Free Essay

Nintendo

In:

Submitted By spamgoeshere9876
Words 7314
Pages 30
Nintendo Co., Ltd. (???????, Nintendo Kabushiki gaisha?) is a multinational corporation located in Kyoto, Japan. Founded on September 23, 1889[2] by Fusajiro Yamauchi, it produced handmade hanafuda cards.[6] By 1963, the company had tried several small niche businesses, such as a cab company and a love hotel.[7]}}

Nintendo developed into a video game company, becoming what is arguably the most influential in the industry, and Japan's third most valuable listed company, with a market value of over US$85 billion.[8] Also, Nintendo of America is the majority owner of the Seattle Mariners Major League Baseball team.[9]

The name Nintendo can be roughly translated from Japanese to English as "leave luck to heaven".[10] As of October 18, 2010, Nintendo has sold over 565 million hardware units and 3.4 billion software units.[11]
Contents

* 1 History o 1.1 As a card company (1889–1956) o 1.2 New ventures (1956–1974) o 1.3 Electronic era (since 1974) + 1.3.1 Handheld console history * 2 Infrastructure o 2.1 Key Executives o 2.2 Offices and locations * 3 Software development studios o 3.1 First-party studios o 3.2 Second-party studios o 3.3 Former affiliates * 4 Policy o 4.1 Emulation o 4.2 Content guidelines o 4.3 License guidelines o 4.4 Seal of Quality + 4.4.1 NTSC regions + 4.4.2 PAL regions o 4.5 Environmental record * 5 See also * 6 Notes * 7 References * 8 Further reading * 9 External links

[edit] History
Main article: History of Nintendo
Former headquarters plate, from when Nintendo was solely a playing card company
[edit] As a card company (1889–1956)

Nintendo was founded as a card company in late 1889, originally named Nintendo Koppai. Based in Kyoto, Japan, the business produced and marketed a playing card game called Hanafuda. The handmade cards soon became popular, and Yamauchi hired assistants to mass produce cards to satisfy demand. Nintendo continues to manufacture playing cards in Japan[12] and organizes its own contract bridge tournament called the "Nintendo Cup".[13]
[edit] New ventures (1956–1974)

In 1956, Hiroshi Yamauchi (grandson of Fusajiro Yamauchi) visited the U.S. to talk with the United States Playing Card Company, the dominant playing card manufacturer there. He found that the world's biggest company in his business was only using a small office. This was a turning point when Yamauchi realized the limitations of the playing card business. He then gained access to Disney's characters and put them on the playing cards to drive sales.
The Nintendo Love Tester

In 1963, Yamauchi renamed Nintendo Playing Card Co. Ltd. to Nintendo Co., Ltd.[14] The company then began to experiment in other areas of business using newly injected capital. During this period of time between 1963 and 1968, Nintendo set up a taxi company, a love hotel chain, a TV network, a food company (selling instant rice, similar to instant noodles) and several other things. All of these ventures eventually failed, and after the 1964 Tokyo Olympics, playing card sales dropped, and Nintendo's stock price plummeted to ¥60.

In 1966, Nintendo moved into the Japanese toy industry with the Ultra Hand, an extendable arm developed by its maintenance engineer Gunpei Yokoi in his free time. Yokoi was moved from maintenance to the new "Nintendo Games" department as a product developer. Nintendo continued to produce popular toys, including the Ultra Machine, Love Tester and the Kousenjuu series of light gun games. Despite some successful products, Nintendo struggled to meet the fast development and manufacturing turnaround required in the toy market, and fell behind the well-established companies such as Bandai and Tomy.

In 1973, its focus shifted to family entertainment venues with the Laser Clay Shooting System, using the same light gun technology used in Nintendo's Kousenjuu series of toys, and set up in abandoned bowling alleys. Following some success, Nintendo developed several more light gun machines for the emerging arcade scene. While the Laser Clay Shooting System ranges had to be shut down following excessive costs, Nintendo had found a new market.
[edit] Electronic era (since 1974)

Nintendo's first venture into the video-gaming industry was securing rights to distribute the Magnavox Odyssey video game console in Japan in 1974. Nintendo began to produce its own hardware in 1977, with the Color TV Game home video game consoles. Four versions of these consoles were produced, each including variations of a single game (for example, Color TV Game 6 featured six versions of Light Tennis).

A student product developer named Shigeru Miyamoto was hired by Nintendo at this time.[15] He worked for Yokoi, and one of his first tasks was to design the casing for several of the Color TV Game consoles. Miyamoto went on to create, direct and produce some of Nintendo's most famous video games and become one of the most recognizable figures in the video game industry.[15]

In 1975, Nintendo moved into the video arcade game industry with EVR Race, designed by their first game designer, Genyo Takeda,[16] and several more titles followed. Nintendo had some small success with this venture, but the release of Donkey Kong in 1981, designed by Miyamoto, changed Nintendo's fortunes dramatically. The success of the game and many licensing opportunities (such as ports on the Atari 2600, Intellivision and ColecoVision) gave Nintendo a huge boost in profit.
The Nintendo Entertainment System (NES)

In 1980, Nintendo launched Game & Watch—a handheld video game series developed by Yokoi where each game was played on a separate device—to worldwide success. In 1983, Nintendo launched the Family Computer (commonly shortened "Famicom"), known outside Japan as the Nintendo Entertainment System (NES), home video game console in Japan, alongside ports of its most popular arcade titles. In 1985, the NES launched in North America, and was accompanied by Super Mario Bros., currently one of the best-selling video games of all time.[17]

In 1989, Yokoi developed the Game Boy handheld game console.

The Nintendo Entertainment System was superseded by the Super Famicom, known outside Japan as the Super Nintendo Entertainment System (SNES). This was Nintendo's console of the 16-bit 4th generation, following the Famicom of the 8-bit 3rd generation, whose main rival was the Sega Mega Drive/Genesis. A fierce console war between Sega and Nintendo ensued.[18] The SNES eventually sold 49.10 million consoles,[19] around 20 million more than the Mega Drive/Genesis.

During the dominance of the Game Boy line, its creator, Yokoi, designed the Virtual Boy, a table-mounted semi-portable console featuring stereoscopic graphics. Users view games through a binocular eyepiece and control games using a gamepad. Rushed to market in 1995 to compensate for development delays with the upcoming Nintendo 64, the Virtual Boy was a commercial failure due to poor third-party support and a large price point. Amid the systems's failure, Yokoi was asked to leave Nintendo.[20]

The company's next home console, the Nintendo 64, was released in 1996 and features 3D graphics capabilities and built-in multiplayer for up to four players. The system's controller introduced the analog stick. Nintendo later introduced the Rumble Pak, an accessory for the Nintendo 64 controller that produced force feedback with compatible games. It was the first such device to come to market for home console gaming and eventually became an industry standard.[21]

The Nintendo GameCube followed in 2001 and was the first Nintendo console to utilize optical disc storage instead of cartridges.[22] The most recent home console, the Wii, uses motion sensing controllers[23] and has on-board online functionality used for services such as Nintendo Wi-Fi Connection and Internet Channel[24] (in contrast to GameCube's limited functionality on select games with an additional modem accessory[25]). The Wii's success, as well as the success of the DS, introduced an expansion of audience to broader and non-traditional demographics, a business model with which Nintendo has had success.[citation needed] Contrarily, the new business model has also resulted in some long-time gamers abandoning the Nintendo console for its competitors.[26]

Nintendo unveiled their newest home console, the Wii U, on June 7, 2011 at the Electronic Entertainment Expo.[27]
[edit] Handheld console history
The Nintendo 3DS, Nintendo's latest handheld video game system which features autostereoscopic 3D.

After the successful Game & Watch, the handheld development continued with the Game Boy, the Game Boy Pocket and Game Boy Color, with the latter two differing in fairly minor aspects. The Game Boy, the best-selling handheld and third best-selling console of all time, continued for more than a decade until the release of the Game Boy Advance, featuring improved technical specifications similar to those of the SNES. The Game Boy Advance SP, a frontlit (backlit in later editions), flip-screen version, introduced a rechargeable, built-in battery, which ended the need for AA batteries in previous consoles. The Game Boy Micro was released in 2005, after the Nintendo DS's release, but did not sell as well as its predecessors.

The Nintendo DS replaced the Game Boy line sometime after its initial release in 2004, originally advertised as an alternative to the Game Boy Advance.[28] It was distinctive because it had two screens and a microphone, in a clamshell design continuing on from the Game Boy Advance SP.

The Nintendo DS Lite, a remake of the DS, improved several features of the original model, including the battery life and screen brightness. It was designed to be sleeker, more beautiful, and more aesthetically pleasing than the original, in order to appeal to a broader audience.[29] On November 1, 2008, Nintendo released, in Japan, the Nintendo DSi, an improved version featuring smaller screens, improved sound quality, an AAC music player and two cameras—one on the outside and one facing the user.[30] It was released in North America, Europe, and Australia at the start of April, 2009. The successor of the DSi, with an expanded screen, is the Nintendo DSi XL, which was released on November 21, 2009 in Japan and the first half of 2010 in other regions.[31]

The successor to the Nintendo DS line, the Nintendo 3DS, uses the process of autostereoscopy to produce a stereoscopic three-dimensional effect (glasses-free) and was released in Japan on February 26, 2011, launched in Europe on March 25, 2011 and North America on March 27, 2011.[32] The console got off to a slow start, initially missing many key features that were promised before the system launched. [33] Nevertheless, the subsequent price cuts, the addition of a second joystick via an adaptor and the increase in third-party support renewed optimism in the system from investors causing Nintendo's shares to rise. [34]
[edit] Infrastructure
[edit] Key Executives

* Satoru Iwata, President and Representative Director * Yoshihiro Mori, Senior Managing Director, General Manager of Corporate Analysis & Administration Division, and Representative Director * Shinji Hatano, Senior Managing Director, General Manager of Licensing Division, and Representative Director * Masaharu Matsumoto, Managing Director * Shigeru Miyamoto, Senior Managing Director and Representative Director[35]

[edit] Offices and locations

Nintendo Co., Ltd. (NCL)[36] is based in Minami-ku, Kyoto, Kyoto Prefecture, Japan (34°58'11.89?N 135°45'22.33?E? / ?34.9699694°N 135.7562028°E? / 34.9699694; 135.7562028). Its pre-2000 office, now its research and development building, is located in Higashiyama-ku, Kyoto, Kyoto Prefecture, Japan (34°58'29.00?N 135°46'10.48?E? / ?34.97472°N 135.7695778°E? / 34.97472; 135.7695778). Its original Kyoto headquarters can still be found at (34°59'30.03?N 135°45'58.66?E? / ?34.991675°N 135.7662944°E? / 34.991675; 135.7662944).

Nintendo of America, Incorporated (NOA), its U.S. division, is based in Redmond, Washington. It has distribution centers in Atlanta, Georgia (Nintendo Atlanta) and North Bend, Washington (Nintendo North Bend).

Nintendo of Canada, Ltd. (NOCL) is based in Vancouver, BC, with its distribution center in Toronto, Ontario.

Nintendo Australia Pty Ltd (NAL) is based in Melbourne, Victoria. It handles the distribution, sales and marketing of Nintendo products in Australia and New Zealand. It also manufactures some of the Wii games locally.

Nintendo of Europe (NOE) is based in Großostheim (established in 1990),[37] close to Frankfurt, Germany.

Nintendo UK is based in Windsor, Berkshire.

iQue, Ltd., a Chinese joint venture between its founder, Doctor Wei Yen, and Nintendo, manufactures and distributes official Nintendo consoles and games for the mainland Chinese market, under the iQue brand.

Nintendo also established Nintendo of Korea (NoK) on July 7, 2006.[38]

*

The exterior of Nintendo's main headquarters in Kyoto, Japan *

The Nintendo of America headquarters in Redmond, United States *

Nintendo Europe headquarters in Großostheim, Germany

[edit] Software development studios
[edit] First-party studios

* EAD Comprehensive Group –Super Mario 64 DS, Star Fox 64 3D, * EAD Group 1 – Mario Kart series, Nintendogs series, Luigi's Mansion,[39] * EAD Group 2 – Animal Crossing series, Wii-branded games * EAD Group 3 – The Legend of Zelda series * EAD Group 4 – Pikmin series, New Super Mario Bros., Big Brain Academy * EAD Group 5 – Wii Fit, Steel Diver with Vitei * EAD Tokyo – Donkey Kong Jungle Beat, Super Mario Galaxy * Nintendo SPD – WarioWare series, Friend Collection, Rhythm Heaven series, Metroid: Other M with Team Ninja[40] * Nintendo NSD – Personal Trainer: Walking, * Nintendo SDD – Brain Age series * Nintendo Software Technology - Mario vs. Donkey Kong, Crosswords DS, Metroid Prime Hunters[41] * Monolith Soft – Disaster: Day of Crisis, Xenoblade[42] * Retro Studios – Metroid Prime series, Donkey Kong Country Returns[43] * Brownie Brown – Mother 3, A Kappa's Trail * Intelligent Systems – Paper Mario series with Nintendo, Fire Emblem series, Advance Wars series,[44] WarioWare series * Project Sora – Super Smash Bros. Brawl, Kid Icarus Uprising * Nd Cube – Wii Party * HAL Laboratory – Kirby series, Mother series, Super Smash Bros series,

[edit] Second-party studios

Since the 1980s, Nintendo has built up a large group of second-party partners, through publishing agreements or collaboration.

* AlphaDream – Mario & Luigi: Partners in Time, Mario & Luigi: Bowser's Inside Story * Ambrella – Pokémon Dash, Pokémon Rumble, Pokémon Channel, My Pokémon Ranch,[45] * Arika - Endless Ocean series * Creatures Inc. – EarthBound (Mother) series * Camelot Software Planning – Golden Sun series, Mario Power Tennis * Eighting - Kuru Kuru Kururin series * Game Freak - Pokémon * Genius Sonority – Pokémon Colosseum, Pokémon XD: Gale of Darkness, Pokémon Battle Revolution * Good-Feel – Wario Land Shake It, Kirby's Epic Yarn with HAL Laboratory * Grezzo - The Legend of Zelda: Ocarina of Time 3D * Monster Games – Excitebike series,[46] Pilotwings Resort * n-Space, Inc. - Geist * Next Level Games – Super Mario Strikers, Punch-Out!! (Wii), Luigi's Mansion 2 * Noise – Custom Robo series [47] * Paon – Donkey Kong Barrel Blast, DK Jungle Climber, DK King of Swing * Suzak - Wario: Master of Disguise, F-Zero: Climax, F-zero: GP Legend * Tose - The Legendary Starfy series, Game & Watch Gallery series, Super Princess Peach * Skip Ltd. – Chibi-Robo! series * syn Sophia – Style Savvy * Vitei - Steel Diver with EAD Group 5 * Treasure - Sin & Punishment, Sin & Punishment: Star Successor

[edit] Former affiliates

* Rare - Donkey Kong Country, GoldenEye 007, Star Fox Adventures, Diddy Kong Racing

Sold to Microsoft Game Studios in 2002.[48]

* Cing – Hotel Dusk: Room 215, Another Code: Two Memories

Filed for bankruptcy in 2010.

* Silicon Knights – Eternal Darkness: Sanity's Requiem

Publishing contract with Nintendo ended in 2004.[49]

* Factor 5

Closed in 2009.

* Left Field Productions – Kobe Bryant in NBA Courtside series

Bought out Nintendo's stake in the company in 2002.[50]

* Marigul Management

Closed in 2003.

* St.GIGA - Games for the Satellaview

Stopped making games for Nintendo when the Satellaview was discontinued. Eventually, they went out of business.

* Radical Entertainment - Mario's Time Machine, Mario is Missing

Stopped making games for Nintendo after the Mario Discovery series ended. Now a fully owned subsidiary of Activision Blizzard.

[edit] Policy
[edit] Emulation This section has multiple issues. Please help improve it or discuss these issues on the talk page.

* It needs additional citations for verification. Tagged since June 2010. * It may contain original research. Tagged since June 2010. * It may contain previously unpublished synthesis of published material that conveys ideas not attributable to the original sources. Tagged since June 2010.

Nintendo, particularly Nintendo of America, is known for a "no tolerance" stance for emulation of its video games and consoles, stating that it is the single largest threat to the intellectual rights of video game developers.[51] Nintendo claims that copyright-like rights in mask works protect its games from the exceptions that United States copyright law otherwise provides for personal backup copies. Nintendo uses the claim that emulators running on personal computers have no use other than to play pirated video games, though a use that doesn't involve intellectual property in this way is seen in the development and testing of independently produced "homebrew" software on Nintendo's platforms. It is also claimed that Nintendo's claims contradict copyright laws, mainly that ROM image copiers are illegal (they are legal if used to dump unprotected ROM images on to a user's computer for personal use, per 17 U.S.C. § 117(a)(1) and foreign counterparts)[52] and that emulators are illegal (if they do not use copyrighted BIOS, or use other methods to run the game, they are legal; see Console emulator for further information about the legality of emulators). This stance is largely apocryphal, however; Nintendo remains the only modern console manufacturer that has not sued an emulator manufacturer.[citation needed] Emulators have been used by Nintendo and licensed third party companies as a means to re-release older games (e.g. Virtual Console).
[edit] Content guidelines

For many years, Nintendo had a policy of strict content guidelines for video games published on its consoles. Although Nintendo of Japan allowed graphic violence in its video games, 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.[53] Nintendo of America and Nintendo of Europe 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).[54] 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. U.S. Senator Joe Lieberman praised this zero tolerance policy, but others criticized the policy, claiming that gamers should be allowed to choose the content they want to see. Despite 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 contained human violence, the latter also containing implied sexuality and tobacco use; River City Ransom and Taboo: The Sixth Sense contained nudity, and the latter also contained religious images, as did Castlevania II and III.

A known side effect of this policy was the Sega Genesis version of Mortal Kombat selling over double the number of the Super NES version, mainly because Nintendo had forced publisher Acclaim to recolor the red blood to look like white sweat and replace some of the more gory graphics in its release of the game, making it non-violent.[55] By contrast, Sega allowed blood and gore to remain in the Genesis version (though a code was 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.[56]

In 1994 and 2003, when the ESRB and PEGI (respectively) video game ratings systems were introduced, Nintendo chose to abolish most of these policies in favor of consumers making their own choices about the content of the games they played. 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,[57] a practice which is also enforced by Sony and Microsoft, its two 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 and Doom 64, BMX XXX, the Resident Evil series, killer7, Eternal Darkness: Sanity's Requiem, BloodRayne, Geist and Dementium: The Ward. 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 and the subsequent Gamecube game Metal Gear Solid: The Twin Snakes both included such references, as did Wii title MadWorld), and maiming and blood were removed from the Nintendo 64 port of Cruis'n USA.[58] 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 North America. localization. In North America releases of the Mega Man Zero games, enemies and bosses killed with a saber attack would not gush blood as they did in the Japanese versions. However, the release of the Wii has been accompanied by a number of even more controversial mature titles, such as Manhunt 2, No More Heroes, The House of the Dead: Overkill and MadWorld, the latter three of which are published exclusively for the console. The Nintendo DS also has violent games, such as Grand Theft Auto: Chinatown Wars, Dementium: The Ward, Ultimate Mortal Kombat 3 and Resident Evil: Deadly Silence.
[edit] 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:.[53] 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 for articles, advertising, etc. 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.[59] This rule was created to prevent market over-saturation, which had caused the North American video game crash of 1983.

The last rule was circumvented in a number of 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.[53] 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 along with the degree of censorship and control that Nintendo enforced over its games, most notably Final Fantasy VI, were factors in switching its focus towards Sony's PlayStation console.[citation needed]
[edit] Seal of Quality
Official Nintendo Seal in NTSC regions
Nintendo's Official Seal of Quality in PAL regions

The gold starburst seal was first used by Nintendo of America, and later Nintendo of Europe. It is displayed on any game, system, or accessory licensed for use on one of its video game consoles, denoting the game has been properly licensed by Nintendo.[citation needed]
[edit] NTSC regions

In NTSC regions, this seal is an elliptical starburst titled "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".[1]
[edit] PAL regions

In PAL regions, the seal is a circular starburst titled, "Original Nintendo Seal of Quality". Text near the seal in the Australian Wii manual states:

This seal is your assuranace 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.[60]

[edit] Environmental record

Greenpeace's October 2010 "Guide to Greener Electronics" report ranks Nintendo last on a list of electronics manufacturers, with the same score (1.8 out of 10) as in the previous version of the guide (May 2010). The report cites increasing carbon dioxide emissions (failed to be reduced per target) and a lack of waste management. Limited praise focuses on satisfactory energy efficiency of the DSi's AC adapter, the reduction of PVC usage in wiring (and new chemical regulations) and the disclosure of carbon dioxide emissions.[61]

In the January 2010 version of the ranking, Nintendo scored 1.4 points, at which, three days later, Nintendo issued a response that addressed primary concerns, highlighting a policy to indicate the materials used in each product, which makes end-of-life recycling of products easier.[62]
[edit] See also
Portal icon Nintendo portal
Portal icon Companies portal

* Lewis Galoob Toys, Inc. v. Nintendo of America, Inc. * List of divisions of Nintendo * List of video games published by Nintendo * Lists of Nintendo characters * Lists of Nintendo games * Nintendo World Store * Nintendo development teams * Player's Choice * Universal City Studios, Inc. v. Nintendo Co., Ltd. * Video games censored by Nintendo of America

[edit] Notes

1. ^ "Nintendo News:Nintendo switched logos "two years" ago". ComputerAndVideoGames.com. http://www.computerandvideogames.com/202585/news/nintendo-switched-logos-two-years-ago/. Retrieved 2010-06-01. 2. ^ a b "Company History" (in Japanese). Nintendo. http://www.nintendo.co.jp/corporate/outline/index.html. Retrieved 2006-07-29. 3. ^ "International Distributors - Company List". Nintendo. http://www.nintendo.com/corp/distributors_international.jsp. Retrieved 2008-11-17. 4. ^ a b c d e "Nintendo's Earnings Release: Fiscal Year ended March 31, 2011" (PDF). 2011-04-25. http://www.nintendo.co.jp/ir/pdf/2011/110425e.pdf. 5. ^ "Consolidated Financial Statements". Nintendo Co., Ltd.. May 6, 2010. http://www.nintendo.co.jp/ir/pdf/2010/100506e.pdf. Retrieved 2011-05-25. 6. ^ "Company History". Nintendo. http://www.nintendo.com/corp/history.jsp. Retrieved 2006-06-04. 7. ^ "Nintendo History Lesson: The Lucky Birth". N-Sider. http://www.n-sider.com/articleview.php?articleid=45. Retrieved 2006-06-04. 8. ^ "Nintendo sets $85 bln high score, thanks to Wii, Nintendo DS". Reuters. 2007-10-15. http://www.reuters.com/article/companyNewsAndPR/idUST30751820071015. Retrieved 2011-05-25. 9. ^ "Nintendo - Company Profile". nintendolife. http://wii.nintendolife.com/companies/nintendo. Retrieved 2010-07-12. 10. ^ "Nintendo Corporation, Limited" (doc). http://staff.science.uva.nl/~egoris/teaching/spring2005/week%201%20intro/Example%20Nintendo.doc. Retrieved 2011-02-22. 11. ^ "Kirby's Epic Yarn For Wii Keeps Players In Stitches" (Press release). Nintendo. 2010-10-18. http://press.nintendo.com/articles.jsp?id=25911. Retrieved 2010-10-29. 12. ^ "Nintendo's card game product". nintendo. http://www.nintendo.co.jp/n09/index.html. Retrieved 2009. 13. ^ "list of japan contract bridge league tounaments" (in japanese). jcbl. http://www.jcbl.or.jp/english/tournament.html. Retrieved 2010. 14. ^ "Nintendo History". Nintendo of Europe GmbH. Archived from the original on 1 January 2011. http://www.webcitation.org/5vQB0bQ5E. Retrieved 1 January 2011. 15. ^ a b "Famous Names in Gaming". CBS. http://www.cbsnews.com/2316-100_162-1673418-2.html. Retrieved 2010-06-13. 16. ^ "Iwata Asks-Punch-Out!!". Nintendo. http://us.wii.com/iwata_asks/punchout/vol1_page1.jsp. Retrieved 2009-07-07. 17. ^ Nagata, Kazuaki, "Nintendo secret: It's all in the game", Japan Times, 10 March 2009, p. 3. 18. ^ Kent (2001), p. 431. "Sonic was an immediate hit, and many consumers who had been loyally waiting for Super NES to arrive now decided to purchase Genesis.... The fiercest competition in the history of video games was about to begin." 19. ^ "Consolidated Sales Transition by Region" (PDF). Nintendo. 2010-01-27. Archived from the original on 2010-02-14. http://www.webcitation.org/5nXieXX2B. Retrieved 2010-02-14. 20. ^ Snow, Blake (2007-05-04). "The 10 Worst-Selling Consoles of All Time". GamePro. http://www.gamepro.com/article/features/111823/the-10-worst-selling-consoles-of-all-time-page-2-of-2/. Retrieved 2010-06-12. 21. ^ Buchanan, Levi (2008-04-03). "IGN: Happy Birthday, Rumble Pak". IGN. http://retro.ign.com/articles/864/864231p1.html. Retrieved 2008-09-12. 22. ^ "Nintendo - Corporate Information - Company History". Nintendo. http://www.nintendo.com/corp/history.jsp. Retrieved 2009-07-24. 23. ^ "Controllers at Nintendo :: Wii :: What Is Wii?". http://www.nintendo.com/wii/what/controllers#remote. Retrieved 2009-08-04. 24. ^ "Wii + Internet at Nintendo". http://www.nintendo.com/wii/internet. Retrieved 2010-06-13. 25. ^ (PDF) Nintendo GameCube Modem Adapter Instruction Booklet. Nintendo of America, Inc.. http://www.nintendo.com/consumer/downloads/modem_english.pdf. Retrieved 2010-06-13. 26. ^ Rudden, Dave; Ashby, Alicia (2009-03-21). "Hardcore Nintendo: Why the Wii isn't Just for Casual Gamers Anymore". http://www.gamepro.com/article/features/209524/hardcore-nintendo-why-the-wii-isnt-just-for-casual-gamers-anymore/. Retrieved 2010-06-13. 27. ^ "Re: Wii’s successor system". Nintendo. 25 April 2011. http://www.nintendo.co.jp/ir/pdf/2011/110425_4e.pdf. Retrieved 25 April 2011. 28. ^ "Nintendo Going Back to the Basics. Full story about the company offering a new system in 2004.". IGN. 2003-11-13. http://ds.ign.com/articles/541/541729p1.html. Retrieved 2007-10-04. 29. ^ Rojas, Peter (2006-02-20). "The Engadget Interview: Reggie Fils-Aime, Executive Vice President of Sales and Marketing for Nintendo". Engadget. http://www.engadget.com/2006/02/20/the-engadget-interview-reggie-fils-aime-executive-vice-preside/. Retrieved 2009-07-24. 30. ^ "Explore Nintendo DSi". http://www.nintendodsi.com/meet-dsi.jsp. Retrieved 2009-07-24. 31. ^ Roberts, Dave (2010-01-14). "Nintendo DSi XL to launch on March 5th". MCV. Intent Media. http://www.mcvuk.com/news/37129/DSi-XL-gets-March-5th-launch. Retrieved 2010-01-30. 32. ^ "Launch of New Portable Game Machine" (Press release). Minami-ku, Kyoto: Nintendo. 23 March 2010. http://www.nintendo.co.jp/ir/pdf/2010/100323e.pdf. Retrieved 2010-03-23. 33. ^ "Nintendo 3DS passes 1 million units sold in Japan, finally" (Press release). TechSpot. 13 June 2011. http://www.techspot.com/news/44226-nintendo-3ds-passes-1-million-units-sold-in-japan-finally.html. Retrieved 2011-06-20. 34. ^ "Nintendo shares leap on 3DS optimism" (Press release). Hurriyet Daily News. 23 August 2011. http://www.hurriyetdailynews.com/n.php?n=nintendo-shares-leap-on-3ds-optimism-2011-08-23. Retrieved 2011-10-26. 35. ^ "Profile". Nintendo Co. Ltd. (NTDOY.PK). Yahoo! News Network. http://finance.yahoo.com/q/pr?s=NTDOY.PK. Retrieved 10 June 2011. 36. ^ "?????(2)". ????? ???????????. Nintendo Co., Ltd.. Archived from the original on 1 January 2011. http://www.webcitation.org/5vQBDu3BO. Retrieved 1 January 2011. 37. ^ "Corporate - Nintendo". http://www.nintendo.co.uk/NOE/en_GB/corporate_10102.html. Retrieved 2009-07-24. 38. ^ (registration required) Paul, Loughrey. "Nintendo establishes Korean subsidiary". http://www.gamesindustry.biz/articles/nintendo-establishes-korean-subsidiary. 39. ^ "NCL Team Structure work in progress". http://gonintendo.com/viewstory.php?id=2968. Retrieved 2010-08-30. 40. ^ Matt Casamassina. "E3 2009: Metroid: Other M Heavy on Action and Story". IGN. http://wii.ign.com/articles/991/991793p1.html. 41. ^ "IGN: NST". Games.ign.com. http://games.ign.com/objects/026/026980.html. Retrieved 2011-05-26. 42. ^ "IGN: Monolith Software (JP)". Games.ign.com. 2011-04-29. http://games.ign.com/objects/027/027688.html. Retrieved 2011-05-25. 43. ^ "games". Retrostudios. http://retrostudios.com/games.asp. Retrieved 2011-05-25. 44. ^ "Intelligent Systems Co., Ltd". Intsys.co.jp. http://intsys.co.jp/english/software/index.html. Retrieved 2011-05-25. 45. ^ "IGN: Ambrella (Marigul)". Games.ign.com. 2011-09-14. http://games.ign.com/objects/027/027435.html. Retrieved 2011-10-26. 46. ^ "Monster Games". Mgiracing.com. 2005-02-07. http://mgiracing.com. Retrieved 2011-05-25. 47. ^ "IGN: Noise (Marigul)". Games.ign.com. 2011-04-29. http://games.ign.com/objects/027/027010.html. Retrieved 2011-05-25. 48. ^ "Microsoft buy top games producers Rare". BBC News. 2002-09-26. http://news.bbc.co.uk/cbbcnews/hi/sci_tech/newsid_2283000/2283354.stm. 49. ^ "Silicon Knights Splits With Nintendo". 1UP.com. 1 January 2000. http://www.1up.com/news/silicon-knights-splits-nintendo. Retrieved 2010-08-30. 50. ^ "Left Field buys out Nintendo investment". Gamespot. September 11, 2002. http://www.gamespot.com/n64/driving/excitebike64/news.html?sid=2879947. Retrieved 2010-08-30. 51. ^ "Nintendo - Corporate Information - Legal Information (Copyrights, Emulators, ROMs, etc.)". http://www.nintendo.com/corp/legal.jsp#roms. Retrieved 2009-07-24. 52. ^ 17 U.S.C. § 117 53. ^ a b c Game Over, David Sheff, 1993. 54. ^ "Nintendo of America Content Guidelines". Filibustercartoons.com. http://www.filibustercartoons.com/Nintendo.php. Retrieved 2011-05-25. 55. ^ Travis Fahs. "IGN Presents the History of Mortal Kombat - Retro Feature at IGN". IGN. http://uk.retro.ign.com/articles/919/919357p10.html. Retrieved 2010-08-16. 56. ^ "Mortal Kombat II cover artwork at MobyGames". http://www.mobygames.com/game/mortal-kombat-ii/cover-art/gameCoverId,22874. 57. ^ "Nintendo of America Customer Service – Nintendo Buyer's Guide". Nintendo.com. http://www.nintendo.com/consumer/buyers_guide.jsp. Retrieved 2011-05-25. 58. ^ "IGN: Nintendo to censor Cruis'n". 1996-10-08. http://ign64.ign.com/articles/060/060333p1.html. Retrieved 2009-07-24. 59. ^ D. Sheff: "Game Over", p. 215. CyberActive Media Group, 1999. 60. ^ "Wii MotionPlus Operations Manual" Nintendo. 2009. Last accessed 10 Mar 2011. 61. ^ "Greenpeace Guide to Greener Electronics: Nokia Is Tops, Nintendo Flops". http://www.fastcompany.com/blog/ariel-schwartz/sustainability/greenpeace-guide-greener-electronics-nokia-tops-nintendo-flops. 62. ^ Radd, David (January 11, 2010). "Nintendo Defends Environmental Record Against Greenpeace". IndustryGamers. http://www.industrygamers.com/news/nintendo-defends-environmental-record-against-greenpeace/. Retrieved 2010-04-07.

[edit] References

* Kent, Steven L. (2001). The Ultimate History of Video Games: The Story Behind the Craze that Touched our Lives and Changed the World. Roseville, California: Prima Publishing. ISBN 0-7615-3643-4.

[edit] Further reading

* Sloan, Daniel (2011). Playing to Wiin: Nintendo and the Video Game Industrys Greatest Comeback. Wiley. ISBN 978-0470825129.

[edit] External links Wikimedia Commons has media related to: Nintendo Wikiquote has a collection of quotations related to: Nintendo

* Official website (country selector) * Nintendo Software Development Support Group * Nintendo Australia * Nintendo Power * Official Nintendo Magazine (UK) * NinDB * The History of Nintendo at Jap-Sai.com * Nintendo in Depth Archive by The Daily Telegraph

Links to related articles v · d · eNintendo developers
First-party
Brownie Brown • Creatures Inc. • EAD • HAL Laboratory • Intelligent Systems • Monolith Soft • Nd Cube • NSD • Project Sora • Retro Studios • SDD • Sora Ltd. • SPD • STC • Technology Development
Second-party
AlphaDream • Ambrella • Camelot Software Planning • Game Freak • Genius Sonority • Good-Feel • Monster Games • Next Level Games • Noise • Paon • N-Space • skip Ltd. • Treasure
Former second-party
Cing • Factor 5 • Left Field Productions • Marigul Management (including Clever Trick, Param, and Saru Brunei) • Rare • Silicon Knights v · d · eNintendo video game hardware
Consoles
Color TV Game · NES (Disk System · Twin Famicom · NES-101 model · Nintendo M82 · C1 NES TV) · Super NES (Super Game Boy · Satellaview · SNES-101 · SF-1 SNES TV) · Nintendo 64 (64DD · iQue Player) · Nintendo GameCube (Game Boy Player · Panasonic Q) · Wii · Wii U
Handhelds
Game & Watch (Mini Classics) · Game Boy (Pocket · Light) · Game Boy Color · Virtual Boy · Game Boy Advance (SP · Micro · Visteon Dockable Entertainment) · Pokémon mini · Nintendo DS (Lite · DSi · DSi XL) · Nintendo 3DS
Arcade
Early arcade games · Vs. System · PlayChoice-10 · Nintendo Super System · Triforce
Peripherals
3D System · Data Recorder · Famicom Titler · DK Bongos · e-Reader · Famicom Four-way Adaptor · Game Boy Camera · Game Boy Printer · GameCube–Game Boy Advance cable · Game Link Cable · NES Advantage · NES Four Score · NES Max · NES Satellite · NES Zapper · Nintendo 64 controller (accessories) · GameCube controller · Nintendo Power · Power Pad · R.O.B. · Rumble Pak · SNES Mouse · SNES Multitap · Super Advantage · Super Scope · WaveBird · Wii Balance Board · Classic Controller · Wii Remote (Wii MotionPlus · Third-party accessories) · Wii Speak · Wii U Controller · Wii Zapper
Technology
Game Pak · Nintendo optical disc · Nintendo Game Card · Super FX
Other
Pokémon Pikachu · Pokéwalker v · d · eNintendo franchises
Advance Wars/Wars series • Animal Crossing • Art Style • Brain Age • Custom Robo • Donkey Kong • Excitebike • EarthBound • Fire Emblem • F-Zero • Game & Watch • Golden Sun • Ice Climber • Kirby • Kid Icarus • The Legendary Starfy • The Legend of Zelda • Mario • Metroid • Nintendogs (+ Cats) • Osu! Tatakae! Ouendan • Pikmin • Pilotwings • Pokémon • Punch-Out!! • Puzzle League • Rhythm Heaven • Sin and Punishment • Star Fox • Super Smash Bros. • Wario • Wave Race • Wii Series • Yoshi v · d · eElectronics industry in Japan

Akai · Alaxala Networks · Alinco · Alps · Alpine · Anritsu · AOR · Brother · Canon · Casio · Cateye · Chinon · Citizen Watch · Copal · Clarion · Contec · Cosina · D&M Holdings · Daikin · Denso · DNP · DX Antenna · Eizo · Elpida · Epson · FANUC · Fostex · Frex · Fuji Electric · Fujikura · Fuji Xerox · Fujifilm · Fujitsu · Funai · Futaba · Hamamatsu Photonics · Hitachi · Hori · Hoya · I-O Data · Ibanez · Icom · Iwatsu · JEOL · JRC · JR Propo · JVC Kenwood Holdings · Kawai · Kenko · Keyence · Kikusui · Kiramek · KO Propo · Konica Minolta · Korg · Kyocera · Luxman · Mabuchi Motor · Mamiya · Maspro · Maxell · Melco · Mimaki · Minebea · Mitsubishi Electric · Mitsumi · Murata Manufacturing · Mutoh · Nakamichi · NEC · Nichia · Nikon · Nintendo · Nitto Denko · Oki · Olympus · Omron · Onkyo · Orion Electric · Panasonic · Pentax · Pioneer · Pixela · Plextor · Ricoh · Rohm · Roland · Rubycon · Sansui · Sanwa Denshi · Sanwa Electronic Instrument · Sanyo · Sega Sammy Holdings · Seiko · Sekonic · Sharp · Shimadzu · SII · Sony · Stax · Star Micronics Co., Ltd · Sumitomo Electric · Sigma · Taiyo Yuden · Tamron · TEAC · TDK · Tiger · Toshiba · Uniden · Wacom · Yaesu · Yagi-Uda · Yamaha · Yaskawa · Zojirushi · Zuken v · d · eMajor information technology companies
List of the largest technology companies · List of the largest software companies · Semiconductor sales leaders by year
Consulting and outsourcing Accenture · Atos · Booz Allen Hamilton · BT Global Services · Capgemini · CGI Group · Cognizant · CSC · Deloitte · Dell Services · Fujitsu · Getronics · HCL Technologies · Hitachi · HP Enterprise Services · IBM Global Services · Indra · Infosys · Logica · NEC · Northrop Grumman · NTT Data · Orange Business Services · SAIC · TCS · T-Systems · Unisys · Wipro
Imaging
Canon · HP · Kodak · Kyocera · Lexmark · Ricoh · Seiko Epson · Sharp Corporation · Toshiba · Xerox
Information storage
Dell · EMC · Fujitsu · Hitachi · HP · IBM · NetApp · Oracle · Samsung · Seagate · Western Digital
Mainframes
IBM
Mobile devices
Apple · ASUS · HTC · Huawei · LG · Motorola Mobility · NEC Casio · Nokia · RIM · Samsung · Sony Ericsson · ZTE
Networking equipment
Alcatel-Lucent · Avaya · Cisco · Ericsson · Fujitsu · HP · Huawei · Juniper · Mitsubishi Electric · Motorola Solutions · NEC · Nokia Siemens · ZTE
OEMs
Celestica · Flextronics · Foxconn · Jabil · Quanta · Sanmina-SCI
Personal computers and servers

Acer (Gateway) · Apple · ASUS · Dell · Fujitsu · HP · Lenovo · NEC · Toshiba
Servers only IBM · Oracle · Unisys
Semiconductors

Advanced Micro Devices · Broadcom · Elpida Memory · Freescale Semiconductor · Hynix · Infineon Technologies · Intel · Marvell Technology Group · MediaTek · Micron Technology · Nvidia · NXP · Panasonic · Qualcomm · Renesas Electronics · Samsung · Sony · STMicroelectronics · Texas Instruments · Toshiba · VIA Technologies
Foundries

GlobalFoundries · TSMC · United Microelectronics Corporation
Software
Adobe · Apple · CA · Google · HP Software · IBM · Intuit · McAfee · Microsoft · Oracle · SAP · Symantec
Telecommunications
services
América Móvil · AT&T · Bell Canada · BT · CenturyLink · China Mobile · China Telecom · China Unicom · Comcast · Deutsche Telekom · France Télécom · Hutchison · KDDI · KPN · KT · MTS · NTT · NTT DoCoMo · Rogers · SK Telecom · Sprint Nextel · Swisscom · Telecom Italia · Telefónica · TeliaSonera · Verizon · Vivendi · Vodafone
Websites

Amazon.com · Baidu · eBay · Facebook · Google · Yahoo!
Methodology: FY2010/11 applicable revenues of over: group 1-10 and 12 - $3 billion; group 11 - $10 billion v · d · eJapan TOPIX 100 companies of Japan
Core 30

7&i · Astellas · Canon · Honda · JFE · JR East · JT · KDDI · KEPCO · Komatsu · Mitsubishi Corporation · Mitsubishi Estate · Mitsui & Co. · Mizuho · MUFG · Nintendo · Nippon Steel · Nissan · Nomura · NTT · NTT docomo · Panasonic · Shin-Etsu · Sony · Sumitomo Mitsui Financial · Takeda · TEPCO · Tokio Marine · Toshiba · Toyota
Large 70

ÆON · AGC · Asahi Kasei · Bank of Yokohama · Bridgestone · Chubu Electric Power · Daiichi Sankyo · Daikin · Daiwa House · Daiwa Securities · Denso · DNP · Eisai · FANUC · Fujifilm · Fujitsu · Hitachi · Hoya · INPEX · Itochu · JR Central · JR West · Kao · Keyence · Kirin · Kobelco · Kubota · Kyocera · Kyushu Electric Power · Marubeni · Mitsubishi Chemical · Mitsubishi Electric · Mitsubishi Heavy Industries · Mitsui Fudosan · MOL · MSIG · Murata · NEC · Nidec · Nikon · Nippon Oil · Nitto Denko · ORIX · Resona · Ricoh · Rohm · Secom · Sekisui House · Sharp · Shiseido · SMC · SoftBank · Sompo Japan · Sumitomo Chemical · Sumitomo Corporation · Sumitomo Electric · Sumitomo Metal Mining · Sumitomo Metals · Sumitomo Realty · Sumitomo Trust · Suzuki · T&D Holdings · TDK · Tohoku Electric Power · Tokyo Electron · Tokyo Gas · Toppan · Toray · Yahoo! Japan · Yamada Denki v · d · eSeattle Mariners
Based in Seattle, Washington
The Franchise
History • Expansion Draft • Seasons • Records • No-hitters • Players • Managers • General Managers and Owners • Award winners and league leaders • First-round draft picks • Broadcasters • Opening Day starting pitchers • Opening Day starting lineups • Minor league affiliates • Uniform promotion games • Seattle Mariners Hall of Fame
Ballparks
Kingdome • Safeco Field
Spring Training: Tempe Diablo Stadium • Peoria Sports Complex
Culture
Mariner Moose • The Double • "Refuse to Lose" • Tuba Man • Dave Niehaus • Rally fries • 1995 AL West tie-breaker • Turn Ahead the Clock • 116 Wins • 1995 ALDS • 2000 ALDS • 2001 ALDS
Key Personnel
Owner: Nintendo of America, represented by Howard Lincoln • General Manager: Jack Zduriencik • Manager: Eric Wedge
Retired Numbers
42
All-Star Games Hosted (2)
1979 • 2001
American League
Western Division Titles (3)
1995 • 1997 • 2001
Wild Card Berths (1)
2000
Minor League Affiliates
Tacoma Rainiers (AAA) • Jackson Generals (AA) • High Desert Mavericks (A) • Everett AquaSox (A) • Clinton LumberKings (A) • Pulaski Mariners (Rookie) • AZL Mariners (Rookie) • DSL Mariners (Rookie) • VSL Mariners (Rookie)
Broadcasting
Television Root Sports Northwest
Radio

ESPN-710 • Seattle Mariners radio network affiliates
Broadcasters:

Rick Rizzs • Dave Sims • Mike Blowers • Julio Cruz (Spanish) • Alex Rivera (Spanish) Seasons (35)
1970s
1970 • 1971 • 1972 • 1973 • 1974 • 1975 • 1976 • 1977 • 1978 • 1979
1980s
1980 • 1981 • 1982 • 1983 • 1984 • 1985 • 1986 • 1987 • 1988 • 1989
1990s
1990 • 1991 • 1992 • 1993 • 1994 • 1995 • 1996 • 1997 • 1998 • 1999
2000s
2000 • 2001 • 2002 • 2003 • 2004 • 2005 • 2006 • 2007 • 2008 • 2009
2010s
2010 • 2011 • 2012 v · d · ePrincipal owners of the Seattle Mariners franchise
Danny Kaye • George Argyros • Jeff Smulyan • Hiroshi Yamauchi • Nintendo of America v · d · eMajor League Baseball owners by team
American League
East Division

Peter Angelos (Baltimore Orioles)
John W. Henry (Boston Red Sox)
Hal Steinbrenner (New York Yankees)
Stuart Sternberg (Tampa Bay Rays)
Rogers Communications (Toronto Blue Jays) Central Division

Jerry Reinsdorf (Chicago White Sox)
Larry Dolan (Cleveland Indians)
Mike Ilitch (Detroit Tigers)
David Glass (Kansas City Royals)
Jim Pohlad (Minnesota Twins) West Division

Arte Moreno (Los Angeles Angels of Anaheim)
Lewis Wolff (Oakland Athletics)
Nintendo of America (Seattle Mariners)
Nolan Ryan (Texas Rangers)
National League
East Division

Liberty Media (Atlanta Braves)
Jeffrey Loria (Miami Marlins)
Fred Wilpon (New York Mets)
David Montgomery (Philadelphia Phillies)
Ted Lerner (Washington Nationals) Central Division

Thomas S. Ricketts (Chicago Cubs)
Robert Castellini (Cincinnati Reds)
Drayton McLane, Jr. (Houston Astros)
Mark Attanasio (Milwaukee Brewers)
Robert Nutting (Pittsburgh Pirates)
William DeWitt, Jr. (St. Louis Cardinals) West Division

Ken Kendrick (Arizona Diamondbacks)
Monfort brothers (Colorado Rockies)
Frank McCourt (Los Angeles Dodgers)
Jeff Moorad (San Diego Padres)
Bill Neukom (San Francisco Giants)
Retrieved from "http://en.wikipedia.org/w/index.php?title=Nintendo&oldid=460206497"
Categories:

* Companies listed on the Tokyo Stock Exchange * Companies listed on the Pink Sheets * Companies listed on the Frankfurt Stock Exchange * Playing card manufacturers * Companies established in 1889 * Companies of Japan * Companies based in Kyoto Prefecture * Companies based in Washington (state) * Companies based in Redmond, Washington * Video game companies of Japan * Video game publishers * Nintendo * Academy of Interactive Arts & Sciences members * Video game developers * Entertainment Software Association * Seattle Mariners owners * Toy companies of Japan * 1889 establishments in Japan

Similar Documents

Premium Essay

Nintendo

...[MARKETING FUNDAMENTAL: THE SUCCESS OF THE NINTENDO] | | Summary Introduction: 3 I. General presentation: Nintendo 3 II. Porter´s model: 4 I. The Substitution Products : 4 II. The competition 5 Sony: 5 Nintendo: 5 Microsoft: 5 III. The Positioning: 6 The similarity matrix: 6 Perceptual map of Nintendo DS: 6 IV. Segmentation: The reasons of success 8 Swott : 8 Operational Segmentation 9 Why marketing communication campaign was a success? teddy 10 V. CONCLUSION: Recommendations for Sony and PSP 10 Introduction: A portable console is a video game console designed for ease of transportation. It differs from the old « classic » console in its compact design, bundling the screen, control buttons and the speakers. During the 1970s and 1980s, several companies such as Coleco and Milton Bradley offered a combination of portable and non-portable (requiring a support to be raised) electronic games. The original portable models were limited to a single game built into the machine itself and thus not meeting the multiple gaming capabilities of current portable machines. Milton Bradley Microvision introduced in 1979 is considered as the first real portable console with exchangeable video game cartridges. The Nintendo Company has dominated the handheld market since the release of its Game Boy in 1989. Nintendo is often seen as the company that made this console, popular. Unlike the PC market, the console manufacturers are not as numerous...

Words: 1843 - Pages: 8

Premium Essay

Nintendo

...FARHOOMAND NINTENDO’S DISRUPTIVE STRATEGY: IMPLICATIONS FOR THE VIDEO GAME INDUSTRY For some time we have believed the game industry is ready for disruption. Not just from Nintendo, but from all game developers. It is what we all need to expand our audience. It is what we all need to expand our imaginations. - Satoru Iwata, president of Nintendo Co. Ltd1 In the 2008 BusinessWeek–Boston Consulting Group ranking of the world’s most innovative companies, Nintendo Co. Ltd (“Nintendo”) was ranked seventh, up from 39th the previous year. 2 This recognised Nintendo’s significant transformation into an innovative design powerhouse that had challenged the prevailing business model of the video game industry. In 2000, when Sony, Microsoft and Nintendo (the “big three” of the video game console manufacturers) released their latest products, Sony's PlayStation 2 (“PS2”) emerged as the clear winner, outselling Microsoft’s Xbox and Nintendo’s GameCube. In 2006, a new generation of video game consoles was introduced by these players, precipitating a new competitive battle in the industry. Microsoft and Sony continued with their previous strategies of increasing the computing power of their newest products and adding more impressive graphical interfaces. However, Satoru Iwata, president of Nintendo, believed that the video game industry had been focusing far too much on existing gamers and completely neglecting non-gamers. Armed with this insight, the company repositioned...

Words: 10466 - Pages: 42

Premium Essay

Nintendo

...Nintendo, Co Ltd. (NTDOY) By: Sarah Thompson For Dr. Eberle Principles of Finance Research Paper November 22, 2014 Table Contents Pages Title Page…………………………………………………………………………………...1 Table of Contents……………………………………………………………………...……2 Brief Introduction & Organizational Structure…………………………………………. …3 Brief Discussion of Products, Services and Markets ……………………………...…….4 Financial Statement Summary………………………………………………………...…....5 Ratio Analysis /Interpretation / Capital Structure ………….………………………..……..6-8 Stock Valuation……………………………………………………………………….….....9 Growth Strategy & Tactics…………………………………………………………………10 Risk Exposures……………………………………………………………………………..11-12 Analyst Opinions and Professional Assessments………………………………………..13 Current Event……………………………………………………………………………….14 Conclusion………………………………………………………………………………….15 References………………………………………………………………………………….16 Brief Introduction & Organizational Structure Nintendo, Co Ltd. is a Japanese multinational consumer Electronics Company with its headquarters located in Kyoto, Japan. Nintendo is the world's largest video game company by revenue. Nintendo’s American headquarters is located in Redmond, Washington. The mission statement is “At Nintendo we are proud to be working for the leading company in our industry. We are strongly committed to producing and marketing the best products and support services available. We believe it is essential not only to provide products of the...

Words: 3200 - Pages: 13

Premium Essay

Nintendo

...Robin Muncy Nintendo: Maintaining Competitive Advantage Copyright 2011. Gatton Student Research Publication. Volume 3, Number 1.Gatton College of Business & Economics, University of Kentucky MGT 499 Spring 2011 2 Abstract Nintendo has been a major contender in the video game industry for the past several decades, and has faced the challenge of developing and maintaining competitive advantage over the years. With the introduction of the Nintendo Wii console, the company gained a stronghold as a leader in the video gaming industry. However, competitors Sony and Microsoft are quickly gaining on Nintendo’s competitive advantage, forcing the company to monitor and reevaluate its strategies. To maintain a competitive advantage, Nintendo must look toward influencing the customers of Sony and Microsoft, continue developing innovative technologies, and also consider the impact of social networking and mobile devices on the gaming industry. 3 History of Nintendo Nintendo Co. Ltd began its long history at the turn of the twentieth century as a Japanese manufacturer of playing cards. The company went public in the 1960s, and by the 1970s Nintendo had begun directing its focus toward electronic toys and video games. Nintendo became a leader in the video game industry in the ‘80s and ‘90s with its home video game consoles and popular game titles. Competitors began to emerge in the ‘90s; the release of Sony’s PlayStation platform broadened the video game market, and the rising...

Words: 1974 - Pages: 8

Premium Essay

Nintendo

...Robin Muncy Nintendo: Maintaining Competitive Advantage Copyright 2011. Gatton Student Research Publication. Volume 3, Number 1.Gatton College of Business & Economics, University of Kentucky MGT 499 Spring 2011 2 Abstract Nintendo has been a major contender in the video game industry for the past several decades, and has faced the challenge of developing and maintaining competitive advantage over the years. With the introduction of the Nintendo Wii console, the company gained a stronghold as a leader in the video gaming industry. However, competitors Sony and Microsoft are quickly gaining on Nintendo’s competitive advantage, forcing the company to monitor and reevaluate its strategies. To maintain a competitive advantage, Nintendo must look toward influencing the customers of Sony and Microsoft, continue developing innovative technologies, and also consider the impact of social networking and mobile devices on the gaming industry. 3 History of Nintendo Nintendo Co. Ltd began its long history at the turn of the twentieth century as a Japanese manufacturer of playing cards. The company went public in the 1960s, and by the 1970s Nintendo had begun directing its focus toward electronic toys and video games. Nintendo became a leader in the video game industry in the ‘80s and ‘90s with its home video game consoles and popular game titles. Competitors began to emerge in the ‘90s; the release of Sony’s PlayStation platform broadened the video game market, and the rising...

Words: 1974 - Pages: 8

Premium Essay

Nintendo

...of any given company. That includes PESTEL, Michael Porter's five forces model and SWOT analysis. We also evaluated the internal factors of Nintendo taking into account its financial statements through the past four years. In addition to some financial ratios such as net profit margin, current ratio, debt ratio, inventory turnover and assets turnover. Finally, recommendations have been placed based on the internal/external analysis from our perspective as a Chief Operating Officer of Nintendo.  Introduction: Nintendo is a multinational consumer electronics company located in Kyoto, Japan. It is considered as the world's largest video game company by the value of its revenue. Fusajiro Yamauchi founded it on1889; where it originally produced handmade playing cards. In 1963, the company was trying several small niche businesses, including cab services and love hotels. The company relinquished the previous ventures in favor of toys in the 1960s, Nintendo. In the 1970s, it developed into a video game company, substantially becoming one of the most effective in the industry and Japan's third most-valuable listed company with high market value. Nintendo of America is also the plurality owner of Seattle's Baseball team, Mariners. The translation of the name Nintendo from Japanese to English is "leave luck to heaven." In March 2014, Nintendo reported historically cumulative sales of over 670.43 million hardware units and 4.23 billion software units. (Wikipedia) External analysis: ...

Words: 2775 - Pages: 12

Free Essay

Nintendo

...I. Introduction a. Company History And Background Nintendo started as a small Japanese business by Fusajiro Yamauchi near the end of 1889 as Nintendo Koppai. Based in Kyoto, Japan, the business produced and marketed a playing card game called Hanafuda. In 1956, Hiroshi Yamauchi visited the US, and this is when he realized the limitations of the card business and hence moved on to different arenas of the gaming world. In 1963, Yamauchi renamed Nintendo Playing Card Company Limited to Nintendo Company, Limited. During 1963 and 1968, Nintendo set up a taxi company, a "love hotel" chain, a TV network, a food company and several other things. All these attempts at expanding and diversifying the business failed, except toy making, where they had relatively prior experience with from selling playing cards. In enormous debt, Nintendo was trying to withstand the Japanese toy industry; it was still small at this point. Due to the short product life cycle of toys, innovation and constantly new product development was vital. This was the beginning of a major new era for Nintendo. In 1970, Hiroshi Yamauchi discovered the hidden talents of Gunpei Yoki, a maintanace engineer at the factory, who built what was later called The Ultra Hand which soon turned into a huge success, selling approximately 1.2 million units. Yokoi was soon moved from maintenance to product development. Nintendo’s first step into the video games industry was in 1975. At the time, home video game consoles were...

Words: 3828 - Pages: 16

Premium Essay

Nintendo

...paying careful attention to their customers and continuous improvement with their product lines. At Nintendo we are proud to be working for the leading company in our industry. We are strongly committed to producing and marketing the best products and support services available. We believe it is essential not only to treat every customer with attention, consideration and respect. By listening closely to our customers, we constantly improve our products and services. Vision Statement Nintendo we are proud to be working for the leading company in our industry. We are strongly committed to producing and marketing the best products and support services available. We believe it is essential not only to provide products of the highest quality, but to treat every customer with attention, consideration and respect. By listening closely to our customers, we constantly improve our products and services. Nintendo Corporation feels an equal commitment toward our employees. The Company wants to maintain an atmosphere in which talented individuals can work together as a team. Commitment and enthusiasm are crucial to the high quality of our products and support services. We believe in treating our employees with the same consideration and respect that we, as a company, show our customers. History Nintendo started as a small Japanese business by Fusajiro Yamauchi near the end of 1889 as Nintendo Koppai. Based in Kyoto, Japan, the business produced and marketed a playing card game called Hanafuda...

Words: 5491 - Pages: 22

Premium Essay

Nintendo

...TEN MBA 57602 - Marketing Management Mid Term Project Nintendo Wii Introduction: The video game industry started in 1970 & by time it became a big business worth more than 10 Billion dollars annually (1). In 2006, Nintendo Co. evolved the market with it is new innovation “Wii” game console. Wii lunch changed the roles in the business industry & brought back Nintendo's ranking in the market to the top. In the following lines we will provide a brief analysis of the company, stakeholders & product in light of the marketing management models. 4 C’s Stakeholders Analysis: 1. Consumers: With strong & innovative vision from Saturo Iwata, President & CEO of Nintendo, the company deputed it is new product targeting all customers irrespective of age, gender & gaming experience (2). The new game has been used all over the world by every member of the family. In addition to the traditional segment of consumers composed of video gamers, Wii attracted women and elderly people as well to enable a whole family of all ages to enjoy the game together and jointly. It is a success story of transgenerational design (3). By introducing Wii as new way for keeping the physical competency, the game entered the health & fitness sector to find new customers. The business of diet related products in the United States exceeds 40 billion dollars annually (4), Wii eventually shared part of the pie. Diet specialized web sites provided special reviews to show how Wii can...

Words: 2852 - Pages: 12

Premium Essay

Nintendo

...machines capable of stunning visuals and graphics. • In the mid 2000 to 2007, social media, smartphone and tablet technology entered the gaming scene. • Casual games become the norm attracting previously non-gamers into the market. Introduction (cont 2/2) • As the dominant force of the mobile and gaming market, in the next coming 5 years, where does Nintendo see itself competing with threats from smartphones and other gaming platforms taking up its share of the market? • Scenario planning : To make strategic decisions that will be a sound foundation for all plausible and possible future scenarios. Company Profile (1/3) • Founded in 1889 in Kyoto, Japan by Fusajiro Yamauchi. • Manufacturer of Hanafuda “flower” cards • Expanded in 1960s by Hiroshi Yamauchi. • Following the crash of the cards business, Nintendo entered the toy industry upon discovering Gunpei Yokoi, a mechanical engineer. Company Profile (2/3) • 1970: Yokoi teamed up with Shigeru Miyamoto to create games – The Father of Modern Video Gaming, creator of iconic franchises including Mario, Zelda and Pokemon. • The rest is history. Evolution of Nintendo Gaming Consoles Industry Overview (1/2)...

Words: 2368 - Pages: 10

Premium Essay

Nintendo

...1. Was Nintendo just lucky, or does the Wii’s success have strategic merit? Nintendo's strategy was very clear and clever. It thought that it could not survive in the competition with Microsoft's Xbox and Sony's Play Station 3. So, Nintendo do not try to compete to the competitor rather than it tried to rebuild the gaming system. Without concerning the more advanced technology, it tried to do more using less investment. The gamers are of two types; teenagers and hardcore gamers. Company earns a lot from the core gamers and they spend a lot in this. As the hardware become more sophisticated and games are more realistic and whether this tech people are more likely pleased. So, Nintendo focuses on the fun playing games rather than the technological junkies. They realized that they couldn’t make a better product, so by changing the way in which the product is used they created a whole new market at their control. By changing their focus away from the game but the experience Nintendo created a unique strategy that is now synonymous with their name. Nintendo developed the Wii with a very specific design and marketing strategy in place. So, Nintendo's strategy was so resourceful and it worked. 2 Has Nintendo put the “fad” question to rest? State a case as to why the Wii is not here to stay? Nintendo tried its best to keep the game alive for a long time. So it invested a lot of money in order to ensure Wii's success does not fade away as like most of the game consoles...

Words: 343 - Pages: 2

Premium Essay

Nintendo Wii

...entertainment industry in the late 1970’s, over the years Nintendo worked hard to achieved brand familiarity. Over the years Nintendo’s products have made their way through the product life cycle. From the initial market introduction and sales growth in the 1980’s, the Nintendo Entertainment System (NES) as well as their first big game “Donkey Kong”, dominated the market. In the 1990’s, when true competition entered the market, Nintendo’s products had reached market maturity and sales started to decline. By 2003 Nintendo’s market share had shrunk so much that the future of the company became worrisome. The product life cycle has started again with the recent introduction and phenomenal success of the Nintendo Wii. As of the end of the 2010 first quarter Nintendo Wii had lifetime sales of $68 million, holding 49.1% of the market share. Unfortunately production supply has become significantly depleted and current capacity demands are not being met. With the holiday season drawing nearer, George Harrison, Senior Vice President of Marketing for Nintendo must analyze the market to determine a cost effective solution that will allow Nintendo to maintain adequate inventory levels to avoid a supply shortage. Details of George’s decisions include: distribution levels; to whom; at what price; and how (online vs. in-store). Nintendo objective is not to compete directly with Sony PS3 or Microsoft’s Xbox 360, instead Nintendo believes that it can target the broader audience in order...

Words: 6287 - Pages: 26

Premium Essay

Nintendo Paper

...from grace” Joseph Garcia ACCK 500-115 Professor McNett 16 July 2014 Garcia 1 Nintendo, once a video game console industry giant is on the decline, doomed to fade into obsolescence if serious action isn’t taken. Nintendo was once the industry leader in video game innovation, but Microsoft, Sony, and even smartphones have eroded the grasp Nintendo once had. In all areas of industry, Nintendo’s products have competition; consoles, handhelds, and software are all matched and replicated by competitors. Holiday seasons, slashed console prices, and even promotional console bundles did not help Nintendo rise from its slump. Not only is the company lagging, but its investors are losing faith in the future prospects, and are getting increasingly worried. Nintendo’s President even issued an apology to shareholders, trying to reassure them that Nintendo will unveil a new strategy to revive the company (Industry Week). While Nintendo’s stagnation is visible in the public, on store shelves and press releases, the true story is in the company’s financial ratios. The data for the ratios discussed later come directly from Nintendo’s financial data (Nintendo Consolidated Financial Statements). The first article “Is It Time for Nintendo Kill the Wii U?” recommends that Nintendo moves out of the console and hardware industry, and continue on solely producing software. Companies such as Sega and Atari survived by pursuing the...

Words: 1637 - Pages: 7

Free Essay

Nintendo Research

...always been the lead developer and designer and also accomplished many achievements and awards. Aside from creating games, he really understood how the business of gaming worked. Although Shigeru Miyamoto had plenty of talents, his greatest seemed to be in work and creation in video games. The Legend of Zelda, Super Mario Brothers, and Donkey Kong fans all have Shigeru Miyamoto to thank for these games creation. Back in 1981, after Nintendo was suffering a possible financial collapse, they released Miyamoto’s first game known as Donkey Kong. For the time, Donkey Kong dominated the market leading to Miyamoto ultimately saving Nintendo (Hiroko, 2013). When the Nintendo 64 was first being released, Super Mario 64 launched as one of the first Nintendo 64 games. The game was revolutionary and set a new standard for gaming completely (Carlson, 2013). He has made many game series which many children love and adults will never forget. Shigeru Miyamoto understood how the business world of gaming worked. Many people have wondered as to why Nintendo can sometimes be slow with making major releases (Bui, 2010). However, his response is that in order to make a game fun, creative and playable is to take time and find new ways for gameplay to be enjoyable rather than tasteless. He also seems to have a sense as to why the market can do better in previous years than in future years and how to take the gaming systems to be current and up to date(Miyamoto, 2007). Shigeru...

Words: 787 - Pages: 4

Premium Essay

Nintendo

...Nintendo is a multinational video game company located in Kyoto, Japan. Founded on September 23, 1889, it began as a playing card manufacturer, followed by a trial and error phase in which the corporation experimented with several niche businesses such as a cab company and a hotel, before settling into video games in 1974. Today, Nintendo is synonymous with innovation and a family friendly gaming atmosphere. [Nintendo Logo] Released in 2006, Nintendo’s “premiere product,” per se, is the motion-sensing video game console Wii. [Wii Image] Using a remote and camera combination to detect player arm movement, the Wii has a large game library ranging from the traditional Mario games to Sports games such as golf, baseball, tennis, and bowling that have the player using realistic motions (swinging, throwing) to control the game. [Wii-Mote] [Wii-Camera] The Wii was originally released at the US $299.99 price point, which was a calculated decision considering Nintendo’s competition, the Microsoft Xbox 360 and Sony Playstation 3, were at least $100 more expensive at the time. Today, The Wii is priced at $199.99 US and comes with one Wii-mote/Motion camera set. [Xbox 360] Wii Xbox 360 Playstation 3 Release Price $299.99 $399.99 $499.99 Current Price: $199.99 $199.99 $299.99 [Playstation 3] Known for colorful, fairly simple, easy to understand games, the Wii quickly emerged as the leader in the current generation of gaming consoles with its family friendly appeal and lower...

Words: 1665 - Pages: 7