for which 59 games were made in total.[52]
Nintendo entered the arcade video game market with Sheriff and Radar Scope, released in Japan in 1979 and 1980 respectively. Sheriff, also known as Bandido in some regions, marked the first original video game made by Nintendo, and was published by Sega and developed by Genyo Takeda and Shigeru Miyamoto.[51][53][54] Radar Scope rivaled Galaxian in Japanese arcades but failed to find an audience overseas and created a financial crisis for the company.[55] To try to find a more successful game, they put Miyamoto in charge of their next arcade game design, leading to the release of Donkey Kong in 1981, one of the first platform video games that allowed the player character to jump.[56] The character Jumpman would later become Mario and Nintendo's official mascot. Mario was named after Mario Segale, the landlord of Nintendo's offices in Tukwila, Washington.[57][58][59] Donkey Kong was a financial success for Nintendo both in Japan and overseas, and led Coleco to fight Atari for licensing rights for porting to home consoles and personal computers.[55]
In 1983, Nintendo opened a new production facility in Uji and was listed in the first section of the Tokyo Stock Exchange.[5] Uemura, taking inspiration from the ColecoVision,[60] began creating a new video game console that would incorporate a ROM cartridge format for video games as well as both a central processing unit and a picture processing unit.[5][61][62] The Family Computer, or Famicom, was released in Japan in July 1983 along with three games adapted from their original arcade versions: Donkey Kong, Donkey Kong Jr. and Popeye.[63] Its success was such that in 1984, it surpassed the market share held by Sega's SG-1000.[64] That success also led to Nintendo leaving the Japanese arcade market in late 1985.[65][66] At this time, Nintendo adopted a series of guidelines that involved the validation of each game produced for the Famicom before its distribution on the market, agreements with developers to ensure that no Famicom game would be adapted to other consoles within two years of its release, and restricting developers from producing more than five games per year for the Famicom.[67]
In the early 1980s, several video game consoles proliferated in the United States, as well as low-quality games produced by third-party developers,[68] which oversaturated the market and led to the video game crash of 1983.[69] Consequently, a recession hit the American video game industry, whose revenues went from over $3 billion to $100 million between 1983 and 1985.[70] Nintendo's initiative to launch the Famicom in America was also impacted. To differentiate the Famicom from its competitors in America, Nintendo rebranded it as an entertainment system and its cartridges as Game Paks, with a design reminiscent of a VCR.[62] Nintendo implemented a lockout chip in the Game Paks for control on its third party library to avoid the market saturation that had occurred in the United States.[71] The result is the Nintendo Entertainment System, or NES, which was released in North America in 1985.[5] The landmark games Super Mario Bros. and The Legend of Zelda were produced by Miyamoto and Takashi Tezuka. Composer Koji Kondo reinforced the idea that musical themes could act as a complement to game mechanics rather than simply a miscellaneous element.[72] Production of the NES lasted until 1995,[73] and production of the Famicom lasted until 2003.[74] In total, around 62 million Famicom and NES consoles were sold worldwide.[75] During this period, Nintendo created a copyright infringement protection in the form of the Official Nintendo Seal of Quality, added to their products so that customers may recognize their authenticity in the market.[76] By this time, Nintendo's network of electronic suppliers had extended to around thirty companies, including Ricoh (Nintendo's main source for semiconductors) and the Sharp Corporation.[23]
1988–1992: Game Boy and Super Nintendo Entertainment System
In 1988, Gunpei Yokoi and his team at Nintendo R&D1 conceived the Game Boy, the first handheld video game console made by Nintendo. Nintendo released the Game Boy in 1989. In North America, the Game Boy was bundled with the popular third-party game Tetris after a difficult negotiation process with Elektronorgtechnica.[77] The Game Boy was a significant success. In its first two weeks of sale in Japan, its initial inventory of 300,000 units sold out, and in the United States, an additional 40,000 units were sold on its first day of distribution.[78] Around this time, Nintendo entered an agreement with Sony to develop the Super Famicom CD-ROM Adapter, a peripheral for the upcoming Super Famicom capable of playing CD-ROMs.[79] However, the collaboration did not last as Yamauchi preferred to continue developing the technology with Philips, which would result in the CD-i,[80] and Sony's independent efforts resulted in the creation of the PlayStation console.[81]
The first issue of Nintendo Power magazine, which had an annual circulation of 1.5 million copies in the United States, was published in 1988.[82] In July 1989, Nintendo held the first Nintendo Space World trade show with the name Shoshinkai to announce and demonstrate upcoming Nintendo products.[83] That year, the first World of Nintendo stores-within-a-store, which carried official Nintendo merchandise, were opened in the United States. According to company information, more than 25% of homes in the United States had an NES in 1989.[82]
In the late 1980s, Nintendo's dominance slipped with the appearance of NEC's PC Engine and Sega's Mega Drive, 16-bit game consoles with improved graphics and audio compared to the NES.[84] In response to the competition, Uemura designed the Super Famicom, which launched in 1990. The first batch of 300,000 consoles sold out in hours.[85] The following year, as with the NES, Nintendo distributed a modified version of the Super Famicom to the United States market, titled the Super Nintendo Entertainment System.[86] Launch games for the Super Famicom and Super NES include Super Mario World, F-Zero, Pilotwings, SimCity, and Gradius III.[87] By mid-1992, over 46 million Super Famicom and Super NES consoles had been sold.[5] The console's life cycle lasted until 1999 in the United States,[88] and until 2003 in Japan.[74]
In March 1990, the first Nintendo World Championship was held, with participants from 29 American cities competing for the title of "best Nintendo player in the world".[82][89] In June 1990, the subsidiary Nintendo of Europe was opened in Großostheim, Germany; in 1993, subsequent subsidiaries were established in the Netherlands (where Bandai had previously distributed Nintendo's products), France, the United Kingdom, Spain, Belgium, and Australia.[5] In 1992, Nintendo acquired a majority stake in the Seattle Mariners baseball team, and sold most of its shares in 2016.[90][91] On July 31, 1992, Nintendo of America announced it would cease manufacturing arcade games and systems.[92][93] In 1993, Star Fox was released, which marked an industry milestone by being the first video game to make use of the Super FX chip.[5]
The proliferation of graphically violent video games, such as Mortal Kombat, caused controversy and led to the creation of the Interactive Digital Software Association and the Entertainment Software Rating Board, in whose development Nintendo collaborated during 1994. These measures also encouraged Nintendo to abandon the content guidelines it had enforced since the release of the NES.[94][95] Commercial strategies implemented by Nintendo during this time include the Nintendo Gateway System, an in-flight entertainment service available for airlines, cruise ships and hotels,[96] and the "Play It Loud!" advertising campaign for Game Boys with different-colored casings. The Advanced Computer Modeling graphics used in Donkey Kong Country for the Super NES and Donkey Kong Land for the Game Boy were technologically innovative, as was the Satellaview satellite modem peripheral for the Super Famicom, which allowed the digital transmission of data via a communications satellite in space.[5]
1993–1998: Nintendo 64, Virtual Boy, and Game Boy Color
In mid-1993, Nintendo and Silicon Graphics announced a strategic alliance to develop the Nintendo 64.[97][98] NEC, Toshiba, and Sharp also contributed technology to the console.[99] The Nintendo 64 was marketed as one of the first consoles to be designed with 64-bit architecture.[100] As part of an agreement with Midway Games, the arcade games Killer Instinct and Cruis'n USA were ported to the console.[101][102] Although the Nintendo 64 was planned for release in 1995, the production schedules of third-party developers influenced a delay,[103][104] and the console was released in June 1996 in Japan, September 1996 in the United States and March 1997 in Europe. By the end of its production in 2002, around 33 million Nintendo 64 consoles were sold worldwide,[75] and it is considered one of the most recognized video game systems in history.[105] 388 games were produced for the Nintendo 64 in total,[106] some of which – particularly Super Mario 64, The Legend of Zelda: Ocarina of Time, and GoldenEye 007 – have been distinguished as some of the greatest of all time.[107]
In 1995, Nintendo released the Virtual Boy, a console designed by Gunpei Yokoi with stereoscopic graphics. Critics were generally disappointed with the quality of the games and red-colored graphics, and complained of gameplay-induced headaches.[108] The system sold poorly and was quietly discontinued.[109] Amid the system's failure, Yokoi formally retired from Nintendo.[110] In February 1996, Pocket Monsters Red and Green, known internationally as Pokémon Red and Blue, developed by Game Freak was released in Japan for the Game Boy, and established the popular Pokémon franchise.[111]: 191 The game went on to sell 31.37 million units,[112] with the video game series exceeding a total of 300 million units in sales as of 2017.[113] In 1997, Nintendo released the Rumble Pak, a plug-in device that connects to the Nintendo 64 controller and produces a vibration during certain moments of a game.[5]
In 1998, the Game Boy Color was released. In addition to backward compatibility with Game Boy games, the console's similar capacity to the NES resulted in select adaptations of games from that library, such as Super Mario Bros. Deluxe.[114] Since then, over 118.6 million Game Boy and Game Boy Color consoles have been sold worldwide.[115]
1999–2003: Game Boy Advance and GameCube
In May 1999, with the advent of the PlayStation 2,[116] Nintendo entered an agreement with IBM and Panasonic to develop the 128-bit Gekko processor and the DVD drive to be used in Nintendo's next home console.[117] Meanwhile, a series of administrative changes occurred in 2000 when Nintendo's corporate offices were moved to the Minami-ku neighborhood in Kyoto, and Nintendo Benelux was established to manage the Dutch and Belgian territories.[5]
In 2001, two new Nintendo consoles were introduced: the Game Boy Advance, which was designed by Gwénaël Nicolas with stylistic departure from its predecessors,[118][119] and the GameCube.[120] During the first week of the Game Boy Advance's North American release in June 2001, over 500,000 units were sold, making it the fastest-selling video game console in the United States at the time.[121] By the end of its production cycle in 2010, more than 81.5 million units had been sold worldwide.[115] As for the GameCube, even with such distinguishing features as the miniDVD format of its games and Internet connectivity for a few games,[122][123] its sales were lower than those of its predecessors, and during the six years of its production, 21.7 million units were sold worldwide.[124] The GameCube struggled against its rivals in the market,[125][126] and its initial poor sales led to Nintendo posting a first half fiscal year loss in 2003 for the first time since the company went public in 1962.[127]
In 2002, the Pokémon Mini was released. Its dimensions were smaller than that of the Game Boy Advance and it weighed 70 grams, making it the smallest video game console in history.[5] Nintendo collaborated with Sega and Namco to develop Triforce, an arcade board to facilitate the conversion of arcade titles to the GameCube.[128] Following the European release of the GameCube in May 2002,[129] Hiroshi Yamauchi announced his resignation as the president of Nintendo, and Satoru Iwata was selected by the company as his successor. Yamauchi would remain as advisor and director of the company until 2005,[130] and he died in 2013.[131] Iwata's appointment as president ended the Yamauchi succession at the helm of the company, a practice that had been in place since its foundation.[132][133]
In 2003, Nintendo released the Game Boy Advance SP, an improved version of the Game Boy Advance with a foldable case, an illuminated display, and a rechargeable battery. By the end of its production cycle in 2010, over 43.5 million units had been sold worldwide.[115] Nintendo also released the Game Boy Player, a peripheral that allows Game Boy and Game Boy Advance games to be played on the GameCube.
2004–2009: Nintendo DS and Wii
In 2004, Nintendo released the Nintendo DS, which featured such innovations as dual screens – one of which is a touchscreen – and wireless connectivity for multiplayer play.[5][134] Throughout its lifetime, more than 154 million units were sold, making it the most successful handheld console and the second bestselling console in history.[115] In 2005, Nintendo released the Game Boy Micro, the last system in the Game Boy line.[5][114] Sales did not meet Nintendo's expectations,[135] with 2.5 million units being sold by 2007.[136] In mid-2005, the Nintendo World Store was inaugurated in New York City.[137]
Nintendo's next home console was conceived in 2001, although development commenced in 2003, taking inspiration from the Nintendo DS.[138] Nintendo also considered the relative failure of the GameCube and instead opted to take a "Blue Ocean Strategy" by developing a reduced performance console in contrast to the high-performance consoles of Sony and Microsoft to avoid directly competing with them.[139] The Wii was released in November 2006,[140] with a total of 33 launch games.[141] With the Wii, Nintendo sought to reach a broader demographic than its seventh-generation competitors,[142] with the intention of also encompassing the "non-consumer" sector.[143] To this end, Nintendo invested in a $200 million advertising campaign.[144] The Wii's innovations include the Wii Remote controller, equipped with an accelerometer system and infrared sensors that allow it to detect its position in a three-dimensional environment with the aid of a sensor bar;[145][146] the Nunchuk peripheral that includes an analog controller and an accelerometer;[147] and the Wii MotionPlus expansion that increases the sensitivity of the main controller with the aid of gyroscopes.[148] By 2016, more than 101 million Wii consoles had been sold worldwide,[149] making it the most successful console of its generation, a distinction that Nintendo had not achieved since the 1990s with the Super NES.[150]
Several accessories were released for the Wii from 2007 to 2010, such as the Wii Balance Board, the Wii Wheel and the WiiWare download service. In 2009, Nintendo Iberica S.A. expanded its commercial operations to Portugal through a new office in Lisbon.[5] By that year, Nintendo held a 68.3% share of the worldwide handheld gaming market.[151] In 2010, Nintendo celebrated the 25th anniversary of Mario's debut appearance, for which certain allusive products were put on sale. The event included the release of Super Mario All-Stars 25th Anniversary Edition and special editions of the Nintendo DSi XL and Wii.[152]
2010–2016: Nintendo 3DS, Wii U, and mobile ventures
Following an announcement in March 2010,[153] Nintendo released the Nintendo 3DS in 2011. The console produces stereoscopic effects without 3D glasses.[154] By 2018, more than 69 million units had been sold worldwide;[155] the figure increased to 75 million by the start of 2019.[149] In 2011, Nintendo celebrated the 25th anniversary of The Legend of Zelda with the orchestra concert tour The Legend of Zelda: Symphony of the Goddesses and the video game The Legend of Zelda: Skyward Sword.[156]
In 2012 and 2013, two new Nintendo game consoles were introduced: the Wii U, with high-definition graphics and a GamePad controller with near-field communication technology,[157][158] and the Nintendo 2DS, a version of the 3DS that lacks the clamshell design of Nintendo's previous handheld consoles and the stereoscopic effects of the 3DS.[159] With 13.5 million units sold worldwide,[149] the Wii U is the least successful video game console in Nintendo's history.[160] In 2014, a new product line was released consisting of figures of Nintendo characters called amiibos.[5]
On 25 September 2013, Nintendo announced its acquisition of a 28% stake in PUX Corporation, a subsidiary of Panasonic, to develop facial, voice, and text recognition for its video games.[161] Due to a 30% decrease in company income between April and December 2013, Iwata announced a temporary 50% cut to his salary, with other executives seeing reductions by 20%–30%.[162] In January 2015, Nintendo ceased operations in the Brazilian market due in part to high import duties. This did not affect the rest of Nintendo's Latin American market due to an alliance with Juegos de Video Latinoamérica.[163] Nintendo reached an agreement with NC Games for Nintendo's products to resume distribution in Brazil by 2017,[164] and by September 2020, the Switch was released in Brazil.[165]
On 11 July 2015, Iwata died of bile duct cancer, and after a couple of months in which Miyamoto and Takeda jointly operated the company, Tatsumi Kimishima was named as Iwata's successor on 16 September 2015.[166] As part of the management's restructuring, Miyamoto and Takeda were respectively named creative and technological advisors.[167]
The financial losses caused by the Wii U, along with Sony's intention to release its video games to other platforms such as smart TVs, motivated Nintendo to rethink its strategy concerning the production and distribution of its properties.[168] In 2015, Nintendo formalized agreements with DeNA and Universal Parks & Resorts to extend its presence to smart devices and amusement parks respectively.[169][170][171]
In March 2016, Nintendo's first mobile app for the iOS and Android systems, Miitomo, was released.[172] Since then, Nintendo has produced other similar apps, such as Super Mario Run, Fire Emblem Heroes, Animal Crossing: Pocket Camp, Mario Kart Tour, and Pokémon Go, the last being developed by Niantic and having generated $115 million in revenue for Nintendo.[173] In March 2016, the loyalty program My Nintendo replaced Club Nintendo.[174]
The NES Classic Edition was released in November 2016. The console is a version of the NES based on emulation, HDMI, and the Wii remote.[175] Its successor, the Super NES Classic Edition, was released in September 2017.[176] By October 2018, around ten million units of both consoles combined had been sold worldwide.[177]
2017–present: Nintendo Switch and expansion to other media
The Wii U's successor in the eighth generation of video game consoles, the Nintendo Switch, was released in March 2017. The Switch features a hybrid design as a home and handheld console, Joy-Con controllers that each contain an accelerometer and gyroscope, and the simultaneous wireless networking of up to eight consoles.[178] To expand its library, Nintendo entered alliances with several third-party and independent developers;[179][180] by February 2019, more than 1,800 Switch games had been released.[181] Worldwide sales of the Switch exceeded 55 million units by March 2020.[182] In April 2018, the Nintendo Labo line was released, consisting of cardboard accessories that interact with the Switch and the Joy-Con controllers.[183] More than one million units of the Nintendo Labo Variety Kit were sold in its first year on the market.[184]
In 2018, Shuntaro Furukawa replaced Kimishima as company president,[185] and in 2019, Doug Bowser succeeded Nintendo of America president Reggie Fils-Aimé.[186] In April 2019, Nintendo formed an alliance with Tencent to distribute the Nintendo Switch in China starting in December.[187]
The theme park area Super Nintendo World opened at Universal Studios Japan in 2021.[188][189]
In early 2020, Plan See Do, a hotel and restaurant development company, announced that it would refurbish the former Nintendo headquarters from the 1930s as a hotel, with plans to add 20 guest rooms, a restaurant, a bar, and a gym. The building is owned by Yamauchi Co., Ltd., an asset management company of Nintendo's founding family.[190] The hotel later opened in April 2022, with 18 guest rooms, and named Marufukuro in a homage to Nintendo's previous name, Marufuku.[191][192][193] In April 2020, Reuters reported that ValueAct Capital had acquired over 2.6 million shares in Nintendo stock worth US$1.1 billion over the course of a year, giving them an overall stake of 2% in Nintendo.[194] Although the COVID-19 pandemic caused delays in the production and distribution of some of Nintendo's products, the situation "had limited impact on business results"; in May 2020, Nintendo reported a 75% increase in income compared to the previous fiscal year, mainly contributed by the Nintendo Switch Online service.[195] The year saw some changes to the company's management: outside director Naoki Mizutani retired from the board, and was replaced by Asa Shinkawa; and Yoshiaki Koizumi was promoted to senior executive officer, maintaining his role as deputy general manager of Nintendo EPD.[195] By August, Nintendo was named the richest company in Japan.[196] In June 2021, the company announced plans to convert its former Uji Ogura plant, where it had manufactured playing and hanafuda cards, into a museum tentatively named "Nintendo Gallery", targeted to open by March 2024.[197][198] In the following year, historic remains of a Yayoi period village were discovered in the construction site.[199]
Nintendo co-produced an animated film The Super Mario Bros. Movie alongside Universal Pictures and Illumination, with Miyamoto and Illumination CEO Chris Meledandri acting as producers.[200][201] In 2021, Furukawa indicated Nintendo's plan to create more animated projects based on their work outside the Mario film,[202] and by 29 June, Meledandri joined the board of directors as a non-executive outside director.[203][204] According to Furukawa, the company's expansion toward animated production is to keep "[the] business [of producing video games] thriving and growing", realizing the "need to create opportunities where even people who do not normally play on video game systems can come into contact with Nintendo characters". That day, Miyamoto said that "[Meledandri] really came to understand the Nintendo point of view" and that "asking for [his] input, as an expert with many years of experience in Hollywood, will be of great help to" Nintendo's transition into film production.[205] Later, in July 2022, Nintendo acquired Dynamo Pictures, a Japanese CG company founded by Hiroshi Hirokawa on 18 March 2011. Dynamo had worked with Nintendo on digital shorts in the 2010s, including for the Pikmin series, and Nintendo said that Dynamo would continue their goal of expanding into animation. Following the completion of the acquisition in October 2022, Nintendo renamed Dynamo as Nintendo Pictures.[206][207]
In February 2022, Nintendo announced the acquisition of SRD Co., Ltd. (Systems Research and Development) after 40 years, a major contributor of Nintendo's first-party games such as Donkey Kong and The Legend of Zelda until the 1990s, and then support studio since.[208] In May 2022, Reuters reported that Saudi Arabia's Public Investment Fund had purchased a 5% stake in Nintendo,[209] and by January 2023, its stake in the company had increased to 6.07%.[210] It was raised to 7.08% by February 2023, and in the same week by 8.26%, making it the biggest external investor.[211][212] In November 2024, Saudi Arabia's PIF dropped back to 6.3%.[213]
In early 2023, the Super Nintendo World theme park area in Universal Studios Hollywood opened.[214] The Super Mario Bros. Movie was released on 5 April 2023, and has grossed over $1.3 billion worldwide, setting box-office records for the biggest worldwide opening weekend for an animated film, the highest-grossing film based on a video game and the 15th-highest-grossing film of all-time.[215]
Nintendo reached an agreement with Embracer Group in May 2024 to acquire 100% of the shares in Shiver Entertainment, a company that has specialized in porting triple-A games like Hogwarts Legacy and Mortal Kombat 1 to the Switch, making it a wholly owned subsidiary of Nintendo, subject to closing conditions.[216][217] In October 2024 Nintendo announced Nintendo Music, an application enabling one to listen to soundtracks from Nintendo games on the Nintendo Switch.[218] By December 2024, Nintendo gained full ownership of Monolith Soft, a first-party developer behind Xenoblade Chronicles and provided support for The Legend of Zelda: Tears of the Kingdom.[219]
Products
Nintendo's central focus is the research, development, production, and distribution of entertainment products—primarily video game software and hardware and card games. Its main markets are Japan, America, and Europe, and more than 70% of its total sales come from the latter two territories.[220] As of March 2023, Nintendo has sold more than 5.592 billion video games[221] and over 836 million hardware units[222] globally.
Toys and cards
Video game consoles
Since the launch of the Color TV-Game in 1977, Nintendo has produced and distributed home, handheld, dedicated, and hybrid consoles. Each has a variety of accessories and controllers, such as the NES Zapper, the Game Boy Camera, the Super NES Mouse, the Rumble Pak, the Wii MotionPlus, the Wii U Pro Controller, and the Switch Pro Controller.
Video games
Nintendo's first electronic games are arcade games. EVR Race (1975) was the company's first electromechanical game, and Donkey Kong (1981) was the first platform game in history. Since then, both Nintendo and other development companies have produced and distributed an extensive catalog of video games for Nintendo's consoles. Nintendo's games are sold in both removable media formats such as optical disc and cartridge, and online formats which are distributed via services such as the Nintendo eShop and the Nintendo Network.
Corporate structure
This section needs additional citations for verification. (January 2024) |
Nintendo's internal research and development operations are divided into three main divisions:
- Nintendo Entertainment Planning & Development (EPD),[223][224][225] the main software development and production division of Nintendo, which focuses on video game and software development, production, and supervising;
- Nintendo Platform Technology Development (PTD), which focuses on home and handheld video game console hardware development; and
- Nintendo Business Development (NBD), which focuses on refining business strategy for dedicated game system business and is responsible for overseeing the smart device arm of the business.
Entertainment Planning and Development (EPD)
The Nintendo Entertainment Planning & Development division is the primary software development, production, and supervising division at Nintendo, formed as a merger between their former Entertainment Analysis & Development and Software Planning & Development divisions in 2015. Led by Shinya Takahashi, the division holds the largest concentration of staff at the company, housing more than 800 engineers, producers, directors, coordinators, planners, and designers.
Platform Technology Development (PTD)
The Nintendo Platform Technology Development division is a combination of Nintendo's former Integrated Research & Development (IRD) and System Development (SDD) divisions. Led by Ko Shiota, the division is responsible for designing hardware and developing Nintendo's operating systems, developer environment, and internal network, and maintenance of the Nintendo Network.
Business Development (NBD)
The Nintendo Business Development division was formed following Nintendo's foray into software development for smart devices such as mobile phones and tablets. It is responsible for refining Nintendo's business model for the dedicated video game system business and overseeing development for smart devices.
Branches
Notable board members include Shigeru Miyamoto, Satoru Shibata and Outside Director Chris Meledandri, CEO of Illumination Entertainment; notable executive officers include Yoshiaki Koizumi, Deputy general manager of Entertainment Planning & Development division, Takashi Tezuka and Senior officer of Entertainment Planning & Development division.
Nintendo Co., Ltd.
Headquartered in Kyoto, Japan since the beginning, Nintendo Co., Ltd. oversees the organization's global operations and manages Japanese operations specifically. The company's two major subsidiaries, Nintendo of America and Nintendo of Europe, manage operations in North America and Europe respectively. Nintendo Co., Ltd.[226] later moved from its original Kyoto location to a new office in Higashiyama-ku, Kyoto; this became the research and development building in 2000 when the head office relocated to its present[update] location in Minami-ku, Kyoto.[227]
-
1889–1933, in Shimogyō-ku, Kyoto
-
1933–1959, in Shimogyō-ku, Kyoto
-
1959–2000, in Higashiyama-ku, Kyoto
-
2000–present, in Minami-ku, Kyoto
Nintendo of America
Nintendo founded its North American subsidiary in 1980 as Nintendo of America (NoA). Hiroshi Yamauchi appointed his son-in-law Minoru Arakawa as president, who in turn hired his own wife and Yamauchi's daughter Yoko Yamauchi as the first employee. The Arakawa family moved from Vancouver, British Columbia to select an office in Manhattan, New York, due to its central status in American commerce. Both were from extremely affluent families, their goals were set more by prestige than money. The seed capital and product inventory were supplied by the parent corporation in Japan, with a launch goal of entering the existing $8 billion-per-year coin-op arcade video game market and the largest entertainment industry in the US, which had already outclassed movies and television combined. During the couple's arcade research excursions, NoA hired young gamers to work in the poorly maintained warehouse in New Jersey to receive and service game hardware from Japan.[228]
In late 1980, NoA contracted the Seattle-based arcade sales and distribution company Far East Video, consisting solely of experienced arcade salespeople Ron Judy and Al Stone. The two had already built a decent reputation and a distribution network, founded specifically for the independent import and sales of games from Nintendo because the Japanese company had for years been the under-represented maverick in America. Now as direct associates to the new NoA, they told Arakawa they could always clear all Nintendo inventory if Nintendo produced better games. Far East Video took NoA's contract for a fixed per-unit commission on the exclusive American distributorship of Nintendo games, to be settled by their Seattle-based lawyer, Howard Lincoln.[228]
Based on favorable test arcade sites in Seattle, Arakawa wagered most of NoA's modest finances on a huge order of 3,000 Radar Scope cabinets. He panicked when the game failed in the fickle market upon its arrival from its four-month boat ride from Japan. Far East Video was already in financial trouble due to declining sales and Ron Judy borrowed his aunt's life savings of $50,000, while still hoping Nintendo would develop its first Pac-Man-sized hit. Arakawa regretted founding the Nintendo subsidiary, with the distressed Yoko trapped between her arguing husband and father.[229]
Amid financial threat, Nintendo of America relocated from Manhattan to the Seattle metro to remove major stressors: the frenetic New York and New Jersey lifestyle and commute, and the extra weeks or months on the shipping route from Japan as was suffered by the Radar Scope disaster. With the Seattle harbor being the US's closest to Japan at only nine days by boat, and having a lumber production market for arcade cabinets, Arakawa's real estate scouts found a 60,000-square-foot (5,600 m2) warehouse for rent containing three offices—one for Arakawa and one for Judy and Stone.[230] This warehouse in the Tukwila suburb was owned by Mario Segale, after whom the Mario character would be named,[57][58] and was initially managed by former Far East Video employee Don James.[231] After one month, James recruited his college friend Howard Phillips as an assistant, who soon took over as warehouse manager.[232][233][234][235][236][237] The company remained at fewer than 10 employees for some time, handling sales, marketing, advertising, distribution, and limited manufacturing[238]: 160 of arcade cabinets and Game & Watch handheld units, all sourced and shipped from Nintendo.
Arakawa was still panicked over NoA's ongoing financial crisis. With the parent company having no new game ideas, he had been repeatedly pleading for Yamauchi to reassign some top talent away from existing Japanese products to develop something for America—especially to redeem the massive dead stock of Radar Scope cabinets. Since all of Nintendo's key engineers and programmers were busy, and with NoA representing only a tiny fraction of the parent's overall business, Yamauchi allowed only the assignment of Gunpei Yokoi's young assistant who had no background in engineering, Shigeru Miyamoto.[239]
NoA's staff—except the sole young gamer Howard Phillips—were uniformly revolted at the sight of the freshman developer Miyamoto's debut game, which they had imported in the form of emergency conversion kits for the overstock of Radar Scope cabinets.[231] The kits transformed the cabinets into NoA's massive windfall gain of $280 million from Miyamoto's smash hit Donkey Kong in 1981–1983 alone.[240][241] They sold 4,000 new arcade units each month in America, making the 24-year-old Phillips "the largest volume shipping manager for the entire Port of Seattle".[236] Arakawa used these profits to buy 27 acres (11 ha) of land in Redmond in July 1982[242] and to perform the $50 million launch of the Nintendo Entertainment System in 1985 which revitalized the entire video game industry from its devastating 1983 crash.[243][244] A second warehouse in Redmond was soon secured, and managed by Don James. The company stayed at around 20 employees for some years.
The organization was reshaped nationwide in the following decades, and those core sales and marketing business functions are now directed by the office in Redwood City, California. The company's distribution centers are Nintendo Atlanta in Atlanta, Georgia, and Nintendo North Bend in North Bend, Washington. As of 2007[update], the 380,000-square-foot (35,000 m2) Nintendo North Bend facility processes more than 20,000 orders a day to Nintendo customers, which include retail stores that sell Nintendo products in addition to consumers who shop Nintendo's website.[245] Nintendo of America operates two retail stores in the United States: Nintendo New York on Rockefeller Plaza in New York City, which is open to the public; and Nintendo Redmond, co-located at NoA headquarters in Redmond, Washington, which is open only to Nintendo employees and invited guests. Nintendo of America's Canadian branch, Nintendo of Canada, is based in Vancouver, British Columbia with a distribution center in Toronto.[246] Nintendo Treehouse is NoA's localization team, composed of around 80 staff who are responsible for translating text from Japanese to English, creating videos and marketing plans, and quality assurance.[247]
Nintendo of America announced in October 2021 that it will be closing its offices in Redwood City, California, and Toronto and merging its operations with its Redmond and Vancouver offices.[248] In April 2022, an anonymous quality assurance worker filed a complaint with the National Labor Relations Board, alleging Nintendo of America and contractor Aston Carter had engaged in union-busting activities and surveillance. The employee had been fired for mentioning unionizing efforts in the industry during a company meeting.[249][250] The companies agreed to a settlement with the employee in October 2022.[251] In March 2024, Nintendo of America restructured its product testing teams, resulting in the elimination of over 100 contractor roles. Some of the affected contractors were given full-time roles.[252]
Nintendo of Europe (NOE)
Nintendo's European subsidiary was established in June 1990,[253] based in Großostheim, Germany.[254] The company handles operations across Europe (excluding Scandinavia, where operations are handled by Bergsala on behalf of NOE),[255] as well as South Africa.[253] Nintendo of Europe's United Kingdom branch (Nintendo UK)[256] handles operations in that country and in Ireland from its headquarters in Windsor, Berkshire. In June 2014, NOE initiated a reduction and consolidation process, yielding a combined 130 layoffs: the closing of its office and warehouse, termination of all employment, in Großostheim; and the consolidation of all of those operations into, and terminating some employment at, its Frankfurt location.[257][258] As of July 2018, the company employs 850 people.[259] In 2019, NOE signed with Tor Gaming Ltd. for official distribution in Israel.[260]
-
Former Nintendo of Europe headquarters in Großostheim, Germany, until 2014
-
Old Nintendo of Europe headquarters in Frankfurt, Germany
-
Nintendo Iberica office in Lisbon, Portugal
Nintendo Australia
Nintendo's Australian subsidiary is based in Melbourne. It handles the publishing, distribution, sales, and marketing of Nintendo products in Australia and New Zealand. It also manufactured some Wii games locally.
Nintendo of Korea
Nintendo's South Korean subsidiary was established on 7 July 2006 and is based in Seoul.[261] In March 2016, the subsidiary was heavily downsized due to a corporate restructuring after analyzing shifts in the current market, laying off 80% of its employees, leaving only ten people, including CEO Hiroyuki Fukuda. This did not affect any games scheduled for release in South Korea, and Nintendo continued operations there as usual.[262][263]
Subsidiaries
Although most of the research and development (R&D) is being done in Japan, there are some R&D facilities in the United States, Europe, and China that are focused on developing software and hardware technologies used in Nintendo products. Although they all are subsidiaries of Nintendo (and therefore first-party), they are often referred to as external resources when being involved in joint development processes with Nintendo's internal developers by the Japanese personnel involved. This can be seen in the Iwata Asks interview series.[264] Nintendo Software Technology (NST) and Nintendo Technology Development (NTD) are located in Redmond, Washington, United States, while Nintendo European Research & Development (NERD) is located in Paris, France, and Nintendo Network Service Database (NSD) is located in Kyoto, Japan.
Most external first-party software development is done in Japan, because the only overseas subsidiaries are Retro Studios and Shiver Entertainment in the United States (acquired in 2002[265] and 2024,[266] respectively) and Next Level Games in Canada (acquired in 2021).[267] Although these studios are all subsidiaries of Nintendo, they are often referred to as external resources when being involved in joint development processes with Nintendo's internal developers by the Nintendo Entertainment Planning & Development (EPD) division. 1-Up Studio and Nintendo Cube are located in Tokyo, Japan, and Monolith Soft has one studio located in Tokyo and another in Kyoto.
Nintendo also established The Pokémon Company alongside Creatures and Game Freak to manage the Pokémon brand. Similarly, Warpstar, Inc. was formed through a joint investment with HAL Laboratory, which was in charge of the Kirby: Right Back at Ya! animated series as well as the web series It's Kirby Time. Both companies are investments from Nintendo, with Nintendo holding 32% of the shares of The Pokémon Company and 50% of the shares of Warpstar, Inc.
Other notable subsidiaries include:
- iQue (China) Ltd.
- SRD Co., Ltd.
- Nintendo Pictures
- Nintendo Systems
Additional distributors
Bergsala
Bergsala, a third-party company based in Sweden, exclusively handles Nintendo operations in the Nordic region. Bergsala's relationship with Nintendo was established in 1981 when the company sought to distribute Game & Watch units to Sweden, which later expanded to the NES console by 1986. Bergsala was the only non-Nintendo owned distributor of Nintendo's products until 2019,[268] when Tor Gaming gained distribution rights in Israel.
Tencent
Nintendo has partnered with Tencent to release Nintendo products in China, following the lifting of the country's console ban in 2015. In addition to distributing hardware, Tencent helps with the governmental approval process for video game software.[269]
Tor Gaming
In January 2019, Ynet and IGN Israel reported that negotiations about the official distribution of Nintendo products in the country were ongoing.[260] After two months, IGN Israel announced that Tor Gaming Ltd., a company established in earlier 2019, gained a distribution agreement with Nintendo of Europe, handling official retailing beginning at the start of March,[270] followed by opening an official online store the next month.[271] In June 2019, Tor Gaming launched an official Nintendo Store at Dizengoff Center in Tel Aviv, making it the second official Nintendo Store worldwide, 13 years after NYC.[272]
Marketing
Nintendo of America has engaged in several high-profile marketing campaigns to define and position its brand. One of its earliest and most enduring slogans was "Now you're playing with power!", used first to promote its Nintendo Entertainment System.[273] It modified the slogan to include "SUPER power" for the Super Nintendo Entertainment System, and "PORTABLE power" for the Game Boy.[274]
Its 1994 "Play It Loud!" campaign played upon teenage rebellion and fostered an edgy reputation.[275] During the Nintendo 64 era, the slogan was "Get N or get out".[274] During the GameCube era, the "Who Are You?" suggested a link between the games and the players' identities.[276] The company promoted its Nintendo DS handheld with the tagline "Touching is Good".[277] For the Wii, they used the "Wii would like to play" slogan to promote the console with the people who tried the games including Super Mario Galaxy and Super Paper Mario.[278] The Nintendo 3DS used the slogan "Take a look inside".[279] The Wii U used the slogan "How U will play next".[280] The Nintendo Switch uses the slogan "Switch and Play" in North America, and "Play anywhere, anytime, with anyone" elsewhere.[281]
Trademark
During the peak of Nintendo's success in the video game industry in the 1990s, its name was ubiquitously used to refer to any video game console, regardless of the manufacturer. To prevent its trademark from becoming generic, Nintendo pushed the term "game console", and succeeded in preserving its trademark.[282][283]
Logos
Used since the 1960s, Nintendo's most recognizable logo is the ovoid racetrack shape, especially the red-colored wordmark typically displayed on a white background, primarily used in the Western markets from 1985 to 2006. In Japan, a monochromatic version that lacks a colored background is on Nintendo's own Famicom, Super Famicom, Nintendo 64, GameCube, and handheld console packaging and marketing. Since 2006, in conjunction with the launch of the Wii, Nintendo changed its logo to a gray variant that lacks a colored background inside the wordmark, making it transparent. Nintendo's official, corporate logo remains this variation.[284][failed verification] For consumer products and marketing, a white variant on a red background has been used since 2016, and has been in full effect since the launch of the Nintendo Switch in 2017.
-
1889–1950
-
1950–1960
-
1960–1965
-
1965–1967
-
1967–1968
-
1968–1970
-
1970–1972
-
1972–1975
-
1975–present
-
1975 logo with grey coloring, 2004–2016
-
1975 logo with red background, 2016–present
Policy
Content guidelines
For many years, Nintendo had a policy of strict content guidelines for video games published on its consoles. Although Nintendo allowed graphic violence in its video games released in Japan, nudity and sexuality were strictly prohibited. Former Nintendo president Hiroshi Yamauchi believed that if the company allowed the licensing of pornographic games, the company's image would be forever tarnished.[285] Nintendo of America went further in that games released for Nintendo consoles could not feature nudity, sexuality, profanity (including racism, sexism or slurs), blood, graphic or domestic violence, drugs, political messages, or religious symbols—with the exception of widely unpracticed religions, such as the Greek Pantheon.[286] The Japanese parent company was concerned that it may be viewed as a "Japanese invasion" by forcing Japanese community standards on North American and European children. Past the strict guidelines, some exceptions have occurred: Bionic Commando (though swastikas were eliminated in the US version), Smash TV and Golgo 13: Top Secret Episode contain human violence, the latter also containing implied sexuality and tobacco use, River City Ransom and Taboo: The Sixth Sense contain nudity, and the latter also contains religious images, as do Castlevania II and III.
Nintendo's content policy is responsible for the Genesis version of Mortal Kombat having more than double the unit sales of the Super NES version, largely due to Nintendo forcing its publisher Acclaim to recolor red blood to look like white sweat within the game and to tone down its gorier and more violent graphics.[287] By contrast, Sega allowed blood and gore to remain in the Genesis version (though a code is required to unlock the gore). Nintendo allowed the Super NES version of Mortal Kombat II to ship uncensored the following year with a content warning on the packaging.[288]
Video game ratings systems were introduced with the Entertainment Software Rating Board (ESRB) of 1994 and the Pan European Game Information of 2003, and Nintendo discontinued most of its censorship policies in favor of consumers making their own choices. Today changes to the content of games are done primarily by the game's developer or, occasionally, at the request of Nintendo. The only clear-set rule is that ESRB AO-rated games will not be licensed on Nintendo consoles in North America,[289] a practice which is also enforced by Sony and Microsoft, its greatest competitors in the present market. Nintendo has since allowed several mature-content games to be published on its consoles, including Perfect Dark, Conker's Bad Fur Day, Doom, Doom 64, BMX XXX, the Resident Evil series, Killer7, the Mortal Kombat series, Eternal Darkness: Sanity's Requiem, BloodRayne, Geist, Dementium: The Ward, Bayonetta 2, Devil's Third, and Fatal Frame: Maiden of Black Water.
Certain games have continued to be modified, however. For example, Konami was forced to remove all references to cigarettes in the 2000 Game Boy Color game Metal Gear Solid (although the previous NES version of Metal Gear, the GameCube game Metal Gear Solid: The Twin Snakes, and the 3DS game Metal Gear Solid 3: Snake Eater 3D, included such references), and maiming and blood were removed from the Nintendo 64 port of Cruis'n USA.[290] Another example is in the Game Boy Advance game Mega Man Zero 3, in which one of the bosses, called Hellbat Schilt in the Japanese and European releases, was renamed Devilbat Schilt in the North American localization. In North American releases of the Mega Man Zero games, enemies and bosses killed with a saber attack do not gush blood as they do in the Japanese versions. However, the release of the Wii was accompanied by several even more controversial games, such as Manhunt 2, No More Heroes, The House of the Dead: Overkill, and MadWorld, the latter three of which were initially published exclusively for the console.
License guidelines
Nintendo of America also had guidelines before 1993 that had to be followed by its licensees to make games for the Nintendo Entertainment System, in addition to the above content guidelines.[285] Guidelines were enforced through the 10NES lockout chip.
- Licensees were not permitted to release the same game for a competing console until two years had passed.
- Nintendo would decide how many cartridges would be supplied to the licensee.
- Nintendo would decide how much space would be dedicated such as for articles and advertising in the Nintendo Power magazine.
- There was a minimum number of cartridges that had to be ordered by the licensee from Nintendo.
- There was a yearly limit of five games that a licensee may produce for a Nintendo console.[291] This rule was created to prevent market over-saturation, which had contributed to the video game crash of 1983.
The last rule was circumvented in several ways; for example, Konami, wanting to produce more games for Nintendo's consoles, formed Ultra Games and later Palcom to produce more games as a technically different publisher.[285] This disadvantaged smaller or emerging companies, as they could not afford to start additional companies. In another side effect, Square Co. (now Square Enix) executives have suggested that the price of publishing games on the Nintendo 64[292] along with the degree of censorship and control that Nintendo enforced over its games,[citation needed] most notably Final Fantasy VI, were factors in switching its focus towards Sony's PlayStation console.
In 1993, a class action suit was taken against Nintendo under allegations that their lockout chip enabled unfair business practices. The case was settled, with the condition that California consumers were entitled to a $3 discount coupon for a game of Nintendo's choice.[293]
Intellectual property protection
Nintendo has generally been proactive in ensuring that its intellectual property in both hardware and software is protected. Nintendo's protection of its properties began as early as the arcade release of Donkey Kong which was widely cloned on other platforms, a practice common to the most popular arcade games of the era. Nintendo did seek legal action to try to stop the release of these unauthorized clones but estimated they still lost $100 million in potential sales to these clones.[294] Since then, Nintendo has been proactive in preventing copyright infringement of its games by video game emulators and fan games and other works using the company's intellectual property. The company has also suffered from various data breaches and has sought action against those that have released these leaks.
Seal of Quality
The gold sunburst seal was first used by Nintendo of America, and later by Nintendo of Europe. It is displayed on any game, system, or accessory licensed for use on one of its video game consoles, denoting the game has been properly approved by Nintendo. The seal is also displayed on any Nintendo-licensed merchandise, such as trading cards, game guides, or apparel, albeit with the words "Official Nintendo Licensed Product."[295]
In 2008, game designer Sid Meier cited the Seal of Quality as one of the three most important innovations in video game history, as it helped set a standard for game quality that protected consumers from shovelware.[296]
NTSC regions
In NTSC regions, this seal is an elliptical starburst named the "Official Nintendo Seal". Originally, for NTSC countries, the seal was a large, black and gold circular starburst. The seal read as follows: "This seal is your assurance that NINTENDO has approved and guaranteed the quality of this product." This seal was later altered in 1988: "approved and guaranteed" was changed to "evaluated and approved". In 1989, the seal became gold and white, as it currently appears, with a shortened phrase, "Official Nintendo Seal of Quality". It was changed in 2003 to read "Official Nintendo Seal".[295]
The seal currently reads thus:[297]
The official seal is your assurance that this product is licensed or manufactured by Nintendo. Always look for this seal when buying video game systems, accessories, games, and related products.
PAL regions
In PAL regions, the seal is a circular starburst named the "Original Nintendo Seal of Quality." Text near the seal in the Australian Wii manual states:
This seal is your assurance that Nintendo has reviewed this product and that it has met our standards for excellence in workmanship, reliability, and entertainment value. Always look for this seal when buying games and accessories to ensure complete compatibility with your Nintendo product.[298]
Charitable projects
In 1992, Nintendo teamed with the Starlight Children's Foundation to build Starlight Fun Center mobile entertainment units and install them in hospitals.[299] 1,000 Starlight Nintendo Fun Center units were installed by the end of 1995.[299] These units combine several forms of multimedia entertainment, including gaming, and serve as a distraction to brighten moods and boost kids' morale during hospital stays.[300]
Environmental record
Nintendo has consistently been ranked last in Greenpeace's "Guide to Greener Electronics" due to Nintendo's failure to publish information.[301] Similarly, they are ranked last in the Enough Project's "Conflict Minerals Company Rankings" due to Nintendo's refusal to respond to multiple requests for information.[302]
Like many other electronics companies, Nintendo offers a recycling program for customers to mail in unused products. Nintendo of America claimed 548 tons of returned products in 2011, 98% of which became reused or recycled.[303]
Legacy
"Nearly every generation, Nintendo has led a charge of innovation that has fundamentally reshaped the gaming world. These innovations haven't always been well received, but Nintendo's fingerprints are so firmly etched into our industry, that the company is arguably the most important figure in it."
It is considered that Hiroshi Yamauchi's strategic decisions, mainly to take Nintendo into the world of electronic games, ensured not only the success of his company but the survival of the industry as a whole, as it "restored public confidence in electronic games after the gloomy collapse of the U.S. market in the early 1980s". The company was already the most successful in Japan by 1991, with its products having "redefined the way we play games" and its business model having prioritized title sales strategies over consoles, unlike what most distributors at the time were doing.[305]
Its social responsibility policy and philosophy focused on quality and innovation have already led to Nintendo being classified as a "consumer-centric manufacturer", something that has allowed it to differentiate itself from its direct competitors, Sony and Microsoft.[305] Forbes magazine has since 2013 included Nintendo in its list of the "World's Best Employers", which takes into consideration work environment and staff diversity.[306][307] Time magazine in turn chose Nintendo in 2018 as one of the "50 Genius Companies" of the year, stating that "resurrection" has become a "habit" of the company and highlighting the success of the Nintendo Switch over the Wii U.[308] Its capital in 2018 exceeded ten billion yen and net sales were over nine billion dollars, mostly in the North American market,[309] making it one of Japan's richest and most valuable companies.[310][196]
Nintendo characters have already had a huge impact on contemporary popular culture. Mario has gone from being just a corporate mascot to a "cultural icon",[311] as well as one of the most famous characters in the industry. According to John Taylor of Arcadia Investment Corp. the character "is by far the biggest single property in electronic gaming."[312] Other prominent company characters include Princess Peach, Pikachu, Link,[313] Donkey Kong, Kirby, and Samus Aran.[314]
See also
- Lewis Galoob Toys, Inc. v. Nintendo of America, Inc.
- Universal City Studios, Inc. v. Nintendo Co., Ltd.
Notes
- ^ 2,814 of the company's 7,724 employees are employed by Nintendo Co., Ltd. directly. The remaining 4,910 are employed by its subsidiaries.
- ^ Japanese: 任天堂株式会社, Hepburn: Nintendō Kabushiki gaisha
- ^ Japanese: 任天堂骨牌, Hepburn: Nintendō Koppai, the characters '骨牌' can also be read as 'karuta'.
- ^ 任天堂骨牌, Nintendō Koppai
- ^ 山内任天堂, Yamauchi Nintendō
- ^ 山内任天堂株式会社, Yamauchi Nintendō kabushiki gaisha
- ^ 丸福株式会社, Marufuku kabushiki gaisha
- ^ 任天堂骨牌株式会社, Nintendō Karuta kabushiki gaisha
- ^ 任天堂株式会社, Nintendō kabushiki gaisha
References
- ^ "IR Information : Stock Information – Status of Shares". Nintendo Co., Ltd. Archived from the original on 21 September 2013. Retrieved 11 January 2023.
- ^ "Saudi Arabia Becomes Largest Outside Shareholder of Nintendo". Bloomberg. 17 February 2023. Archived from the original on 29 December 2023. Retrieved 12 December 2023.
- ^ a b "Corporate Information : Company Profile". Nintendo Co., Ltd. Archived from the original on 5 May 2019. Retrieved 11 January 2023.
- ^ a b c d e f g h i j k l m n o "Corporate Information : Company History". Nintendo Co., Ltd. Archived from the original on 30 July 2014. Retrieved 11 January 2023.
- ^ a b c d e f g h i j k l m n o p q r s t u v w x y z aa ab ac ad ae af ag ah ai "Nintendo History". Nintendo of Europe GmbH. Archived from the original on 24 January 2023. Retrieved 11 January 2023.
- ^ "Consolidated Results for the Years Ended March 31, 2021 and 2022" (PDF). Nintendo Co., Ltd. 10 May 2022. Archived (PDF) from the original on 10 May 2022. Retrieved 12 January 2023.
- ^ MacNeil, Jessica (23 September 2019). "Nintendo is founded, September 23, 1889". EDN. Archived from the original on 27 August 2020. Retrieved 12 January 2023.
- ^ a b c Ashcraft, Brian (3 August 2017). ""Nintendo" Probably Doesn't Mean What You Think It Does". Kotaku. Archived from the original on 6 August 2020. Retrieved 12 January 2023.
- ^ Ashcraft, Brian (30 March 2022). "The Traditional Beauty Of Nintendo's Playing Cards". Kotaku. Retrieved 12 January 2023.
- ^ a b Sheff 1999, p. 14.
- ^ Plunkett, Luke (5 December 2009). "Nintendo's 1955 Cameo In The New York Times". Kotaku. Archived from the original on 1 July 2020. Retrieved 12 January 2023.
- ^ Bunting, Geoffrey (2 May 2022). "The birthplace of Nintendo". GamesIndustry.biz. Archived from the original on 23 January 2023. Retrieved 12 January 2023.
- ^ a b Modojo (11 September 2011). "Before Mario: Nintendo's Playing Cards, Toys And Love Hotels". Business Insider. Archived from the original on 18 September 2021. Retrieved 12 January 2023.
- ^ Gorges 2015a, p. 16.
- ^ Gorges 2015a, p. 17.
- ^ Gorges 2015a, p. 19.
- ^ Voskuil, Geplaatst door Erik (10 September 2022). "Nintendo's oldest playing cards? Marufuku No. 1". Archived from the original on 24 January 2023. Retrieved 13 January 2023.
- ^ Gorges 2015a, p. 20.
- ^ Gorges 2015a, p. 21.
- ^ Voskuil, Geplaatst door Erik (14 November 2014). "100 year old Nintendo promotional calendar". Archived from the original on 5 July 2020. Retrieved 12 January 2023.
- ^ Sheff 2011, pp. 31–32.
- ^ a b c d e f g Sheff 2011.
- ^ Peckham, Matt (3 December 2015). "President Tatsumi Kimishima on the Future of Nintendo". Time. Archived from the original on 28 August 2020. Retrieved 25 May 2020.
- ^ Gorges 2015a, p. 22.
- ^ Gorges 2015a, p. 23.
- ^ Gorges 2015a, p. 24.
- ^ a b Henderson, Luke (30 April 2018). "Meet the 6 Presidents of Nintendo's 130 year history". Vooks. Archived from the original on 5 August 2020. Retrieved 25 May 2020.
- ^ Gorges 2015a, p. 25.
- ^ Gorges 2015a, p. 26.
- ^ a b Gorges 2015a, p. 28.
- ^ a b Gorges 2015a, p. 29.
- ^ Gregory, Tony (12 March 2013). Freelancers!: A Revolution in the Way We Work. Strategic Book. ISBN 9781625166166. Archived from the original on 1 January 2016. Retrieved 9 May 2015.
- ^ Sutherland, Adam (15 January 2012). The Story of Nintendo. The Rosen Publishing Group. ISBN 9781448870431. Archived from the original on 1 January 2016. Retrieved 9 May 2015.
- ^ "Forgotten Giant: The Brilliant Life and Tragic Death of Gunpei Yokoi". Game Informer. Vol. 12, no. 105. January 2002. p. 116.
- ^ a b Malinsky, Gili (18 March 2019). "From playing cards to 'Super Mario Bros.', here's Nintendo's history". Business Insider. Archived from the original on 4 August 2020. Retrieved 25 May 2020.
- ^ Gorges 2015a, p. 32.
- ^ Gorges 2015a, p. 33.
- ^ Picard, Martin (December 2013). "The Foundation of Geemu: A Brief History of Early Japanese video games". Game Studies. Vol. 13, no. 2. ISSN 1604-7982. Archived from the original on 9 December 2020. Retrieved 14 April 2021.
- ^ a b Alt, Matt (12 November 2020). "How Gunpei Yokoi Reinvented Nintendo". Vice. Archived from the original on 13 November 2020. Retrieved 12 November 2020.
- ^ Gorges 2015a, p. 36.
- ^ Gorges 2015a, p. 183.
- ^ "Iwata Asks-Punch-Out!!". Nintendo. Archived from the original on 10 August 2009. Retrieved 7 July 2009.
- ^ "Famous Names in Gaming". CBS. Archived from the original on 11 May 2013. Retrieved 13 June 2010.
- ^ "Iwata Asks – Game & Watch 1: When Developers Did Everything". Nintendo. April 2010. Archived from the original on 5 October 2020. Retrieved 25 May 2020.
- ^ "Iwata Asks – Game & Watch 2: Using a Calculator Chip". Nintendo. April 2010. Archived from the original on 9 October 2020. Retrieved 25 May 2020.
- ^ Parkin, Simon (20 December 2020). "Shigeru Miyamoto Wants to Create a Kinder World". The New Yorker. ISSN 0028-792X. OCLC 1760231. Archived from the original on 18 October 2022. Retrieved 18 October 2022.
- ^ Kincaid, Chris (1 March 2015). "Shigeru Miyamoto: A Sketch". Japan Powered. Archived from the original on 18 October 2022. Retrieved 18 October 2022.
- ^ Walls, Jonathan L. (2011). The Legend of Zelda and Theology. Gray Matter Books. ISBN 978-0-9847790-0-0. OCLC 776690629.
- ^ Priestman, Chris (18 June 2015). "Miyamoto explains how he turned his love for a Japanese shrine into a videogame - Previously". Kill Screen. Archived from the original on 5 April 2022. Retrieved 18 October 2022.
- ^ a b deWinter, Jennifer (2015). "The Father of Modern Video Games". Shigeru Miyamoto : Super Mario Bros., Donkey Kong, The Legend of Zelda. Bloomsbury Academic. doi:10.5040/9781501312779.0006. ISBN 978-1-6289-2468-8. OCLC 907375810.
- ^ "Iwata Asks: Super Mario Bros. 25th Anniversary". Archived from the original on 9 October 2010. Retrieved 25 May 2020.
- ^ Bankhurst, Adam (30 October 2019). "Japanese Government Honors Nintendo's Shigeru Miyamoto As Person of Cultural Merit". IGN. Archived from the original on 21 October 2022. Retrieved 21 October 2022.
- ^ Calvert, Darren (24 March 2015). "Before They Were Enemies, Sega And Nintendo Worked On One Of The Rarest Arcade Games Ever Made". Nintendo Life. Archived from the original on 18 October 2022. Retrieved 18 October 2022.
- ^ a b DeMaria, Rusel; Wilson, Johnny L. (2003). High Score!: The Illustrated History of Electronic Games (2 ed.). New York: McGraw-Hill/Osborne. p. 231. ISBN 0-07-223172-6.
- ^ Butler, Tom (20 January 2014). "The rise of the jump". Polygon. Archived from the original on 14 January 2016. Retrieved 25 May 2020.
- ^ a b Kohler, Chris (17 February 2012). "Game Life Podcast: When Jay Mohr Met Tomonobu Itagaki". Wired. Archived from the original on 17 April 2014. Retrieved 28 September 2024.
And so we thought, 'This guy [Segale] is a recluse. No one's ever actually met him.' So we thought, 'Wouldn't it be a great joke if we named this character Mario?' And so we said, 'That's great,' and we sent a telex to Japan, and that's how Mario got his name.
Interview with Don James starts at 51:16. Quotation occurs at 52:00. - ^ a b "Nintendo Treehouse Live - E3 2018 - Arcade Archives Donkey Kong, Sky Skipper". YouTube. Nintendo Everything. 14 June 2018. Archived from the original on 3 October 2023. Retrieved 28 September 2024.
Mr. Arakawa, who was the president, and myself looked at the character, and we had a landlord that happened to be named Mario as well, and we'd never met the guy, so we thought it'd be funny to name this main character Mario after our landlord in Southcenter. And that's actually how Mario got his name.
Quotation occurs at 2:25. - ^ Edwards, Benj (25 April 2010). "The True Face of Mario". Technologizer. Archived from the original on 25 June 2011. Retrieved 30 June 2011.
- ^ Takano, Masaharu (19 December 1994). "How the Famicom Was Born – Part 7". Nikkei Electronics. Archived from the original on 21 May 2020. Retrieved 25 May 2020.
- ^ Narcisse, Evan (16 October 2015). "How Nintendo Made the NES (And Why They Gave It A Gun)". Kotaku. Archived from the original on 21 May 2020. Retrieved 25 May 2020.
- ^ a b O'Kane, Sean (18 October 2015). "7 things I learned from the designer of the NES". The Verge. Archived from the original on 19 October 2015. Retrieved 25 May 2020.
- ^ Kent 2001, pp. 279, 285.
- ^ Marley, Scott (December 2016). "SG-1000". Retro Gamer. No. 163. Future Publishing. pp. 56–61.
- ^ "Coin-Op "Super Mario" Will Shop To Overseas" (PDF). Amusement Press. 1 March 1986. Archived (PDF) from the original on 17 April 2021. Retrieved 20 April 2024.
- ^ ""Fami-Com" Exceeds 10M. Its Boom Is Continuing" (PDF). Amusement Press. 1 May 1987. Archived (PDF) from the original on 24 March 2024. Retrieved 20 April 2024.
- ^ Kent 2001, pp. 308, 372, 440–441.
- ^ Jones, Robert S. (12 December 1982). "Home Video Games Are Coming Under a Strong Attack". The Gainesville Sun. Archived from the original on 1 February 2021. Retrieved 18 November 2020.
- ^ Kleinfield, N.R. (17 October 1983). "Video Games Industry Comes Down To Earth". The New York Times. Archived from the original on 13 September 2018. Retrieved 25 May 2020.
- ^ Morris, Chris (10 September 2015). "Mario, the World's Most Famous Video-Game Character, is 30 Years Old". Entrepreneur. Archived from the original on 5 August 2020. Retrieved 28 May 2020.
- ^ Takiff, Jonathan (20 June 1986). "Video Games Gain In Japan, Are Due For Assault On U.S." The Vindicator. p. 2. Archived from the original on 2 February 2021. Retrieved 10 April 2012.
- ^ Schartmann, Andrew (2015). Koji Kondo's Super Mario Bros. Soundtrack. New York: Bloomsbury. p. 30. ISBN 978-1-62892-853-2.
- ^ "Nintendo Entertainment System (NES) – 1985–1995". Classic Gaming. GameSpy. Archived from the original on 29 October 2012. Retrieved 20 December 2019.
- ^ a b "Nintendo to end Famicom and Super Famicom production". GameSpot. 30 May 2003. Archived from the original on 29 March 2014.
- ^ a b "Consolidated Sales Transition by Region" (PDF). First console by Nintendo. 27 January 2010. Archived from the original (PDF) on 24 February 2011. Retrieved 14 February 2010.
- ^ Velasco, J.J. (15 July 2013). "Historia de la Tecnología: 30 años de NES". hipertextual (in Spanish). Archived from the original on 19 September 2020. Retrieved 2 June 2020.
- ^ Hoad, Phil (2 June 2014). "Tetris: how we made the addictive computer game | Culture". The Guardian. Archived from the original on 21 June 2017. Retrieved 5 July 2014.
- ^ Fahs, Travis (27 July 2009). "IGN Presents the History of Game Boy". IGN. IGN Entertainment, Inc. p. 2. Archived from the original on 4 May 2015. Retrieved 2 October 2013.
- ^ Fahey, Rob (27 April 2007). "Farewell, Father". Eurogamer.net. Archived from the original on 17 August 2012. Retrieved 8 March 2012.
- ^ Shapiro, Eben (3 June 1991). "Nintendo-Philips Deal Is a Slap at Sony". The New York Times. Archived from the original on 7 April 2016. Retrieved 3 June 2020.
- ^ Nutt, Christian. "Birthday Memories: Sony PlayStation Turns 15". Gamasutra. Archived from the original on 14 February 2011. Retrieved 8 March 2012.
- ^ a b c "State of the Industry" (PDF). The Official 1990 World of Nintendo Buyers Guide. pp. 4–7. Archived from the original (PDF) on 8 November 2020. Retrieved 3 June 2020.
- ^ "Japanese Secrets!". chrismcovell.com. Archived from the original on 22 January 2017. Retrieved 9 January 2017.
- ^ Kent 2001, pp. 413–414.
- ^ Kent 2001, pp. 422–431.
- ^ Kent 2001, pp. 432.
- ^ Parish, Jeremy (14 November 2006). "Out to Launch: Wii". 1UP.com. Archived from the original on 4 August 2011. Retrieved 3 July 2007.
- ^ Reisinger, Don (21 January 2009). "Does the Xbox 360's 'Lack of Longevity' Matter?". CNET. Archived from the original on 8 December 2015. Retrieved 23 October 2015.
- ^ Cifaldi, Frank (13 May 2015). "The Story of the First Nintendo World Championships – IGN". IGN. Archived from the original on 3 March 2018. Retrieved 9 November 2015.
- ^ Thiel, Art (5 July 2016), "New owner could mean quick changes for Seattle Mariners", crosscut.com, archived from the original on 15 August 2016, retrieved 27 July 2016
- ^ Robinson, Peter; Golum, Rob (28 April 2016), "Nintendo to Sell Mariners Stake to Stanton Ownership Group", www.bloomberg.com, archived from the original on 8 October 2016, retrieved 10 March 2017
- ^ "Nintendo Will No Longer Produce Coin-Op Equipment". Cashbox. 5 September 1992. Retrieved 10 December 2019.
- ^ "Nintendo Stops Games Manufacturing; But Will Continue Supplying Software". Cashbox. 12 September 1992. Retrieved 10 December 2019.
- ^ Barnholt, Ray (4 August 2006). "Purple Reign: 15 Years of the SNES". 1UP.com. p. 2. Archived from the original on 17 October 2012. Retrieved 14 June 2007.
- ^ Kent 2001, pp. 461–480.
- ^ Smith, Ernie (23 February 2017). "In-Flight Entertainment System History: Are You Not Entertained?". Tedium. Archived from the original on 18 April 2019. Retrieved 11 June 2020.
- ^ Cochrane, Nathan (1993). "Project Reality Preview by Nintendo/Silicon Graphics". GameBytes. No. 21. taken from Vision, the SGI newsletter. Archived from the original on 18 August 2017. Retrieved 16 October 2017.
- ^ "Nintendo and Silicon Graphics join forces to create world's most advanced video entertainment technology" (Press release). Silicon Graphics, Inc. 4 September 1993. Archived from the original on 7 July 1997. Retrieved 29 December 2014.
- ^ "Reality Check". GamePro. No. 56. March 1994. p. 184.
- ^ "Nintendo Ultra 64". Archived from the original on 4 February 2009. Retrieved 14 January 2009.
- ^ "Midway Takes Project Reality to the Arcades, Williams Buys Tradewest". GamePro. No. 59. June 1994. p. 182.
- ^ "Killer Instinct". arcadeHITS datObase. Archived from the original on 4 February 2009. Retrieved 14 January 2009.
- ^ Fisher, Lawrence M. (6 May 1995). "Nintendo Delays Introduction of Ultra 64 Video-Game Player". The New York Times. Archived from the original on 7 November 2014. Retrieved 23 January 2015.
- ^ "Ultra 64 "Delayed" Until April 1996?". Electronic Gaming Monthly. No. 72. Ziff Davis. July 1995. p. 26.
- ^ "Nintendo 64 Week: Day Two – Retro Feature at IGN". IGN. Archived from the original on 26 July 2011. Retrieved 4 March 2013.
- ^ "IGN N64: Editors' Choice Games". IGN. Archived from the original on 9 May 2008. Retrieved 27 March 2008.
- ^ "Filter Face Off: Top 10 Best Game Consoles". g4tv.com. Archived from the original on 2 July 2017. Retrieved 3 May 2013.
- ^ Frischling, Bill (25 October 1995). "Sideline Play". The Washington Post. p. 11 – via ProQuest Historical Newspapers. Retrieved 24 May 2012.
- ^ Boyer, Steven (2009). "A Virtual Failure: Evaluating the Success of Nintendos Virtual Boy". Velvet Light Trap. No. 64. pp. 23–33. Retrieved 24 May 2012.
- ^ Snow, Blake (4 May 2007). "The 10 Worst-Selling Consoles of All Time". GamePro. Archived from the original on 7 June 2011. Retrieved 12 June 2010.
- ^ Hansen, Dustin (2016). Game On!: Video Game History from Pong and Pac-Man to Mario, Minecraft, and More. Feiwel & Friends. ISBN 978-1250080950.
- ^ "All-time best selling console games worldwide 2020". Statista. Archived from the original on 21 May 2018. Retrieved 3 July 2020.
- ^ Minotti, Mike (27 November 2017). "Pokémon passes 300 million games sold as it eyes Super Mario". VentureBeat. Archived from the original on 1 December 2017. Retrieved 3 July 2020.
- ^ a b Byford, Sam (19 April 2019). "Only Nintendo could kill the Game Boy". The Verge. Archived from the original on 20 April 2020. Retrieved 11 June 2020.
- ^ a b c d "Consolidated Sales Transition by Region" (PDF). Nintendo. 26 April 2016. Archived from the original (PDF) on 27 April 2016. Retrieved 23 October 2016.
- ^ Joseph, Regina (13 May 1999). "Nintendo pairs with IBM and Panasonic to head off Sony". Forbes. Archived from the original on 16 June 2020. Retrieved 15 June 2020.
- ^ "IBM, Nintendo Announce $1 Billion Technology Agreement". IBM. 12 May 1999. Archived from the original on 5 August 2020. Retrieved 15 June 2020.
- ^ Gameboy Advance | Works – Curiosity – キュリオシティ – Archived 26 July 2017 at the Wayback Machine. Retrieved 21 December 2015.
- ^ Van Tilburg, Caroline (2002). Curiosity: 30 Designs for Products and Interiors. Birkhauser Verlag AG. ISBN 978-3764367435. Archived from the original on 9 August 2021. Retrieved 18 November 2020.
- ^ "The Peripherals of the Game Boy Advance". IGN. 28 August 2000. Archived from the original on 6 August 2020. Retrieved 15 June 2020.
- ^ Eng, Paul (21 June 2001). "Game Boy Advance Breaks Sales Records". ABC. Archived from the original on 6 December 2017. Retrieved 5 December 2017.
- ^ "Gamecube: A Digital Wonder". IGN. 23 August 2000. Archived from the original on 25 June 2020. Retrieved 15 June 2020.
- ^ Bivens, Danny (31 October 2001). "GameCube Broadband/Modem Adapter – Feature". Nintendo World Report. Archived from the original on 6 April 2016. Retrieved 18 November 2017.
- ^ "Consolidated Sales Transition by Region" (PDF). Nintendo. June 2011. Archived from the original (PDF) on 27 October 2011. Retrieved 4 September 2011.
- ^ "GameCube 'may die out'". 22 May 2003. Archived from the original on 24 May 2023. Retrieved 24 May 2023.
- ^ Byrd, Matthew (27 February 2017). "How the GameCube Made Nintendo Cynical". Den of Geek. Archived from the original on 24 May 2023. Retrieved 24 May 2023.
- ^ "Nintendo Reports Loss". IGN. 14 November 2003. Archived from the original on 24 May 2023. Retrieved 24 May 2023.
- ^ "GameCube Arcade Hardware Revealed". IGN. 18 February 2002. Archived from the original on 16 January 2020. Retrieved 15 June 2020.
- ^ "GameCube gets midnight launch". BBC News. 2 May 2002. Archived from the original on 2 May 2014. Retrieved 8 July 2013.
- ^ Walker, Trey (24 May 2002). "E3 2002: Yamauchi steps down". GameSpot. Archived from the original on 5 August 2020. Retrieved 15 June 2020.
- ^ "Nintendo visionary Hiroshi Yamauchi dies aged 85". BBC. 19 September 2013. Archived from the original on 19 September 2013. Retrieved 19 September 2013.
- ^ Kageyama, Yuri (12 July 2015). "Nintendo President Satoru Iwata Dies of Tumor". Tokyo, Japan. Associated Press. Archived from the original on 4 September 2015. Retrieved 12 July 2015.
- ^ Stack, Liam (13 July 2015). "Satoru Iwata, Nintendo Chief Executive, Dies at 55". The New York Times. Archived from the original on 15 July 2015. Retrieved 13 July 2015.
- ^ Harris, Craig (23 March 2004). "DS Touch Screen Innovation". IGN. Archived from the original on 4 August 2020. Retrieved 16 June 2020.
- ^ "Nintendo Co., Ltd. – Corporate Management Policy Briefing – Q&A". Nintendo Co., Ltd. p. 3. Archived from the original on 20 December 2008. Retrieved 6 December 2008.
The sales of Micro did not meet our expectations ... However, toward the end of 2005, Nintendo had to focus almost all of its energies on the marketing of DS, which must have deprived the Micro of its momentum
- ^ Snow, Blake (30 July 2007). "The 10 Worst-Selling Handhelds of All Time". GamePro. Archived from the original on 12 October 2007. Retrieved 5 July 2008.
- ^ Frank, Allegra (6 January 2016). "Nintendo World getting its first makeover in a decade". Polygon. Archived from the original on 5 August 2020. Retrieved 16 June 2020.
- ^ "The Big Ideas Behind Nintendo's Wii". 1 December 2006. Archived from the original on 1 December 2006. Retrieved 31 August 2018.
- ^ Fils-Aimé, Reggie (9 May 2007). "Perspective: Nintendo on the latest 'technical divide'". Nintendo. CNET. Archived from the original on 6 August 2009. Retrieved 29 October 2007.
- ^ "Nintendo to Sell Wii Console in November". Gadget Guru. Associated Press. Archived from the original on 29 June 2011. Retrieved 29 October 2006.
- ^ Rodriguez, Steven (14 November 2006). "The Twenty Wii Launch Games". Planet GameCube. Archived from the original on 30 September 2007. Retrieved 14 November 2006.
- ^ "Nintendo hopes Wii spells wiinner". USA Today. 15 August 2006. Archived from the original on 22 May 2011. Retrieved 16 August 2006.
- ^ Anthony, Scott D. (30 April 2008). "Nintendo Wii's Growing Market of "Nonconsumers"". Harvard Business Review. Archived from the original on 5 August 2020. Retrieved 18 June 2020.
- ^ Sliwinski, Alexander (12 November 2006). "Nintendo Wii marketing to exceed $200 million". Joystiq. Archived from the original on 16 May 2007. Retrieved 18 June 2020.
- ^ Wisniowski, Howard (9 May 2006). "Analog Devices And Nintendo Collaboration Drives Video Game Innovation With iMEMS Motion Signal Processing Technology". Analog Devices, Inc. Archived from the original on 25 June 2009. Retrieved 31 January 2009.
- ^ Castaneda, Karl (13 May 2006). "Nintendo and PixArt Team Up". Nintendo World Report. Archived from the original on 31 March 2012. Retrieved 24 February 2007.
- ^ Wales, Matt (22 May 2006). "Reports claim Wii to slap down 16 at launch". Computer and Video Games. Archived from the original on 24 May 2006. Retrieved 25 May 2006.
- ^ Stuart, Keith (17 July 2008). "More on Wii's MotionPlus". The Guardian. Archived from the original on 23 September 2017. Retrieved 18 June 2020.
- ^ a b c "IR Information : Sales Data – Hardware and Software Sales Units". Nintendo Co., Ltd. Archived from the original on 24 October 2016. Retrieved 14 June 2016.
- ^ "Nintendo Wii Outsells All Other Game Consoles". PC World. Ziff Davis. 12 September 2007. Archived from the original on 2 September 2012. Retrieved 21 September 2012.
- ^ Hartley, Adam (14 October 2009). "Rumour: Nvidia Tegra-powered Nintendo handheld due 2010". TechRadar. Archived from the original on 5 August 2020. Retrieved 18 June 2020.
- ^ "Celebrate 25 years of Super Mario with two new bundles!". Nintendo. 11 October 2010. Archived from the original on 9 August 2021. Retrieved 18 June 2020.
- ^ "Launch of New Portable Game Machine" (PDF) (Press release). Minami-ku, Kyoto: Nintendo. 23 March 2010. Archived (PDF) from the original on 11 September 2019. Retrieved 23 March 2010.
- ^ Peckham, Matt (18 March 2011). "Nintendo 3DS Takes No-Glasses 3D Mainstream". PCWorld. Archived from the original on 5 August 2020. Retrieved 18 June 2020.
- ^ McWhertor, Michael (18 January 2018). "The Nintendo 3DS just had its best month in years". Polygon. Archived from the original on 5 August 2020. Retrieved 18 June 2020.
- ^ "Nintendo celebrates the 25th anniversary of The Legend of Zelda with symphony orchestra in London". Nintendo. 4 August 2011. Archived from the original on 9 August 2021. Retrieved 18 June 2020.
- ^ "Corporate Management Policy Briefing/Third Quarter Financial Results Briefing for Fiscal Year Ending March 2012". Nintendo.co.jp. 27 January 2012. Archived from the original on 17 February 2012. Retrieved 12 June 2012.
- ^ Totilo, Stephen (7 June 2011). "Zelda Games on the Wii U Could Look This Stunning". Kotaku. Archived from the original on 18 June 2020. Retrieved 18 June 2020.
- ^ Phillips, Tom (16 October 2013). "This is what the 2DS' huge single LCD screen looks like". Eurogamer. Archived from the original on 30 October 2020. Retrieved 10 November 2013.
- ^ Hillier, Brenna (1 February 2017). "The Wii U has sold through 13.5 million units, making it officially Nintendo's worst-selling console". VG247. Archived from the original on 13 June 2020. Retrieved 18 June 2020.
- ^ "Panasonikku・Nintendō, Gēmuki Sōsahō wo Kyōdō Kaihatsu" パナソニック・任天堂, ゲーム機操作法を共同開発 [Panasonic and Nintendo are working together on game operation development]. Nikkei (in Japanese). 25 September 2013. Archived from the original on 25 May 2014. Retrieved 25 May 2014.
- ^ "Nintendo executives take pay cuts after profits tumble". BBC News. 29 January 2014. Archived from the original on 2 June 2014. Retrieved 31 May 2014.
- ^ Good, Owen S. (10 January 2015). "Nintendo ends console and game distribution in Brazil, citing high taxes". Polygon. Archived from the original on 7 December 2019. Retrieved 5 February 2020.
- ^ Pastor, Alberto (27 May 2017). "Nintendo vuelve a tener presencia oficial en Brasil". 3D Juegos (in Portuguese). Archived from the original on 4 August 2020. Retrieved 18 June 2020.
- ^ Nogueira, Helena (18 September 2020). "Nintendo Switch Launches in Brazil, the First Nintendo Product to Go on Sale in the Country Since 2015". IGN. Archived from the original on 2 October 2020. Retrieved 18 September 2020.
- ^ Amano, Takashi (12 July 2015). "Satoru Iwata, Nintendo President Who Introduced Wii, Dies". Bloomberg News. Bloomberg L.P. Archived from the original on 13 July 2015. Retrieved 14 July 2015.
- ^ "Notice Regarding Personnel Change of a Representative Director and Role Changes of Directors" (PDF). Nintendo. 14 September 2015. Archived from the original (PDF) on 14 September 2015. Retrieved 14 September 2015.
- ^ "Nintendo shares plunge 18% on loss warning". BBC News. 20 January 2014. Archived from the original on 8 March 2021. Retrieved 19 June 2020.
- ^ Russell, Jon (17 March 2015). "Nintendo Partners With DeNA To Bring Its Games And IP To Smartphones". TechCrunch. Archived from the original on 18 March 2015. Retrieved 17 March 2015.
- ^ "March 17, Wed. 2015 Presentation Title". Nintendo. Archived from the original on 20 November 2018. Retrieved 26 October 2015.
- ^ Kohler, Chris (7 May 2015). "Nintendo, Universal Team Up For Theme Park Attractions". Wired. Condé Nast. Archived from the original on 9 May 2015. Retrieved 8 May 2015.
- ^ Kohler, Chris (28 October 2015). "Mii Avatars Star in Nintendo's First Mobile Game This March". Wired. Condé Nast. Archived from the original on 30 October 2015. Retrieved 29 October 2015.
- ^ Wong, Joon Ian (26 October 2016). "Nintendo Pokémon Go profits: We finally know how much Nintendo made from Pokémon Go". Quartz. Archived from the original on 4 August 2020. Retrieved 19 June 2020.
- ^ McWhertor, Michael (6 February 2016). "Nintendo to launch mobile app Miitomo, My Nintendo rewards program in March". Polygon. Archived from the original on 4 July 2020. Retrieved 19 June 2020.
- ^ Webster, Andrew (14 July 2016). "Nintendo is releasing a miniature NES with 30 built-in games". The Verge. Archived from the original on 7 June 2019. Retrieved 14 July 2016.
- ^ Byford, Sam (26 June 2017). "Nintendo announces mini Super Famicom for Japan". The Verge. Archived from the original on 27 June 2017. Retrieved 26 June 2017.
- ^ Moyse, Chris (31 October 2018). "NES and SNES Classic consoles pass the 10 million global sales mark". Destructoid. Archived from the original on 3 August 2020. Retrieved 31 October 2018.
- ^ Choudhury, Saheli Roy (13 January 2017). "Nintendo Switch to launch globally on March 3, to cost $300 in the US". CNBC. Archived from the original on 14 January 2017. Retrieved 13 January 2017.
- ^ Peckham, Matt (6 February 2017). "The 8 Most Interesting Things Nintendo Told Us About Switch". Time. Archived from the original on 6 February 2017. Retrieved 6 February 2017.
- ^ Shae, Brian (29 December 2017). "How Nintendo Is Changing Its Approach To Indie Developers". Game Informer. Archived from the original on 30 December 2017. Retrieved 29 December 2017.
- ^ Doolan, Liam (11 February 2019). "More Than 1,800 Games Have Now Been Released On The Nintendo Switch". Nintendo Life. Archived from the original on 4 October 2019. Retrieved 19 June 2020.
- ^ "Consolidated Financial Highlights – Q4 FY2020" (PDF). Nintendo. 7 May 2020. Archived (PDF) from the original on 7 May 2020. Retrieved 7 May 2020.
- ^ McWhertor, Michael (17 January 2018). "Nintendo reveals Labo, a DIY 'build-and-play experience' for Switch". Polygon. Archived from the original on 18 January 2018. Retrieved 17 January 2018.
- ^ Craddock, Ryan (25 April 2019). "Nintendo Labo Variety Kit Surpasses One Million Sales". Nintendo Life. Archived from the original on 9 August 2020. Retrieved 19 June 2020.
- ^ Morris, Chris (26 April 2018). "Nintendo's New President Marks Start of New Dynasty". Fortune. Archived from the original on 26 April 2018. Retrieved 26 April 2018.
- ^ Calvert, Darren (21 February 2019). "Reggie Fils-Aime Is Retiring After 15 Notable Years At Nintendo of America". Nintendo Life. Hookshot Media. Archived from the original on 21 February 2019. Retrieved 21 February 2019.
- ^ Kerr, Chris (4 December 2019). "Nintendo and Tencent have set a launch date for the Switch in China". Gamasutra. Informa. Archived from the original on 4 December 2019. Retrieved 4 December 2019.
- ^ McWhertor, Michael (12 December 2016). "Nintendo's first Universal Studios park attraction is called Super Nintendo World". Polygon. Archived from the original on 12 December 2016. Retrieved 18 December 2016.
- ^ Wong, Maggie Hiufu (1 December 2020). "Super Nintendo World is opening at Universal Studios Japan in February. Here's a sneak peek". CNN. Archived from the original on 5 October 2023. Retrieved 21 September 2023.
- ^ Ashcraft, Brian (10 January 2020). "Nintendo's Old Headquarters Will Be Turned Into A Hotel". Kotaku. Archived from the original on 2 July 2020. Retrieved 12 January 2023.
- ^ Ashcraft, Brian (31 March 2022). "The Old Nintendo Headquarters Hotel Looks Stunning Inside". Kotaku. Archived from the original on 12 January 2023. Retrieved 12 January 2023.
- ^ Imada, Kaila (30 March 2022). "Take a look inside the former Nintendo HQ – now a luxury hotel". Time Out Tokyo. Archived from the original on 12 January 2023. Retrieved 12 January 2023.
- ^ "About MARUFUKURO| Kyoto Gojo Hotel". marufukuro.com. Archived from the original on 12 January 2023. Retrieved 12 January 2023.
- ^ Herbst-Bayliss, Svea (21 April 2020). "Exclusive: ValueAct eyes Nintendo with stake of over $1.1 billion - letter". Reuters. Archived from the original on 12 January 2023. Retrieved 12 January 2023.
- ^ a b "Consolidated Results for the Years Ended March 31, 2019 and 2020" (PDF). Nintendo Co., Ltd. 7 May 2020. Archived (PDF) from the original on 7 May 2020. Retrieved 19 June 2020.
- ^ a b Anderson, Megan (26 August 2020). "Nintendo Officially Named The Richest Company In Japan In 2020". TheGamer. Archived from the original on 3 November 2020. Retrieved 11 January 2023.
- ^ Bankhurst, Adam (2 June 2021). "Official 'Nintendo Gallery' Museum to Open in Japan by March 2024". IGN. Archived from the original on 2 June 2021. Retrieved 12 January 2023.
- ^ "News Release : Jun. 2, 2021 "Utilization of the land of the Nintendo Uji Ogura Plant"". Nintendo Co., Ltd. 2 June 2021. Archived from the original on 8 April 2022. Retrieved 12 January 2023.
- ^ Whitehead, Thomas (22 April 2022). "Historic Village Remains Found On Nintendo Museum Construction Site". Nintendo Life. Archived from the original on 12 January 2023. Retrieved 12 January 2023.
- ^ Blair, Gavin J. (31 January 2018). "'Mario' Movie to Be Produced by Nintendo and Illumination". The Hollywood Reporter. Archived from the original on 6 March 2021. Retrieved 31 January 2018.
- ^ Craddock, Ryan (30 January 2020). "Illumination's Mario Movie Is "Moving Along Smoothly", Aiming For 2022 Release". Nintendo Life. Archived from the original on 31 January 2020. Retrieved 31 January 2020.
- ^ "As Nintendo's entertainment kingdom expands, it's still about the games". 29 April 2021. Archived from the original on 30 June 2021. Retrieved 5 July 2021.
- ^ Ankers-Range, Adele (5 July 2021). "Nintendo Adds Despicable Me Producer to Its Board of Directors to Help It Make Movies". IGN. Archived from the original on 12 January 2023. Retrieved 12 January 2023.
- ^ "Consolidated Results for the Years Ended March 31, 2020 and 2021" (PDF). Nintendo Co., Ltd. 6 May 2021. Archived (PDF) from the original on 6 May 2021. Retrieved 6 May 2021.
- ^ "Q&A Summary" (PDF). Archived (PDF) from the original on 6 July 2021. Retrieved 5 July 2021.
- ^ "Nintendo to acquire visual content company Dynamo Pictures". 14 July 2022. Archived from the original on 14 July 2022. Retrieved 14 July 2022.
- ^ Batchelor, James (4 October 2022). "Nintendo completes Dynamo Pictures acquisition, relaunches as Nintendo Pictures". GamesIndustry.biz. Gamer Network. Archived from the original on 14 October 2022. Retrieved 4 October 2022.
- ^ Batchelor, James (24 February 2022). "Nintendo acquires long-running partner studio SRD Co Ltd". GamesIndustry.biz. Gamer Network. Archived from the original on 27 February 2022. Retrieved 26 February 2022.
- ^ Nussey, Sam; Azhar, Saeed (18 May 2022). "Saudi Arabia's wealth fund takes 5% Nintendo stake". Reuters. Archived from the original on 12 January 2023. Retrieved 12 January 2023.
- ^ "Saudi Arabia's wealth fund raises Nintendo stake to 6%". Reuters. 12 January 2023. Archived from the original on 12 January 2023. Retrieved 12 January 2023.
- ^ Phillips, Tom (15 February 2023). "Saudi Arabia reportedly increases Nintendo stake for second time in a month". Eurogamer.net. Archived from the original on 15 February 2023. Retrieved 15 February 2023.
- ^ "Days after its last increase, Saudi Arabia yet again ups its Nintendo stake". VGC. 17 February 2023. Archived from the original on 18 February 2023. Retrieved 18 February 2023.
- ^ Nishizawa, Christine Burke, Kana (13 November 2024). "Saudi Arabia's Sovereign Wealth Fund Trims Nintendo Stake Again". BNN Bloomberg. Retrieved 13 November 2024.
{{cite web}}
: CS1 maint: multiple names: authors list (link) - ^ Whitten, Sarah (17 February 2023). "Look inside Super Nintendo World, which just opened at Universal Studios Hollywood". CNBC. Archived from the original on 5 October 2023. Retrieved 21 September 2023.
- ^ Dellatto, Marisa (16 April 2023). "Weekend Box Office: Super Mario Bros. Movie Earns Over $180 Million Worldwide In Another Massive Weekend". Forbes. Archived from the original on 16 April 2023. Retrieved 16 April 2023.
- ^ Robinson, Andy (20 May 2024). "Nintendo agrees deal to buy Hogwarts Legacy, Mortal Kombat Switch studio". Video Games Chronicle. Archived from the original on 20 May 2024. Retrieved 20 May 2024.
- ^ "Notice of the Acquisition of Shiver Entertainment, Inc" (PDF). Nintendo Co., Ltd. 21 May 2024. Archived (PDF) from the original on 21 May 2024. Retrieved 21 May 2024.
- ^ Reynolds, Ollie (30 October 2024). "'Nintendo Music' Is A New Mobile App Exclusive To Switch Online Members". Retrieved 30 October 2024.
- ^ https://www.gamesradar.com/games/xenoblade-chronicles/after-pumping-out-xenoblade-chronicles-games-for-a-decade-and-helping-out-on-zelda-tears-of-the-kingdom-monolith-soft-is-now-fully-owned-by-nintendo/
- ^ "2018 Nintendo Financial Review" (PDF). Nintendo. p. 11. Archived (PDF) from the original on 5 August 2020. Retrieved 18 June 2020.
- ^ "Nintendo made $27 billion from first-party games across Switch's lifespan". 14 May 2023. Archived from the original on 15 May 2023. Retrieved 15 May 2023.
- ^ "Nintendo hardware sales break 836 million worldwide". 14 May 2023. Archived from the original on 15 May 2023. Retrieved 15 May 2023.
- ^ Yoshimura, Takuya (14 September 2015). "Notice Regarding Personnel Change of a Representative Director and Role Changes of Directors" (PDF). www.nintendo.co.jp. Archived (PDF) from the original on 14 September 2015. Retrieved 21 January 2024.
- ^ Kohler, Chris (14 September 2015). "Nintendo Consolidates Its Game Development Teams". Wired. Condé Nast. Archived from the original on 15 September 2015. Retrieved 21 January 2024.
- ^ Rad, Chloi; Otero, Jose (14 September 2015). "Nintendo Reveals Restructuring Plans". IGN. Ziff Davis. Archived from the original on 15 September 2015. Retrieved 21 January 2024.
- ^ "製品技術編(2)". 社長が訊く 任天堂で働くということ. Nintendo Co., Ltd. Archived from the original on 30 October 2011. Retrieved 1 January 2011.
- ^ "Fushimi Inari Taisha and Fox". Nintendo. 13 May 2018. Archived from the original on 13 May 2018. Retrieved 1 January 2011.
12. Former head office: Before Nintendo's head office moved to Minami Ward, Kyoto City (its current location) in 2000, it was in Higashiyama Ward, Kyoto City. The former head office's location is now occupied by Nintendo Kyoto Research Center.
- ^ a b Sheff 1994, pp. 94–103.
- ^ Sheff 1994, pp. 103–105.
- ^ Sheff 1994, pp. 105–106.
- ^ a b Sheff 1994, p. 109.
- ^ MGC 2019 – Howard Phillips and Frank Cifaldi Interview. Hair of the Dogcast. 1 May 2019. Archived from the original on 11 December 2021. Retrieved 10 July 2019 – via YouTube. 10:00, 11:50, 17:25.
- ^ McFerran, Damien (5 October 2012). "Ninterview: Howard "Gamemaster" Phillips". Nintendo Life. Archived from the original on 16 April 2019. Retrieved 15 April 2019.
- ^ Firestone, Mary (2011). Nintendo: The Company and Its Founders. ABDO. pp. 63–. ISBN 978-1-61714-809-5.
- ^ Sipchen, Bob (27 April 1990). "Nintendo Frenzy : Trends: America is in the grips of a computer-game craze. It may affect our future, some experts say". Los Angeles Times. ISSN 0458-3035. Archived from the original on 6 July 2019. Retrieved 6 July 2019.
- ^ a b Plunkett, Luke (28 August 2012). "One Man's Journey From Warehouse Worker to Nintendo Legend". Kotaku. Archived from the original on 16 April 2019. Retrieved 15 April 2019.
- ^ Bishop, Todd (24 October 2012). "5 questions for 'Gamemaster Howard' of Nintendo fame". GeekWire. Archived from the original on 18 July 2019. Retrieved 18 July 2019.
- ^ Kent, Steven L. (16 June 2010). The Ultimate History of Video Games: Volume Two: from Pong to Pokemon and beyond...the story behind the craze that touched our lives and changed the world. Crown/Archetype. pp. 762–. ISBN 978-0-307-56087-2. Archived from the original on 6 August 2020. Retrieved 18 July 2019.
- ^ Sheff 1994, p. 106.
- ^ Sheff 1994, p. 111.
- ^ Ziesak, Jörg (2009). Wii Innovate – How Nintendo Created a New Market Through Strategic Innovation. GRIN Verlag. p. 2029. ISBN 978-3-640-49774-4. Archived from the original on 18 April 2016. Retrieved 9 April 2011.
Donkey Kong was Nintendo's first international smash hit and the main reason behind the company's breakthrough in the Northern American market. In the first year of its publication, it earned Nintendo 180 million US dollars, continuing with a return of 100 million dollars in the second year.
- ^ Sheff 1994, p. 113.
- ^ Good, Owen S. (31 October 2015). "Here's how Nintendo announced the NES in North America almost 30 years ago". Polygon. Archived from the original on 3 July 2019. Retrieved 1 July 2019.
- ^ Cifaldi, Frank (19 October 2015). "In Their Words: Remembering the Launch of the Nintendo Entertainment System". IGN. Archived from the original on 2 July 2019. Retrieved 1 July 2019.
- ^ R.H. Brown Co. Inc. (2007). "Case Studies". Hytrol.com. Archived from the original on 17 August 2007. Retrieved 17 September 2008.
- ^ "Nintendo of Canada Ltd". D&B Business Directory. Archived from the original on 9 January 2022. Retrieved 18 February 2022.
- ^ Schreier, Jason (22 April 2014). "Nintendo's Secret Weapon". Kotaku. Archived from the original on 2 August 2017. Retrieved 2 August 2017.
- ^ Peters, Jay (29 October 2021). "Nintendo is officially closing its Redwood City and Toronto offices". The Verge. Archived from the original on 30 October 2021. Retrieved 29 October 2021.
- ^ Totilo, Stephen (19 April 2022). "Nintendo hit with labor complaint". Axios. Archived from the original on 2 April 2024. Retrieved 2 April 2024.
- ^ Jiang, Sisi (29 September 2022). "Former Nintendo Worker Wants Company President To Apologize After Alleged Firing [Update]". Kotaku. Archived from the original on 2 April 2024. Retrieved 2 April 2024.
- ^ Carpenter, Nicole (13 October 2022). "Nintendo of America settles labor dispute with former QA worker". Polygon. Archived from the original on 2 April 2024. Retrieved 2 April 2024.
- ^ Gach, Ethan (27 March 2024). "Big Shakeup At Nintendo Testing Center Ahead Of Switch 2". Kotaku. Archived from the original on 2 April 2024. Retrieved 2 April 2024.
- ^ a b "History". Nintendo. Archived from the original on 4 September 2012. Retrieved 9 October 2012.
- ^ "Contact". Retrieved 24 July 2009.[dead link ]
- ^ Skrebels, Joe (9 December 2019). "The Lie That Helped Build Nintendo". IGN. Archived from the original on 21 December 2019. Retrieved 20 October 2021.
- ^ "General Customer Service". Nintendo. 29 August 2012. Retrieved 9 October 2012.[dead link ]
- ^ Pearson, Dan (6 June 2014). "130 jobs lost in Nintendo of Europe reshuffle". gamesindustry.biz. Archived from the original on 9 June 2014. Retrieved 9 June 2014.
- ^ "Nintendo to close European headquarters, lay off 130". USA Today. 6 June 2014. Archived from the original on 9 June 2014. Retrieved 9 June 2014.
- ^ "Deutschlands größte Spielehersteller 2018". GamesWirtschaft (in German). 2 July 2018. Archived from the original on 5 January 2019. Retrieved 5 January 2019.
- ^ a b ויטצ'בסקי, דניס (23 January 2019). דיווח: נינטנדו צפויה להתחיל בייבוא רשמי לישראל [Report: Nintendo is expected to start official imports to Israel]. ynet (in Hebrew). Archived from the original on 29 September 2020. Retrieved 17 April 2020.
- ^ Loughrey, Paul (30 June 2006). "Nintendo establishes Korean subsidiary". gamesindustry.biz. Archived from the original on 4 December 2019. Retrieved 23 February 2011.
- ^ Ashcraft, Brian (29 March 2016). "Report: Nintendo of Korea Is Laying Off Most of Its Staff [Update]". Kotaku. Archived from the original on 27 October 2016. Retrieved 26 October 2016.
- ^ McFerran, Damien (29 March 2016). "Nintendo Of Korea Lays Off 80 Percent Of Its Staff Following Sustained Losses". Nintendo Life. Archived from the original on 27 October 2016. Retrieved 26 October 2016.
- ^ "Wii U: Internet Browser". Archived from the original on 13 May 2018. Retrieved 27 May 2014.
- ^ Satterfield, Shane (2 May 2002). "Nintendo makes Retro Studios a full subsidiary". GameSpot. Archived from the original on 25 January 2012. Retrieved 2 April 2011.
- ^ Nintendo [@NintendoCoLtd] (20 May 2024). "[任天堂HP]「Shiver Entertainment, Inc.の子会社化に関するお知らせ」を掲載しました。" (Tweet) (in Japanese). Retrieved 13 August 2024 – via Twitter.
- ^ Kerr, Chris (5 January 2021). "Nintendo acquires Luigi's Mansion 3 developer Next Level Games". Archived from the original on 5 January 2021. Retrieved 5 January 2021.
- ^ Skrebels, Joe (9 December 2019). "The Lie That Helped Build Nintendo". IGN. Archived from the original on 21 December 2019. Retrieved 9 December 2019.
- ^ Mochizuki, Takashi; Li, Shan (18 April 2019). "Nintendo, With Tencent's Help, to Sell Switch Console in China". The Wall Street Journal. Archived from the original on 6 December 2019. Retrieved 17 December 2019.
- ^ לראשונה בישראל – תור גיימינג משיקה את נינטנדו בארץ ביבוא רשמי [For the first time in Israel - Tor Gaming launches Nintendo in Israel as an official import]. IGN Israel (in Hebrew). 12 March 2019. Archived from the original on 5 August 2020. Retrieved 17 April 2020.
- ^ "עבור לדף המבוקש". www.nintendo.co.il. Archived from the original on 24 January 2021. Retrieved 28 February 2021.
- ^ "Nintendo 2nd worldwide store opens in Israel". Globes. 25 June 2019. Archived from the original on 5 August 2020. Retrieved 17 April 2020.
- ^ Koch, Cameron (21 July 2016). "Nintendo Brings Back Retro 'Now You're Playing With Power' Slogan For New NES Classic Edition Ad". Tech Times. Archived from the original on 14 January 2021.
- ^ a b Arsenault, Dominic (2017). "Now You're playing With Power … Super Power!". Super Power, Spoony Bards, and Silverware: The Super Nintendo Entertainment System. MIT Press. pp. 61–85. ISBN 9780262341493.
- ^ Elliott, Stuart (1 July 1994). "The Media Business: Advertising; Nintendo Turns Up the Volume in a Provocative Appeal to its Core Market: Teen-Age Males". The New York Times. p. D15.
- ^ "Nintendo Asks, 'Who Are You?' ; New Multimillion-Dollar Campaign Helps Players Explore Their 'Inner Gamer'". www.businesswire.com. 29 September 2003. Archived from the original on 20 September 2021. Retrieved 18 March 2020.
- ^ "Nintendo DS targets teens, young adults". NBC. 15 November 2004. Archived from the original on 24 September 2020. Retrieved 20 September 2021.
- ^ "Nintendo's 'Wii Would Like to Play' Named the Most Effective Marketing Effort at Effie Awards". IGN. Archived from the original on 7 June 2008. Retrieved 20 September 2021.
- ^ Nintendo (21 November 2011), Nintendo 3DS – Mario Kart 7 Trailer, archived from the original on 11 December 2021, retrieved 11 March 2017
- ^ Svetlik, Joe (5 November 2012). "Nintendo airs Wii U advert: shows "How U Will Play Next"". CNET. Archived from the original on 20 September 2021. Retrieved 20 September 2021.
- ^ Nintendo (15 February 2017). Nintendo Switch – Switch and Play NYC Preview Tour. Archived from the original on 11 December 2021.
- ^ "'Genericide': When brands get too big". The Independent. 10 June 2011. Archived from the original on 2 March 2016. Retrieved 7 March 2016.
- ^ Plunkett, Luke (7 July 2014). "There's No Such Thing As A Nintendo". Kotaku. Archived from the original on 25 August 2016. Retrieved 15 July 2016.
- ^ "Nintendō Kabushikigaisha: Kaisha Jōhō" 任天堂株式会社: 会社情報 [Nintendo: Company Information]. Nintendo (in Japanese). Archived from the original on 31 October 2019. Retrieved 8 November 2019.
- ^ a b c Sheff 1994, p. [page needed].
- ^ "Nintendo of America Content Guidelines". Filibustercartoons.com. Archived from the original on 26 May 2012. Retrieved 25 May 2011.
- ^ Fahs, Travis. "IGN Presents the History of Mortal Kombat – Retro Feature at IGN". IGN. Archived from the original on 17 October 2008. Retrieved 16 August 2010.
- ^ "Mortal Kombat II (1994) Amiga box cover art". MobyGames. Archived from the original on 8 November 2019. Retrieved 8 November 2019.
- ^ "Nintendo of America Customer Service – Nintendo Buyer's Guide". Nintendo.com. Archived from the original on 6 June 2011. Retrieved 25 May 2011.
- ^ "IGN: Nintendo to censor Cruis'n". 8 October 1996. Archived from the original on 12 April 2009. Retrieved 24 July 2009.
- ^ Sheff 1994, p. 215.
- ^ Leone, Matt (9 January 2017). "Final Fantasy 7: An oral history". Polygon. Vox Media. Archived from the original on 9 January 2017. Retrieved 11 January 2017.
- ^ "Nintendo May Owe You $3". GamePro. No. 55. IDG. February 1994. p. 187.
- ^ Altice, Nathan (2015). "Chapter 2: Ports". I Am Error: The Nintendo Family Computer / Entertainment System Platform. MIT Press. pp. 53–80. ISBN 9780262028776.
- ^ a b "Customer Service | Licensed and Unlicensed Products". Nintendo. Archived from the original on 15 March 2012. Retrieved 9 March 2012.
- ^ Arendt, Susan (4 March 2008). "Civilization Creator Lists Three Most Important Innovations in Gaming". Wired. Archived from the original on 14 July 2014. Retrieved 7 July 2014.
- ^ Nintendo 3DS XL Operations Manual (PDF). Nintendo. Archived (PDF) from the original on 8 November 2012. Retrieved 2 September 2012.
- ^ "Wii MotionPlus Operations Manual" (PDF). Nintendo. 2009. Archived from the original (PDF) on 8 March 2011. Retrieved 10 March 2011.
- ^ a b "Quick Hits". GamePro. No. 88. IDG. January 1996. p. 23.
- ^ Alexander, Leigh (24 June 2008). "Nintendo Hooks Up Hospitalized Kids With Wii Fun Centers". Kotaku. Archived from the original on 11 May 2017. Retrieved 28 April 2017.
- ^ Ashcraft, Brian (27 May 2010). "Greenpeace Still Says Nintendo Is Bad For The Environment". Kokaku. Archived from the original on 20 May 2013. Retrieved 25 December 2012.
- ^ "2012 Conflict Minerals Company Rankings". Enough Project. Archived from the original on 27 March 2013. Retrieved 5 April 2013.
- ^ "Nintendo Product Recycling and Take Back Program". Nintendo. Archived from the original on 11 April 2013. Retrieved 19 April 2013.
- ^ Reeves, Ben (26 April 2011). "The Nintendo Difference: Nintendo's Impact On Gaming". Game Informer. Archived from the original on 11 January 2023. Retrieved 11 January 2023.
- ^ a b Parkin, Simon (20 September 2013). "Postscript: The Man Behind Nintendo". The New Yorker. Archived from the original on 11 January 2023. Retrieved 11 January 2023.
- ^ "Nintendo | Company Overview & News". Forbes. Archived from the original on 11 January 2023. Retrieved 11 January 2023.
- ^ Stoller, Kristin (10 October 2018). "The World's Best Employers 2018: Alphabet Leads As U.S. Companies Dominate List". Forbes. Archived from the original on 11 January 2023. Retrieved 11 January 2023.
- ^ "Nintendo: The 50 Most Genius Companies of 2018". Time. Archived from the original on 7 October 2022. Retrieved 11 January 2023.
- ^ "Nintendo CSR Report 2018" (PDF). Nintendo. July 2018. Archived (PDF) from the original on 11 January 2023. Retrieved 11 January 2023.
- ^ "Nintendo becomes Japan's 2nd most valuable company". Reuters. 25 September 2007. Archived from the original on 11 January 2023. Retrieved 11 January 2023.
- ^ Sacirbey, Susan (10 May 2016). "Video Games and Their Effect on Modern Day Society". HuffPost. Archived from the original on 11 January 2023. Retrieved 11 January 2023.
- ^ Morris, Chris (10 September 2015). "Mario, the World's Most Famous Video-Game Character, Is 30 Years Old". Entrepreneur. Archived from the original on 11 January 2023. Retrieved 11 January 2023.
- ^ Eadicicco, Lisa; Fitzpatrick, Alex; Peckham, Matt (30 June 2017). "The 15 Most Influential Video Game Characters of All Time". Time. Archived from the original on 6 December 2022. Retrieved 11 January 2023.
- ^ Machin, Mat (28 July 2018). "The 30 Strongest Nintendo Characters, Officially Ranked". TheGamer. Archived from the original on 11 January 2023. Retrieved 11 January 2023.
Bibliography
- Gorges, Florent (2015a). La historia de Nintendo Volumen I (in Spanish). Héroes de papel. ISBN 978-84-942881-3-5.
- — (2015b). La historia de Nintendo Volumen II (in Spanish). Héroes de papel. ISBN 978-84-942881-8-0.
- — (2015c). La historia de Nintendo Volumen III (in Spanish). Héroes de papel. ISBN 978-84-176491-0-4.
- Kent, Steven L. (2001). The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World. Prima Publishing. ISBN 0-7615-3643-4. Archived from the original on 7 February 2023. Retrieved 18 October 2015.
- Sheff, David (1994). Game Over: How Nintendo Conquered the World (1st ed.). New York: Vintage Books. ISBN 9780307800749. OCLC 780180879.
- — (1999). Game Over: How Nintendo Conquered the World (1st GamePress ed.). Wilton, CT: GamePress. ISBN 978-0-966-9617-0-6. OCLC 1131659026. Retrieved 27 July 2019.
- — (2011) [1999]. Game Over: How Nintendo Conquered The World. Knopf Doubleday Publishing Group. ISBN 9781299040625. OCLC 1237159707.
- Sloan, Daniel (2011). Playing to Wiin: Nintendo and the Video Game Industry's Greatest Comeback. Wiley. ISBN 978-0-470-82512-9. OCLC 707935885.
- Wolf, Mark J. P. (2012). Encyclopedia of Video Games: A-L. Vol. 1. ABC-CLIO. ISBN 9780313379369.
External links
- TOPIX 100
- Nintendo
- Amusement companies of Japan
- Companies listed on the Tokyo Stock Exchange
- Entertainment companies established in 1889
- Golden Joystick Award winners
- Hanafuda manufacturers
- Japanese brands
- Japanese companies established in 1889
- Film production companies of Japan
- Manufacturing companies established in 1889
- Manufacturing companies based in Kyoto
- Multinational companies headquartered in Japan
- Playing card manufacturers
- Seattle Mariners owners
- Toy companies of Japan
- Trading card companies
- Video game companies of Japan
- Video game development companies
- Video game publishers
- 1960s initial public offerings