60, Fukuine Kamitakamatsu-cho
Higashiyama-ku, Kyoto 605
Japan
Company Perspectives:
At Nintendo we are proud to be working for the leading company in our industry. We are strongly committed to producing and marketing the best products and support services available. We believe it is essential not only to provide products of the highest quality, but to treat every customer with attention, consideration and respect. By listening closely to our customers, we constantly improve our products and services.
We feel an equal commitment toward our employees. We want to maintain an atmosphere in which talented individuals can work together as a team. Commitment and enthusiasm are crucial to the high quality of our products and support services. We believe in treating our employees with the same consideration and respect that we, as a company, show our customers.
History of Nintendo Co., Ltd.
Nintendo Co., Ltd. is a toy and home entertainment concern that is famous worldwide for its popular home video games. Nintendo's products arose in the mid-1980s from the relative obscurity of the amusement arcade to change the concept of home entertainment in both Japan and the United States. Nintendo's main U.S. product, the Nintendo Entertainment System (NES), and its Japanese counterpart, the Family Computer (Famicom), were embraced by consumers of both nations, but increased competition in the early 1990s from a new generation of video machine competitors loosened Nintendo's commanding hold on the market. The company's commitment to quality and innovation, as represented by its Nintendo 64 machine and software, kept Nintendo in the game as it advanced through the increasingly competitive environment. In the late 1990s, the revitalization of its hand-held, portable Game Boy system by way of the Pokemon game concept proved to be one of the company's--and the $15 billion industry's--biggest successes of the period.
Playing Card Company: 1880s-Early 1960s
Nintendo was founded as Marufuku Company, Ltd., in Kyoto, Japan, in 1889 by Fusajiro Yamauchi, the great grandfather of the current president of Nintendo. Marufuku made playing cards for the Japanese game of Hanafuda, which is said to have had its origin in Tarot cards. In 1907 Marufuku introduced the first Western-style playing cards in Japan. Marufuku initially made the cards for Russian prisoners of war during the Russo-Japanese War of 1904-05 when the soldiers wore out the decks they had brought from Russia.
Between 1907 and World War II Marufuku solidified its status in the playing-card business. World War I, in which Japan fought on the side of the Allies, did not affect business in any remarkable way. In 1925, however, Marufuku began exporting Hanafuda cards to Japanese emigré communities in South America, Korea, and Australia. The years 1925 to 1928 also saw Marufuku developing a new, more effective marketing strategy that placed its products in tobacco shops. These marketing moves were complemented by Marufuku's aggressive advertising, as Japan's business practices became more Westernized.
World War II devastated the Japanese economy and delivered a hard blow even to the previously modest but stable home amusement market. The playing card industry and Marufuku, though, fared far better than most. In the austere postwar climate, when entertainment had to be cheap and simple, the demand for playing cards only decreased slightly. Marufuku, whose physical plant had not been damaged much in the war, thrived in the years following the war.
Hiroshi Yamauchi became Marufuku's president in 1949, embarking on a wide-ranging program to modernize and rationalize the way his family's company was run. In 1952 Marufuku consolidated its factories, which had been scattered throughout Kyoto. In 1951 Yamauchi changed the company name to one more appropriate to the leisure industry; he called it the Nintendo Playing Card Company, Ltd. In Japanese, the word "Nintendo" has a proverbial meaning that loosely translates as, "You work hard but, in the end, it's in heaven's hands."
Business boomed in the postwar era. In 1953 Yamauchi responded to a shortage in playing-card-quality paper by challenging his company to develop plastic playing cards. After initial difficulties in printing and coating the plastic cards, Nintendo started mass-production. In 1959 Nintendo first showed its sharp eye for the children's market when it released playing cards in Japan that were printed with Walt Disney cartoon characters. By 1962 business was so good that Nintendo decided to go public, listing stock on the Osaka and Kyoto stock exchanges.
Diversification: 1960s-Early 1980s
A year later Nintendo began the drive towards diversification and innovation that eventually led it to the late 1980s boom that made its name a household word. First, in 1963, Nintendo augmented its product line by marketing board games as well as playing cards. By 1969 the game department was so successful that a new game production plant was built in Uji city, a suburb of Kyoto. The year 1970 saw Nintendo introducing electronic technology for the first time in Japan with its Beam Gun Series. An especially popular example of this technology was the laser clay-pigeon shooting system, introduced in 1973, in which arcade players aimed beams of light at targets projected on a small movie screen. By 1974, Nintendo was exporting this and other projection-based games to the United States and Europe.
In the next few years, arcade game technology made remarkable strides, with Nintendo in the vanguard. In 1975, in cooperation with Mitsubishi Electric, Nintendo first developed a video game system using a video player--a technology made more complex the next year when a microprocessor was added to the system. By 1977 this technology was being marketed as part of the first, relatively unsophisticated generation of home video games.
In the amusement arcade Nintendo's games were beginning to feature higher levels of technology. In 1978 Nintendo developed and started selling coin-operated video games using microcomputers. This innovation, which in 1981 resulted in such arcade hits as Donkey Kong, gave to arcade video games the complex graphics and stereo sound that Nintendo would later market for home use.
As the 1980s began, Nintendo started selling the Game and Watch product line--a handheld series of electronic games, such as football, with liquid crystals and digital quartz micro-hardware. By this time, Nintendo found that its export business required a firmer foothold in the United States and established Nintendo of America, Inc., a wholly owned subsidiary, in New York City. In 1982 the U.S. office was moved to Redmond, Washington, and established there with an operating capital of US$600,000. As the 1980s progressed, the company focused on the development and marketing of home video technology. A new plant was built in 1983 in Uji city to meet the production requirements of Nintendo's new flagship product, the Family Computer. Famicom, which allowed arcade-quality video games to be played at home, came to be played in more than 35 percent of Japan's households.
With Famicom swiftly selling in Japan, Nintendo began exporting it to the United States. In 1985, however, when Nintendo was ready to enter U.S. homes, the home video market there seemed all but tapped out. The United States had experienced a dramatic home video boom in the late 1970s and early 1980s, but by mid-decade this boom had ended, leaving the U.S. industry with hundreds of millions of dollars in losses. The sales of the U.S. home video industry had plummeted from a $3 billion peak in 1983 to a $100 million trough in 1985. These figures did not daunt Nintendo, which quietly test marketed its games during the darkest depths of the U.S. slump. The response was enthusiastic. Nintendo concluded that the problems in the U.S. home video market were caused by an excess of uninspiring, low-quality games with which an undisciplined industry had flooded the market, losing the trust and patience of its customers as it went after quick profits.
Seizing Opportunity: Mid-1980s
Nintendo came to the United States in full force in 1985 with its American version of the Famicom, renamed the Nintendo Entertainment System. First year profits were astounding, and the skillfully managed demand of the U.S. market showed few signs of softening from its introduction to the end of the decade. According to Yamauchi, Nintendo owed its success to its ability to control the quality and amount of game software being sold for its NES systems. The NES hardware was similar to its Japanese precursor, the Famicom, consisting of a Nintendo control deck, hand controls, and the game cartridges themselves. The control deck sported an eight-bit computer that generated stereo sound and images in 52 colors. It hooked up with the purchaser's television set to allow the viewer to play a complex video game--which could take up to 70 hours to complete--by manipulating a joystick that controlled movement in two dimensions.
The NES control deck was sold at close to cost, about US$100, to place it in as many homes as possible. Nintendo then made a profit by selling its own game cartridges at US$25 to US$45 apiece, and by arranging lucrative licensing agreements with the numerous computer software manufacturers who were eager to get a piece of Nintendo's pie by creating software for Nintendo's games.
From the very beginning of its U.S. home video foray, Nintendo gained customer loyalty and enthusiasm by producing or licensing sophisticated, challenging, and surprising software for its NES. By 1989, this practice had translated into a 75-80 percent share of a US$3.4 billion home video game market. But the business strategies that brought Nintendo to its position of dominance soon came under intense scrutiny. Stymied competitors, the U.S. government, and Nintendo's own licensees--who found that Nintendo's mode of granting licenses for game software could soak up as much as 50 percent of their profits--all came to regard Nintendo's trade practices with a suspicion that led to widely publicized litigation.
Nintendo and most industry analysts maintained that a lack of quality control killed the first home video craze in the early 1980s. To avoid making the same mistake, Nintendo erected a demanding series of market controls. Each of its licensees was limited to developing only six new game titles a year. Nintendo manufactured its own patented game cartridges and required would-be software programmers to buy the cartridges in batches of 10,000 and then to assume full responsibility for reselling the game cartridges after they had been programmed by the licensee. To make certain that hardware competitors and software licensees would not try to circumvent Nintendo's control, Nintendo included a security chip in each game cartridge. Games programmed on cartridges lacking this microchip appeared scrambled when one tried to play them. Nintendo reserved the right to modify games or to forbid a licensee's attempts to market a game that had been deemed unsatisfactory in evaluations conducted by the company. When a licensee's game gained approval, the developer had to wait two years before selling a version of its game to Nintendo's competitors. Because of these safeguards, the quality of Nintendo-compatible software remained high. Yet dissatisfaction developed in the U.S. industry with Nintendo's control.
In December 1988 Tengen Incorporated, a subsidiary of Nintendo's archrival Atari and a Nintendo software licensee, filed an antitrust suit. Tengen wished to make games that would run on Nintendo's NES without having to go through Nintendo's series of quality-control measures. Having cracked the code programmed into the microchip in Nintendo's cartridges, Tengen released a game without Nintendo's approval. Nintendo filed a countersuit in February 1989 claiming patent infringement. By then Tengen's parent company, Atari, had jumped into the fray, filing a separate US$100 million antitrust suit against Nintendo. As the litigation piled up, it became apparent that cultural differences in business practices were near the heart of the conflict.
Playing the Market: Late 1980s
The 1980s were otherwise a successful decade for Nintendo. The company concentrated on popularizing its existing products and developing new ones. In Japan Nintendo developed and started to sell a Family Computer Disk Drive System, which hit the mature Japanese market in 1986. The way this new product expanded communications capabilities of the Famicom was dramatically showcased in 1987, when Nintendo in Japan organized a nationwide Family Computer Golf Tournament. Players throughout Japan used modems, public telephone lines, and disc facsimile technology to compete against each other from their own living rooms in Nintendo's home video game version of golf. Nintendo looked to the day when nationwide tournaments could be conducted with contestants comfortably ensconced in their living rooms. The network, which Nintendo soon hoped to duplicate in the United States, allowed people throughout Japan not only to play Nintendo games against each other but enabled people to download information from stock companies and trade in stocks, shop, or make ticket reservations.
In 1989 Nintendo announced a deal with Fidelity Investment Services, Boston, to bring this technology to the United States. For about US$200, American owners of Nintendo's NES could buy a modem, a controller/joy stick, and a Fidelity-designed software cartridge that would allow the use of their home entertainment hardware for a more serious purpose: managing stock portfolios. A US$3 million grant in 1990 to MIT's Media Lab was earmarked for researching the possibility of making video games more educational.
Despite such serious uses of its equipment, Nintendo remained synonymous with high-technology home fun, largely due to its expert marketing techniques and customer support. In 1988 Nintendo began publishing Nintendo Power magazine for its U.S. customers. This magazine, aimed at adolescents, was filled with game-playing tips and announcements concerning recently developed games and hardware. For those times when Nintendo Power could not help a frustrated game player, Nintendo introduced a 20-hour telephone bank with advice from 300 game counselors.
Further public relations efforts included a deal with Ralston Purina Company in May 1989 to market a citrus-flavored Nintendo Cereal System, featuring edible versions of the heroes from Nintendo's video games. In 1989 Nintendo also teamed up with PepsiCo and the nationwide toy retailer Toys 'R' Us for special joint promotions and in-store displays. Nintendo spent $60 million on U.S. advertising that year.
In 1989 Nintendo also returned to the handheld electronic game market it had created a decade earlier. The battery-operated Game Boy, about the size of a paperback book, featured interchangeable game cartridges, stereo sound, and complex dot-matrix graphics. In Japan Nintendo unveiled a new 16-bit advanced version of the Famicom, dubbed the Super Family Computer. Its more complex electronics meant more challenging games, more interesting graphics, and more realistic sound. Nintendo waited to release the U.S. version of the 16-bit machine until it felt the market was ready.
The company's leader, Yamauchi, one of the richest men in Japan, did not own a car or a television. He professed a disinterest in electronic games, saying he preferred chesslike board games. A frugal and cautious businessman, Yamauchi had a reputation for a reserved demeanor. His personality was compared to the minimalist architecture of the company's headquarters in Kyoto. Despite Yamauchi's disciplined management style, the company was still able to create an environment in the research and development division that was conducive to creativity.
In reality, only ten percent of Nintendo's games originated under Nintendo's roof. The bulk of the company's products were created by independent designers, some of whom became millionaires in their own right in spite of Nintendo's strict guidelines. Designers built games on speculation, paid Nintendo to produce the game cartridge, and then paid for the necessary marketing and advertising. These rules and Nintendo's near-monopoly of the video game market led many in the industry to characterize Yamauchi as a tyrant.
A New Game Forming: Early 1990s
Developments in the early 1990s appeared foreboding to Nintendo's hold on the market. Several antitrust cases, including one brought by a U.S. Senate subcommittee and one brought by Time Warner's Atari Games, threatened to change the look of the video game industry. Moreover, the continued success of Sega Enterprises, Ltd. gave Nintendo its first real competitor. It was Sega's 16-bit Genesis System that led Nintendo to upgrade its eight-bit machinery. Sega's growing product line and state-of-the art programs rivaled those of Nintendo and offered buyers an alternative video game system.
Nintendo was not to be easily vanquished, however. Indeed, many industry observers saw Nintendo as the "next Disney,' and a survey of school children found that the Mario character was more popular than Mickey Mouse. Although video game sales slowed in 1990, growing less than half as fast as they had the previous year, Nintendo's sales increased by 63 percent. When U.S. videogame sales reached $4.2 billion by 1991, Nintendo products accounted for $3.2 billion.
In the summer of 1992 Japan's Capcom Co. released Street Fighter II for Nintendo, and the game met with immediate success. Also in 1992, Nintendo produced Super Mario Paint, a drawing program featuring the company's star character, a game based on the Road Runner cartoon character, and the long-awaited "Zelda' sequel, The Legend of Zelda: A Link to the Past. Nintendo hoped eventually to raise its U.S. household penetration rate from 17 percent to the 35 percent it had achieved in Japan and mirror in the United States the profit-producing ten-to-one software-to-hardware ratio that Nintendo had achieved in its home country.
Nintendo's exports to the United States had grown eightfold from 1987 to 1991, and the company held 60 percent of the 16-bit U.S. market at the end of 1992. Yet Sega's comparative advertising, begun in 1990, pried open Nintendo's grip on consumers. Sega branded Nintendo's games as children's toys, and Nintendo of America failed to respond to the ploy. Nintendo's U.S. market share fell to 37 percent by the end of 1993. Jeopardy continued into 1994 when a new generation of machines hit the market.
Sega's and Sony's new game consoles were 32-bit systems utilizing CD-ROM disk drives. Sega's Saturn and Sony's PlayStation had inherently large storage capacities, thanks to the CD-ROMs, but were considered sluggish. Nintendo, on the other hand used much faster but more expensive silicon storage cartridges. Instead of matching the moves of its competitors, Nintendo concentrated on developing, in partnership with California-based Silicon Graphics, Inc., a 64-bit processor with superior capabilities.
Faced with consumer desertions to the 32-bit machines, Nintendo tried to extend the life of its 16-bit Super Nintendo System by bringing out hot games. Donkey Kong Country, which had been designed for the 64-bit system, was released in a 16-bit format and became the bestselling game of 1994.
The video game machine makers spent millions each year on software development. Independently produced games continued to generate the bulk of Nintendo's revenue in this important area: in-house software brought in around 35 percent of sales. In 1995, pressed by the need to produce software for its new machine, Nintendo purchased 25 percent of Rare Ltd., a U.K.-based developer. This was Nintendo's first investment in a software maker outside of Japan.
Nintendo's promise of a cheaper and more exciting video system by early 1996 dampened Saturn and PlayStation sales somewhat during the 1995 Christmas season. Nevertheless, Sega passed Nintendo in terms of total sales for the first time in the fiscal year ending March 1996. Nintendo's consolidated sales fell 15 percent and operating profits fell 24 percent. The 32-bit machines, the economic recession in the important Japanese market, and the defection of independent software producers to the competition contributed to Nintendo's downward spiral.
Nintendo 64 (N64) finally hit the market in 1996. Japanese consumers were eager to check out the new system. "With preordering rampant and queues outside the stores, some 300,000 Nintendo 64 machines were snapped up by eager addicts on the first day,' according to an August 1996 article in the Economist. Anticipating the U.S. release, Sega and Sony cut the prices on their 32-bit units.
The N64 Japanese launch got off to a fast start but stalled just as quickly: only a few games were ready for the format. Nintendo had backpedaled on the N64 release date a number of times, a situation that served to frustrate many independent software makers and led to the defection of some important developers to Sony.
Further complicating matters was the complexity of programming required for the N64 software and programmers' frustration with the limited storage capacity of the cartridges as compared to the CD-ROMs used by the competition. Another factor in the mix, one which was not there during Nintendo's glory days, was the personal computer (PC). PC makers were fabricating increasingly sophisticated games, drawing talent from the software developer pool and eating into the market.
Difficulties aside, Nintendo continued to live up to its reputation for quality software and produced another blockbuster game. "This is probably the most perfectly crafted video game ever,' wrote Neil Gross in Business Week. Shigeru Miyamoto, the designer of the original 8-bit Mario game, scored big with Super Mario 64.
Mario's fluid movements through dazzling three-dimensional graphics set the game apart from earlier versions and from competitor's 32-bit games. Sony and Sega, on the other hand, were not just waiting for Nintendo to rack up points. Sega was the first to release a web-browsing device, and Sony was way ahead of the pack in number of games available. Nintendo continued to feel the pinch and recorded its third straight year of declining financial results in the fiscal year ending March 1996.
In the first half of 1996, sales of the 16-bit Super Nintendo machines and related software plummeted. Sales generated by the new system, due in part to the lack of software, did not pick up all the slack. In September 1996 N64, with eight titles on hand, hit North American shelves; by June 1997, 2.6 million machines had been sold, capturing 50 percent of the market. An additional 2.7 million had been sold elsewhere in the world. Revenue for fiscal 1997 were up 18 percent to $3.5 billion. Earnings increased nine percent to $54 million.
Sony, the market leader, had more than 11 million PlayStations in the hands of consumers worldwide and carried 150 game titles. Nintendo 64 offered just 17 titles for play. The importance of the software lay most clearly in its profitability. Nintendo's margins for hardware were one to five percent while software yielded margins of nearly 45 percent. Software produced more than 50 percent of the company's profits. Aware of the dilemma it faced, Nintendo of America's chairman personally solicited the services U.S. software developers.
In an effort to boost capacity, a sticking point with the game makers, Nintendo put an N64 peripheral in the pipeline. The DD64, a magnetic disk drive, was to also contain a communications device. "Still,' wrote Seanna Browder in Business Week, "there are risks even to this. Historically, add-on devices don't go over big with gamers, who make one initial hardware investment and call it a day. There's also the chance that Nintendo could split its market into two camps--N64 and DD64. Then, game developers will be scratching their heads, wondering which to support.'
Nintendo was headed in the right direction, but the progress was not entirely smooth. Sales and profits were boosted in 1997 by Pokemon or Pocket Monsters, a new game played on Nintendo's handheld Game Boy machines, but the year was marked by a delay in the launch of the new hardware platform, DD64, and the botched delivery of Yoshi's Story, a much ballyhooed software title.
Nintendo came back in early 1998 with the introduction of the Game Boy Camera, a digital offering that sold for $50 and attached to the Game Boy machine. Nintendo sold more than 700,000 of the units in its first five weeks on the Japanese market.
Solidifying its dominance in the handheld market, Nintendo also released Game Boy Color and Pokemon Pikacu, a virtual pet. (The Pokemon game had spawned a multibillion-dollar industry of related merchandise.) In late 1998, Nintendo spent millions on the rollout of The Legend of Zelda: Ocarina of Time and achieved record pre-sales on the game.
The Future Is Now: 1999, 2000, and Beyond
The next generation of video game machines appeared on the horizon late in 1998, when Sega introduced its 128-bit Dreamcast machine to Japan. The system processed data more quickly than both PlayStation and Nintendo 64 and thus was capable of producing more lifelike graphics. Dreamcast was scheduled to hit the United States in the fall of 1999.
Not to be outdone for long, both Sony and Nintendo planned for a year 2000 release of their new machines. Sony said its PlayStation II, which it categorized as a home entertainment system, was even faster than Dreamcast and would produce images with graphic quality similar to animated movies. No longer just a game machine, PlayStation II would accommodate movies and games recorded on digital video disks (DVD). Breaking with industry convention, the machine would also play games produced for the original PlayStation. Nintendo, in a $1 billion partnership with IBM, said its next generation console, code named Dolphin, would also use DVD and exceed the speed of even Sony's offering. Hype aside, Nintendo faced another unsettled transition period as it again maneuvered from one generation of game systems to the next.
Principal Subsidiaries: Nintendo of America, Inc. (U.S.A.); Nintendo of Australia Pty, Ltd.; Nintendo of Canada, Ltd.; Nintendo Espana, S.A.; Nintendo of Europe GmbH (Germany); Nintendo France S.A.R.L.; Nintendo Hong Kong Limited; Nintendo Netherlands B.V.
Related information about Nintendo
- ) |
company_slogan = Various |
foundation = September 23, 1889
|
location = Japan: HQ: Kyoto
United States: HQ: Redmond, Washington; Offices: Atlanta, Georgia and
San
Diego, California
Canada: HQ: Richmond, British Columbia; Offices: Toronto, Ontario
Europe: HQ: Groテ殪stheim, Germany
Australia: HQ: Scoresby, Victoria; Offices: Sydney, New South Wales
China: HQ: Suzhou (as
iQue, Ltd.)
Korea: HQ: Koda Mineo Offices: Seoul |
key_people = Satoru Iwata, President and CEO
Reggie Fils-Aime: President and COO for American Division
Shigeru Miyamoto: Noted game designer, known for creating Mario, Zelda, Donkey Kong, and other key franchises
Gunpei Yokoi: Mainly known for creating the Game & Watch, Game Boy and Metroid series
Hiroshi Yamauchi: Former president and chairman
Minoru Arakawa and Howard Lincoln: Former heads of American division |
num_employees = 3,013 (2006) |
industry = Card games
Video games |
products = Hanafuda, Color TV Game, Game & Watch, NES, SNES, Game Boy (including Pocket, Light, Color, Advance, Advance SP, and Micro), Nintendo 64, GameCube, Nintendo DS, Nintendo DS Lite, Wii, Virtual Boy, and numerous video games. |
revenue = profit US$4.5 billion (2006)
Forbes 2000 ranking: 620 |
homepage = www.nintendo.co.jp (Japan)
www.nintendo.com (North America)
www.nintendo-europe.com (Europe) |
}}
Nintendo Company, Limited (Japanese: ???, ??????
Nintend?) is one of the most powerful companies in the
Video Game
Industry.
Nintendo is a multinational corporation and the majority owner of the
Seattle
Mariners, a Major League Baseball team in Seattle, Washington. Nintendo also purchased a sizable portion of
Gyration Inc, a
company specializing in gyros and motion sensors, in
2001.
Founded on
September 23
1889 in Kyoto, Japan by Fusajiro Yamauchi, the company initially produced
handmade hanafuda
cards, for use in a Japanese playing card game of the same name. The company entered
the video game business in 1975 by acting as the Japanese distributor for the
Magnavox
Odyssey. Subsequently, Nintendo began to develop their own
units, starting in 1977.
Nintendo's console video game became enormously successful in
Japan, and products reached the North American market in 1985, (and in the
European market in
1986).
Over time Nintendo has manufactured five "Color TV Brand" dedicated consoles, as
well as five other home video game consoles. Nintendo has sold over
two billion games worldwide.
Nintendo's mascot is
Mario, who was created by
Shigeru
Miyamoto.
History
Origin
Nintendo started as a small Japanese business by Fusajiro Yamauchi near
the end of 1889 as Nintendo Koppai. Based in Kyoto, Japan, the
business produced and marketed a playing card game called
Hanafuda. The
cards, which were all handmade, soon began to gain popularity and
Yamauchi had to hire assistants to mass produce cards to keep up
with demand.
Fusajiro Yamauchi did not have a son to take over the family
business. However, after his grandfather died suddenly in 1949,
Hiroshi
Yamauchi took office as the president of Nintendo.
In 1959, Nintendo struck a deal with Disney to have
them allow Nintendo to use Disney's characters on Nintendo's
playing cards. During the period of time between 1963 and 1968,
Nintendo set up a taxi
company, a "love
hotel" chain, a food company (trying to sell instant rice,
similar to instant
noodles), and several other things (including a vacuum cleaner-
Chiritory- which was later seen as a two-player game in WarioWare, Inc.: Mega Microgame$ in 2003). All these
ventures failed, except toymaking, where they had some earlier
experience from selling playing cards.
In 1965, Nintendo hired Gunpei Yokoi as a maintainance engineer for the assembly
line. it was still small at this point, and dominated by already
well established companies such as Bandai and Tomy.
Another invention of his, in collaboration with Masayuki Uemoura from
Sharp, was the
Nintendo Beam Gun Game, the precursor to the NES Zapper.
The 1970s also saw the hiring of Shigeru Miyamoto, the man who (along with Yokoi)
would become a living legend in the world of gaming and the secret
to Nintendo's longevity; Their first step in that field was to
secure the rights to distribute the Magnavox Odyssey in
Japan, which they did in 1975. In 1977, they released "Color TV Game 6" and
"Color TV Game 15" (6 and 15 indicates the number of games).
Their first video arcade
game was 1978's Computer Othello; The massively popular Donkey
Kong was created in 1981 with Miyamoto as its mastermind,
and released in the arcades and on the Atari 2600, Intellivision, and ColecoVision video game systems (although Nintendo
themselves generally had no involvement with these early console
ports). class=ilnk>Super Mario Bros.!)
In addition to this arcade and dedicated console game activity,
Nintendo was testing the consumer handheld video game waters with
the Game &
Watch.
1983–1989
In July 1983, Nintendo released their Famicom (Family
Computer) system in Japan, which was their first attempt at a
cartridge-based video game console. R&D 1 was headed by
Gunpei Yokoi,
R&D 2 was headed by Masayuki Uemura, and R&D 3 was headed by Genyo Takeda. The video game
crash soon took out not only Atari, but the vast majority of
the American market itself. Nintendo decided that to avoid facing
the same problems, they would only allow games that received their
"Seal of
Quality" to be sold for the Famicom, using a chip called
10NES to "lockout" or
prevent unlicensed games from working.
In 1985, Nintendo announced that they were releasing the Famicom
worldwide — Konami, the
first third-party company that was allowed to make cartridges for
the Famicom, would later circumvent this rule by creating a spinoff
company, Ultra
Games, to release additional games in a single year.
class=ilnk>Super Mario Bros. was released for the Famicom in
Japan and became a large success.
Nintendo test
marketed the Nintendo Entertainment System in the (the Japanese
version) were released.
In 1988, Nintendo of America unveiled Nintendo Power, a
monthly news and strategy magazine from Nintendo that served to
advertise new games. The first issue published was July/August
edition, which spotlighted the NES game Super Mario Bros.
Nintendo Power is still being published today with its
two-hundredth issue recently issued in Feb. '06.
In 1989, Nintendo (which had seen a large amount of success from
the Game &
Watch) released the Game Boy (both created by Gunpei Yokoi), along with the
accompanying game Tetris
(widely considered one of the greatest and most addictive games of
all time). With a good price, a popular game and durability (unlike
the prior Microvision from Milton Bradley, which was prone to
static and screen rot), the Game Boy sold extremely well. Later,
Super Mario
Land was also released for the Game Boy, which sold 14 million
copies worldwide. 1989 was also the year that Nintendo announced a
sequel to the Famicom, to be called the Super Famicom.
By the end of the 1980s the courts found Nintendo guilty of
anti-trust activities
because it had abused its relationship with third-party developers
and created a monopoly
in the gaming industry by not allowing developers to make games for
any other platforms. They changed this rule during the Super NES
era, allowing Sega to start a massive console war against Nintendo
with the Sega
Genesis and Game
Gear.
1990–1995
The Super Famicom was released in Japan on November 21, 1990. In the U.S., due to a late
start and an aggressive marketing campaign by Sega, Nintendo saw its market share
take a precipitous plunge from 90-95% with the NES to a low of
approximately 35% against the Sega Genesis. Over the course of several years, the SNES
in North America eventually overtook the Sega Genesis (in annual,
but not cumulative, sales figures), thanks to franchise titles such
as Super Mario
World, The Legend of Zelda: A Link to the Past, Street Fighter 2, and
the Final Fantasy
series. However, total worldwide sales of the SNES were higher than
the Genesis.
In 1992, Gunpei Yokoi and the rest of R&D 1 began planning on a
new virtual
reality console to be called the Virtual Boy. Hiroshi Yamauchi also bought shares
of the Seattle
Mariners in 1992.
In 1993, Nintendo announced plans to develop a new 64-bit console
codenamed Project Reality that would be capable of rendering
fully 3D
environments and characters. The Ultra 64 moniker was unveiled in arcades
on the Nintendo branded fighting game Killer Instinct and
the racing game Cruisin' USA. Soon after, Nintendo realized
they had mistakenly chosen a name for their new console that the
Konami corporation owned
the rights to. They later showed previews of the system and several
games, including Super Mario 64, to the media and public.
1995 is also the year that Nintendo purchased part of Rareware,
a choice that would prove to be a wise investment.
In the mid-90s Nintendo of America eased up on its stringent
policies on blood and violence. After Sega created the Mega CD (Sega
CD in North America) add on for its 16-bit machine, Nintendo
initially contracted with Sony to develop an add-on CD-ROM drive for the SNES, but afraid that Sony
would get all the profit from the CD-ROM media, and also surprised
at the failure of Sega's Mega CD, Nintendo terminated the contract
and went with Philips.
The deal between Philips and Nintendo eventually fell through, and
the CD-i was seen as another ill-fated attempt by Philips to enter
the computer market.
In 1995, Nintendo released the Virtual Boy in Japan. Competitor Sega introduced their
32-bit Saturn, while
newcomer Sony introduced the 32-bit PlayStation.
1996–2001
On June 23, 1996, the Nintendo 64 (N64)
was released in Japan and became a huge hit, selling over 500,000
units on the first day of its release. On September 29, 1996, Nintendo released the
Nintendo 64 in the
December 1, 1999 Nintendo released an add-on to the Nintendo 64 in
Japan, titled the Nintendo 64DD, although it never saw the light of day in
the U.S.
Nintendo followed with the release of the Game Boy Pocket, a
smaller version of the original Game Boy.
In 1996, Pocket
Monsters (known as "Pokémon" in the North America and Europe) was released
in Japan to a huge following. The Pokémon franchise (created by
Satoshi Tajiri),
was proving so popular in America, Europe, and Japan, that for a
brief time, Nintendo took back their place as the supreme power in
the games industry.
October 13, 1998 was the day that Game Boy Color was
released in Japan, with releases in North America and Europe a
month later. Days before Game Boy Color was released in Japan,
Gunpei Yokoi - the original creator of Game Boy - died tragically
in a car accident at the age of 57.
Nintendo released the Game Boy Advance in Japan on March
21, 2001. This was
followed by the North American launch on June 11 and the European launch on June 22. Nintendo released their
GameCube home
video game console on September 14, 2001 in Japan.
It was released in North America on November 18, 2001, in Europe on May
3, 2002 and in Australia on May 17, 2002.
2002–Present
In 2002, Hiroshi
Yamauchi stepped down as the president of Nintendo and named
Satoru Iwata his
successor. Also, Nintendo and Chinese-American scientist Doctor Wei
Yen co-founded iQue, a company that manufactures and distributes
official Nintendo consoles and games for the mainland Chinese market, under the iQue
brand.
During this same year, Nintendo's aggressive business tactics in
Europe would catch up to them. news.bbc.co.uk/2/hi/business/2375967.stm
In May of 2004, Nintendo announced plans to release a new brand of
handheld, unrelated to the Game Boy ? The Nintendo DS, released on
November 21,
2004, received over three
million pre-orders. In addition to the touch screen, the DS can
also create three-dimensional graphics, similar to those of the
Nintendo 64, although its lack of hardware support for texture
filtering results in more pixelated graphics than on the Nintendo
64.
President Satoru
Iwata merged all of Nintendo's software designers under the EAD
division; As of 2005 Nintendo's internal development divisions are
comprised of the following four groups (read Nintendo
development divisions for more information):
- Nintendo Entertainment Analysis & Development
- Nintendo Entertainment Analysis & Development
Tokyo
- Nintendo Integrated Research & Development
- Nintendo Software Production & Development
- Nintendo Technology & Development
On May 14, 2005, Nintendo started up its first
retail store accessible to the general public, Nintendo World, at the
Rockefeller
Center in New York
City. It consists of two stories, and contains many kiosks of
GameCube,
Game Boy
Advance, and Nintendo DS games.
At E3 in May of 2005, Nintendo displayed the first prototype for
their 'next-generation' system, codenamed the Nintendo Revolution
(now known as the Wii),
though hiding its controller until the Tokyo Game Show later
that year.
On January 26,
2006, Nintendo announced a
new version of their Nintendo DS handheld, called the Nintendo DS Lite, which
is designed to be smaller and lighter and feature a brighter
screen. It was launched in Japan on March 2 2006.
On May 25, 2006, Reggie Fils-Aime was promoted
to President and COO of Nintendo of America, Inc. press.nintendo.com/articles.jsp?id=9653
On June 11, 2006, Nintendo released their
update to the Nintendo
DS, the Nintendo DS Lite, in North America, also on this day Nintendo opened
its official US press site to the public which continued until
June 17 2006.
On June 23, 2006, Nintendo released the
Nintendo DS Lite in Europe.
On July 7, 2006, Nintendo officially
established a South Korean subsidiary, Nintendo Korea, in the
country's capital, Seoul,
which replaced Daiwon as the official distributor of Nintendo products
in South Korea.
In early August of 2006,
it was revealed that the Nintendo corporation (along with
Microsoft) was the target of a patent-infringement lawsuit.
Levelled by the Anascape corporation, the suit claims that Nintendo's
use of analog technology in their remote game controllers
constitutes a violation of their patents. ds.ign.com/articles/723/723562p1.html
Nintendo 64
In 1996, Nintendo released a third console, the Nintendo 64
(N64), which featured vastly improved three dimensional
graphics and a new, compact analog stick (called the control stick). Nintendo
chose to remain with the cartridge
medium, a surprising move, especially considering their
competition's choice of emerging CD-ROM storage mediums. since Nintendo did not choose to
use CD-ROMs, publishers would be more swayed to publish for Sony's
PlayStation, which
did use CD-ROMs. However, Nintendo retained the cartridge in light
of the fact that compared to CD-ROMs, there are little to no load
times and that cartridges are to an extent more expandable and can
have data directly saved to them, hence abolishing the absolute
need for a device such as a memory card. class=ilnk>Squaresoft (now Square Enix) developing no
games for the system, including their well-known Final Fantasy series,
and moving over to the Sony PlayStation, and later the PlayStation 2.
Nintendo used the code names Project Reality and Ultra
64 prior to the system's actual release, and these names are
still used by some people.
The first 3D Mario game
was introduced on the N64 as Super Mario 64, which has been the archetype
for almost all 3D console games to this day. and The
Legend of Zelda: Ocarina of Time?widely considered to be
one of the best games of all time. This system's games
are also significant as it was here that the power of the
second-party was first recognized: Rareware produced several of their most lauded
games for this console (including the aforementioned
GoldenEye, and also Perfect Dark, Donkey Kong 64, and Banjo-Kazooie.)
Nintendo GameCube
The Nintendo GameCube, originally codenamed "Dolphin," is
Nintendo's fourth home game console and their first disc-based
console. It was released in Japan on September 14, 2001, the U.S. on November 18, 2001, in Europe on May 3, 2002, and
in Australia on
May 17, 2002. The European launch boasted
20 titles at launch, which included Star Wars: Rogue
Squadron 2: Rogue Leader, Wave Race: Blue
Storm, Luigi's Mansion, Tony Hawk's Pro
Skater 3 and International
Superstar Soccer 2.
Nintendo continued many of their popular franchises on the system,
including Mario,
The
Legend of Zelda, Star Fox, Metroid, and Super Smash
Bros.. although the games are no longer in the same style
as the older Metroid games with the introduction of three dimensional
graphics and first-person shooter-style gameplay. Nintendo had also
gained exclusivity rights for the Resident Evil series
and Capcom has released
several GameCube-only Resident Evil titles, including
Resident Evil
0. The GameCube also saw Square Enix once again make games for Nintendo-
except that it wasn't for their flagship mainstream Final Fantasy
series.
In the current console
war, the Nintendo Gamecube is in firm second place behind the
Sony PlayStation 2
in Japan, while taking third place behind the Microsoft Xbox in the American, European and
Australian markets.www.usatoday.com/tech/products/games/2004-11-07-halo_x.htm
As of June 30, 2006, Nintendo has sold 21 million
Gamecubes worldwide.
Wii
As with other console manufacturers in the industry, Nintendo has
developed a new games console, Wii (pronounced "we" and
formerly codenamed "Nintendo Revolution"). The console is scheduled
for release at US$249.99/CA$279.95 on November 19, 2006 in North America, at JP¥25,000 on December 2, 2006 in Japan, at AU$399.95 on
December 7, 2006 in Australia, and at
GB£179.99/?249.99 on December 8, 2006
in Europe. The double "i's" in the Wii title symbolize two Wii
Remotes and also two people ("bowing" at the end of trailer),
further emphasizing the communal nature of the system.
The console is Nintendo's sleekest yet, about the size of three
DVD cases stacked together;
however, Nintendo has stated that the unveiled system is just a
prototype and the
final product may be even smaller. One of the many (though mostly
still unknown) revolutionary aspects of the system comes from its
unconventional and unique
controller (sometimes known as the Freehand controller and
Remote Controller, nicknamed the Wii-mote), which in its basic form
is shaped like a television remote control. The controller is based on the
technology that Nintendo acquired when they purchased large
portions of nunchuck" by NCL
president Iwata during the 2005 TGS keynote) that can be used
concurrently with the main controller, a casing transforming the
controller into a gun (similar to the "zapper" gun sold with the
Duck Hunt game for the
NES), and also a simple
controller, similar to the SNES contoller, all of which slot into the port.
Nintendo has also confirmed that the Wii will not support High Definition, unlike
Microsoft's Xbox 360 and Sony's upcoming PS3. However, 480p resolution will be standard on
every game (1 step lower than HD, but better than standard resolution). Their goal
for the Wii is to make it so anyone who picks up the controller can
play, even if they have never played a game before.
Thus far, it has been confirmed that Wii will be able to play NES,
SNES, Mega Drive/Genesis, TurboGrafx 16 and N64 games, which will
be downloadable for a fee through the Internet through the Nintendo Wi-Fi
Connection. Nintendo will also launch a new service called
WiiConnect24, which will offer game updates and downloadable demos
for Wii and possibly Nintendo DS even while the machine is powered off.
A partnership between Sega
and Hudson Soft
announced at the 2006 GDC will also give Wii access to the backlog
of the Sega Mega
Drive/Genesis
and Hudson Soft's
TurboGrafx-16 gaming consoles. This essentially gives Wii users
access to games from the entire 16-bit era.
Until E3 2006, only a small
amount was known about the Wii's games lineup. The frantic minigame
collection WarioWare: Smooth Moves will be released shortly
thereafter. Super
Mario Galaxy is a long-awaited new Mario platformer that will
be released "within the first six months" of the system's launch. A
new entry in the popular Project H.A.M.M.E.R., a new entry in the
long-running strategy/RPG franchise Fire Emblem, and the survival game Disaster: Day of
Crisis. Games not shown in any form but confirmed to exist
at some stage in development include Wii versions of the popular
Animal
Crossing and Mario Kart franchises.
Among third party releases slated for the Wii are Red Steel from Ubisoft -
an FPS that
lets you use the unique controller to wield a gun and a sword,
Final Fantasy Crystal Chronicles: The Crystal
Bearers, a game based on the Pixar movie Cars, and
Pangya Golf
and Sonic and the Secret Rings (formerly known as "Sonic
Wild Fire") in which the player will use the controller's tilt
function to control Sonic the
Hedgehog. Also announced was Trauma
Center: Second Opinion (A remake of the popular Nintendo DS
game Trauma Center: Under the Knife) by Atlus and Elebits, an original game
developed by Konami.
Handheld consoles
Game Boy
Main articles/the Nintendo handheld console
lineage:
- Game
Boy
- Game Boy
Pocket
- Game Boy
Light
- Game Boy
Color
- Game Boy
Advance
- Game Boy
Advance SP
- Game Boy
Micro
Introduced in 1989 and created by Nintendo employee Gunpei Yokoi,
Nintendo's portable line of Game Boy systems continue
to have a strong following even today. Nintendo may be
retiring the Game Boy line in favor of the Nintendo DS
gameboy.ign.com/articles/708/708063p1.html. The
Game Boy has been known for putting over a dozen other
portable systems out of business (including Nintendo's other
attempts such as the Virtual Boy). Due to low battery
consumption, durability, and a library of over a thousand
games, the Game Boy line has been on the top of the portable
console market and Nintendo has been the dominant market
leader since its inception in 1989.
With the release of Game Boy Micro Nintendo started to sell
Game Boy
Advance SP with a similar backlight screen as well. These
were called "Brighter Game Boy Advance SP" on the
packaging.
The Game
Boy Player is an accessory which allows people to play
Game Boy,
Game Boy
Color and Game Boy Advance games on the TV through the
GameCube system, and the Super Game Boy accessory provided a similar
ability for pre-Game Boy Advance games on the SNES. They also
released a Super Game Boy 2 in Japan, it had a link port on
it's side so you could play vs. on games like Pokémon.
Nintendo DS
Nintendo released their Nintendo DS handheld game
console first in the United States on November 21 2004, then in Japan on
December 2
2004 and later on
March 11 2005 in Europe. In the
U.S., shipments of the DS reached 500,000 within
the first week, and in Japan, the figures were even more impressive,
reaching the same figure within four days of its launch. It
has also proven to be the fastest-selling console in European history, having
sold over 1 million units in six months (250,000 of those
units in the United Kingdom alone).
The Nintendo DS features two back lit LCD screens. It is
Nintendo's second handheld with two screens (the Game & Watch
being the first), with the lower screen being touch
sensitive. It also features a built in microphone and the
ability to connect up to 16 Nintendo DS systems together
wirelessly. The DS can also play software designed originally
for the Game
Boy Advance, though since the DS lacks the serial port
from earlier systems in favor of the newer wireless
connection, no legacy games can be played in a networked form
nor can they be linked to the GameCube. Nintendo has,
however, indicated that it will be able to link wirelessly to
the forthcoming Wii though no details have been
released.
At the Game Developers Conference,fact Nintendo announced that they would be
launching an online service for the Nintendo DS called
Nintendo Wi-Fi Connection, allowing multiplayer
gaming over the Internet. As of October 18, 2005, Nintendo has partnered up with Wayport to
bring free Wi-Fi access to Nintendo DS owners. As of November 14 in
America, November
25 in the United Kingdom and on December 28th in Dublin,
the launch of their Nintendo DS Internet gaming service, over
6,000 McDonald's restaurants nationwide will become free
Wi-Fi hot-spots. Metroid Prime Hunters is the first
Nintendo DS game to use VoIP (Voice Over IP) which allows for players to
chat with one another before and after Wi-Fi matches.
As of June 30, 2006, approximately 21.27 million Nintendo DS and
Nintendo DS
Lite units have been sold worldwide. Although reports
vary, in terms of units sold worldwide the Nintendo DS
platform is ahead of its main competitor, the PSP, which
has shipped 20.02 million units as of July 24, 2006. 5.9
million units have been sold in the U.S. alone, and 9.24
million in Japan.
On January 26,
2006, Nintendo
introduced a redesign for their handheld, named the Nintendo DS Lite.
It was released in Japan on March 2, 2006, in Australia on June 1, 2006, in North America on June 11, 2006, and in Europe on
June 23, 2006. A version of the
Nintendo 64, with double the clock speed and downloadable
games, released only in the Chinese market.
- iQue DS - A
version of the Nintendo DS, release only in
China.
- Nintendo
64DD ? Games released include a paint and 3D
construction package, F-Zero X
Expansion Kit, for creating new F-Zero X tracks, a
sequel to the SNES version of SimCity, SimCity 64 and a few others. Unveiled in
London at
Christmas 2000, the Pokémon Mini was Nintendo's cheapest
console ever produced; The game Pokémon
Crystal was the first games to take advantage of the
Mobile System. An arcade system based on Nintendo
GameCube hardware, developed in partnership with
Sega and Namco.
- Virtual Boy ? It is the first (and, thus far,
only) Nintendo game system to be a commercial failure (see
here for more information).
People
See also Nintendo people
- Minoru
Arakawa ? Best-known as the creator of the Game Boy and the
Metroid
series. Died 1997.
- Shigesato
Itoi - Creator of EarthBound series
- Masahiro Sakurai - Creator of Kirby and Super Smash
Bros..
Notable software and franchises
Related
article: Franchises established on Nintendo systems
- 1080° Snowboarding - First appeared on the
Nintendo 64, then later appeared on the Nintendo
GameCube as 1080° Avalanche.
- Animal
Crossing - Also known as Animal Forest, a
franchise that has developed a cult following and
constantly growing install base with each installment. It
has appeared on the Nintendo 64 (Animal Forest), GameCube,
Nintendo DS,
E-Reader, and
will soon be appearing on the Wii.
- Balloon
Fight/Balloon Kid - A series of games that appeared on
the NES and Game Boy. It also appeared as two kinds of
Game &
Watch handhelds, an extra game on Animal Crossing,
and the E-Reader.
- Battalion
Wars - An RTS version of the Nintendo Wars (Advance
Wars out of Japan) franchise.
- Battle
Clash - A Super Nintendo Super Scope game. The sequel, Metal Combat: Falcon's Revenge, was also
released, but only in the United States and
Europe.
- Chibi-Robo - A series where you control a small
robot that cleans up after his owners. The series includes
Chibi-Robo
and Chibi-Robo: Park Patrol. Two of the games also
appeared as an extra in Animal Crossing, and there was also a game
for the e-Reader.
- Cubivore -
Also known as Dobutsu Bancho. Melee.
- Custom
Robo - A science fiction action game in which the player pilots and
customizes a miniature robot to battle other players in an
arena called a Holosseum.
- Donkey
Kong (Nintendo EAD Tokyo) - Dates back to Nintendo's
original line of arcade games. Introduced Mario, back then
known as "Jumpman."
- Doshin
the Giant - Yet to be released in America.
- Drill
Dozer - An platform-puzzle game developed by GameFreak
for the Game Boy Advance.
- EarthBound (called "Mother"
in Japan) - A cartoony 16-bit RPG.
- Excitebike - A series that appeared on the NES
and Nintendo 64. Excite Truck wil continue the franchise on
Wii.
- Fire
Emblem (Intelligent Systems) - Medieval RPG/strategy
series started in 1990, confined to Japan until
2003.
- F-1 Race -
Has nothing to do with F-Zero; has appeared on the NES and
Game Boy.
- F-Zero
(Nintendo EAD) - A futuristic racing game, where pilots
race in machines barely above the ground at speeds of
2000km/h.
- Game
& Watch - Nintendo's oldest franchise, started on
handheld systems.
- Golden
Sun (Camelot) - RPG developed by a second party for the
Game Boy Advance.
- Ice
Climber - An old franchise featuring Popo and Nana, two
parka-clad mountain climbers.
- Legend
of Stafy a series based around a young starfish named
Stafy.
- Kid
Icarus (Intelligent Systems) - Only two games of Kid
Icarus have been produced (NES, GB), though Miyamoto hinted that
there will be a sequel on Wii. The main character of Kid Icarus, Pit, will
also be a playable character in the game Super Smash
Bros. Has starred in several games since his debut on the
Game Boy.
- Mach
Rider - A motorcycle combat game for the
NES.
- Mario
(Nintendo EAD) - Nintendo's flagship franchise and main
influence in the platform genre. Mario has branched out to
multiple spin-offs including Mario Kart, Mario Party, Paper Mario, and Mario
Tennis.
- Metroid (Intelligent Systems / Retro Studios) -
One of the company's most popular franchises, featuring a
futuristic bounty hunter called Samus
Aran.
- Nintendogs - Puppy simulator franchise with
several cameos of other Nintendo franchises
- Nintendo
Wars (Intelligent Systems) - Confined to Japan until
2001; Advance
Wars was not released in Japan due to 9/11 until Game Boy Wars Advance 1+2 was
released there on November 25th, 2004.
- Pikmin- One of Nintendo's newest franchises,
only 2 installments as of summer 2006 (both on the
GameCube).
- Pilotwings - Has been on the Super Nintendo and
Nintendo 64 and is rumored to make a return on the
Wii.
- Pokémon (video games) (Game Freak) -
Arguably the most influential (certainly the most
lucrative) of Nintendo's recent franchises. Featuring
Little Mac, you had to fight your way up the tables and
become the best boxer ever.
- SimCity -
The SNES version is partially owned by Nintendo along with
the character, Dr. Wright, who is based on Maxis' co-founder,
Will Wright
(Dr. Wright has also appeared in the Game Boy Zelda games
and was a trophy in SSBM). The sequel, Sim City 64, was
only released in Japan for the Nintendo
64DD.
- Star
Fox (Nintendo EAD) - Has appeared on the Super
Nintendo, Nintendo 64, Nintendo GameCube and DS. Has appeared on
The Nintendo
64, Nintendo GameCube, and will be appearing on
Wii.
- Tetris
Attack (Panel de Pon in Japan) (Intelligent
Systems) - An original puzzle game which, despite the
name, is completely unrelated to Tetris.
- The Legend of Zelda (Nintendo EAD) - One of the
company's most popular franchises and widely considered to
be among the best franchises ever.
- Wario -
Spin-off character who debuted in Super Mario Land
2. Includes the Wario Land series of games, Wario's Woods,
WarioWare,
Inc. series, Wario Blast and Wario World.
- Wave Race
- Has appeared on the original Game Boy, Nintendo 64, and
Nintendo GameCube. Includes games such as Yoshi's Cookie,
Yoshi's
Island, Yoshi's Story, Yoshi Touch &
Go, and Yoshi Topsy Turvy, this list will also include
Yoshi's
Island 2 in the future. Yoshi games are usually a platform game, where a
number of multicolored Yoshies must save Yoshi's
Island.
Divisions
First-party
- HAL
Laboratory ? Responsible for the Kirby franchise,
Super Smash Bros. series, the Eggerland series
(also known as the Adventures of Lolo series), the
development of the e-Reader, and co-porduced the EarthBound/Mother
series.
- Intelligent Systems ? Produces (and licenses)
first-party games by independent
developers.
- Nintendo Research & Development 1 ?
Developer of the Metroid Prime trilogy.
Second-partyThese second-party game companies have
contracts with Nintendo to only make games for Nintendo and
not its competitors. Responsible for the Magical
Vacation series, and for supporting Shigesato Itoi and
HAL with
Mother 3
(Japan only).
- Camelot Software Planning - Developer of
Nintendo's Mario
Golf and Mario Tennis series as well as the original GBA
RPG series, Golden Sun, and its sequel, Golden
Sun: The Lost Age.
- Game Boy Camera and the EarthBound
series.
- Fuse
Games ? developer of the Pokémon video game
series and Drill Dozer.
- Genius
Sonority ? Developer of F-Zero:
Maximum Velocity and various other Game Boy
Advance and GameCube titles.
- iQue ? has made
Yoshi
Topsy-Turvy and is currently making Yoshi's Island
2.
- Atlus ?
Nintendo and Sega partially own a secondary developer to
Capcom called Flagship; its first collaborated game with
Nintendo was Wario Blast: Featuring Bomberman, which
featured Bomberman, Hudson's flagship character. Nintendo
had also arranged a collaboration with Konami and Silicon Knights,
then a Nintendo second party, in the creation of
Metal Gear Solid: The Twin Snakes for
the GameCube. Solid Snake, from the Metal
Gear franchise, will also make an appearance in
Super Smash Bros. Midway are the makers of the
Rampage,
Mortal
Kombat and Spy Hunter series.
- Namco ?
Nintendo and Namco have collaborated on several games such
as .
- NIBRIS -
NIBRIS is an upstart Polish developer devoted only to the
Wii and the Nintendo DS. Not a
game company, it does however help Nintendo with technology
and also made the Q multimedia console. Although at one time
under a 49% ownership with Nintendo, Rare is now owned by
Microsoft. It
is responsible for such titles as Donkey Kong
Country/Land/64,
GoldenEye
007, Banjo-Kazooie, Battletoads,
Perfect
Dark, Jet Force Gemini, Conker's Bad
Fur Day, and Killer Instinct. The company has
developed 5 titles for the Game Boy
Advance while under Microsoft's roof. They have also ported Sonic Adventure
and Sonic
Adventure 2 from DreamCast to GameCube. They are
supporting the Virtual
Console (Wii) by having a "best of" selection of
downloadable classics from the Sega
Genesis/Mega Drive.
- Square
Enix ? Nintendo has published Mario
Bros.
-
Mario Kart Arcade GP
|
-
Monkey
Magic
-
The Nintendo Super System
-
The Nintendo Vs. class=ilnk>Super Mario
Bros.
-
Super Punch-Out!!
-
Test Driver
-
Urban
Champion
-
Wild
Gunman
|
Anime
In November 2004, Hiroshi Yamauchi announced that Nintendo would
start making anime.
www.krazygamers.com/anime/article/610.html
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