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Clarified in infobox that although the specific logo colour scheme has only been in primary use since 2016, the logo overall has been in use since 1975
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{{Short description|Japanese video game company}}
{{Infobox_Company |
{{distinguish|Intendo}}
company_name = Nintendo Company, Limited |
{{Pp-vandalism|small=yes}}
company_logo = [[Image:Nintendo.svg|252px|center|Nintendo Logo]] |
{{Use dmy dates|date=November 2023}}
company_type = [[Public company|Public]] |
{{Use American English|date=April 2023}}
company_slogan = Various — Born to play; Now you're playing with power; The best play here; Play it loud; The Nintendo difference; Get N or Get Out; Who are you?; Touch Me!; Touching is good; Too Much Fun; Gaming 24:7; Open Up and Play |
{{Infobox company
foundation = [[November 6]], [[1889]] |
| name = Nintendo Co., Ltd.
location = HQ in [[Kyoto]], [[Japan]] |
| logo = Nintendo.svg
United States: HQ: [[Redmond, Washington|Redmond]], [[Washington]], Offices: [[Atlanta, Georgia|Atlanta]], [[Georgia (U.S. state)|Georgia]] and [[San Diego, California|San Diego]], [[California]]
| logo_alt = Logo in white on red background since 2016
Canada: HQ: [[Richmond, British Columbia]], Offices: [[Toronto]], [[Ontario]]
| logo_caption = Logo used since 1975{{efn|group=lower-alpha|White-on-red variant used since 2016.}}
Europe: [[Großostheim]], [[Germany]]
| image = Headquarters of Nintendo Co., Ltd.jpg
Australia: HQ: [[Scoresby]], [[Melbourne]], [[Victoria (Australia)|Victoria]], Offices: [[Sydney]], [[New South Wales]]
| image_size =
China: [[Suzhou]] (as iQue Ltd.) |
| image_alt = Headquarters in Kyoto, Japan
key_people = [[Satoru Iwata]]: president; [[Hiroshi Yamauchi]]: former president and chairman; [[Minoru Arakawa]] and [[Howard Lincoln]]: former heads of American division; [[Gunpei Yokoi]]: Mainly known for creating Game & Watch, Game Boy and Metroid series; [[Shigeru Miyamoto]]: noted game designer |
| image_caption = Headquarters in Kyoto, Japan
num_employees = approx. 2,977 (as of 2003) |
| trading_name = Nintendo
industry = [[Computer and video game industry|Video games]], [[card games]] |
| native_name = 任天堂株式会社
products = [[Hanafuda]], [[Color TV Game]], [[Game & Watch]], [[Nintendo Entertainment System|NES]], [[Super Nintendo Entertainment System|SNES]], [[Game Boy]] (including Pocket, Light, Color, Advance, Advance SP, micro), [[Nintendo 64]], [[Nintendo GameCube|GameCube]], [[Nintendo DS]], [[Nintendo Revolution]], [[Virtual Boy]], Numerous video games |
| native_name_lang = ja
revenue = {{profit}} $4.35 billion [[USD]] (2005) |
| romanized_name = ''Nintendō kabushiki gaisha''
homepage = [http://www.nintendo.co.jp/ www.nintendo.co.jp] |
| former_name = {{Unbulleted list
| Nintendo Koppai (1889)
| {{Collapsible list|title=Other former names
| Yamauchi Nintendo (1889–1933)
| Yamauchi Nintendo & Co. (1933–1947)
| Marufuku Co., Ltd. (1947–1951)
| Nintendo Playing Card Co. Ltd. (1951–1963)
}}
}}
| type = [[Public company|Public]] <!--DO NOT CHANGE THIS FIELD-->
| traded_as = {{Unbulleted list
| {{Tokyo Stock Exchange|7974}}
| [[TOPIX]] Core30 component
| [[Nikkei 225]] component
}}
| ISIN = {{ISIN|sl=n|pl=y|JP3756600007}}
| industry = {{Unbulleted list
| [[Video game industry|Video games]]
| [[Electronics industry|Electronics]]
}}
| founded = {{Start date and age|1889|09|23|df=yes}} in [[Shimogyō-ku, Kyoto]], Japan
| founder = [[Fusajiro Yamauchi]]
| hq_location = 11–1 Kamitoba Hokodatecho
| hq_location_city = [[Minami-ku, Kyoto]]
| hq_location_country = Japan
| num_locations =
| num_locations_year =
| area_served = Worldwide
| key_people = {{Unbulleted list
| [[Shuntaro Furukawa]] {{Small|(president)}}
| [[Shigeru Miyamoto]] {{Small|([[Fellow|executive fellow]])}}
}}
| products = [[List of Nintendo products|List of products]]
| brands = {{Collapsible list|title=Video game series
| ''[[Animal Crossing]]''
| ''[[Art Style]]''
| ''[[Big Brain Academy]]''
| ''[[bit Generations]]''
| ''[[BoxBoy! (series)|BoxBoy!]]''
| ''[[Brain Age]]''
| ''[[Chibi-Robo!]]''
| ''[[Cruis'n]]''
| ''[[Custom Robo]]''
| ''[[Donkey Kong]]''
| ''[[Dr. Mario (series)|Dr. Mario]]''
| ''[[Excitebike (series)|Excite]]''
| ''[[F-Zero]]''
| ''[[Famicom Detective Club]]''
| ''[[Fire Emblem]]''
| ''[[Fossil Fighters]]''
| ''[[Golden Sun]]''
| ''[[Kid Icarus (series)|Kid Icarus]]''
| ''[[Kirby (series)|Kirby]]''
| ''[[The Legend of Zelda]]''
| ''[[The Legendary Starfy]]''
| ''[[Mario (franchise)|Mario]]''
| ''[[Mario Kart]]''
| ''[[Mario Party]]''
| ''[[Metroid]]''
| ''[[Mother (video game series)|Mother]]''
| ''[[Pikmin]]''
| ''[[Pilotwings]]''
| ''[[Pokémon (video game series)|Pokémon]]''
| ''[[Punch-Out!!]]''
| ''[[Puzzle League]]''
| ''[[Rhythm Heaven (series)|Rhythm Heaven]]''
| ''[[Splatoon]]''
| ''[[Star Fox]]''
| ''[[Super Mario]]''
| ''[[Super Smash Bros.]]''
| ''[[Touch! Generations]]''
| ''[[Wario (series)|Wario]]''
| ''[[Wars (series)|Wars]]''
| ''[[Wii (video game series)|Wii]]''
| ''[[Xenoblade Chronicles]]''
| ''[[List of Yoshi video games|Yoshi]]''
}}
| production = {{Unbulleted list
| '''Hardware'''<br/>{{Decrease}} {{Nowrap|17.97 million}}<!-- 2020: 690,000 (3DS) + 21,030,000 (NS) = 21,720,000; 2021: 20,320,000 (NS) + 8,510,000 (NSLite) = 28,830,000 -->
| '''Software'''<br/>{{Decrease}} {{Nowrap|213.96 million}}<!-- 2019: 13,220,000 (3DS) + 118,550,000 (NS) = 131,870,000; 2020: 4,990,000 (3DS) + 168,720,000 (NS) = 173,710,000 -->
}}
| production_year = 2023
| services = {{Unbulleted list
| [[Nintendo eShop]]
| [[My Nintendo]]
| [[Nintendo Switch Online]]
}}
| revenue = {{Decrease}} {{JPY|1.601&nbsp;trillion|link=yes}} ({{US$|13.923&nbsp;billion|link=yes}})
| revenue_year = 2023
| operating_income = {{Decrease}} {{JPY|504.3 billion}} ({{US$|3.678 billion}})
| income_year = 2023
| net_income = {{Decrease}} {{JPY|432.7 billion}} ({{US$|3.156 billion}})
| net_income_year = 2023
| assets = {{Increase}} {{JPY|2.662 trillion}} ({{US$|21.866 billion}})
| assets_year = 2023
| equity = {{Increase}} {{JPY|2.069 trillion}} ({{US$|16.995 billion}})
| equity_year = 2023
| owners = {{Unbulleted list
| [[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.|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|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}} (6%)
}}
| 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 = 2024
| parent =
| divisions = {{Unbulleted list
| [[List of Nintendo development teams#Business Development Division (BDD)|Business Development]]
| [[Nintendo Entertainment Planning & Development|Entertainment Planning & Development]]
| [[Nintendo Platform Technology Development|Platform Technology Development]]
}}
| subsid = {{Collapsible list
| [[1-Up Studio]]
| [[iQue]]
| [[Mario Club]]
| [[Monolith Soft]]
| [[Next Level Games]]
| [[Nintendo Cube]]
| [[Nintendo European Research & Development]]
| [[Nintendo Pictures]]
| [[Nintendo Sales]]
| [[Nintendo Software Technology]]
| [[Nintendo Systems]] (80%)
| [[Nintendo Technology Development]]
| [[Retro Studios]]
| [[Shiver Entertainment]]
| [[Systems Research & Development|SRD]]
}}
| website = {{URL|nintendo.com}}
| footnotes = <ref name="Corporate Information : Company Profile" /><ref name="Corporate Information : Company History" /><ref name="Nintendo History" /><ref name="Consolidated Results for the Years Ended March 31, 2021 and 2022" /><ref name="IR Information : Stock Information - Status of Shares" />
}}
}}


{{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''' ([[Japanese language|Japanese]]: 任天堂, ニンテンドー ''Nintendō''; {{Template:nasdaq|NTDOY}}, {{Template:tyo|7974}}) is an [[international]] [[company]] originally founded in [[Japan]] on [[November 6]], [[1889]] by [[Fusajiro Yamauchi]] to produce handmade [[hanafuda]] cards, for use in a Japanese playing [[card game]] of the same name. In the mid-twentieth century, the company tried several small niche businesses, such as a [[love hotel]] and a taxi company. Over the years, it became a [[Computer and video games|video game]] company, growing into one of the most powerful in the [[Video game industry|industry]]. Aside from video games, Nintendo is also the majority owner of the [[Seattle Mariners]], a [[Major League Baseball]] team in [[Seattle]], [[Washington]]. Nintendo has also purchased a sizeable portion of [[Gyration Inc]], a company specializing in gyros and motion sensors, in [[2001]]. Nintendo's main competitors on the gaming front are [[Sony Computer Entertainment|Sony]] and [[Microsoft]].


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.
Nintendo has the reputation of historically being both the oldest intact company in the [[video game console]] market and the most influential and well-known [[console manufacturer]], as well as being the dominant leader of the handheld console market. They first started making home video game machines in the [[Japan]]ese market in [[1977]], and progressed to the [[North America]]n market in [[1985]], finally arriving in the [[Europe]]an market in [[1986]]. Over time Nintendo has manufactured five "[[Color TV Game|Color TV Brand]]" [[dedicated console]]s and five home video game consoles — [[Famicom]]/[[Nintendo Entertainment System|NES]], the [[Super Famicom]]/[[Super NES]], the [[Nintendo 64]], and the present [[Nintendo GameCube|GameCube]] and the upcoming [[Nintendo Revolution]]. This is in addition to a plethora of different [[handheld game console|handheld]] [[portable]]s, as well as seven versions of their popular [[Game Boy]], the [[Game & Watch]], the [[Pokémon Mini]], the [[Nintendo DS]] and the ill-fated [[Virtual Boy]]. They have published over 250 games for their own consoles (and produced two games for the Atari 2600), directly developing at least 180 of them. In Nintendo's history they have sold over two billion games worldwide.

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.

{{TOC limit|4}}


==History==
==History==
{{see also|History of computer and video games}}
{{main|History of Nintendo}}


=== 1889–1972: Early history ===
===1889–1968===
[[Image:Hiroshi Yamauchi.jpg|thumb|140px|right|[[Hiroshi Yamauchi]] became Nintendo's 3rd president in 1949.]]


==== 1889–1932: Origin as a playing card business ====
Nintendo started as a small Japanese business by [[Fusajiro Yamauchi]] near the end of 1889 as ''Nintendo Koppai''. The name, "''Nintendo''" roughly translates as "leave luck to heaven" or "in heaven's hands". 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.
{{Multiple image
| align = left
| total_width = 385
| image1 = Nintendo 1889.jpg
| alt1 =
| caption1 = Original Nintendo headquarters (1889–1930) and workshop in [[Shimogyō-ku, Kyoto]], {{Circa|1889}}. The right section was eventually rebuilt (pictured below), and the left section was reportedly demolished in 2004.
| image2 = NintendoCards.jpg
| 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}}


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" />
In [[1929]], Yamauchi retired from the company and allowed his son-in-law, [[Sekiryo Yamauchi]], to take over the company as president. In 1933 Sekiryo Yamauchi established a joint venture with another company and thus renamed the company ''Yamauchi Nintendo & Company'' In 1947 Sekiryo established the company ''Marufuku Company, Limited '' to distribute the Hanafuda cards, as well as several other brands of cards that had been introduced by Nintendo.


[[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}}
[[Hiroshi Yamauchi]], the grandson of Sekiryo Yamauchi, took office as the president of Nintendo during the year of 1949. He renamed Yamauchi Nintendo & Company ''Nintendo Playing Card Company, Limited.'', and, in 1951 he renamed their distribution company, Marufuku Company, Limited, to ''Nintendo Karuta Company, Limited''.


==== 1933–1968: Incorporation, expansion, and diversification ====
In [[1959]], Nintendo struck a deal with [[The Walt Disney Company|Disney]] to have them allow Nintendo to use Disney's characters on Nintendo's playing cards. The deal was a success and sold at least 600,000 cards in a single year.
{{Multiple image
| align = right
| total_width = 385
| image1 = Nintendo Former Headquarters Building.jpg
| alt1 =
| caption1 = Former Nintendo headquarters (1933–1959), rebuilt from the right section of the original building
| image2 = Nintendo former headquarter plate Kyoto.jpg
| alt2 =
| caption2 = English company information plate in the former Nintendo headquarters
}}


In 1933, Sekiryo Kaneda established the company as a [[general partnership]] named {{Nihongo foot|Yamauchi Nintendo & Co., Ltd.|山内任天堂株式会社|Yamauchi Nintendō kabushiki gaisha|group=lower-alpha}}<ref name="Nintendo History" /> investing in the construction of a new corporate headquarters located next to the original building,{{Sfn|Sheff|2011}} near the [[Toba-kaidō Station|Toba-kaidō train station]].<ref>{{cite magazine |url=https://time.com/4129171/nintendo-tatsumi-kimishima/ |title=President Tatsumi Kimishima on the Future of Nintendo |last=Peckham |first=Matt |date=3 December 2015 |magazine=Time |access-date=25 May 2020 |archive-date=28 August 2020 |archive-url=https://web.archive.org/web/20200828160742/https://time.com/4129171/nintendo-tatsumi-kimishima/ |url-status=live }}</ref> 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 Yamauchi|Hiroshi]], born in 1927. However, Inaba abandoned his family and the company, so Hiroshi was made Sekiryo's eventual successor.{{Sfn|Gorges|2015a|p=22}}
Following this, in [[1963]], Nintendo Playing Card Company Limited. was renamed ''Nintendo Company, Limited'' by Hiroshi and Nintendo began to experiment in other areas of business. During the period of time between [[1963]] and [[1968]], Nintendo founded a [[Taxicab|taxi]] company and a "[[love hotel]]", as well as producing [[toy]]s, [[game]]s and several other things (including a [[vacuum cleaner]], Chiritory). Both the taxi company and [[love hotel]] ended in failure and were eventually closed.


[[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.{{Sfn|Gorges|2015a|p=23}} In 1947, Sekiryo founded the distribution company {{Nihongo foot|Marufuku Co., Ltd. |丸福株式会社|Marufuku kabushiki gaisha|group=lower-alpha}} 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]].<ref name="Corporate Information : Company History" /><ref name="Nintendo History" /><ref name="Nintendo Probably Doesn't Mean What You Think It Does" />
In 1965 that Nintendo hired [[Gunpei Yokoi]] as an assembly line worker. It wasn't known however, that Yokoi would soon become a famed engineer.


{{Multiple image
===1969-1982===
| align = left
This was the beginning of a major new era for Nintendo. As a tinkerer, Gunpei had been experimenting with new toy technology and in the [[1970s]] developed "The Ultra Hand"; this would be one of Nintendo's earliest toy blockbusters, selling over a million units. Seeing that Gunpei had promise, Hiroshi Yamauchi pulled Gunpei off assembly line work. Soon after, Gunpei produced successful toys like an arcade light gun, a love tester machine and a baseball toss-catch game.
| total_width = 385
| image1 =
| alt1 =
| caption1 = [[Hiroshi Yamauchi]], former Nintendo president (1949–2002)
| image2 = Nintendo 1949 New Year staff commemoration.webp
| alt2 =
| caption2 = 1949 New Year Nintendo staff commemoration
}}


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}}
The [[1970s]] also saw the hiring of [[Shigeru Miyamoto]], the man who (along with Gunpei) would become a living legend in the world of gaming and the secret to Nintendo's longevity. Gunpei began to mentor Miyamoto during this period of time in R&D, teaching him all he knew. Nintendo at this time saw how successful video games were, and began to dabble in them; they created several arcade video games (such as Radarscope) and five dedicated home console video games.


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&nbsp;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"/>
The early [[1980s]] saw Nintendo's video game division (led by Gunpei) creating some of its most famous arcade titles- the massively popular Donkey Kong and Mario Brothers were created in 1980-1981 and released in the arcades and on the [[Atari 2600]], [[Intellivision]], and [[ColecoVision]] video game systems. This was in addition to Nintendo testing the consumer handheld video game waters with the [[Game and Watch]].


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>
===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. The system was very successful, selling over 500,000 units within two months. The console was also technically superior and inexpensive when compared to its competitors, priced at about $100 [[United States dollar|USD]]. However, after a few months of the consoles selling well, Nintendo received complaints that some Famicom consoles would freeze when the player attempted to play certain games. The fault was found in a malfunctioning chip and Nintendo decided to recall all Famicon units currently on store shelves, which cost them almost half a million dollars USD.


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>
By [[1984]], the Famicom had proven to be a huge continued success in Japan. However, Nintendo also encountered a problem with the sudden popularity of the Famicom — they did not have the resources to manufacture games at the same pace they were selling them. To combat this, Yamauchi decided to divide his employees into three groups, the groups being ''Research & Development 1'' (R&D 1), ''Research & Development 2'' (R&D 2) and ''Research & Development 3'' (R&D 3). 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]]. Using these groups, Yamauchi hoped Nintendo would produce a low amount of high quality games rather than a high amount of average quality games.


==== 1969–1972: Classic and electronic toys ====
[[Image:Famicom.jpg|thumb|right|200px|The Nintendo Famicom, released in 1983, received a warm welcome from the Japanese economy.]]
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 included the [[Ultra Hand]], the [[Ultra Machine]], the Ultra Scope, and the [[Love Tester]], all designed by Yokoi. More than 1.2&nbsp;million units of Ultra Hand were sold in Japan.<ref name="Before Mario: Nintendo's Playing Cards, Toys And Love Hotels" />
During this period of time, Nintendo had expressed a desire to release the Famicom in the USA. Since the company had very little experience with the United States market, they attempted to contract with Atari for the system's distribution. However, a fiasco involving Coleco and Donkey Kong soured the relationship between the two during the negotiations, and Atari refused to back Nintendo's console. The video game crash soon took out not only Atari, but the vast majority of the American market itself. Nintendo was on its own.


=== 1973–present: History in electronics ===
Nintendo was determined not to make the same mistakes in the US that Atari had. Because of massive influxes of games (games that were regarded as some of the worst ever created), gaming had almost completely died out in America. Nintendo decided that to avoid facing the same problems, they would only allow games that received their "[[Nintendo Seal of Quality|Seal of Quality]]" to be sold for the Famicom, using a chip called [[10NES]] to "lockout" or prevent unlicensed games from working.


==== 1973–1978: Early video games and Color TV-Game ====<!-- 2nd generation of video game consoles -->
In [[1985]], Nintendo announced that they were releasing the Famicom worldwide – except under a different name – the ''[[Nintendo Entertainment System]]'' (NES) – and with a different design. In order to ensure the localization of the highest quality games by third-party developers, Nintendo of America limited the number of game titles third-party developers could release in a single year to five. [[Konami]], the first third-party company that was allowed to make cartridges for the Famicom, later challenged this rule by creating a spinoff company, [[Ultra (company)|Ultra Games]], to release additional games in a single year, although other manufactures followed the same tactic as Konami. In this year, [[Super Mario Bros.]] was also released for the Famicom in Japan and became a large success.
{{Further|Color TV-Game#History|label 1=History of Color TV-Game}}


[[File:Nintendo-Color-TV-Game-Blockbreaker-FL.png|thumb|left|upright=1|The [[Color TV-Game]]]]
Nintendo [[test market]]ed the Nintendo Entertainment System in the [[Tri-State Region|New York area]] on [[October 18]], [[1985]]. Following immediate success, they soon began shipping the NES nationwide in February 1986, along with 15 games, sold separately. In the U.S. and Canada, it outsold its competitors on a ten to one scale. This was also the year that [[Metroid]] (Japan) and [[Super Mario Bros.: The Lost Levels|Super Mario Bros. 2]] (the Japanese version) were released.


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 [[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. 2]]. Nintendo Power is still being published today with its two-hundredth issue recently issued in Feb. '06.


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 [[1989]], Nintendo (which had seen a large amount of success from the [[Game and Watch]]) released the [[Game Boy]] (both created by Gunpei Yokoi), along with the accompanying game [[Tetris]] (widely considered one of the greatest 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. In fact, it eventually became the best selling portable game system of all time, a record it holds to this day. 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 creatively called the [[Super Famicom]].


[[File:Shigeru Miyamoto GDC 2007.jpg|thumb|right|upright=0.5|[[Shigeru Miyamoto]] joined Nintendo in 1977.]]
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]]. This would occur once more in 1996, when Sony released the [[PlayStation]].


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>
===1990–1995===
The Super Famicom was released in Japan on [[November 21]], [[1990]]. The system's launch was widely successful, and the Super Famicom was sold out across Japan within three days. In August 1991, the Super Famicom was launched in the U.S. under the name "the ''[[Super Nintendo Entertainment System]]''" (SNES). The SNES was released in Europe in 1992.


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>
The Super Nintendo Entertainment System followed in the steps of its predecessor, sporting a relatively low price and somewhat high technical specifications for its era (although its processor was technically slower than the Genesis it competed against). The controller of the SNES had also improved over that of the NES, as it now had rounded edges and several new buttons.


==== 1979–1987: Game and Watch, arcade games, and Nintendo Entertainment System ====<!-- 3rd generation of video game consoles -->
In Japan, the Super Famicom easily took control of the gaming market. 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. In the U.S., the Genesis outsold the SNES. However, total worldwide sales of the SNES were higher than the Genesis.
{{Further|Game & Watch#Origin and design|History of the Nintendo Entertainment System|label1=History of Game & Watch|label2=History of Nintendo Entertainment System}}


{{Multiple image
[[1992]] was the year in which 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.
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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&nbsp;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>
In [[1993]], Nintendo announced plans to develop a new 64-bit console codenamed ''Project Reality'' that would be capable of rendering fully [[3D computer graphics|3D]] environments and characters. In 1994, Nintendo also claimed that Project Reality would be renamed ''Ultra 64'' in the US. The ''Ultra 64'' [[moniker]] was unveiled in arcades on the Nintendo branded fighting game ''Killer Instinct'' and the racing game ''Cruisin' USA''. ''Killer Instinct'' was later released on the SNES. Soon after, Nintendo realized they had mistakenly chosen a name for their new console that the [[Konami]] corporation owned the rights to. Specifically, only Konami would have the rights to release games for the new system called ''[[Ultra (company)|Ultra]] Football'', ''Ultra Tennis'', etc. So, in 1995 Nintendo changed the final name of the system to the ''[[Nintendo 64]]'', and announced that it would be released in 1996. They later showed previews of the system and several games, including ''[[Super Mario 64]]'', to the media and public.


[[File:Donkey Kong arcade at the QuakeCon 2005.png|thumb|right|upright=0.5|''[[Donkey Kong (1981 video game)|Donkey Kong]]'' miniature arcade cabinet]]
[[1995]] is also the year that Nintendo purchased part of [[Rare (video game company)|Rareware]], a choice that would prove to be a wise investment.


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"/>
[[Image:Virtual Boy kit.jpg|right|300px|thumb|Nintendo released the [[Virtual Boy]] to much hype and fanfare in 1995. It was, however, [[List of commercial failures in computer and video gaming|unsuccessful]].]]


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 mid-[[1990s|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]]. Nintendo announced their alliance with Philips at the same conference that Sony announced their CD-ROM drive. Nothing happened about the add-on drive in regard to the SNES, but Sony took the time and research and began to spin it off into a new product, the [[PlayStation]]. Phillips took a similar route and developed the far less successful [[CD-i]]. Since Phillips had already gained license to create games using Nintendo's exclusive characters, games from series such as Mario and The Legend of Zelda appeared on the CD-i, though most fans discard them from being part of the series due to their entirely third-party development and poor quality.


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&nbsp;billion to $100&nbsp;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&nbsp;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}}
In [[1995]], Nintendo released the [[Virtual Boy]] in Japan. The console sold poorly, but Nintendo still said they had hope for it and continued to release several other games and attempted a release in the U.S., which was another disaster.


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Also in [[1995]], Nintendo found themselves in a competitive situation. Competitor Sega introduced their 32-bit [[Sega Saturn|Saturn]], while newcomer Sony introduced the 32-bit [[PlayStation]]. Sony's fierce marketing campaigns ensued, and it started to cut into Nintendo and Sega's market share.


==== 1988–1992: Game Boy and Super Nintendo Entertainment System ====<!-- 4th generation of video game consoles -->
===1996–2001===
{{Further|Game Boy#History|Super Nintendo Entertainment System#History|label1=History of Game Boy|label2=History of Super Nintendo Entertainment System}}
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 [[U.S.]] and [[Canada]], and it too was a success. On [[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.


{{Multiple image
[[Image:Nintendo Research Center.jpg|thumb|left|224px|Nintendo's research center is only a few blocks away from their main headquarters.]]
| align = left
| total_width = 385
| image1 = Game-Boy-Original.jpg
| alt1 =
| image2 = SNES-Mod1-Console-Set.jpg
| alt2 =
| footer = The [[Game Boy]] and [[Super Nintendo Entertainment System|Super NES]]
}}


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 &#124; 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>
Nintendo followed with the release of the ''[[Game Boy Pocket]]'', a smaller version of the original Game Boy. About a week after the release of the Game Boy Pocket, Gunpei Yokoi resigned from his position at Nintendo. Gunpei Yokoi helped in the creation of a competitor system named the ''[[Wonderswan]]'', utilizing the skills he gained in the creation of the Game Boy.


The first issue of ''[[Nintendo Power]]'' magazine, which had an annual circulation of 1.5&nbsp;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 [[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 Tajari), was proving so popular that for a brief time, Nintendo took back their place as the supreme power in the games industry.


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&nbsp;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"/>
[[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.


In March 1990, the first [[Nintendo World Championships|Nintendo World Championship]] was held, with participants from 29 American cities competing for the title of "best Nintendo player in the world".<ref name="1990BuyersGuide"/><ref>{{cite web |url=http://www.ign.com/articles/2015/05/13/the-story-of-the-first-nintendo-world-championships |title=The Story of the First Nintendo World Championships – IGN |last=Cifaldi |first=Frank |work=[[IGN]] |date=13 May 2015 |access-date=9 November 2015 |archive-date=3 March 2018 |archive-url=https://web.archive.org/web/20180303042039/http://www.ign.com/articles/2015/05/13/the-story-of-the-first-nintendo-world-championships |url-status=live }}</ref> 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.<ref name="Nintendo History" /> In 1992, Nintendo acquired a majority stake in the [[Seattle Mariners]] baseball team, and sold most of its shares in 2016.<ref>{{citation |url=http://crosscut.com/2016/07/new-owner-could-mean-mean-quick-changes-for-seattle-mariners/ |title=New owner could mean quick changes for Seattle Mariners |first=Art |last=Thiel |date=5 July 2016 |work=crosscut.com |access-date=27 July 2016 |archive-date=15 August 2016 |archive-url=https://web.archive.org/web/20160815190304/http://crosscut.com/2016/07/new-owner-could-mean-mean-quick-changes-for-seattle-mariners/ |url-status=live }}</ref><ref>{{citation |url=https://www.bloomberg.com/news/articles/2016-04-27/nintendo-to-sell-stake-in-mariners-to-mobile-phone-mogul-stanton |date=28 April 2016 |first1=Peter |last1=Robinson |first2=Rob |last2=Golum |work=www.bloomberg.com |title=Nintendo to Sell Mariners Stake to Stanton Ownership Group |access-date=10 March 2017 |archive-date=8 October 2016 |archive-url=https://web.archive.org/web/20161008023614/https://www.bloomberg.com/news/articles/2016-04-27/nintendo-to-sell-stake-in-mariners-to-mobile-phone-mogul-stanton |url-status=live }}</ref> On July 31, 1992, Nintendo of America announced it would cease manufacturing arcade games and systems.<ref>{{cite web|url=https://archive.org/details/cashbox56unse_0/page/28/mode/1up|title=Nintendo Will No Longer Produce Coin-Op Equipment|publisher=[[Cashbox (magazine)|Cashbox]]|date=5 September 1992|access-date=10 December 2019}}</ref><ref>{{cite web|url=https://archive.org/details/cashbox56unse_1/page/29/mode/1up|title=Nintendo Stops Games Manufacturing; But Will Continue Supplying Software|publisher=[[Cashbox (magazine)|Cashbox]]|date=12 September 1992|access-date=10 December 2019}}</ref> In 1993, ''[[Star Fox (1993 video game)|Star Fox]]'' was released, which marked an industry milestone by being the first video game to make use of the [[Super FX]] chip.<ref name="Nintendo History" />
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 [[Nintendo GameCube|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]].


The proliferation of graphically violent video games, such as ''[[Mortal Kombat (1992 video game)|Mortal Kombat]]'', caused controversy and led to the creation of the [[Entertainment Software Association|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.<ref>{{cite web |url=http://www.1up.com/features/15-years-snes?pager.offset=1 |title=Purple Reign: 15 Years of the SNES |first=Ray |last=Barnholt |date=4 August 2006 |website=1UP.com |page=2 |access-date=14 June 2007 |url-status=dead|archive-url=https://web.archive.org/web/20121017223658/http://www.1up.com/features/15-years-snes?pager.offset=1 |archive-date=17 October 2012}}</ref>{{Sfn|Kent|2001|pp=461–480}} 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,<ref>{{cite web |url=https://tedium.co/2017/02/23/in-flight-entertainment-system-history/ |title=In-Flight Entertainment System History: Are You Not Entertained? |website=Tedium |last=Smith |first=Ernie |date=23 February 2017 |access-date=11 June 2020 |archive-date=18 April 2019 |archive-url=https://web.archive.org/web/20190418192745/https://tedium.co/2017/02/23/in-flight-entertainment-system-history/ |url-status=live }}</ref> 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.<ref name="Nintendo History" />
===2002–Present===
[[Image:Satoru Iwata.jpg|thumb|right|140|[[Satoru Iwata]] is 4th and current president of Nintendo.]]


{{Clear}}
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 [[China|Chinese]] market, under the iQue brand.


==== 1993–1998: Nintendo 64, Virtual Boy, and Game Boy Color ====<!-- 5th generation of video game consoles -->
In [[May]] of [[2004]], Nintendo announced plans to release a new brand of handheld, unrelated to the Game Boy — featuring two screens, one of which was touch-sensitive. 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, capable of surpassing those of the Nintendo 64, although it does not include hardware support for texture filtering which results in more pixelated graphics than on the Nintendo 64.
{{Further|Nintendo 64#History|Virtual Boy#History|Game Boy Color#History|label1=History of Nintendo 64|label2=History of Virtual Boy|label3=History of Game Boy Color}}


{{Multiple image
President [[Satoru Iwata]] merged all of Nintendo's software designers under the EAD division; this was done to allocate more resources to [[Shigeru Miyamoto]]. As of 2005 Nintendo's internal development divisions are comprised of four groups (read [[Nintendo development divisions]] for more information).
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*Nintendo Entertainment Analysis & Development
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*Nintendo Integrated Research & Development
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*Nintendo Software Production & Development
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*Nintendo Technology & Development
| caption1 = [[Nintendo 64]], released in 1996
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| caption2 = [[Game Boy Color]], released in 1998
}}


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&nbsp;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>
On [[May 14]], [[2005]], Nintendo started up its first retail store in [[Rockefeller Center]] in [[New York City]], called [[Nintendo World]]. It is two stories tall, and contains many kiosks of [[Nintendo GameCube|GameCube]], [[Game Boy Advance]], and [[Nintendo DS]] games. There are also display cases filled with things from Nintendo's past, including Hanafuda playing cards, Nintendo's first product. They celebrated the grand opening with a block party in Rockefeller Plaza.


[[File:Virtual-Boy-Set.jpg|thumb|right|upright=0.5|[[Virtual Boy]], released in 1995]]
At E3 in May of 2005, Nintendo displayed the first prototype for their 'next-generation' system, codenamed the [[Nintendo Revolution]], though hiding its controller until the [[Tokyo Game Show]] later that year.


In 1995, Nintendo released the [[Virtual Boy]], a console designed by [[Gunpei Yokoi]] with [[stereoscopy|stereoscopic graphics]]. Critics were generally disappointed with the quality of the games and red-colored graphics, and complained of gameplay-induced headaches.<ref>{{cite news|last=Frischling | first=Bill|title=Sideline Play|newspaper=The Washington Post|page=11|via=ProQuest Historical Newspapers|date=25 October 1995}} Retrieved 24 May 2012.</ref> The system sold poorly and was quietly discontinued.<ref>{{cite news|last=Boyer | first=Steven|title=A Virtual Failure: Evaluating the Success of Nintendos Virtual Boy|work=Velvet Light Trap|issue=64 |date=2009|pages=23–33}} Retrieved 24 May 2012.</ref> Amid the system's failure, Yokoi formally retired from Nintendo.<ref>{{cite magazine |url=http://www.gamepro.com/article/features/111823/the-10-worst-selling-consoles-of-all-time-page-2-of-2/ |title=The 10 Worst-Selling Consoles of All Time |access-date=12 June 2010 |first=Blake |last=Snow |magazine=[[GamePro]] |date=4 May 2007 |archive-url=https://web.archive.org/web/20110607134204/http://www.gamepro.com/article/features/111823/the-10-worst-selling-consoles-of-all-time-page-2-of-2/ |archive-date=7 June 2011}}</ref> In February 1996, [[Pokémon Red and Blue|''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.{{R|Game On! |pages=191}} The game went on to sell 31.37&nbsp;million units,<ref>{{cite web|title=All-time best selling console games worldwide 2020|url=https://www.statista.com/statistics/264530/all-time-best-selling-console-games-worldwide/ |access-date=3 July 2020|website=Statista|archive-date=21 May 2018|archive-url=https://web.archive.org/web/20180521191623/https://www.statista.com/statistics/264530/all-time-best-selling-console-games-worldwide/ |url-status=live}}</ref> with the video game series exceeding a total of 300&nbsp;million units in sales as of 2017.<ref>{{cite web|last=Minotti|first=Mike|date=27 November 2017|title=Pokémon passes 300 million games sold as it eyes Super Mario|url=https://venturebeat.com/2017/11/27/pokemon-passes-300-million-games-sold-as-it-eyes-super-mario/|access-date=3 July 2020|website=VentureBeat|archive-date=1 December 2017|archive-url=https://web.archive.org/web/20171201045507/https://venturebeat.com/2017/11/27/pokemon-passes-300-million-games-sold-as-it-eyes-super-mario/|url-status=live}}</ref> 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.<ref name="Nintendo History" />
On the [[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.


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]]''.<ref name="KillTheGameBoy">{{cite web |url=https://www.theverge.com/2019/4/19/18507409/nintendo-game-boy-competitors-nokia-sony-bandai |title=Only Nintendo could kill the Game Boy |website=The Verge |last=Byford |first=Sam |date=19 April 2019 |access-date=11 June 2020 |archive-date=20 April 2020 |archive-url=https://web.archive.org/web/20200420224316/https://www.theverge.com/2019/4/19/18507409/nintendo-game-boy-competitors-nokia-sony-bandai |url-status=live }}</ref> Since then, over 118.6&nbsp;million Game Boy and Game Boy Color consoles have been sold worldwide.<ref name="GameBoySales">{{cite web|date=26 April 2016 |url=https://www.nintendo.co.jp/ir/library/historical_data/pdf/consolidated_sales_e1603.pdf |title=Consolidated Sales Transition by Region |access-date=23 October 2016 |publisher=Nintendo |archive-url=https://web.archive.org/web/20160427084600/https://www.nintendo.co.jp/ir/library/historical_data/pdf/consolidated_sales_e1603.pdf |archive-date=27 April 2016 |url-status=dead}}</ref>
==Recent home consoles==
===Nintendo 64===
{{main|Nintendo 64}}


{{Clear}}
[[Image:Nintendo 64.jpg|right|185px]]


==== 1999–2003: Game Boy Advance and GameCube ====<!-- 6th generation of video game consoles -->
In [[1996]], Nintendo released a third console, the '''Nintendo 64''' (N64), which featured vastly improved [[3D computer graphics|three dimensional graphics]] and a new, compact [[analog stick]] (called the control stick). Nintendo chose to remain with the [[Cartridge (electronics)|cartridge]] medium, a surprising move, especially considering their competition's choice of emerging [[CD-ROM]] storage mediums. This may have adversely affected the amount of games published on the Nintendo 64; CD-ROMs are cheaper to produce than cartridges, meaning cheaper costs for the [[third-party developer|third party]] publishers — 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]]. Despite these advantages, the drawbacks were also rumored to be the impetus for [[Square Co., Ltd.|Squaresoft]] (now [[Square Enix]]) stopping development of any further games for Nintendo, including their well-known ''[[Final Fantasy]]'' series, and moving over to the [[Sony PlayStation]], and later the [[PlayStation 2]].
{{Further|Game Boy Advance#History|GameCube#History|label1=History of Game Boy Advance|label2=History of GameCube}}


{{Multiple image
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. Ultra 64 was alos the planned final name for a short time, but was changed to Nintendo 64 because Ultra 64 would have stopped most publishers from using Ultra in their titles. Nintendo also touted new "innovative" and "groundbreaking" elements of the Nintendo 64 — such as its four controller ports, an analog stick, [[64-bit]] processor, and online capabilities. The online capabilities never came out in the rest of the world, but did well in Japan. The expansion for online would have plugged into the Ext. port on the bottom.
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| caption1 = [[Game Boy Advance]], released in 2001
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| caption2 = [[GameCube]], released in 2001
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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"/>
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. Other popular games were ''[[GoldenEye 007]]'', which ushered in a new era for console [[first-person shooter]] games; ''[[Super Smash Bros.]]'', a sort of Nintendo all-star fighter; and ''[[The Legend of Zelda: Ocarina of Time]]''—widely considered to be one of the most popular 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]]'' and ''[[Banjo-Kazooie]]''.)


{{Multiple image
===Nintendo GameCube===
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{{main|Nintendo GameCube}}
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| caption1 = Nintendo headquarters since 2000
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| caption2 = [[Satoru Iwata]], former Nintendo president (2002–2015)
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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&nbsp;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&nbsp;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>
[[Image:NGC Gamecube.jpg|180px|right]]


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>
The '''Nintendo GameCube''' is Nintendo's fourth generation 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|Star Wars: Rogue Squadron 2: Rogue Leader]]'', ''[[Wave Race: Blue Storm]]'', ''[[Luigi's Mansion]]'', ''[[Tony Hawk's Pro Skater 3]]'' and ''[[International Superstar Soccer|International Superstar Soccer 2]]''.


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&nbsp;million units had been sold worldwide.<ref name="GameBoySales"/> Nintendo also released the [[Game Boy Player]], a peripheral that allows Game Boy and Game Boy Advance games to be played on the GameCube.
Nintendo continued many of their popular franchises on the system, including ''[[Mario]]'', ''[[The Legend of Zelda series|The Legend of Zelda]]'', ''[[Star Fox series|Star Fox]]'', ''[[Metroid series|Metroid]]'', and ''[[Super Smash Bros. Melee|Super Smash Bros.]]''. The Nintendo GameCube is also responsible for several new franchises, including ''[[Pikmin series|Pikmin]]'', and ''[[Baten Kaitos]]''. The GameCube also revived the Metroid series with the release of ''[[Metroid Prime]]'' and its direct sequel, ''[[Metroid Prime 2: Echoes]]''; although the games are no longer in the same style as the older Metroid games with the introduction of [[3D computer graphics|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]]''. Eventually Capcom backed out and allowed a few of the ''Resident Evil'' titles to be released on the PS2 system, including the once GameCube exclusive ''Resident Evil 4''. Resident Evil 0 and the Resident Evil Remake still remain exclusives, on the other hand. The GameCube also saw [[Square Enix]] once again make games for Nintendo- except that it wasn't for their flagship mainstream [[Final Fantasy]] series. Instead, it was a ''Final Fantasy'' spinoff called ''[[Final Fantasy: Crystal Chronicles]]''.


{{Clear}}
In the current [[console war]], it is in firm second place behind the Sony [[Playstation 2]] in Japan, while taking third place behind the Microsoft [[Xbox]] in the American and European markets. In Australia it is in last place [http://www.usatoday.com/tech/products/games/2004-11-07-halo_x.htm]. Commentators have noted that while Microsoft and Sony lose money from every console they sell as a matter of business practice, Nintendo makes a profit from every GameCube sold. This is due to the GameCube costing less to manufacture than its selling price. Sony and Microsoft's strategy, conversely, is to make the lost money back through software licensing and bulk manufacturing. As of June 2005, Nintendo has sold 20.61 million GameCubes worldwide.


==== 2004–2009: Nintendo DS and Wii ====<!-- 7th generation of video game consoles -->
===Nintendo Revolution===
{{Further|Nintendo DS#History|Wii#History|label 1=History of Nintendo DS|label 2=History of Wii}}
{{main|Nintendo Revolution}}


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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&nbsp;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&nbsp;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>
As with other console manufacturers in the industry, Nintendo is currently developing a new game console, codenamed "[[Nintendo Revolution|Revolution]]", that is expected to be released around the end of November 2006, and is slated to be under $250 USD, much more competively priced than either of the two competing "Next Gen" systems. With Revolution, Nintendo has made its plans clear that it hopes to change the way people watch and play video games by taking gaming into a new direction, instead of merely upgrading hardware for the benefit of graphics.


[[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).]]
The console is Nintendo's sleekest yet, about the size of three [[DVD]] cases stacked on top of each other; 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), 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 Gyration Corp in 2001, and includes a number of features, most notably, the direct pointing device which allows the system to understand six directions of movement (up, down, left, right, forward, and backward) and it can sense the angle of the controller. The controller additionally features a port located on the bottom which several accessories may use. So far Nintendo has shown an analogue stick (called "[[Nunchaku|nunchuck]]" by NCL president Iwata during the 2005 TGS keynote) that can connect to that port and can be used concurrently with the main controller. Nintendo has also confirmed that the Revolution will not support High Definition, unlike Sony and Microsoft. 480p resolution will be standard however on every game (1 step lower than HD but better than Standard resolution). Nintendo is not focusing primarily on graphics for the new generation, but instead will concentrate on the quality of gameplay. The true specs are not known and it is not known if it will be graphically equal or comparable to those of the Xbox 360 or PlayStation 3. More info is confirmed to be revealed at E3 2006.
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&nbsp;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&nbsp;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>
[[Image:Revcon screen006.jpg|150px|right]]


{{Clear}}
Thus far, it has been confirmed that the Revolution will be able to play NES, SNES, Genesis, TurboGrafx 16 and N64 games, which will be downloadable for a fee through the [[Internet]] via [[Nintendo Wi-Fi|Nintendo Wi-Fi Connection]], which will also offer downloadable demos for Revolution and quite possibly the [[Nintendo DS]]. As well, it will also be backward compatible with [[Nintendo GameCube|GameCube]] discs, and will boast a "docking station" for GameCube accessories. The Revolution is confirmed to be able to play DVDs with a separate attachment, and will wirelessly interface with the Nintendo DS in some way. Also confirmed is that the back of the console will have two USB ports, a first for a Nintendo Console.


==== 2010–2016: Nintendo 3DS, Wii U, and mobile ventures ====<!-- 8th generation of video game consoles -->
A partnership between [[Hudson Soft]] and [[Sega]] announced at the 2006 GDC will also give the Revolution access to the backlog of the [[Sega Genesis]] and [[TurboGrafx 16]] gaming consoles. This essentially gives the Revolution users access to games from the entire 16-bit era.
{{Further|Nintendo 3DS#History|Wii U#History|Nintendo mobile games#History|label 1=History of Nintendo 3DS|label 2=History of Wii U|label 3=History of Nintendo mobile games}}


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Currently, only a small amount is known about what games the Revolution will have, but from what we do know: A new version of ''[[Super Smash Bros.]]'', one with online play, will come to the Revolution when it launches (believed to be in the fall of 2006.) A new [[Mario]] game (tentatively called ''Mario 128'') and ''[[Metroid Prime 3]]'' are also rumored to appear at launch, but nothing has been confirmed. What Nintendo has confirmed is that new versions of [[The Legend of Zelda]], [[Animal Crossing]], and [[Mario Kart]] will come to the system. The biggest surpise so far has been the unveiling of a third party game from Ubisoft called Red Steel. A FPS that lets you use the unique controller to wield a gun and a sword and also adds several other distinctive features was shown in the newest copy of Game Informer. This is the first time a third party has ever shown off the first real glimpse of a game for a Nintendo system. [[Final Fantasy: Crystal Chronicles 2]] was also one of the first 3rd Party games to be announced, as well as a version of the Pixar movie [[Cars]] and [[Pangya Golf]], but after that, games have really been only heavily rumored, such as [[Trauma Center]], new versions of [[Sonic the Hedgehog series|Sonic the Hedgehog]] and [[Spiderman]], and more. However, many developers, such as Sega, Ubisoft, Konami, and many others, have said they will make games for the system, so it is likely that the Revolution will see some good, if not great, 3rd party support. All of this remains to be seen.
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Following an announcement in March 2010,<ref>{{Cite press release |url=https://www.nintendo.co.jp/ir/pdf/2010/100323e.pdf |title=Launch of New Portable Game Machine |date=23 March 2010 |publisher=Nintendo |access-date=23 March 2010 |location=[[Minami-ku, Kyoto]] |archive-date=11 September 2019 |archive-url=https://web.archive.org/web/20190911193136/https://www.nintendo.co.jp/ir/pdf/2010/100323e.pdf |url-status=live }}</ref> Nintendo released the [[Nintendo 3DS]] in 2011. The console produces [[Stereoscopy|stereoscopic]] effects without 3D glasses.<ref>{{cite web |url=https://www.pcworld.com/article/222526/nintendo_3ds.html |title=Nintendo 3DS Takes No-Glasses 3D Mainstream |website=PCWorld |last=Peckham |first=Matt |date=18 March 2011 |access-date=18 June 2020 |archive-date=5 August 2020 |archive-url=https://web.archive.org/web/20200805231702/https://www.pcworld.com/article/222526/nintendo_3ds.html |url-status=live }}</ref> By 2018, more than 69&nbsp;million units had been sold worldwide;<ref>{{cite web |url=https://www.polygon.com/2018/1/18/16905698/nintendo-3ds-switch-sales-december-2017 |title=The Nintendo 3DS just had its best month in years |website=Polygon |last=McWhertor |first=Michael |date=18 January 2018 |access-date=18 June 2020 |archive-date=5 August 2020 |archive-url=https://web.archive.org/web/20200805081223/https://www.polygon.com/2018/1/18/16905698/nintendo-3ds-switch-sales-december-2017 |url-status=live }}</ref> the figure increased to 75&nbsp;million by the start of 2019.<ref name="Wii3DSSales"/> 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|''The Legend of Zelda'': Symphony of the Goddesses]] and the video game ''[[The Legend of Zelda: Skyward Sword]]''.<ref>{{cite web |url=https://www.nintendo.co.uk/News/2011/Nintendo-celebrates-the-25th-anniversary-of-The-Legend-of-Zelda-with-symphony-orchestra-in-London-253376.html |title=Nintendo celebrates the 25th anniversary of ''The Legend of Zelda'' with symphony orchestra in London |publisher=Nintendo |date=4 August 2011 |access-date=18 June 2020 |archive-date=9 August 2021 |archive-url=https://web.archive.org/web/20210809063749/https://www.nintendo.co.uk/News/2011/Nintendo-celebrates-the-25th-anniversary-of-The-Legend-of-Zelda-with-symphony-orchestra-in-London-253376.html |url-status=live }}</ref>
==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]]


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&nbsp;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"/>
<table align="right" border="0" cellspacing="3"><tr><td>[[Image:Gameboy.jpg|right|80px]]</td> <td>


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>
[[Image:sp pwhite.jpg|right|85px]]</td><td>[[Image:GameBoyMicro.jpg|right|150px]]</td></tr></table>


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>
Introduced in 1989, and continuing strong today, were Nintendo's portable '''Game Boy''' systems. The GameBoy first started strong, because of the million seller game that atrracted people to the handheld market. That game was [[Tetris]], which was released along with the Gameboy. With several redesigns and improvements, including '''Pocket''', '''Light''', '''Color''', '''Advance''', '''Advance SP''', and '''micro''' versions, the Game Boy is the single most successful, and oldest portable video game platform still in production. '''Game Boy Evolution''' refers to the as-yet-unannounced successor to the Game Boy Advance. 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 [[Nintendo Virtual Boy|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.


The financial losses caused by the Wii U, along with Sony's intention to release its video games to other platforms such as [[smart TV]]s, motivated Nintendo to rethink its strategy concerning the production and distribution of its properties.<ref>{{cite web |url=https://www.bbc.com/news/business-25805136 |title=Nintendo shares plunge 18% on loss warning |website=BBC News |date=20 January 2014 |access-date=19 June 2020 |archive-date=8 March 2021 |archive-url=https://web.archive.org/web/20210308103014/https://www.bbc.com/news/business-25805136 |url-status=live }}</ref> In 2015, Nintendo formalized agreements with [[DeNA]] and [[Universal Parks & Resorts]] to extend its presence to [[smart device]]s and [[amusement park]]s respectively.<ref>{{cite web |last1=Russell |first1=Jon |title=Nintendo Partners With DeNA To Bring Its Games And IP To Smartphones |url=https://techcrunch.com/2015/03/17/nintendo-partners-with-dena-to-brings-its-games-and-ip-to-smartphones/ |website=TechCrunch |date=17 March 2015 |access-date=17 March 2015 |archive-date=18 March 2015 |archive-url=https://web.archive.org/web/20150318140538/http://techcrunch.com/2015/03/17/nintendo-partners-with-dena-to-brings-its-games-and-ip-to-smartphones/ |url-status=live }}</ref><ref name="Nintendo, Presentation">{{cite web |url=https://www.nintendo.co.jp/corporate/release/en/2015/150317 |title=March 17, Wed. 2015 Presentation Title | publisher=Nintendo |access-date=26 October 2015 |archive-date=20 November 2018 |archive-url=https://web.archive.org/web/20181120004114/https://www.nintendo.co.jp/corporate/release/en/2015/150317/ |url-status=live }}</ref><ref>{{cite journal |last1=Kohler |first1=Chris |title=Nintendo, Universal Team Up For Theme Park Attractions |url=https://www.wired.com/2015/05/nintendo-turns-profit/ |journal=[[Wired (website)|Wired]] |publisher=[[Condé Nast]] |access-date=8 May 2015 |date=7 May 2015 |archive-date=9 May 2015 |archive-url=https://web.archive.org/web/20150509014456/http://www.wired.com/2015/05/nintendo-turns-profit/ |url-status=live }}</ref>
Slowing sales of the Game Boy were remedied by the introduction of the [[Pokémon]] game, which started a phenomenon of top selling video games, movies, merchandise, and TV shows. The Pokémon phenomena helped and continue to help rocket Game Boy sales all around the world. The [[Game Boy]] line already sold more than 200 million units worldwide.


[[File:App-augmented-reality-game-gps-163042 (cropped).jpg|thumb|upright=0.5|''[[Pokémon Go]]'' in the sign-up menu]]
{{main|Nintendo DS}}


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&nbsp;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>
[[Image:Nintendo DS Cropped OF.PNG|175px|right]]


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>
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 [[United States of America|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 [[Europe]]an history, having sold over 1 million units in six months (250,000 of those units in [[Great Britain]] alone).


==== 2017–present: Nintendo Switch and expansion to other media ====
The Nintendo DS features two backlit LCD screens, the bottom of which is touch sensitive, which can create a unique style of gameplay. It also features a built in [[microphone]] and the ability to connect up to 16 Nintendo DS systems together wirelessly. Included in the system's firmware is a whiteboard-able local WAN instant messaging client without identity called ''[[PictoChat]]'', and all editions of the system have bundled either the demonstration version of [[Metroid Prime Hunters]] or the commercial versions of [[Super Mario 64 DS]], [[Mario Kart DS]], or [[Nintendogs]], with Mario Kart DS, Super Mario 64 DS, and Metroid Prime Hunters: First Hunt having local wireless play. 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 linked to the Gamecube. Nintendo has, however, indicated that it will be able to link wirelessly to the forthcoming Revolution though no details have been released. Additionally, the Nintendo DS can play Game Boy Advance games, but it cannot play any other of the earlier Game Boy games.
{{Further|Nintendo Switch#History|label 1=History of Nintendo Switch}}


{{Multiple image
At the Game Developers Conference, 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. The online service is very different from that of its competitors' because it is free to consumers who already have an Internet connection at home or know of a Wi-Fi hotspot. 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 Great Britain 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. Nintendo UK also announced plans for over 7500 British Wi-Fi hotspots, including McDonald's restaurants, football stadiums, hotels, motorway service stations, railway stations, student unions, airports, and libraries. Currently, the only games that support the Nintendo Wi-Fi service are Mario Kart DS, Tony Hawk American Sk8land, Animal Crossing Wild World, Metroid Prime Hunters, and Tetris DS. 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.
| align = left
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| alt1 =
| caption1 = In "TV mode", with the [[Joy-Con]] attached to a grip and the main unit docked
| image2 = Nintendo-Switch-wJoyCons-BlRd-Standing-FL.jpg
| alt2 =
| caption2 = In "Handheld mode", with the Joy-Con attached to its sides
| footer = [[Nintendo Switch]], a [[hybrid video game console]], released in 2017
}}


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&nbsp;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>
[[Image:DS_Lite.PNG|right]]


[[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]]
Currently, the [[Nintendo DS]] had sold more than 14.4 million units worldwide, easily out-selling the [[PlayStation Portable|PSP]] and other rivals. It has sold over 4 million units in the U.S. alone, and another 6 million in Japan. [http://www.gamasutra.com/php-bin/news_index.php?story=7688]


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>
On [[January 26]], [[2006]], Nintendo introduced a redesign for their handheld, named the [[Nintendo DS Lite]]. It was released in Japan on [[March 2]] featuring brighter LCD screens (four adjustable levels of brightness), a sleeker and smaller case, improved buttons, thicker and longer stylus, and a slightly different layout (the power, start, and select buttons were moved and the microphone and power LEDs were moved to the center hinge). One disadvantage to the smaller size is that Game Boy Advance games stick out from the bottom slot by a few centimeters. The units were sold in Japan and via the Internet hours before stores opened. In Japan, stores had lines with more than 500 people waiting out side. The Nintendo DS Lite is speculated to be released in North America sometime in May.<br clear=all>


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>
==Other hardware==
*[[Game & Watch]] – A series of handheld games made by Nintendo from 1980 through 1991.
*[[Game Boy Player]] – An adapter for playing Game Boy games on the GameCube.
*[[Nintendo iQue|iQue Player]] – A version of the Nintendo 64, with double the clock speed and downloadable games, released only in the Chinese market.
*[[Nintendo 64DD]] – Only released in Japan, this add-on system's games are on re-writeable magnetic disks. 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. A complete commercial failure, many speculated that Nintendo released it only to save face after promoting it pre-emptively for years.
*[[Pokémon Mini]] – Unveiled in [[London]] at Christmas 2000, the Pokémon Mini was Nintendo's cheapest console ever produced; with games costing £10 ($15) each, and the system costing £30 ($45). This remains the smallest games console ever made. Sales of this system were rather poor, but, unlike the Virtual Boy, Nintendo made a profit on every game and system sold.
*[[Super Game Boy]] – Adapter for playing Game Boy games on the Super NES, which would be displayed in color.
*[[Triforce (arcade system board)|Triforce]] – An arcade system based on [[Nintendo GameCube]] hardware, developed in partnership with [[Sega]] and [[Namco]].
*[[Nintendo Virtual Boy|Virtual Boy]] – The Virtual Boy used two red monochrome displays to create a virtual reality-like system. Fewer than two dozen games were released for it in the United States.


<!-- 2020, 2021 -->
==People==
[[File:KANDA SQUARE-3.jpg|left|thumb|upright|Nintendo's Tokyo branch office, located in the 8th floor, since 2020]]
''See also [[:Category:Nintendo people|Nintendo people]]
*[[Minoru Arakawa]] — Founder and former president of Nintendo of America.
*[[Reggie Fils-Aime]] — Nintendo of America's current Executive Vice President of Sales and Marketing
*[[George Harrison (Executive)|George Harrison]] — Senior Vice President of marketing and corporate communications.
*[[Satoru Iwata]] — Current president of Nintendo (2002-present).
*[[Perrin Kaplan]] — Nintendo of America's Vice President of Marketing and Corporate Affairs
*[[Tatsumi Kimishima]] — Current president of Nintendo of America.
*[[Koji Kondo]] — Composer of music tracks in many Nintendo games, including virtually every home console entry of ''Super Mario'' and ''Legend of Zelda''.
*[[Shigeru Miyamoto]] — Nintendo's chief designer and video game producer. Largely known for creating many of Nintendo's most popular games including Mario, Donkey Kong, Pikmin, and the Legend of Zelda. In 1998 Miyamoto became the first person to be inducted into the [[Academy of Interactive Arts and Sciences' Hall of Fame]].
*[[Howard Lincoln]] — Now retired, former Chairman of Nintendo of America.
*[[Howard Philips]] — Creator of [[Nintendo Power]] magazine.
*[[Satoshi Tajiri]] — Creator of the [[Pokémon]] series.
*[[Yuka Tsujiyoko]] — Composer of music tracks in many Intelligent Systems games, most notably ''[[Paper Mario]]'' and the ''[[Fire Emblem]]'' series.
*[[Fusajiro Yamauchi]] — Founder of Nintendo in 1889. Died 1940.
*[[Hiroshi Yamauchi]] — Former president of Nintendo (1949-2002).
*[[Gunpei Yokoi]] — Best-known as the creator of the [[Game Boy]] and the ''[[Metroid series]]''. Died 1997.


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" />
==Notable software and franchises==
[[Image:Mario2small.jpg|220px|right|thumb|For over 20 years, [[Mario]] has been Nintendo's official [[List of video game mascots|mascot]].]]
''Related article:'' [[Franchises established on Nintendo systems]]
*[[1080° Snowboarding]] - First appeared on the Nintendo 64.
*[[Animal Crossing]] - Also known as [[Animal Forest]], a franchise that has developed a cult following and constantly growing install base with each installment.
*[[Balloon Fight]]/[[Balloon Kid]]
*[[Battalion Wars]] - An RTS of the Nintendo Wars franchise only on Gamecube
*[[Battle Clash]] - A Super Nintendo [[Super Scope]] game
*[[Clu Clu Land]]
*[[Cubivore]] - Originally for the Nintendo 64 in Japan, it was ported to the Gamecube by Atlus and had a cameo appearance in Super Smash Bros. Melee
*[[Custom Robo]]
*[[Dr. Mario]] - Puzzle game featuring red, blue, and yellow viruses and vitamins
*[[Donkey Kong]] ([[Nintendo EAD Tokyo]]) - Dates back to its original line of arcade games. Introduced Mario, back then known as "Jumpman".
*[[Doshin the Giant]] - Has yet to be released in America
*[[EarthBound]] (called "Mother" in Japan) - The long awaited sequel, Mother 3, was recently announced in Japan and is due out later this year on the Game Boy Advance.
*[[Excitebike]]
*[[Fire Emblem]] ([[Intelligent Systems]]) -Medieval RPG 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) - Has appeared on the SNES, N64, GBA, and GCN
*[[Game & Watch]] - Nintendo's oldest franchise
*[[Golden Sun]] (Camelot) - RPG developed by a second party
*[[Ice Climbers]] - An old franchise featuring Popo and Nana, two parka-clad mountain climbers.
*[[Major League Baseball Featuring Ken Griffey, Jr.|Ken Griffey Jr.]] series of games - When he was still with the Mariners, Nintendo and Rare made games of him from the SNES up until the end of the N64
*[[Kid Icarus]] ([[Intelligent Systems]]) - Only 2 games of Kid Icarus have been produced (NES, GB), though [[Miyamoto]] hinted that there will be a sequel on the [[Nintendo Revolution]]
*[[Kirby (Nintendo)|Kirby]] ([[HAL Laboratory, Inc.]])
*[[The Legend of Zelda series|The Legend of Zelda]] (Nintendo EAD) - One of the company's most popular franchises and widely considered to be among the best franchises ever. It has won numerous awards including several "Greatest Game of all Time" awards.
*[[Mach Rider]]
*[[Mario]] (Nintendo EAD) - Nintendo's flagship franchise and main influence in the platform genre. Mario has branched out to multiple spin-offs including [[Mario Party]] and [[Mario Tennis]]
*[[Metroid series|Metroid]] ([[Intelligent Systems]] / [[Retro Studios]]) - One of the company's most popular franchises
*[[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 [[September 11, 2001 attacks|9/11]] until Game Boy Wars Advance 1+2 was released there on November 25th, 2004
*[[Pikmin series|Pikmin]]- One of Nintendo's newest franchises, only 2 installments as of spring 2006 (both on the Gamecube)
*[[Pilotwings]] - Has been on the Super Nintendo and Nintendo 64 and will be returning on the Revolution
*[[Pokémon]] ([[Game Freak]]) - Arguably the most influential (certainly the most lucrative) of Nintendo's recent franchises
*[[Punch-Out!!]] - Has appeared on the arcades, NES, and SNES.
*[[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)
*[[Star Fox series|Star Fox]] (Nintendo EAD) - Has appeared on the Super Nintendo, Nintendo 64 & Nintendo Gamecube
*[[Super Smash Bros.]] ([[HAL Laboratory, Inc.]]) - A fighting game that pins Nintendo's franchises up against each other
*[[Tetris Attack]] ([[Intelligent Systems]]) - The rights for [[Tetris]] has often been debated, as due to some complications multiple companies all own the rights to [[Tetris]]
*[[Wario]] - Spin-off character started from [[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


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>
==Divisions==
===First-party===
{{main|Nintendo development divisions}}
*[[Brownie Brown]] — Software developer consisting of former members of [[Square Co., Ltd.|Squaresoft]]. Responsible for the [[Magical Vacation]] series (Japan-Only), and for helping [[Shigesato Itoi]] and [[HAL]] with [[Mother 3|MOTHER 3]].
*[[Intelligent Systems]] (Formerly Nintendo Research & Development 1) — Established in 1986 by members of Nintendo Research & Development 1 to develop games. Responsible for Metroid, Fire Emblem, and Nintendo Wars franchises.
*[[Nintendo EAD Tokyo]] — Youngest group inside Nintendo; responsible for [[Donkey Kong: Jungle Beat]].
*[[Nintendo Entertainment Analysis and Development]] (Originally "Nintendo Research & Development 4") — Largest division at Nintendo. Managed by [[Shigeru Miyamoto]]. Responsible for Mario, Zelda, and F-Zero franchises.
*[[Nintendo Integrated Research & Development]] (Originally "Nintendo Research & Development 3") — Produced [[arcade games]] in the 1980s.
*[[Nintendo Licensing Division]] — Produces (and licenses) [[first-party developer|first-party]] games by independent developers.
*[[Nintendo Research & Development 1]] — Oldest team inside Nintendo.
*[[Nintendo Research & Development 2]] — "Experimental" group, responsible [[Kirby Tilt 'n' Tumble]].
*[[Nintendo Research & Engineering]] — Hardware oriented.
*[[Nintendo Software Planning Division]] — Specializing in communicating with overseas developers.
*[[Nintendo Software Technology Corporation]] — First inhouse development studio of Nintendo of America.
*[[Nintendo Special Planning & Development]] — Recently formed development group focusing on [[Pokémon Mini]], the [[e-Reader]], and the Game Boy Advance.
*[[Retro Studios]] — Former [[second-party developer|second-party]], now wholly owned by Nintendo; responsible for the [[Metroid Prime]] series.


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>
===Second-party===
These second-party game companies have contracts with Nintendo to only make games for Nintendo and not its competitors. Nintendo may also own majority stock in these companies:
*[[AlphaDream]] — Responsible for [[Tomato Adventure]], [[Mario & Luigi: Superstar Saga]] and [[Mario & Luigi: Partners in Time]].
*[[Camelot Software Planning]] — Responsible for [[Golden Sun]], [[Mario Tennis]], and [[Mario Golf]] series of games.
*[[Creatures, Inc.]] (formerly known as [[Ape, Inc.]]) - Collaborated with Game Freak and Nintendo to make the Pokémon series. Also made the [[Game Boy Camera]].
*[[Fuse Games]] — A British Pinball game company who made [[Mario Pinball Land]] and [[Metroid Prime Pinball]].
*[[Game Freak]] — developer of the [[Pokémon (video games)|Pokémon]] [[video game series]] and [[Drill Dozer]].
*[[Genius Sonority]] — Newly formed developer; responsible for [[Pokémon Colosseum]], its sequel, [[Pokémon XD]] and the Pokémon puzzle game: [[Pokémon Trozei]].
*[[HAL Laboratory]] — Responsible for the Kirby franchise, [[Super Smash Bros. series]], and the development of the e-Reader.
*[[iQue]] — Responsible for Nintendo products in China, partially owned by Nintendo. Responsible for [[iQuest Dual Screen Tutor]].
*[[TOSE]] — Responsible for the [[Game & Watch Gallery]] series and the [[Legend of Stafy]] series.


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>
[[Rare (video game company)|Rare]] used to be half-owned by Nintendo, and was an exclusive second-party. However, Nintendo felt Rare's influence was lagging, so it put the company up for bids and sold off all of its shares to [[Microsoft]] in 2002.


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>{{cite web |last1=Serin |first1=Kaan |title=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 |url=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/ |website=[[GamesRadar+]] |access-date=11 December 2024 |date=11 December 2024}}</ref>
===Devoted third-party companies===
{{Clear}}
Nintendo has close ties with or owns stock in these companies and has them make games with their franchises:
*[[Atlus]] — Ported [[Cubivore]] to the GameCube from the Nintendo 64 and supported the Virtual Boy.
*[[Bandai]] — Recently merged with Namco; Nintendo owns stock in both companies and rumors have stated that Nintendo may attempt a takeover bid for the company.
*[[Capcom]] — Nintendo and Sega partially own a secondary developer to Capcom called [[Flagship (company)|Flagship]]; they helped to make the GBC and GBA Zelda games. They are the makers of games such as Mega Man and Resident Evil.
*[[Hudson Soft]] — Now belong to Konami; its first collaborated game with Nintendo was Wario Blast, which featured [[Bomberman]], Hudson Soft's flagship character. Hudson Soft also has collaborated with Nintendo to make the wildly popular [[Mario Party]] series, which continues to this day.
*[[Konami]] — Konami has made games based on Nintendo's franchises such as [[DDR Mario Mix]].
*[[Midway Games]] — For the arcades, Midway has helped Nintendo with [[Killer Instinct]] and the [[Cruis'n USA|Cruis'n]] games.
*[[Namco]] — Nintendo and Namco have collaborated on several games such as [[Pac-Man Vs.]] (by Miyamoto), [[Star Fox: Assault]] and [[Mario Superstar Baseball]]; belongs to the Triforce arcade system.
*[[Panasonic]] — Not a game company, it does however help Nintendo with technology and also made the [[Q multimedia console]].
*[[Rare (video game company)|Rare]] — 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]]/[[Donkey Kong Land|Land]]/[[Donkey Kong 64|64]], [[Goldeneye 007]], [[Banjo-Kazooie]], [[Battletoads]], [[Perfect Dark]], [[Conker's Bad Fur Day]], and [[Killer Instinct]]. The company has developed 5 titles for the [[Game Boy Advance]] while under [[Microsoft]]'s roof.
*[[Sega]] — Nintendo's former rival in the console market. Sega made [[F-Zero GX]]/[[F-Zero AX|AX]] and also belongs to the Triforce arcade system. They're responsible for games like Sonic the Hedgehog.
*[[Square Enix]] — Nintendo has published [[Square Co., Ltd.|Square]]/Square-Enix's [[Final Fantasy]] games on the NES, SNES, Game Boy Advance and GameCube. Games that appeared on the GBA and GCN could also be registered on Nintendo's website (through a My Nintendo account).
*[[Treasure Co. Ltd]] — It was formed by ex-Konami workers who promised they would never produce sequels of their franchises (but made a sequel to [[Gunstar Heroes]]). The company helped make [[Wario World]] and Japanese-only games; very close with Nintendo and Sega.


== Products ==
==Arcade games released by Nintendo==
{{Main|List of Nintendo products}}
*[[Donkey Kong (arcade game)|Donkey Kong]]
*[[Donkey Kong Jr. (arcade game)|Donkey Kong Jr.]]
*[[Donkey Kong 3]]
*[[Duck Hunt]]
*[[Excitebike]]
*[[F-Zero AX]]
*[[F-1 Race]]
*[[Hogan's Alley (arcade game)|Hogan's Alley]]
*[[Ice Climber]]
*[[Killer Instinct]]
*[[Mach Rider]]
*[[Mario Bros.]]
*[[Mario Kart Arcade GP]]
*The [[Nintendo Super System]]
*The [[Nintendo Vs. Series]]
*The [[Play Choice 10]] series
*[[Popeye (video game)|Popeye]]
*[[Punch-Out!!]]
*[[Radar Scope]]
*[[Sheriff (arcade game)|Sheriff]]
*[[Super Mario Bros.]]
*[[Super Punch-Out!!]]
*[[Urban Champion]]
*[[Wild Gunman]]


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.
==Anime==
In November 2004, Hiroshi Yamauchi announced that Nintendo would start making [[anime]]. Its first project is an adaption of the [[Hyakunin Isshū|Hyakunin Isshu]] poem anthology.


== Offices and locations ==
=== Toys and cards ===
{{Main|List of Nintendo products#Toys and cards}}
[[Image:Nintendo office.jpg|thumb|225px|Nintendo's main headquarters in [[Kyoto]], [[Japan]].]]


=== Video game consoles ===
Nintendo Company, Limited (NCL), the main branch of the company, is based in [[Kyoto]], [[Kyoto Prefecture]], [[Japan]]. Nintendo of America (NOA), its [[United States|American]] division, is based in [[Redmond, Washington|Redmond]], [[Washington]] with distribution centers in [[Atlanta, Georgia|Atlanta]], [[Georgia (U.S. state)|Georgia]], and [[North Bend, Washington|North Bend]], [[Washington]]. Nintendo of Canada, Ltd. (NOCL) is a based in [[Richmond, British Columbia|Richmond]], [[British Columbia]], with its own distribution centre in [[Toronto, Ontario|Toronto]], [[Ontario]]. Nintendo of Australia, its [[Australia|Australian]] division, is based in [[Scoresby]], [[Melbourne]], [[Victoria (Australia)|Victoria]], and Nintendo Europe, the [[Europe|European]] division, is based in [[Großostheim]], [[Germany]]. Nintendo has also founded iQue, Ltd. in [[Suzhou]], [[China]], a company that sells Nintendo products only in mainland China. <br clear=all>
{{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]].


=== Video games ===
==Unauthorized brand usage==
{{Main|List of Nintendo products}}
In the [[Philippines]], an electronics retailer operates under Nintendo's name, apparently illegal in nature since the Nintendo brand is trademarked by the video game giant. In addition, the retailer also uses Nintendo's logo clearly displayed on its stores. The illegal Philippine "Nintendo" sells many kinds of electronics as well as video games, including Sony PlayStation and Microsoft Xbox hardware and software.


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]].
Nintendo has not taken legal action against the Philippine Nintendo retailer yet, which currently has two branches in [[Metro Manila]]. One in the city of [[Manila]] and another at the Festival Super Mall in [[Filinvest]], [[Alabang]], [[Muntinlupa City]].


{{Clear}}
==Advertisement campaigns==
Over the years, Nintendo had different slogans and ad campaigns such as the following:
*Touching Is Good (Nintendo DS)
*Now you're playing with power.
*The best play here.
*Play it loud.
*Get N or get out. (N64, emphasis on N64's "N" logo)
*Who are you?
*Too much fun. (Canada)
*Gaming 24:7 (Europe)
*Change the System (N64)


== Corporate structure ==
==See also==
{{commonscat|Nintendo}}
{{Main|List of Nintendo development teams}}
{{more citations needed|section|date=January 2024}}
*[[History of computer and video games]]
Nintendo's internal [[research and development]] operations are divided into three main divisions:
*[[Nintendo Seal of Quality]]

*[[Nintendo Policies]]
# [[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;
*[[Lewis Galoob Toys, Inc. v. Nintendo of America, Inc.]]
# [[Nintendo Platform Technology Development]] (PTD), which focuses on [[Home video game console|home]] and [[handheld video game console]] hardware development; and
*[[List of video games published by Nintendo]]
# [[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.
*[[List of Nintendo characters]]

*[[List of Japanese companies]]
=== Entertainment Planning and Development (EPD) ===
*[[List of games licensed by Nintendo]]
The [[Nintendo Entertainment Planning & Development]] division is the primary software development, production, and supervising division at Nintendo, formed as a merger between their former [[Nintendo Entertainment Analysis & Development|Entertainment Analysis & Development]] and [[Nintendo Software Planning & Development|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.
*[[Player's Choice]]

=== Platform Technology Development (PTD) ===
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) ===
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 ===
Notable board members include [[Shigeru Miyamoto]], [[Satoru Shibata]] and Outside Director [[Chris Meledandri]], CEO of [[Illumination (company)|Illumination Entertainment]]; notable executive officers include [[Yoshiaki Koizumi]], Deputy general manager of [[Nintendo Entertainment Planning & Development|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.<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
| title = Nintendo's [[corporate headquarters]] throughout history
| align = center
| footer =
| style =
| state =
| height =
| width =
| captionstyle =
| File:Nintendo 1889.jpg
| 1889–1933, in [[Shimogyō-ku, Kyoto]]
| alt1 =
| File:Nintendo Former Headquarters Building.jpg
| 1933–1959, in Shimogyō-ku, Kyoto
| alt2 =
| File:Nintendo Kyoto Research Center (Former headquarters) - panoramio.jpg
| 1959–2000, in [[Higashiyama-ku, Kyoto]]
| alt3 =
| File:Headquarters of Nintendo Co., Ltd.jpg
| 2000–present, in [[Minami-ku, Kyoto]]
| alt4 =
}}

{{Clear}}

==== Nintendo of America ====
[[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. As 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&nbsp;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}}

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,<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}}

{{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 (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&nbsp;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)}}

On August 10, 1993, Nintendo of America rolled out the [[Nintendo Gateway System]].<ref>{{cite news |title=Virgin Airways fleet to get US$19m interactive systems |url=https://eresources.nlb.gov.sg/newspapers/digitised/article/biztimes19930813-1.2.60.13.4?qt=lodgenet&q=lodgenet |work=Business Times (Singapore) |agency=UPI |date=August 13, 1993}}</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 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 (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]] 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
| title = Nintendo of Europe headquarters
| align = center
| File:Großostheim Nintendo 20110127.jpg
| Former Nintendo of Europe headquarters in [[Großostheim]], Germany, until 2014
| File:Frankfurt Herriotstraße 4.20130511.jpg
| Old Nintendo of Europe headquarters in [[Frankfurt]], Germany
| File:Edificio Adamastor Fernando Guerra & Sérgio Guerra – Fotografia de Arquitectura.JPG
| 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.<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 ===
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]] 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 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:
* [[iQue]] (China) Ltd.
* [[Systems Research & Development|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,<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 ====
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.<ref>{{cite web|title=Nintendo, With Tencent's Help, to Sell Switch Console in China|url=https://www.wsj.com/articles/nintendo-seeks-to-sell-the-switch-in-china-11555581221?mod=article_inline|last1=Mochizuki|first1=Takashi|last2=Li|first2=Shan|date=18 April 2019|work=[[The Wall Street Journal]]|access-date=17 December 2019|archive-date=6 December 2019|archive-url=https://web.archive.org/web/20191206201354/https://www.wsj.com/articles/nintendo-seeks-to-sell-the-switch-in-china-11555581221?mod=article_inline|url-status=live}}</ref>

==== Tor Gaming ====
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}}

== Marketing ==
{{Main|Nintendo 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]].<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=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 ===
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 ===
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">
File:Nintendo 1889.svg | 1889–1950
File:Nintendo - 1950.png | 1950–1960
File:Nintendo - 1960.png | 1960–1965
File:Nintendo - 1965.png | 1965–1967
File:Nintendo - 1967.png | 1967–1968
File:Nintendo - 1968.png | 1968–1970
File:Nintendo Logo 1970.png | 1970–1972
File:Nintendo - 1972.png | 1972–1975
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.svg | 1975 logo with red background, 2016–present
</gallery>

{{Clear}}

== 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.{{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 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 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 ===
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.{{sfn|Sheff|1994|p={{page needed|date=September 2021}}}} 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.{{sfn|Sheff|1994|p=215}} 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 [[Ultra Games|Palcom]] to produce more games as a technically different publisher.{{sfn|Sheff|1994|p={{page needed|date=September 2021}}}} This disadvantaged smaller or emerging companies, as they could not afford to start additional companies. In another side effect, [[Square (video game company)|Square Co.]] (now [[Square Enix]]) executives have suggested that the price of publishing games on the [[Nintendo 64]]<ref>{{cite web |last=Leone |first=Matt |date=9 January 2017 |title=Final Fantasy 7: An oral history |url=http://www.polygon.com/a/final-fantasy-7 |url-status=live |archive-url=https://web.archive.org/web/20170109201832/http://www.polygon.com/a/final-fantasy-7 |archive-date=9 January 2017 |access-date=11 January 2017 |work=[[Polygon (website)|Polygon]] |publisher=[[Vox Media]]}}</ref> along with the degree of censorship and control that Nintendo enforced over its games,{{Citation needed|date=January 2009}} most notably ''[[Final Fantasy VI]]'', were factors in switching its focus towards [[Sony Computer Entertainment|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.<ref>{{cite magazine|title=Nintendo May Owe You $3 |magazine=[[GamePro]] |issue=55 |publisher=[[International Data Group|IDG]] |date=February 1994 |page=187}}</ref>

=== Intellectual property protection ===
{{main|Intellectual property protection by Nintendo}}
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&nbsp;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.

=== Seal of Quality ===
{{Multiple image
| align = right
| direction = vertical
| header = Nintendo Seal of Quality
| width = 170
| image1 = Nintendo Official Seal.svg
| caption1 = Seal in [[NTSC]] regions
| image2 = Original Nintendo Seal of Quality emblem.svg
| caption2 = Seal in [[PAL]] regions
}}

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 &#124; 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>

==== 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".<ref name="Nintendo, Seal" />

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.}}

==== 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:
{{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 ===
In 1992, Nintendo teamed with the [[Starlight Children's Foundation]] to build Starlight Fun Center mobile entertainment units and install them in hospitals.<ref name="GamePro, Quick Hits">{{cite magazine |title=Quick Hits |magazine=[[GamePro]] |issue=88 |publisher=[[International Data Group|IDG]] |date=January 1996 |page=23}}</ref> 1,000 Starlight Nintendo Fun Center units were installed by the end of 1995.<ref name="GamePro, Quick Hits" /> 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.<ref>{{cite web |last=Alexander |first=Leigh |title=Nintendo Hooks Up Hospitalized Kids With Wii Fun Centers |url=http://kotaku.com/5019333/nintendo-hooks-up-hospitalized-kids-with-wii-fun-centers |website=Kotaku |access-date=28 April 2017 |date=24 June 2008 |archive-date=11 May 2017 |archive-url=https://web.archive.org/web/20170511033138/http://kotaku.com/5019333/nintendo-hooks-up-hospitalized-kids-with-wii-fun-centers |url-status=live }}</ref>

=== 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 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>

{{Clear}}

== Legacy ==
{{Quote box
| title = ''The Nintendo Difference: Nintendo's Impact On Gaming''
| quote = "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."
| author = Ben Reeves
| source = ''[[Game Informer]]''<ref name="The Nintendo Difference: Nintendo's Impact On Gaming" />
| align = left
| width = 25%
}}

<!-- 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 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 -->
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.<ref name="Postscript: The Man Behind Nintendo" /> 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.<ref name="Forbes Nintendo" /><ref name="The World's Best Employers 2018" /> 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.<ref name="Nintendo: The 50 Most Genius Companies of 2018" /> Its capital in 2018 exceeded ten billion yen and net sales were over nine billion dollars, mostly in the North American market,<ref name="Nintendo CSR Report 2018" /> making it one of Japan's richest and most valuable companies.<ref name="Nintendo becomes Japan's 2nd most valuable company" /><ref name="Nintendo Officially Named The Richest Company In Japan In 2020" />

<!-- 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",<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}}

== See also ==
* ''[[Lewis Galoob Toys, Inc. v. Nintendo of America, Inc.]]''
* ''[[Universal City Studios, Inc. v. Nintendo Co., Ltd.]]''

== Notes ==
{{Notelist}}


==References==
==References==
{{Reflist|refs=
*[http://www.nintendo.com/corp/history.jsp Nintendo]. Retrieved Feb. 9, 2005.
*N-Sider. [http://n-sider.com/articleview.php?articleid=45 The Lucky Birth]. Retrieved Feb. 10, 2005.
*Calderon, Anthony. [http://n-sider.com/articleview.php?articleid=273&page=2 Nintendo EAD: Pioneers of the Renaissance]. Retrieved Feb.10, 2005.
*Liedhold, Marcus & Liedholm, Mattias. [http://nintendoland.com/home2.htm?history/index.htm Nintendo Land]. Retrieved Feb. 9, 2005.
*[http://www.forbes.com/finance/mktguideapps/compinfo/ForeignCompanyTearsheet.jhtml?cusip=6639550 Forbes]. Retrieved Feb. 9, 2005.
*[http://biz.yahoo.com/ic/41/41877.html Yahoo! Finance details for Nintendo Co, Ltd.] Retrieved Feb. 9, 2005.
*[http://biz.yahoo.com/ic/43/43619.html Yahoo! Finance details for Nintendo of America]. Retrieved Feb. 9, 2005.
*Bayer, Glen and Calderon, Anthony. [http://www.n-sider.com/articleview.php?articleid=344&page=3 Revolution First-Party Support]. Retrieved Mar. 18, 2005.
*McCullough, J.J.. [http://www.filibustercartoons.com/Nintendo.php Filibuster Cartoons]. Retrieved Feb. 9, 2005.
*[http://www.nintendo.com/corp/legal.jsp Nintendo copyrights]. Retrieved Feb. 9, 2005.
*[http://www.nintendo.com/corp/annual_report.jsp Nintendo's annual financial report]. Retrieved July 29, 2005.
*[http://www.nintendo.com/global List of official Nintendo sites]. Retrieved October 9, 2005.


<!-- Infobox -->
==External links==
<ref name="Corporate Information : Company Profile">{{Cite web |title=Corporate Information : Company Profile |url=https://www.nintendo.co.jp/corporate/en/outline/index.html |access-date=11 January 2023 |website=Nintendo Co., Ltd. |language=en |archive-date=5 May 2019 |archive-url=https://web.archive.org/web/20190505220439/https://www.nintendo.co.jp/corporate/en/outline/index.html |url-status=live }}</ref>
{{sisterlinks}}
<ref name="Corporate Information : Company History">{{Cite web |title=Corporate Information : Company History |url=https://www.nintendo.co.jp/corporate/en/history/index.html |access-date=11 January 2023 |website=Nintendo Co., Ltd. |language=en |archive-date=30 July 2014 |archive-url=https://web.archive.org/web/20140730071446/http://www.nintendo.co.jp/corporate/en/history/index.html |url-status=live }}</ref>
<ref name="Nintendo History">{{Cite web |title=Nintendo History |url=https://www.nintendo.co.uk/Hardware/Nintendo-History/Nintendo-History-625945.html |access-date=11 January 2023 |website=Nintendo of Europe GmbH |language=en-GB |archive-date=24 January 2023 |archive-url=https://web.archive.org/web/20230124175046/https://www.nintendo.co.uk/Hardware/Nintendo-History/Nintendo-History-625945.html |url-status=live }}</ref>
<ref name="Consolidated Results for the Years Ended March 31, 2021 and 2022">{{Cite web |date=10 May 2022 |title=Consolidated Results for the Years Ended March 31, 2021 and 2022 |url=https://www.nintendo.co.jp/ir/pdf/2022/220510e.pdf |url-status=live |website=Nintendo Co., Ltd. |language=en |access-date=12 January 2023 |archive-date=10 May 2022 |archive-url=https://web.archive.org/web/20220510072433/https://www.nintendo.co.jp/ir/pdf/2022/220510e.pdf }}</ref>
<ref name="Consolidated Results for the Years Ended March 31, 2020 and 2021">{{Cite web |date=6 May 2021 |title=Consolidated Results for the Years Ended March 31, 2020 and 2021 |url=https://www.nintendo.co.jp/ir/pdf/2021/210506e.pdf |url-status=live |website=Nintendo Co., Ltd. |language=en |access-date=6 May 2021 |archive-date=6 May 2021 |archive-url=https://web.archive.org/web/20210506204034/https://www.nintendo.co.jp/ir/pdf/2021/210506e.pdf }}</ref>
<ref name="Consolidated Results for the Years Ended March 31, 2019 and 2020">{{Cite web |date=7 May 2020 |title=Consolidated Results for the Years Ended March 31, 2019 and 2020 |url=https://www.nintendo.co.jp/ir/pdf/2020/200507e.pdf |url-status=live |website=Nintendo Co., Ltd. |language=en |access-date=19 June 2020 |archive-date=7 May 2020 |archive-url=https://web.archive.org/web/20200507085457/https://www.nintendo.co.jp/ir/pdf/2020/200507e.pdf }}</ref>


<ref name="IR Information : Stock Information - Status of Shares">{{Cite web |title=IR Information : Stock Information - Status of Shares |url=http://www.nintendo.co.jp/ir/en/stock/information/index.html |access-date=11 January 2023 |website=Nintendo Co., Ltd. |language=en |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>
===Official Sites===
*[http://www.nintendo.co.jp/ Nintendo Company, Limited]
*[http://www.nintendo.com/ Nintendo of America]
*[http://www.nintendo.ca/ Nintendo of Canada]
*[http://www.nintendo-europe.com/ Nintendo Europe]
*[http://www.nintendo.com.au/ Nintendo Australia]
*[http://www.nintendowifi.com/ Nintendo WiFi Connection]


<!-- History -->
===Nintendo Publications===
<!-- 1889–1972: Early history -->
*[http://www.n-sider.com/ N-Sider]
<!-- 1889–1929: Origin as a card company -->
*[http://www.nintendonow.com/ Nintendo Now]
<ref name="Nintendo is founded, September 23, 1889">{{Cite web |last=MacNeil |first=Jessica |date=23 September 2019 |title=Nintendo is founded, September 23, 1889 |url=https://www.edn.com/nintendo-is-founded-september-23-1889/ |access-date=12 January 2023 |website=EDN |language=en-US |archive-date=27 August 2020 |archive-url=https://web.archive.org/web/20200827094913/https://www.edn.com/nintendo-is-founded-september-23-1889/ |url-status=live }}</ref>
*[http://www.nintendojo.com/ Nintendojo]
<ref name="Nintendo Probably Doesn't Mean What You Think It Does">{{Cite web |last=Ashcraft |first=Brian |date=3 August 2017 |title="Nintendo" Probably Doesn't Mean What You Think It Does |url=https://kotaku.com/nintendo-probably-doesnt-mean-what-you-think-it-does-5649625 |access-date=12 January 2023 |website=Kotaku |language=en |archive-date=6 August 2020 |archive-url=https://web.archive.org/web/20200806005013/https://kotaku.com/nintendo-probably-doesnt-mean-what-you-think-it-does-5649625 |url-status=live }}</ref>
*[http://www.nintendowned.com/ Nintendowned]
<ref name="The Traditional Beauty Of Nintendo's Playing Cards">{{Cite web |last=Ashcraft |first=Brian |date=30 March 2022 |title=The Traditional Beauty Of Nintendo's Playing Cards |url=https://kotaku.com/nintendo-japan-hanafuda-cards-beauty-gambling-tradition-1848724872 |access-date=12 January 2023 |website=Kotaku |language=en}}</ref>
<ref name="Nintendo's 1955 Cameo In The New York Times">{{Cite web |last=Plunkett |first=Luke |date=5 December 2009 |title=Nintendo's 1955 Cameo In The New York Times |url=https://kotaku.com/nintendos-1955-cameo-in-the-new-york-times-5419373 |access-date=12 January 2023 |website=Kotaku |language=en |archive-date=1 July 2020 |archive-url=https://web.archive.org/web/20200701231439/https://kotaku.com/nintendos-1955-cameo-in-the-new-york-times-5419373 |url-status=live }}</ref>
<ref name="The birthplace of Nintendo">{{Cite web |last=Bunting |first=Geoffrey |date=2 May 2022 |title=The birthplace of Nintendo |url=https://www.gamesindustry.biz/the-birthplace-of-nintendo |access-date=12 January 2023 |website=GamesIndustry.biz |language=en |archive-date=23 January 2023 |archive-url=https://web.archive.org/web/20230123182255/https://www.gamesindustry.biz/the-birthplace-of-nintendo |url-status=live }}</ref>
<ref name="Before Mario: Nintendo's Playing Cards, Toys And Love Hotels">{{Cite web |last=Modojo |date=11 September 2011 |title=Before Mario: Nintendo's Playing Cards, Toys And Love Hotels |url=https://www.businessinsider.com/before-mario-nintendos-playing-cards-toys-and-love-hotels-2011-8 |access-date=12 January 2023 |website=Business Insider |language=en-US |archive-date=18 September 2021 |archive-url=https://web.archive.org/web/20210918180641/https://www.businessinsider.com/before-mario-nintendos-playing-cards-toys-and-love-hotels-2011-8 |url-status=live }}</ref>
<ref name="Nintendo's oldest playing cards? Marufuku No. 1">{{Cite web |last=Voskuil |first=Geplaatst door Erik |date=10 September 2022 |title=Nintendo's oldest playing cards? Marufuku No. 1 |url=http://blog.beforemario.com/2022/09/nintendos-oldest-playing-cards-marufuku.html |access-date=13 January 2023 |archive-date=24 January 2023 |archive-url=https://web.archive.org/web/20230124175046/http://blog.beforemario.com/2022/09/nintendos-oldest-playing-cards-marufuku.html |url-status=live }}</ref>
<ref name="100 year old Nintendo promotional calendar">{{Cite web |last=Voskuil |first=Geplaatst door Erik |date=14 November 2014 |title=100 year old Nintendo promotional calendar |url=http://blog.beforemario.com/2014/11/100-year-old-nintendo-promotional.html |access-date=12 January 2023 |archive-date=5 July 2020 |archive-url=https://web.archive.org/web/20200705004916/http://blog.beforemario.com/2014/11/100-year-old-nintendo-promotional.html |url-status=live }}</ref>


<!-- 1993–1998: Nintendo 64, Virtual Boy, and Game Boy Color -->
===Articles===
<ref name="Game On!">{{Cite book|last=Hansen|first=Dustin|title=Game On!: Video Game History from Pong and Pac-Man to Mario, Minecraft, and More|publisher=Feiwel & Friends|year=2016|isbn=978-1250080950}}</ref>
*[http://www.n-sider.com/articleview.php?articleid=482 The Nintendo Development Structure]
*[http://www.nintendo-rs.blogspot.com Nintendo Revolution]
*[http://www.i-mockery.com/minimocks/nes/ Nintendo: The Good, The Bad, and The Ugly], features some of the most obscure/bizarre Nintendo products from yesteryear
*[http://www.gamespot.com/features/vgs/universal/hist_nintendo/ The History of Nintendo]
*[http://www.thedoteaters.com/play2sta4.htm Article at The Dot Eaters], detailing a history of Nintendo and Donkey Kong


<!-- 2017–present: Nintendo Switch and expansion to other media -->
<!--=== Other Sites === PLEASE DO NOT LINK FANSITES AND UNOFFICIAL SITES FROM THIS PAGE-->
<ref name="Nintendo's Old Headquarters Will Be Turned Into A Hotel">{{Cite web |last=Ashcraft |first=Brian |date=10 January 2020 |title=Nintendo's Old Headquarters Will Be Turned Into A Hotel |url=https://kotaku.com/nintendos-old-headquarters-will-be-turned-into-a-hotel-1840921678 |access-date=12 January 2023 |website=Kotaku |language=en |archive-date=2 July 2020 |archive-url=https://web.archive.org/web/20200702165042/https://kotaku.com/nintendos-old-headquarters-will-be-turned-into-a-hotel-1840921678 |url-status=live }}</ref>
<ref name="The Old Nintendo Headquarters Hotel Looks Stunning Inside">{{Cite web |first=Brian |last=Ashcraft |date=31 March 2022 |title=The Old Nintendo Headquarters Hotel Looks Stunning Inside |url=https://kotaku.com/nintendo-hotel-kyoto-stay-mario-famicom-nes-yamauchi-ja-1848730969 |access-date=12 January 2023 |website=Kotaku |language=en |archive-date=12 January 2023 |archive-url=https://web.archive.org/web/20230112113448/https://kotaku.com/nintendo-hotel-kyoto-stay-mario-famicom-nes-yamauchi-ja-1848730969 |url-status=live }}</ref>
<ref name="Take a look inside the former Nintendo HQ – now a luxury hotel">{{Cite web |last=Imada |first=Kaila |date=30 March 2022 |title=Take a look inside the former Nintendo HQ – now a luxury hotel |url=https://www.timeout.com/tokyo/news/the-former-nintendo-hq-in-kyoto-is-now-a-hotel-and-you-can-stay-there-012122 |access-date=12 January 2023 |website=Time Out Tokyo |language=en-GB |archive-date=12 January 2023 |archive-url=https://web.archive.org/web/20230112113448/https://www.timeout.com/tokyo/news/the-former-nintendo-hq-in-kyoto-is-now-a-hotel-and-you-can-stay-there-012122 |url-status=live }}</ref>
<ref name="About MARUFUKURO| Kyoto Gojo Hotel">{{Cite web |title=About MARUFUKURO| Kyoto Gojo Hotel |url=https://marufukuro.com/en/about/ |access-date=12 January 2023 |website=marufukuro.com |language=en |archive-date=12 January 2023 |archive-url=https://web.archive.org/web/20230112113450/https://marufukuro.com/en/about/ |url-status=live }}</ref>
<ref name="Exclusive: ValueAct eyes Nintendo with stake of over $1.1 billion - letter">{{Cite news |last=Herbst-Bayliss |first=Svea |date=21 April 2020 |title=Exclusive: ValueAct eyes Nintendo with stake of over $1.1 billion - letter |language=en |work=Reuters |url=https://www.reuters.com/article/us-nintendo-valueact-exclusive-idUSKCN2232VT |access-date=12 January 2023 |archive-date=12 January 2023 |archive-url=https://web.archive.org/web/20230112121439/https://www.reuters.com/article/us-nintendo-valueact-exclusive-idUSKCN2232VT |url-status=live }}</ref>
<ref name="Nintendo Officially Named The Richest Company In Japan In 2020">{{Cite web |last=Anderson |first=Megan |date=26 August 2020 |title=Nintendo Officially Named The Richest Company In Japan In 2020 |url=https://www.thegamer.com/nintendo-officially-named-richest-company-japan-2020/ |access-date=11 January 2023 |website=TheGamer |language=en |archive-date=3 November 2020 |archive-url=https://web.archive.org/web/20201103041854/https://www.thegamer.com/nintendo-officially-named-richest-company-japan-2020/ |url-status=live }}</ref>
<ref name="Official 'Nintendo Gallery' Museum to Open in Japan by March 2024">{{Cite web |last=Bankhurst |first=Adam |date=2 June 2021 |title=Official 'Nintendo Gallery' Museum to Open in Japan by March 2024 |url=https://www.ign.com/articles/nintendo-gallery-museum-japan-march-2024-history |access-date=12 January 2023 |website=IGN |language=en |archive-date=2 June 2021 |archive-url=https://web.archive.org/web/20210602014407/https://www.ign.com/articles/nintendo-gallery-museum-japan-march-2024-history |url-status=live }}</ref>
<ref name="News Release : Jun. 2, 2021 Utilization of the land of the Nintendo Uji Ogura Plant">{{Cite web |date=2 June 2021 |title=News Release : Jun. 2, 2021 "Utilization of the land of the Nintendo Uji Ogura Plant" |url=https://www.nintendo.co.jp/corporate/release/2021/210602.html |access-date=12 January 2023 |website=Nintendo Co., Ltd. |language=en |archive-date=8 April 2022 |archive-url=https://web.archive.org/web/20220408160710/https://www.nintendo.co.jp/corporate/release/2021/210602.html |url-status=live }}</ref>
<ref name="Historic Village Remains Found On Nintendo Museum Construction Site">{{Cite web |last=Whitehead |first=Thomas |date=22 April 2022 |title=Historic Village Remains Found On Nintendo Museum Construction Site |url=https://www.nintendolife.com/news/2022/04/historic-village-remains-found-on-nintendo-museum-construction-site |access-date=12 January 2023 |website=Nintendo Life |language=en-GB |archive-date=12 January 2023 |archive-url=https://web.archive.org/web/20230112113448/https://www.nintendolife.com/news/2022/04/historic-village-remains-found-on-nintendo-museum-construction-site |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 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 -->
{{Nintendo developers}}
<!-- Directors and executive officers -->


<!-- Legacy-->
[[Category:1889 establishments]]
<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>
[[Category:Companies of Japan]]
<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>
[[Category:Computer and video game companies]]
<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>
[[Category:Nintendo|*]]
<ref name="The World's Best Employers 2018">{{Cite web |last=Stoller |first=Kristin |date=10 October 2018 |title=The World's Best Employers 2018: Alphabet Leads As U.S. Companies Dominate List |url=https://www.forbes.com/sites/kristinstoller/2018/10/10/the-worlds-best-employers-2018-alphabet-leads-as-u-s-companies-dominate-list/ |access-date=11 January 2023 |website=Forbes |language=en |archive-date=11 January 2023 |archive-url=https://web.archive.org/web/20230111120220/https://www.forbes.com/sites/kristinstoller/2018/10/10/the-worlds-best-employers-2018-alphabet-leads-as-u-s-companies-dominate-list/ |url-status=live }}</ref>
<ref name="Nintendo: The 50 Most Genius Companies of 2018">{{Cite magazine |title=Nintendo: The 50 Most Genius Companies of 2018 |url=https://time.com/collection/genius-companies-2018/5412642/nintendo/ |access-date=11 January 2023 |magazine=Time |language=en-us |archive-date=7 October 2022 |archive-url=https://web.archive.org/web/20221007231039/https://time.com/collection/genius-companies-2018/5412642/nintendo/ |url-status=live }}</ref>
<ref name="Nintendo CSR Report 2018">{{Cite web |date=July 2018 |title=Nintendo CSR Report 2018 |url=https://www.nintendo.co.jp/csr/en/pdf/nintendo_csr2018e.pdf |url-status=live |website=Nintendo |language=en |access-date=11 January 2023 |archive-date=11 January 2023 |archive-url=https://web.archive.org/web/20230111120219/https://www.nintendo.co.jp/csr/en/pdf/nintendo_csr2018e.pdf }}</ref>
<ref name="Nintendo becomes Japan's 2nd most valuable company">{{Cite news |date=25 September 2007 |title=Nintendo becomes Japan's 2nd most valuable company |language=en |work=Reuters |url=https://www.reuters.com/article/idUST1482820070925 |access-date=11 January 2023 |archive-date=11 January 2023 |archive-url=https://web.archive.org/web/20230111120217/https://www.reuters.com/article/idUST1482820070925 |url-status=live }}</ref>
<ref name="Video Games and Their Effect on Modern Day Society">{{Cite web |last=Sacirbey |first=Susan |date=10 May 2016 |title=Video Games and Their Effect on Modern Day Society|url=https://www.huffpost.com/entry/video-games-and-their-eff_b_9873646 |access-date=11 January 2023 |website=HuffPost |language=en |archive-date=11 January 2023 |archive-url=https://web.archive.org/web/20230111233628/https://www.huffpost.com/entry/video-games-and-their-eff_b_9873646 |url-status=live }}</ref>
<ref name="Mario, the World's Most Famous Video-Game Character, Is 30 Years Old">{{Cite web |last=Morris |first=Chris |date=10 September 2015 |title=Mario, the World's Most Famous Video-Game Character, Is 30 Years Old |url=https://www.entrepreneur.com/business-news/mario-the-worlds-most-famous-video-game-character-is-30/250524 |access-date=11 January 2023 |website=Entrepreneur |language=en |archive-date=11 January 2023 |archive-url=https://web.archive.org/web/20230111233629/https://www.entrepreneur.com/business-news/mario-the-worlds-most-famous-video-game-character-is-30/250524 |url-status=live }}</ref>
<ref name="The 15 Most Influential Video Game Characters of All Time">{{Cite magazine |last1=Eadicicco |first1=Lisa |last2=Fitzpatrick |first2=Alex |last3=Peckham |first3=Matt |date=30 June 2017 |title=The 15 Most Influential Video Game Characters of All Time |url=https://time.com/4836507/influential-video-game-characters/ |url-status=live |magazine=Time |access-date=11 January 2023 |archive-date=6 December 2022 |archive-url=https://web.archive.org/web/20221206120912/https://time.com/4836507/influential-video-game-characters/ }}</ref>
<ref name="The 30 Strongest Nintendo Characters, Officially Ranked">{{Cite web |last=Machin |first=Mat |date=28 July 2018 |title=The 30 Strongest Nintendo Characters, Officially Ranked |url=https://www.thegamer.com/strongest-nintendo-characters-ranked/ |access-date=11 January 2023 |website=TheGamer |language=en |archive-date=11 January 2023 |archive-url=https://web.archive.org/web/20230111233628/https://www.thegamer.com/strongest-nintendo-characters-ranked/ |url-status=live }}</ref>
}}


===Bibliography===
{{Link FA|fr}}
* {{Cite book|last=Gorges|first=Florent|title=La historia de Nintendo Volumen I|language=es |year=2015a|publisher=Héroes de papel|isbn=978-84-942881-3-5}}
* {{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=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=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=2011 |orig-year=1999|publisher=Knopf Doubleday Publishing Group|isbn=9781299040625|oclc=1237159707|author-mask=1}}
* {{Cite book|last=Sloan|first=Daniel|title=Playing to Wiin: Nintendo and the Video Game Industry's Greatest Comeback|year=2011|publisher=Wiley|isbn=978-0-470-82512-9|oclc=707935885|url=https://books.google.com/books?id=utONPpgEWDUC}}
* {{Cite book|last=Wolf|first=Mark J. P.|title=Encyclopedia of Video Games: A-L|year=2012|publisher=ABC-CLIO|isbn=9780313379369|volume=1}}

==External links==
{{Sister project links|collapsible=yes|commonscat=yes|s=no|b=no|v=no}}
* {{Official website|https://www.nintendo.com/regionselector/|Global websites}}
* {{Official website|https://www.nintendo.co.jp/corporate/en/index.html|Corporate website}}

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Latest revision as of 14:51, 4 January 2025

Nintendo Co., Ltd.
Nintendo
Native name
任天堂株式会社
Nintendō kabushiki gaisha
Formerly
  • Nintendo Koppai (1889)
  • Other former names
    • Yamauchi Nintendo (1889–1933)
    • Yamauchi Nintendo & Co. (1933–1947)
    • Marufuku Co., Ltd. (1947–1951)
    • Nintendo Playing Card Co. Ltd. (1951–1963)
Company typePublic
ISINJP3756600007
Industry
Founded23 September 1889; 135 years ago (1889-09-23) in Shimogyō-ku, Kyoto, Japan
FounderFusajiro Yamauchi
Headquarters11–1 Kamitoba Hokodatecho, ,
Japan
Area served
Worldwide
Key people
ProductsList of products
Production output
  • Hardware
    Decrease 17.97 million
  • Software
    Decrease 213.96 million
 (2023)
Brands
Services
RevenueDecrease ¥1.601 trillion (US$13.923 billion) (2023)
Decrease ¥504.3 billion (US$3.678 billion) (2023)
Decrease ¥432.7 billion (US$3.156 billion) (2023)
Total assetsIncrease ¥2.662 trillion (US$21.866 billion) (2023)
Total equityIncrease ¥2.069 trillion (US$16.995 billion) (2023)
Owners
Number of employees
7,724[b] (2024)
Divisions
Subsidiaries
Websitenintendo.com
Footnotes / references
[3][4][5][6][7]

Nintendo Co., Ltd.[c] 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[d] 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

Original Nintendo headquarters (1889–1930) and workshop in Shimogyō-ku, Kyoto, c. 1889. The right section was eventually rebuilt (pictured below), and the left section was reportedly demolished in 2004.
Nintendo karuta poster from the Meiji era

Nintendo was founded as Nintendo Koppai[e] 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[f] 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

Former Nintendo headquarters (1933–1959), rebuilt from the right section of the original building
English company information plate in the former Nintendo headquarters

In 1933, Sekiryo Kaneda established the company as a general partnership named Yamauchi Nintendo & Co., Ltd.[g][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.[h] 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]

1949 New Year Nintendo staff commemoration

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.[i][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.[j] 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 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]

Shigeru Miyamoto joined Nintendo in 1977.

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]

Donkey Kong miniature arcade cabinet

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

Nintendo 64, released in 1996
Game Boy Color, released in 1998

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]

Virtual Boy, released in 1995

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

Game Boy Advance, released in 2001
GameCube, released in 2001

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]

Nintendo headquarters since 2000
Satoru Iwata, former Nintendo president (2002–2015)

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]

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.[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]

Pokémon Go in the sign-up menu

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

In "TV mode", with the Joy-Con attached to a grip and the main unit docked
In "Handheld mode", with the Joy-Con attached to its sides

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]

Super Nintendo World at Universal Studios Japan, opened in 2021

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]

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, 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

Nintendo's internal research and development operations are divided into three main divisions:

  1. 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;
  2. Nintendo Platform Technology Development (PTD), which focuses on home and handheld video game console hardware development; and
  3. 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 location in Minami-ku, Kyoto.[227]

Nintendo of America

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. As 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.

On August 10, 1993, Nintendo of America rolled out the Nintendo Gateway System.[245]

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 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.[246] 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.[247] 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.[248]

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.[249] 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.[250][251] The companies agreed to a settlement with the employee in October 2022.[252] 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.[253]

Nintendo of Europe (NOE)

Nintendo's European subsidiary was established in June 1990,[254] based in Großostheim, Germany.[255] The company handles operations across Europe (excluding Scandinavia, where operations are handled by Bergsala on behalf of NOE),[256] as well as South Africa.[254] Nintendo of Europe's United Kingdom branch (Nintendo UK)[257] 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.[258][259] As of July 2018, the company employs 850 people.[260] In 2019, NOE signed with Tor Gaming Ltd. for official distribution in Israel.[261]

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.[262] 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.[263][264]

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.[265] 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[266] and 2024,[267] respectively) and Next Level Games in Canada (acquired in 2021).[268] 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:

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,[269] 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.[270]

Tor Gaming

In January 2019, Ynet and IGN Israel reported that negotiations about the official distribution of Nintendo products in the country were ongoing.[261] 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,[271] followed by opening an official online store the next month.[272] 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.[273]

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.[274] It modified the slogan to include "SUPER power" for the Super Nintendo Entertainment System, and "PORTABLE power" for the Game Boy.[275]

Its 1994 "Play It Loud!" campaign played upon teenage rebellion and fostered an edgy reputation.[276] During the Nintendo 64 era, the slogan was "Get N or get out".[275] During the GameCube era, the "Who Are You?" suggested a link between the games and the players' identities.[277] The company promoted its Nintendo DS handheld with the tagline "Touching is Good".[278] 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.[279] The Nintendo 3DS used the slogan "Take a look inside".[280] The Wii U used the slogan "How U will play next".[281] The Nintendo Switch uses the slogan "Switch and Play" in North America, and "Play anywhere, anytime, with anyone" elsewhere.[282]

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.[283][284]

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.[285][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.

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.[286] 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.[287] 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.[288] 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.[289]

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,[290] 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.[291] 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.[286] 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.[292] 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.[286] 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[293] 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.[294]

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.[295] 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

Nintendo Seal of Quality
Seal in NTSC regions
Seal in PAL regions

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."[296]

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.[297]

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".[296]

The seal currently reads thus:[298]

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.[299]

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.[300] 1,000 Starlight Nintendo Fun Center units were installed by the end of 1995.[300] 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.[301]

Environmental record

Nintendo has consistently been ranked last in Greenpeace's "Guide to Greener Electronics" due to Nintendo's failure to publish information.[302] 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.[303]

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.[304]

Legacy

The Nintendo Difference: Nintendo's Impact On Gaming

"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."

Ben Reeves, Game Informer[305]

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.[306]

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.[306] 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.[307][308] 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.[309] Its capital in 2018 exceeded ten billion yen and net sales were over nine billion dollars, mostly in the North American market,[310] making it one of Japan's richest and most valuable companies.[311][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",[312] 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."[313] Other prominent company characters include Princess Peach, Pikachu, Link,[314] Donkey Kong, Kirby, and Samus Aran.[315]

See also

Notes

  1. ^ White-on-red variant used since 2016.
  2. ^ 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.
  3. ^ Japanese: 任天堂株式会社, Hepburn: Nintendō Kabushiki gaisha
  4. ^ Japanese: 任天堂骨牌, Hepburn: Nintendō Koppai, the characters '骨牌' can also be read as 'karuta'.
  5. ^ 任天堂骨牌, Nintendō Koppai
  6. ^ 山内任天堂, Yamauchi Nintendō
  7. ^ 山内任天堂株式会社, Yamauchi Nintendō kabushiki gaisha
  8. ^ 丸福株式会社, Marufuku kabushiki gaisha
  9. ^ 任天堂骨牌株式会社, Nintendō Karuta kabushiki gaisha
  10. ^ 任天堂株式会社, Nintendō kabushiki gaisha

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