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{{Short description|Japanese video game company}} {{distinguish|Intendo}} {{Pp-vandalism|small=yes}} {{Use dmy dates|date=November 2023}} {{Use American English|date=April 2023}} {{Infobox company | name = Nintendo Co., Ltd. | logo = Nintendo.svg | logo_alt = Logo in white on red background since 2016 | logo_caption = Logo used since 1975{{efn|group=lower-alpha|White-on-red variant used since 2016}} | image = Headquarters of Nintendo Co., Ltd.jpg | image_size = | image_alt = Headquarters in Kyoto, Japan | image_caption = Headquarters in Kyoto, Japan | native_name = 任天堂株式会社 | native_name_lang = ja | romanized_name = ''Nintendō [[kabushiki gaisha]]'' | former_name = {{Unbulleted indent list | Nintendo Koppai (1889) | 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 indent list | [[Shuntaro Furukawa]] (president) | [[Shigeru Miyamoto]] ([[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 trillion|link=yes}} ({{US$|13.923 billion|link=yes}}) | revenue_year = 2023 | operating_income = {{Decrease}} {{JPY|504.3 billion}} ({{US$|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 | num_employees = 8,205{{Efn|2,962 of the company's 8,205 employees are employed by Nintendo Co., Ltd. directly. The remaining 5,243 are employed by its subsidiaries.}} | num_employees_year = 2025 | 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" /> }} {{coord|34|58|11|N|135|45|22.3|E|region:JP-26|display=title}} {{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 game|video games]] and [[Video game console|video game consoles]]. The [[history of Nintendo]] began when craftsman [[Fusajiro Yamauchi]] founded the company to produce handmade ''[[hanafuda]]'' playing cards. After venturing into various lines of business and becoming a public company, Nintendo began producing toys in the 1960s, and later video games. Nintendo developed its first [[Arcade game|arcade games]] in the 1970s, and distributed its first system, the [[Color TV-Game]] in 1977. The company became internationally dominant in the 1980s after the arcade release of ''[[Donkey Kong (1981 video game)|Donkey Kong]]'' (1981) and the [[Nintendo Entertainment System]], which launched outside of Japan alongside ''[[Super Mario Bros.]]'' in 1985. Since then, Nintendo has produced some of the most successful consoles in the [[video game industry]], including the [[Game Boy]] (1989), the [[Super Nintendo Entertainment System]] (1991), the [[Nintendo DS]] (2004), the [[Wii]] (2006), and the [[Nintendo Switch]] (2017). It has created or published [[List of Nintendo franchises|numerous major franchises]], including ''[[Mario (franchise)|Mario]]'', ''[[Donkey Kong]]'', ''[[The Legend of Zelda]]'', ''[[Animal Crossing]]'', and ''[[Pokémon]]''. The company's mascot, [[Mario]], is among the most famous fictional characters, and Nintendo's [[Nintendo characters|other characters]]—including [[Luigi]], [[Donkey Kong (character)|Donkey Kong]], [[Samus Aran|Samus]], [[Link (The Legend of Zelda)|Link]], [[Kirby (character)|Kirby]], and [[Pikachu]]—have attained international recognition. Several films and [[Super Nintendo World|a theme park area]] based on the company's franchises have been created. [[Nintendo video game consoles|Nintendo's game consoles]] have sold over 860 million units worldwide as of May 2025, of which 5.9 billion individual games have been sold.<ref>{{Cite web|url=https://www.nintendo.co.jp/corporate/release/2025/250527.html|title=任天堂株式会社 ニュースリリース :2025年5月27日 - フリーマーケットサイトにおける任天堂商品の不正な出品行為を防止する取り組みについて|任天堂|website=任天堂ホームページ}}</ref> The company has [[List of Nintendo development teams|numerous subsidiaries]] in Japan and worldwide, in addition to [[Second party developer|second-party]] developers including [[HAL Laboratory]], [[Intelligent Systems]], [[Game Freak]], and [[the Pokémon Company]]. It is one of the wealthiest and most valuable companies in the Japanese market.{{TOC limit|4}} ==History== {{main|History of Nintendo}} === Early history === ==== 1889–1932: Origin as a playing card business ==== {{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",{{sfn|Sheff|1999|p=14}}<ref name="Nintendo's 1955 Cameo In The New York Times" /> 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" /> [[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|1999|page=15}} ==== 1933–1968: Incorporation and expansion ==== {{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|Sheff|1999|page=16}} [[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" /> {{Multiple image | align = left | 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}} In 1959, Nintendo moved its headquarters to Kamitakamatsu-cho, Fukuine, Higashiyama-ku in [[Kyoto]]. The company entered into a partnership with [[Walt Disney Animation Studios|Walt Disney Productions]] to incorporate its characters into playing cards, which opened it up to the children's market and resulted in a boost to Nintendo's playing card business.<ref name="Corporate Information : Company History" /><ref name="Nintendo History" /><ref name="Vooks"/> Nintendo automated the production of Japanese playing cards using backing paper, and also developed a distribution system that allowed it to offer its products in toy stores.<ref name="Corporate Information : Company History" />{{Sfn|Sheff|2011}} By 1961, the company had established a Tokyo branch in [[Chiyoda, Tokyo]],<ref name="Corporate Information : Company History" /> and sold more than 1.5 million card packs, holding a high [[market share]], for which it relied on televised advertising campaigns.{{Sfn|Gorges|2015a|p=28}} In 1962, Nintendo became a public company by listing stock on the second section of the [[Osaka Exchange|Osaka Securities Exchange]] and the Kyoto Stock Exchange.<ref name="Corporate Information : Company History" /><ref name="Nintendo History" /> In the following year, the company adopted its current name, {{Nihongo foot|Nintendo & Co., Ltd.|任天堂株式会社|Nintendō kabushiki gaisha|group=lower-alpha}} and started manufacturing games in addition to playing cards.<ref name="Corporate Information : Company History" /><ref name="Nintendo History"/> In 1964, Nintendo earned {{JPY|150 million}}.{{Sfn|Gorges|2015a|p=29}} Although the company experienced a period of economic prosperity, the Disney cards and derived products made it dependent on the children's market. The situation was exacerbated by the falling sales of its adult-oriented playing cards caused by Japanese society gravitating toward other hobbies such as [[pachinko]], [[bowling]], and nightly outings.{{Sfn|Gorges|2015a|p=28}} When Disney card sales began to decline, Nintendo realized that it had no real alternative to alleviate the situation.{{Sfn|Gorges|2015a|p=29}} After the 1964 [[1964 Summer Olympics|Tokyo Olympics]], Nintendo's stock price plummeted to its lowest recorded level of {{JPY|60}}.<ref>{{cite book |url=https://books.google.com/books?id=4S7dvvs_0nIC&pg=PT44 |title=Freelancers!: A Revolution in the Way We Work |isbn=9781625166166 |last1=Gregory |first1=Tony |date=12 March 2013 |publisher=Strategic Book |access-date=9 May 2015 |archive-date=1 January 2016 |archive-url=https://web.archive.org/web/20160101083131/https://books.google.com/books?id=4S7dvvs_0nIC&pg=PT44 |url-status=live }}</ref><ref>{{cite book |url=https://books.google.com/books?id=M-pGHGDm5a4C&pg=PA12 |title=The Story of Nintendo |isbn=9781448870431 |last1=Sutherland |first1=Adam |date=15 January 2012 |publisher=The Rosen Publishing Group |access-date=9 May 2015 |archive-date=1 January 2016 |archive-url=https://web.archive.org/web/20160101083131/https://books.google.com/books?id=M-pGHGDm5a4C&pg=PA12 |url-status=live }}</ref> In 1965, Nintendo hired [[Gunpei Yokoi]] to maintain the assembly-line machines used to manufacture its playing cards.<ref name="gi116">{{cite magazine |date=January 2002 |title=Forgotten Giant: The Brilliant Life and Tragic Death of Gunpei Yokoi |magazine=[[Game Informer]] |volume=12 |issue=105 |page=116}}</ref> ==== 1969–1972: Classic and electronic toys ==== Yamauchi increased Nintendo's investment in a research and development department in 1969, directed by Hiroshi Imanishi, a long-time employee of the company. Yokoi was moved to the newly created department and was responsible for coordinating various projects.<ref name="Nintendo History" />{{Sfn|Sheff|1999|pp=20-21}} 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 that period, Nintendo built a new production plant in [[Uji]], just outside of Kyoto,<ref name="Nintendo History"/> and distributed classic [[tabletop game]]s like [[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|1999|page=24}} Nintendo partnered with [[Magnavox]] to provide a [[light gun]] controller based on the ''Beam Gun'' design for the company's new home video game console, the [[Magnavox Odyssey]], in 1971.<ref name="gamestudies geemu">{{cite magazine |url=http://www.gamestudies.org/1302/articles/picard |title=The Foundation of Geemu: A Brief History of Early Japanese video games |first=Martin |last=Picard |volume=13 |issue=2 |issn=1604-7982 |magazine=Game Studies |date=December 2013 |access-date=14 April 2021 |archive-date=9 December 2020 |archive-url=https://web.archive.org/web/20201209202810/http://gamestudies.org/1302/articles/picard |url-status=live}}</ref> Other popular toys released at the time included the [[Ultra Hand]], the [[Ultra Machine]], the Ultra Scope, and the [[Love Tester]], all designed by Yokoi. More than 1.2 million units of Ultra Hand were sold in Japan.<ref name="Before Mario: Nintendo's Playing Cards, Toys And Love Hotels" /> === 1973–present: History in electronics === ==== 1973–1978: Early video games and Color TV-Game ====<!-- 2nd generation of video game consoles --> {{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]]]] 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/how-gunpei-yokoi-reinvented-nintendo/ | title = How Gunpei Yokoi Reinvented Nintendo | first = Matt | last = Alt | date = 12 November 2020 | access-date = 12 November 2020 | work = [[Vice (magazine)|Vice]] | archive-date = 13 November 2020 | archive-url = https://web.archive.org/web/20201113062629/https://www.vice.com/en/article/pkdbx7/how-gunpei-yokoi-reinvented-nintendo | url-status = live }}</ref> In 1974, Nintendo released ''[[Wild Gunman]]'', a [[skeet shooting]] arcade simulation consisting of a [[16 mm film|16 mm]] image projector with a sensor that detects a beam from the player's [[light gun]]. Both the Laser Clay Shooting System and ''Wild Gunman'' were successfully exported to Europe and North America.<ref name="Nintendo History"/> However, Nintendo's production speeds were still slow compared to rival companies such as [[Bandai]] and [[Tomy]], and their prices were high, which led to the discontinuation of some of their light gun products.{{Sfn|Gorges|2015a|p=36}} The subsidiary Nintendo Leisure System Co., Ltd., which developed these products, was closed as a result of the economic impact dealt by the oil crisis.{{Sfn|Gorges|2015a|p=183}} [[File:Shigeru Miyamoto GDC 2007.jpg|thumb|right|upright=0.5|[[Shigeru Miyamoto]] joined Nintendo in 1977.]] Yamauchi, motivated by the successes of [[Atari]] and Magnavox with their [[video game console]]s,{{Sfn|Sheff|2011}} acquired the Japanese distribution rights for the Magnavox Odyssey in 1974,<ref name="BusinessInsider2019"/> and reached an agreement with [[Mitsubishi Electric]] to develop similar products between 1975 and 1978, including the first [[microprocessor]] for video games systems, the [[Color TV-Game]] series, and an arcade game inspired by [[Reversi|Othello]].<ref name="Nintendo History"/> During this period, Takeda developed the video game ''[[EVR Race]]'',<ref>{{cite web |url=http://us.wii.com/iwata_asks/punchout/vol1_page1.jsp |archive-url=https://web.archive.org/web/20090810124557/http://us.wii.com/iwata_asks/punchout/vol1_page1.jsp |archive-date=10 August 2009 |title=Iwata Asks-Punch-Out!! |publisher=Nintendo |access-date=7 July 2009 |url-status=dead }}</ref> and [[Shigeru Miyamoto]] joined Yokoi's team with the responsibility of designing the casing for the Color TV-Game consoles.<ref name="CBS, Names">{{cite news |title=Famous Names in Gaming |url=http://www.cbsnews.com/2316-100_162-1673418-2.html |archive-url=https://web.archive.org/web/20130511085030/http://www.cbsnews.com/2316-100_162-1673418-2.html |archive-date=11 May 2013 |publisher=[[CBS]] |access-date=13 June 2010}}</ref> In 1978, Nintendo's research and development department was split into two facilities, [[Nintendo Research & Development 1]] and [[Nintendo Research & Development 2]], respectively managed by Yokoi and Uemura.<ref>{{cite web |url=https://www.nintendo.co.uk/Iwata-Asks/Iwata-Asks-Game-Watch/Iwata-Asks-Game-Watch/1-When-Developers-Did-Everything/1-When-Developers-Did-Everything-222941.html |title=Iwata Asks – Game & Watch 1: When Developers Did Everything |date=April 2010 |publisher=Nintendo |access-date=25 May 2020 |archive-date=5 October 2020 |archive-url=https://archive.today/20201005051347/https://www.nintendo.co.uk/Iwata-Asks/Iwata-Asks-Game-Watch/Iwata-Asks-Game-Watch/1-When-Developers-Did-Everything/1-When-Developers-Did-Everything-222941.html |url-status=live }}</ref><ref>{{cite web |url=https://www.nintendo.co.uk/Iwata-Asks/Iwata-Asks-Game-Watch/Iwata-Asks-Game-Watch/2-Using-a-Calculator-Chip/2-Using-a-Calculator-Chip-223003.html |title=Iwata Asks – Game & Watch 2: Using a Calculator Chip |date=April 2010 |publisher=Nintendo |access-date=25 May 2020 |archive-date=9 October 2020 |archive-url=https://archive.today/20201009211247/https://www.nintendo.co.uk/Iwata-Asks/Iwata-Asks-Game-Watch/Iwata-Asks-Game-Watch/2-Using-a-Calculator-Chip/2-Using-a-Calculator-Chip-223003.html |url-status=live }}</ref> Shigeru Miyamoto brought distinctive sources of inspiration 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 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> They are seen in most of Nintendo's major franchises which developed following Miyamoto's creative leadership.<ref name="The Father of Modern Video Games">{{cite book | last=deWinter | first=Jennifer | title=Shigeru Miyamoto : Super Mario Bros., Donkey Kong, The Legend of Zelda | chapter=The Father of Modern Video Games | year=2015 | publisher=Bloomsbury Academic | doi=10.5040/9781501312779.0006 | isbn = 978-1-6289-2468-8 | oclc=907375810}}</ref> ==== 1979–1987: Game & Watch, arcade games, and Nintendo Entertainment System ====<!-- 3rd generation of video game consoles --> {{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 | align = left | total_width = 385 | image1 = Game and watch parachute.JPG | alt1 = | caption1 = [[Game & Watch]] | image2 = Nes-console-with-controller.jpg | alt2 = | caption2 = [[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 game console|handheld video game systems]], the ''[[Game & Watch]]'', was created by Yokoi from the technology used in portable calculators.<ref name="Nintendo History"/><ref name="vice yokoi"/> It became one of Nintendo's most successful products, with over 43.4 million units sold worldwide during its production period, and for which 59 games were made in total.<ref>{{cite web |url=http://us.wii.com/iwata_asks/mario25th/vol2_page1.jsp |title=Iwata Asks: ''Super Mario Bros.'' 25th Anniversary |archive-url=https://web.archive.org/web/20101009040511/http://us.wii.com/iwata_asks/mario25th/vol2_page1.jsp |archive-date=9 October 2010 |access-date=25 May 2020 |url-status=dead }}</ref> [[File:Donkey Kong arcade at the QuakeCon 2005.png|thumb|right|upright=0.5|''[[Donkey Kong (1981 video game)|Donkey Kong]]'' miniature arcade cabinet]] Nintendo entered the [[arcade video game]] market with ''[[Sheriff (video game)|Sheriff]]'' and ''[[Radar Scope]]'', released in Japan in 1979 and 1980 respectively. ''Sheriff'', also known as ''Bandido'' in some regions, marked the first original video game made by Nintendo, and was published by [[Sega]] and developed by [[Genyo Takeda]] and [[Shigeru Miyamoto]].<ref name="The Father of Modern Video Games"/><ref name="Bankhurst 2019">{{cite web | last=Bankhurst | first=Adam | title=Japanese Government Honors Nintendo's Shigeru Miyamoto As Person of Cultural Merit | website=IGN | date=30 October 2019 | url=https://www.ign.com/articles/2019/10/30/japanese-government-honors-nintendos-shigeru-miyamoto-as-person-of-cultural-merit | access-date=21 October 2022 | archive-date=21 October 2022 | archive-url=https://web.archive.org/web/20221021002012/https://www.ign.com/articles/2019/10/30/japanese-government-honors-nintendos-shigeru-miyamoto-as-person-of-cultural-merit | url-status=live }}</ref><ref name="Calvert 2015">{{cite web | last=Calvert | first=Darren | title=Before They Were Enemies, Sega And Nintendo Worked On One Of The Rarest Arcade Games Ever Made | url=https://www.nintendolife.com/news/2015/03/feature_before_they_were_enemies_sega_and_nintendo_worked_on_one_of_the_rarest_arcade_games_ever_made | website=Nintendo Life | date=24 March 2015 | access-date=18 October 2022 | archive-date=18 October 2022 | archive-url=https://web.archive.org/web/20221018034959/https://www.nintendolife.com/news/2015/03/feature_before_they_were_enemies_sega_and_nintendo_worked_on_one_of_the_rarest_arcade_games_ever_made | url-status=live }}</ref> ''Radar Scope'' rivaled ''[[Galaxian]]'' in Japanese arcades but failed to find an audience overseas and created a financial crisis for the company.<ref name="high score nintendo arcade start">{{cite book|last1=DeMaria|first1=Rusel|last2=Wilson|first2=Johnny L.|title=High Score!: The Illustrated History of Electronic Games|date=2003|publisher=McGraw-Hill/Osborne|location=New York|isbn=0-07-223172-6|page=231|edition=2}}</ref> To try to find a more successful game, they put Miyamoto in charge of their next arcade game design, leading to the release of ''[[Donkey Kong (1981 video game)|Donkey Kong]]'' in 1981, one of the first [[platform game|platform video games]] that allowed the player character to jump.<ref>{{cite web |url=https://www.polygon.com/features/2014/1/20/5227582/the-rise-of-the-jump |title=The rise of the jump |last=Butler |first=Tom |date=20 January 2014 |website=Polygon |access-date=25 May 2020 |archive-date=14 January 2016 |archive-url=https://web.archive.org/web/20160114054823/http://www.polygon.com/features/2014/1/20/5227582/the-rise-of-the-jump |url-status=live }}</ref> The character Jumpman would later become [[Mario]] and Nintendo's official [[mascot]]. Mario was named after [[Mario Segale]], the landlord of Nintendo's offices in [[Tukwila, Washington]].<ref name=donjames1>{{cite magazine |url=https://www.wired.com/2012/02/gamelife-podcast-episode-18/ |title=Game Life Podcast: When Jay Mohr Met Tomonobu Itagaki |first=Chris |last=Kohler |magazine=Wired |date=February 17, 2012 |access-date=September 28, 2024 |archive-date=April 17, 2014 |archive-url=https://web.archive.org/web/20140417022605/https://www.wired.com/2012/02/gamelife-podcast-episode-18/ |quote="And so we thought, 'This guy [Segale] is a recluse. No one's ever actually met him.' So we thought, 'Wouldn't it be a great joke if we named this character Mario?' And so we said, 'That's great,' and we sent a telex to Japan, and that's how Mario got his name."}} Interview with Don James starts at 51:16. Quotation occurs at 52:00.</ref><ref name=donjames2>{{cite web |date=June 14, 2018 |title=Nintendo Treehouse Live - E3 2018 - Arcade Archives Donkey Kong, Sky Skipper |website=[[YouTube]] |publisher=Nintendo Everything |url=https://www.youtube.com/watch?v=CizC6MqyiJM&t=138s |url-status=live |access-date=September 28, 2024 |archive-date=October 3, 2023 |archive-url=https://web.archive.org/web/20231003035157/https://www.youtube.com/watch?v=CizC6MqyiJM |quote="Mr. Arakawa, who was the president, and myself looked at the character, and we had a landlord that happened to be named Mario as well, and we'd never met the guy, so we thought it'd be funny to name this main character Mario after our landlord in Southcenter. And that's actually how Mario got his name."}} Quotation occurs at 2:25.</ref><ref>{{cite web |url=http://technologizer.com/2010/04/25/mario/ |title=The True Face of Mario |last=Edwards |first=Benj |date=25 April 2010 |work=[[Technologizer]] |access-date=30 June 2011 |archive-date=25 June 2011 |archive-url=https://web.archive.org/web/20110625120834/http://technologizer.com/2010/04/25/mario/ |url-status=live }}</ref> ''Donkey Kong'' was a financial success for Nintendo both in Japan and overseas, and led Coleco to fight Atari for licensing rights for porting to home consoles and personal computers.<ref name="high score nintendo arcade start"/> In 1983, Nintendo opened a new production facility in Uji and was listed in the first section of the [[Tokyo Stock Exchange]].<ref name="Nintendo History"/> Uemura, taking inspiration from the [[ColecoVision]],<ref>{{cite magazine |url=https://www.glitterberri.com/developer-interviews/how-the-famicom-was-born/deciding-on-the-specs/ |title=How the Famicom Was Born – Part 7 |date=19 December 1994 |last=Takano |first=Masaharu |magazine=Nikkei Electronics |access-date=25 May 2020 |archive-date=21 May 2020 |archive-url=https://web.archive.org/web/20200521134914/https://www.glitterberri.com/developer-interviews/how-the-famicom-was-born/deciding-on-the-specs/ |url-status=dead }}</ref> began creating a new video game console that would incorporate a [[ROM cartridge]] format for video games as well as both a [[central processing unit]] and a [[picture processing unit]].<ref name="Nintendo History"/><ref>{{cite web |url=https://kotaku.com/an-insiders-memories-of-making-the-nintendo-entertainme-1737014878 |title=How Nintendo Made the NES (And Why They Gave It A Gun) |website=Kotaku |last=Narcisse |first=Evan |date=16 October 2015 |access-date=25 May 2020 |archive-date=21 May 2020 |archive-url=https://web.archive.org/web/20200521132516/https://kotaku.com/an-insiders-memories-of-making-the-nintendo-entertainme-1737014878 |url-status=live }}</ref><ref name="SevenThings">{{cite web |url=https://www.theverge.com/2015/10/18/9554885/nintendo-entertainment-system-famicom-history-masayuki-uemura |title=7 things I learned from the designer of the NES |website=The Verge |last=O'Kane |first=Sean |date=18 October 2015 |access-date=25 May 2020 |archive-date=19 October 2015 |archive-url=https://web.archive.org/web/20151019130146/http://www.theverge.com/2015/10/18/9554885/nintendo-entertainment-system-famicom-history-masayuki-uemura |url-status=live }}</ref> The [[Nintendo Entertainment System|Family Computer]], or Famicom, was released in Japan in July 1983 along with three games adapted from their original arcade versions: ''Donkey Kong'', ''[[Donkey Kong Jr.]]'' and ''[[Popeye (video game)|Popeye]]''.{{Sfn|Kent|2001|pp=279, 285}} Its success was such that in 1984, it surpassed the market share held by [[Sega]]'s [[SG-1000]].<ref name="Retro163">{{cite magazine|last=Marley|first=Scott |date=December 2016 |title=SG-1000 |magazine=[[Retro Gamer]] |issue=163|pages=56–61|publisher=[[Future Publishing]]}}</ref> That success also led to Nintendo leaving the Japanese arcade market in late 1985.<ref>{{cite web|url=https://onitama.tv/gamemachine/pdf/19860301p.pdf#page=13|title=Coin-Op "Super Mario" Will Shop To Overseas|publisher=Amusement Press|date=March 1, 1986|access-date=April 20, 2024|archive-date=17 April 2021|archive-url=https://web.archive.org/web/20210417062723/https://onitama.tv/gamemachine/pdf/19860301p.pdf#page=13|url-status=live}}</ref><ref>{{cite web|url=https://onitama.tv/gamemachine/pdf/19870501p.pdf#page=14|title="Fami-Com" Exceeds 10M. Its Boom Is Continuing|publisher=Amusement Press|date=May 1, 1987|access-date=April 20, 2024|archive-date=24 March 2024|archive-url=https://web.archive.org/web/20240324174702/https://onitama.tv/gamemachine/pdf/19870501p.pdf#page=14|url-status=live}}</ref> At this time, Nintendo adopted a series of guidelines that involved the validation of each game produced for the Famicom before its distribution on the market, agreements with developers to ensure that no Famicom game would be adapted to other consoles within two years of its release, and restricting developers from producing more than five games per year for the Famicom.{{Sfn|Kent|2001|pp=308, 372, 440–441}} In the early 1980s, several video game consoles proliferated in the United States, as well as low-quality games produced by [[Third party developer|third-party developers]],<ref>{{cite news |last=Jones |first=Robert S. |date=12 December 1982 |title=Home Video Games Are Coming Under a Strong Attack |newspaper=[[The Gainesville Sun]] |url=https://news.google.com/newspapers?nid=1320&dat=19821212&id=L2tWAAAAIBAJ&pg=1609,4274079&hl=en |access-date=18 November 2020 |archive-date=1 February 2021 |archive-url=https://web.archive.org/web/20210201160250/https://news.google.com/newspapers?nid=1320&dat=19821212&id=L2tWAAAAIBAJ&pg=1609,4274079&hl=en |url-status=live }}</ref> which oversaturated the market and led to the [[video game crash of 1983]].<ref>{{cite news |url=https://www.nytimes.com/1983/10/17/business/video-games-industry-comes-down-to-earth.html |title=Video Games Industry Comes Down To Earth |first=N.R. |last=Kleinfield |date=17 October 1983 |newspaper=[[The New York Times]] |access-date=25 May 2020 |archive-date=13 September 2018 |archive-url=https://web.archive.org/web/20180913223742/https://www.nytimes.com/1983/10/17/business/video-games-industry-comes-down-to-earth.html |url-status=live }}</ref> Consequently, a recession hit the American [[video game industry]], whose revenues went from over $3 billion to $100 million between 1983 and 1985.<ref>{{cite web |url=https://www.entrepreneur.com/article/250524 |title=Mario, the World's Most Famous Video-Game Character, is 30 Years Old |last=Morris |first=Chris |date=10 September 2015 |website=Entrepreneur |access-date=28 May 2020 |archive-date=5 August 2020 |archive-url=https://web.archive.org/web/20200805090246/https://www.entrepreneur.com/article/250524 |url-status=live }}</ref> Nintendo's initiative to launch the Famicom in America was also impacted. To differentiate the Famicom from its competitors in America, Nintendo rebranded it as an entertainment system and its [[ROM cartridge|cartridges]] as Game Paks, with a design reminiscent of a [[Videocassette recorder|VCR]].<ref name="SevenThings" /> Nintendo implemented a [[CIC (Nintendo)|lockout chip]] in the Game Paks for control on its third party library to avoid the market saturation that had occurred in the United States.<ref name="takiff19860620">{{cite news|last=Takiff|first=Jonathan|title=Video Games Gain In Japan, Are Due For Assault On U.S.|url=https://news.google.com/newspapers?id=QBhcAAAAIBAJ&pg=2846,1271636|access-date=10 April 2012|newspaper=[[The Vindicator]]|date=20 June 1986|page=2|archive-date=2 February 2021|archive-url=https://web.archive.org/web/20210202203249/https://news.google.com/newspapers?id=QBhcAAAAIBAJ&pg=2846,1271636|url-status=live}}</ref> The result is the [[Nintendo Entertainment System]], or NES, which was released in North America in 1985.<ref name="Nintendo History" /> The landmark games ''[[Super Mario Bros.]]'' and ''[[The Legend of Zelda (video game)|The Legend of Zelda]]'' were produced by Miyamoto and [[Takashi Tezuka]]. Composer [[Koji Kondo]] reinforced the idea that musical themes could act as a complement to game mechanics rather than simply a miscellaneous element.<ref>{{Cite book |title=Koji Kondo's ''Super Mario Bros.'' Soundtrack |last=Schartmann |first=Andrew |publisher=Bloomsbury |year=2015 |isbn=978-1-62892-853-2 |location=New York |page=30}}</ref> Production of the NES lasted until 1995,<ref>{{cite web|url=http://classicgaming.gamespy.com/View.php?view=ConsoleMuseum.Detail&id=26&game=5|title=Nintendo Entertainment System (NES) – 1985–1995|work=Classic Gaming|publisher=GameSpy|access-date=20 December 2019|url-status=dead|archive-url=https://web.archive.org/web/20121029033423/http://classicgaming.gamespy.com/View.php?view=ConsoleMuseum.Detail&id=26&game=5|archive-date=29 October 2012}}</ref> and production of the Famicom lasted until 2003.<ref name="FamicomEnd">{{cite web |archive-url=https://web.archive.org/web/20140329053251/http://www.gamespot.com/articles/nintendo-to-end-famicom-and-super-famicom-production/1100-6029220/ |url=http://www.gamespot.com/articles/nintendo-to-end-famicom-and-super-famicom-production/1100-6029220/ |title=Nintendo to end Famicom and Super Famicom production. |website=GameSpot |date=30 May 2003 |archive-date=29 March 2014}}</ref> In total, around 62 million Famicom and NES consoles were sold worldwide.<ref name="ConsolidatedSales">{{cite web |url=https://www.nintendo.co.jp/ir/library/historical_data/pdf/consolidated_sales_e0912.pdf |title=Consolidated Sales Transition by Region |access-date=14 February 2010 |date=27 January 2010 |publisher=First console by Nintendo |archive-url=https://web.archive.org/web/20110224231633/http://www.nintendo.co.jp/ir/library/historical_data/pdf/consolidated_sales_e0912.pdf |archive-date=24 February 2011 |url-status=dead }}</ref> During this period, Nintendo created a copyright infringement protection in the form of the Official Nintendo Seal of Quality, added to their products so that customers may recognize their authenticity in the market.<ref>{{cite web |url=https://hipertextual.com/2013/07/30-aniversario-de-la-nes-famicom |title=Historia de la Tecnología: 30 años de NES |language=es |last=Velasco |first=J.J. |website=hipertextual |date=15 July 2013 |access-date=2 June 2020 |archive-date=19 September 2020 |archive-url=https://web.archive.org/web/20200919030016/https://hipertextual.com/2013/07/30-aniversario-de-la-nes-famicom |url-status=live }}</ref> By this time, Nintendo's network of electronic suppliers had extended to around thirty companies, including [[Ricoh]] (Nintendo's main source for [[semiconductor]]s) and the [[Sharp Corporation]].{{Sfn|Sheff|2011}} {{Clear}} ==== 1988–1992: Game Boy and Super Nintendo Entertainment System ====<!-- 4th generation of video game consoles --> {{Further|Game Boy#History|Super Nintendo Entertainment System#History|label1=History of Game Boy|label2=History of Super Nintendo Entertainment System}} {{Multiple image | 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 | 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=https://www.gamedeveloper.com/business/birthday-memories-sony-playstation-turns-15 |title=Birthday Memories: Sony PlayStation Turns 15 |last=Nutt |first=Christian |work=Gamasutra |access-date=8 March 2012 |archive-url=https://web.archive.org/web/20110214003424/http://www.gamasutra.com/view/feature/6122/birthday_memories_sony_.php?print=1 |archive-date=14 February 2011 |url-status=live }}</ref> The first issue of ''[[Nintendo Power]]'' magazine, which had an annual circulation of 1.5 million copies in the United States, was published in 1988.<ref name="1990BuyersGuide">{{cite magazine |url=https://www.video-game-ephemera.com/image/019.pdf |title=State of the Industry |magazine=The Official 1990 World of Nintendo Buyers Guide |pages=4–7 |access-date=3 June 2020 |archive-date=8 November 2020 |archive-url=https://web.archive.org/web/20201108132135/http://www.video-game-ephemera.com/image/019.pdf |url-status=dead }}</ref> In July 1989, Nintendo held the first [[Nintendo Space World]] [[Trade fair|trade show]] with the name ''Shoshinkai'' to announce and demonstrate upcoming Nintendo products.<ref>{{cite web|url=http://www.chrismcovell.com/secret/SFC_1989Q3.html|title=Japanese Secrets!|work=chrismcovell.com|access-date=9 January 2017|archive-date=22 January 2017|archive-url=https://web.archive.org/web/20170122091724/http://www.chrismcovell.com/secret/SFC_1989Q3.html|url-status=live}}</ref> That year, the first World of Nintendo [[store-within-a-store|stores-within-a-store]], which carried official Nintendo merchandise, were opened in the United States. According to company information, more than 25% of homes in the United States had an NES in 1989.<ref name="1990BuyersGuide"/> In the late 1980s, Nintendo's dominance slipped with the appearance of [[NEC]]'s [[TurboGrafx-16|PC Engine]] and [[Sega]]'s [[Sega Genesis|Mega Drive]], [[16-bit computing|16-bit]] game consoles with improved graphics and audio compared to the NES.{{Sfn|Kent|2001|pp=413–414}} In response to the competition, Uemura designed the [[Super Nintendo Entertainment System|Super Famicom]], which launched in 1990. The first batch of 300,000 consoles sold out in hours.{{Sfn|Kent|2001|pp=422–431}} The following year, as with the NES, Nintendo distributed a modified version of the Super Famicom to the United States market, titled the Super Nintendo Entertainment System.{{Sfn|Kent|2001|pp=432}} Launch games for the Super Famicom and Super NES include ''[[Super Mario World]]'', ''[[F-Zero (video game)|F-Zero]]'', ''[[Pilotwings (video game)|Pilotwings]]'', ''[[SimCity (1989 video game)|SimCity]]'', and ''[[Gradius III]]''.<ref>{{cite web|url=http://www.1up.com/features/launch-wii |title=Out to Launch: Wii |first=Jeremy |last=Parish |date=14 November 2006 |website=1UP.com |access-date=3 July 2007 |url-status=dead |archive-url=https://web.archive.org/web/20110804230313/http://www.1up.com/features/launch-wii |archive-date=4 August 2011}}</ref> By mid-1992, over 46 million Super Famicom and Super NES consoles had been sold.<ref name="Nintendo History" /> The console's life cycle lasted until 1999 in the United States,<ref>{{cite web |url=http://www.cnet.com/news/does-the-xbox-360s-lack-of-longevity-matter/ |title=Does the Xbox 360's 'Lack of Longevity' Matter? |first=Don | last=Reisinger |website=[[CNET]] |date=21 January 2009 |access-date=23 October 2015 |archive-date=8 December 2015 |archive-url=https://web.archive.org/web/20151208132920/http://www.cnet.com/news/does-the-xbox-360s-lack-of-longevity-matter/ |url-status=live }}</ref> and until 2003 in Japan.<ref name="FamicomEnd"/> In 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" /> 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" /> {{Clear}} ==== 1993–1998: Nintendo 64, Virtual Boy, and Game Boy Color ====<!-- 5th generation of video game consoles --> {{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 | align = left | total_width = 385 | image1 = Nintendo-64-wController-L.jpg | alt1 = | caption1 = [[Nintendo 64]], released in 1996 | image2 = Game-Boy-Color-Purple.jpg | alt2 = | 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 million Nintendo 64 consoles were sold worldwide,<ref name="ConsolidatedSales"/> and it is considered one of the most recognized video game systems in history.<ref>{{cite web|url=http://retro.ign.com/articles/914/914568p1.html |title=Nintendo 64 Week: Day Two – Retro Feature at IGN |website=IGN |access-date=4 March 2013 |url-status=dead |archive-url=https://web.archive.org/web/20110726163234/http://retro.ign.com/articles/914/914568p1.html |archive-date=26 July 2011}}</ref> 388 games were produced for the Nintendo 64 in total,<ref>{{cite web |access-date=27 March 2008 |url=http://ign64.ign.com/index/choice.html |title=IGN N64: Editors' Choice Games |website=IGN |archive-url=https://web.archive.org/web/20080509153954/http://ign64.ign.com/index/choice.html |archive-date=9 May 2008 |url-status=dead }}</ref> some of which – particularly ''[[Super Mario 64]]'', ''[[The Legend of Zelda: Ocarina of Time]]'', and ''[[GoldenEye 007 (1997 video game)|GoldenEye 007]]'' – have been distinguished as [[List of video games considered the best|some of the greatest of all time]].<ref>{{cite web |url=http://www.g4tv.com/videos/9879/filter-face-off-top-10-best-game-consoles |title=Filter Face Off: Top 10 Best Game Consoles |publisher=g4tv.com |access-date=3 May 2013 |archive-url=https://web.archive.org/web/20170702134141/http://www.g4tv.com/videos/9879/filter-face-off-top-10-best-game-consoles/ |archive-date=2 July 2017 |url-status=dead}}</ref> [[File:Virtual-Boy-Set.jpg|thumb|right|upright=0.5|[[Virtual Boy]], released in 1995]] 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 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 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" /> 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 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> {{Clear}} ==== 1999–2003: Game Boy Advance and GameCube ====<!-- 6th generation of video game consoles --> {{Further|Game Boy Advance#History|GameCube#History|label1=History of Game Boy Advance|label2=History of GameCube}} {{Multiple image | align = left | total_width = 385 | image1 = Nintendo-Game-Boy-Advance-Purple-FL.jpg | alt1 = | caption1 = [[Game Boy Advance]], released in 2001 | image2 = GameCube-Console-Set.png | alt2 = | caption2 = [[GameCube]], released in 2001 }} In May 1999, with the advent of the [[PlayStation 2]],<ref>{{cite web |url=https://www.forbes.com/1999/05/13/mu2.html#452ac1713c1e |title=Nintendo pairs with IBM and Panasonic to head off Sony |website=[[Forbes]] |date=13 May 1999 |last=Joseph |first=Regina |access-date=15 June 2020 |archive-date=16 June 2020 |archive-url=https://web.archive.org/web/20200616052820/https://www.forbes.com/1999/05/13/mu2.html#452ac1713c1e |url-status=live }}</ref> Nintendo entered an agreement with [[IBM]] and [[Panasonic]] to develop the [[128-bit computing|128-bit]] [[Gekko (microprocessor)|Gekko processor]] and the DVD drive to be used in Nintendo's next home console.<ref>{{cite web |url=https://www-03.ibm.com/press/us/en/pressrelease/2181.wss |title=IBM, Nintendo Announce $1 Billion Technology Agreement |website=[[IBM]] |date=12 May 1999 |access-date=15 June 2020 |archive-date=5 August 2020 |archive-url=https://web.archive.org/web/20200805120756/https://www-03.ibm.com/press/us/en/pressrelease/2181.wss |url-status=dead }}</ref> Meanwhile, a series of administrative changes occurred in 2000 when Nintendo's corporate offices were moved to the Minami-ku neighborhood in Kyoto, and Nintendo Benelux was established to manage the Dutch and Belgian territories.<ref name="Nintendo History"/> {{Multiple image | align = right | total_width = 385 | image1 = Headquarters of Nintendo Co., Ltd.jpg | alt1 = | caption1 = Nintendo headquarters since 2000 | image2 = Iwata-e3-2006 crop.jpg | alt2 = | caption2 = [[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,<ref>[http://curiosity.jp/works/en/product/gameboy-advance.html Gameboy Advance | Works – Curiosity – キュリオシティ – ] {{Webarchive|url=https://web.archive.org/web/20170726081507/http://curiosity.jp/works/en/product/gameboy-advance.html |date=26 July 2017 }}. Retrieved 21 December 2015.</ref><ref>{{cite book |last=Van Tilburg |first=Caroline |title=Curiosity: 30 Designs for Products and Interiors |date=2002 |publisher=Birkhauser Verlag AG |isbn=978-3764367435 |url=https://books.google.com/books?id=uXouFPGhPDkC&q=editions:ISBN3764367431 |access-date=18 November 2020 |archive-date=9 August 2021 |archive-url=https://web.archive.org/web/20210809063732/https://books.google.com/books?id=uXouFPGhPDkC&q=editions%3AISBN3764367431 |url-status=live }}</ref> and the [[GameCube]].<ref>{{cite web |url=https://www.ign.com/articles/2000/08/29/the-peripherals-of-the-game-boy-advance |title=The Peripherals of the Game Boy Advance |website=[[IGN]] |date=28 August 2000 |access-date=15 June 2020 |archive-date=6 August 2020 |archive-url=https://web.archive.org/web/20200806005013/https://www.ign.com/articles/2000/08/29/the-peripherals-of-the-game-boy-advance |url-status=live }}</ref> During the first week of the Game Boy Advance's North American release in June 2001, over 500,000 units were sold, making it the fastest-selling video game console in the United States at the time.<ref>{{cite web |url=https://abcnews.go.com/Technology/story?id=98471&page=1 |title=Game Boy Advance Breaks Sales Records |first=Paul |last=Eng |publisher=[[American Broadcasting Company|ABC]] |date=21 June 2001 |access-date=5 December 2017 |archive-date=6 December 2017 |archive-url=https://web.archive.org/web/20171206142248/http://abcnews.go.com/Technology/story?id=98471&page=1 |url-status=live }}</ref> By the end of its production cycle in 2010, more than 81.5 million units had been sold worldwide.<ref name="GameBoySales"/> As for the GameCube, even with such distinguishing features as the [[miniDVD]] format of its games and Internet connectivity for a few games,<ref>{{cite web |url=https://www.ign.com/articles/2000/08/24/gamecube-a-digital-wonder |title=Gamecube: A Digital Wonder |website=[[IGN]] |date=23 August 2000 |access-date=15 June 2020 |archive-date=25 June 2020 |archive-url=https://web.archive.org/web/20200625172833/https://www.ign.com/articles/2000/08/24/gamecube-a-digital-wonder |url-status=live }}</ref><ref>{{cite web|url=http://www.nintendoworldreport.com/feature/27672/nintendos-expansion-ports-gamecube-broadbandmodem-adapter|title=GameCube Broadband/Modem Adapter – Feature|last=Bivens|first=Danny|date=31 October 2001|website=Nintendo World Report|access-date=18 November 2017|archive-date=6 April 2016|archive-url=https://web.archive.org/web/20160406003238/http://www.nintendoworldreport.com/feature/27672/nintendos-expansion-ports-gamecube-broadbandmodem-adapter|url-status=live}}</ref> its sales were lower than those of its predecessors, and during the six years of its production, 21.7 million units were sold worldwide.<ref>{{cite web |url=https://www.nintendo.co.jp/ir/library/historical_data/pdf/consolidated_sales_e1106.pdf |title=Consolidated Sales Transition by Region |access-date=4 September 2011 |date=June 2011 |publisher=Nintendo |archive-url=https://web.archive.org/web/20111027052007/http://www.nintendo.co.jp/ir/library/historical_data/pdf/consolidated_sales_e1106.pdf |archive-date=27 October 2011 |url-status=dead }}</ref> The GameCube struggled against its rivals in the market,<ref>{{Cite news |date=22 May 2003 |title=GameCube 'may die out' |language=en-GB |url=http://news.bbc.co.uk/2/hi/business/3049609.stm |access-date=24 May 2023 |archive-date=24 May 2023 |archive-url=https://web.archive.org/web/20230524124339/http://news.bbc.co.uk/2/hi/business/3049609.stm |url-status=live }}</ref><ref>{{Cite web |last=Byrd |first=Matthew |date=27 February 2017 |title=How the GameCube Made Nintendo Cynical |url=https://www.denofgeek.com/games/how-the-gamecube-made-nintendo-cynical/ |access-date=24 May 2023 |website=Den of Geek |language=en-US |archive-date=24 May 2023 |archive-url=https://web.archive.org/web/20230524124339/https://www.denofgeek.com/games/how-the-gamecube-made-nintendo-cynical/ |url-status=live }}</ref> and its initial poor sales led to Nintendo posting a first half fiscal year loss in 2003 for the first time since the company went public in 1962.<ref>{{Cite web |date=14 November 2003 |title=Nintendo Reports Loss |url=https://www.ign.com/articles/2003/11/14/nintendo-reports-loss |access-date=24 May 2023 |website=IGN |language=en |archive-date=24 May 2023 |archive-url=https://web.archive.org/web/20230524124339/https://www.ign.com/articles/2003/11/14/nintendo-reports-loss |url-status=live }}</ref> In 2002, the [[Pokémon Mini]] was released. Its dimensions were smaller than that of the Game Boy Advance and it weighed 70 grams, making it the smallest video game console in history.<ref name="Nintendo History"/> Nintendo collaborated with [[Sega]] and [[Namco]] to develop [[List of Sega arcade system boards|Triforce]], an arcade board to facilitate the conversion of arcade titles to the GameCube.<ref>{{cite web |url=https://www.ign.com/articles/2002/02/18/gamecube-arcade-hardware-revealed |title=GameCube Arcade Hardware Revealed |website=[[IGN]] |date=18 February 2002 |access-date=15 June 2020 |archive-date=16 January 2020 |archive-url=https://web.archive.org/web/20200116040945/https://www.ign.com/articles/2002/02/18/gamecube-arcade-hardware-revealed |url-status=live }}</ref> Following the European release of the GameCube in May 2002,<ref>{{cite news|url=http://news.bbc.co.uk/2/hi/entertainment/1963749.stm|title=GameCube gets midnight launch|date=2 May 2002|work=BBC News|access-date=8 July 2013|archive-date=2 May 2014|archive-url=https://web.archive.org/web/20140502211811/http://news.bbc.co.uk/2/hi/entertainment/1963749.stm|url-status=live}}</ref> [[Hiroshi Yamauchi]] announced his resignation as the president of Nintendo, and [[Satoru Iwata]] was selected by the company as his successor. Yamauchi would remain as advisor and director of the company until 2005,<ref>{{cite web |url=https://www.gamespot.com/articles/e3-2002-yamauchi-steps-down/1100-2867848/ |title=E3 2002: Yamauchi steps down |website=[[GameSpot]] |last=Walker |first=Trey |date=24 May 2002 |access-date=15 June 2020 |archive-date=5 August 2020 |archive-url=https://web.archive.org/web/20200805010000/https://www.gamespot.com/articles/e3-2002-yamauchi-steps-down/1100-2867848/ |url-status=live }}</ref> and he died in 2013.<ref>{{cite news |title=Nintendo visionary Hiroshi Yamauchi dies aged 85 |url=https://www.bbc.co.uk/news/technology-24160150 |work=BBC |access-date=19 September 2013 |date=19 September 2013 |archive-date=19 September 2013 |archive-url=https://web.archive.org/web/20130919164203/http://www.bbc.co.uk/news/technology-24160150 |url-status=live }}</ref> Iwata's appointment as president ended the Yamauchi succession at the helm of the company, a practice that had been in place since its foundation.<ref>{{cite news |url=http://hosted2.ap.org/APDEFAULT/495d344a0d10421e9baa8ee77029cfbd/Article_2015-07-12-AS--Japan-Obit-Nintendo%20President/id-62869fddfd054d72b98981cf64a6cfab |title=Nintendo President Satoru Iwata Dies of Tumor |first=Yuri |last=Kageyama |date=12 July 2015 |access-date=12 July 2015 |agency=Associated Press |location=Tokyo, Japan |archive-date=4 September 2015 |archive-url=https://web.archive.org/web/20150904004626/http://hosted2.ap.org/APDEFAULT/495d344a0d10421e9baa8ee77029cfbd/Article_2015-07-12-AS--Japan-Obit-Nintendo%20President/id-62869fddfd054d72b98981cf64a6cfab |url-status=dead}}</ref><ref>{{cite news |url=https://www.nytimes.com/2015/07/13/business/satoru-iwata-nintendo-chief-executive-dies-at-55.html |title=Satoru Iwata, Nintendo Chief Executive, Dies at 55 |first=Liam |last=Stack |date=13 July 2015 |access-date=13 July 2015 |work=[[The New York Times]] |archive-date=15 July 2015 |archive-url=https://web.archive.org/web/20150715042950/https://www.nytimes.com/2015/07/13/business/satoru-iwata-nintendo-chief-executive-dies-at-55.html |url-status=live }}</ref> In 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.<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. {{Clear}} ==== 2004–2009: Nintendo DS and Wii ====<!-- 7th generation of video game consoles --> {{Further|Nintendo DS#History|Wii#History|label 1=History of Nintendo DS|label 2=History of Wii}} {{Multiple image | align = left | total_width = 385 | image1 = Nintendo-DS-Fat-Blue.jpg | alt1 = | image2 = Wii-Console.png | alt2 = | footer = The [[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.<ref name="Nintendo History"/><ref>{{cite web |url=https://www.ign.com/articles/2004/03/24/ds-touch-screen-innovation |title=DS Touch Screen Innovation |website=[[IGN]] |last=Harris |first=Craig |date=23 March 2004 |access-date=16 June 2020 |archive-date=4 August 2020 |archive-url=https://web.archive.org/web/20200804140006/https://www.ign.com/articles/2004/03/24/ds-touch-screen-innovation |url-status=live }}</ref> Throughout its lifetime, more than 154 million units were sold, making it the most successful handheld console and the second bestselling console in history.<ref name="GameBoySales"/> In 2005, Nintendo released the [[Game Boy Micro]], the last system in the [[Game Boy line]].<ref name="Nintendo History"/><ref name="KillTheGameBoy"/> Sales did not meet Nintendo's expectations,<ref>{{cite web|url=https://www.nintendo.co.jp/kessan/060607qa_e/03.html|title=Nintendo Co., Ltd. – Corporate Management Policy Briefing – Q&A|publisher=Nintendo Co., Ltd.|page=3|access-date=6 December 2008|quote=The sales of Micro did not meet our expectations ... However, toward the end of 2005, Nintendo had to focus almost all of its energies on the marketing of DS, which must have deprived the Micro of its momentum|archive-date=20 December 2008|archive-url=https://web.archive.org/web/20081220021407/http://www.nintendo.co.jp/kessan/060607qa_e/03.html|url-status=live}}</ref> with 2.5 million units being sold by 2007.<ref name="gamepro">{{cite magazine|url=http://www.gamepro.com/gamepro/domestic/games/features/125748.shtml |title=The 10 Worst-Selling Handhelds of All Time |first=Blake |last=Snow |date=30 July 2007 |magazine=[[GamePro]] |archive-url=https://web.archive.org/web/20071012194600/http://gamepro.com/gamepro/domestic/games/features/125748.shtml |archive-date=12 October 2007 |access-date=5 July 2008}}</ref> In mid-2005, the [[Nintendo New York|Nintendo World Store]] was inaugurated in New York City.<ref>{{cite web |url=https://www.polygon.com/2016/1/6/10723180/nintendo-world-store-nyc-makeover-reopening |title=Nintendo World getting its first makeover in a decade |website=Polygon |last=Frank |first=Allegra |date=6 January 2016 |access-date=16 June 2020 |archive-date=5 August 2020 |archive-url=https://web.archive.org/web/20200805081117/https://www.polygon.com/2016/1/6/10723180/nintendo-world-store-nyc-makeover-reopening |url-status=live }}</ref> [[File:Reggie Fils-Aime - Game Developers Conference 2011 - Day 2 (1).jpg|thumb|right|upright=0.5|[[Reggie Fils-Aimé]] was the president of Nintendo of America from 2006–2019.]] Nintendo's next home console was conceived in 2001, although development commenced in 2003, taking inspiration from the Nintendo DS.<ref>{{cite web|url=http://www.businessweek.com/technology/content/nov2006/tc20061116_750580.htm|archive-url=https://web.archive.org/web/20061201013947/http://www.businessweek.com/technology/content/nov2006/tc20061116_750580.htm|url-status=dead|archive-date=1 December 2006|title=The Big Ideas Behind Nintendo's Wii|date=1 December 2006|access-date=31 August 2018}}</ref> Nintendo also considered the relative failure of the GameCube 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> Nintendo invested in a $200 million advertising campaign to that end.<ref>{{cite web |url=http://www.joystiq.com/2006/11/12/nintendo-wii-marketing-to-exceed-200-million/ |title=Nintendo Wii marketing to exceed $200 million |website=Joystiq |date=12 November 2006 |last=Sliwinski |first=Alexander |archive-url=https://web.archive.org/web/20070516084139/http://www.joystiq.com/2006/11/12/nintendo-wii-marketing-to-exceed-200-million/ |archive-date=16 May 2007 |access-date=18 June 2020}}</ref> The Wii's innovations include the [[Wii Remote]] controller, equipped with an [[accelerometer]] system and infrared sensors that allow it to detect its position in a three-dimensional environment with the aid of a sensor bar;<ref>{{cite web |last=Wisniowski |first=Howard |url=http://www.analog.com/en/press-release/May_09_2006_ADI_Nintendo_Collaboration/press.html |title=Analog Devices And Nintendo Collaboration Drives Video Game Innovation With iMEMS Motion Signal Processing Technology |publisher=Analog Devices, Inc. |date=9 May 2006 |access-date=31 January 2009 |archive-date=25 June 2009 |archive-url=https://web.archive.org/web/20090625055416/http://www.analog.com/en/press-release/May_09_2006_ADI_Nintendo_Collaboration/press.html |url-status=dead }}</ref><ref>{{cite web |url=http://www.nintendoworldreport.com/newsArt.cfm?artid=11557 |title=Nintendo and PixArt Team Up |publisher=Nintendo World Report |last=Castaneda |first=Karl |date=13 May 2006 |access-date=24 February 2007 |archive-date=31 March 2012 |archive-url=https://web.archive.org/web/20120331051935/http://www.nintendoworldreport.com/news/11557 |url-status=live }}</ref> the Nunchuk peripheral that includes an analog controller and an accelerometer;<ref>{{cite web |last=Wales |first=Matt |date=22 May 2006 |url=http://www.computerandvideogames.com/article.php?id=140333 |title=Reports claim Wii to slap down 16 at launch |publisher=Computer and Video Games |access-date=25 May 2006 |archive-date=24 May 2006 |archive-url=https://web.archive.org/web/20060524223137/http://www.computerandvideogames.com/article.php%3Fid%3D140333 |url-status=live }}</ref> and the [[Wii MotionPlus]] expansion that increases the sensitivity of the main controller with the aid of [[gyroscope]]s.<ref>{{cite web |url=https://www.theguardian.com/technology/gamesblog/2008/jul/17/moreonwiismotionplus |title=More on Wii's MotionPlus |website=The Guardian |last=Stuart |first=Keith |date=17 July 2008 |access-date=18 June 2020 |archive-date=23 September 2017 |archive-url=https://web.archive.org/web/20170923194241/https://www.theguardian.com/technology/gamesblog/2008/jul/17/moreonwiismotionplus |url-status=live }}</ref> By 2016, more than 101 million Wii consoles had been sold worldwide,<ref name="Wii3DSSales">{{cite web |url=https://www.nintendo.co.jp/ir/en/sales/hard_soft/ |title=IR Information : Sales Data – Hardware and Software Sales Units |work=Nintendo Co., Ltd. |access-date=14 June 2016 |archive-date=24 October 2016 |archive-url=https://web.archive.org/web/20161024140433/https://www.nintendo.co.jp/ir/en/sales/hard_soft/ |url-status=live }}</ref> making it the most successful console of its generation, a distinction that Nintendo had not achieved since the 1990s with the Super NES.<ref>{{cite web |title=Nintendo Wii Outsells All Other Game Consoles |publisher=Ziff Davis |work=PC World |date=12 September 2007 |url=https://www.pcmag.com/article2/0,2817,2182666,00.asp |access-date=21 September 2012 |archive-date=2 September 2012 |archive-url=https://web.archive.org/web/20120902210705/http://www.pcmag.com/article2/0,2817,2182666,00.asp |url-status=live }}</ref> Several accessories were released for the Wii from 2007 to 2010, such as the [[Wii Balance Board]], the Wii Wheel and the [[WiiWare]] download service. In 2009, Nintendo Iberica S.A. expanded its commercial operations to [[Portugal]] through a new office in [[Lisbon]].<ref name="Nintendo History"/> By that year, Nintendo held a 68.3% share of the worldwide handheld gaming market.<ref>{{cite web |url=https://www.techradar.com/news/gaming/rumour-nvidia-tegra-powered-nintendo-handheld-due-2010-642583 |title=Rumour: Nvidia Tegra-powered Nintendo handheld due 2010 |website=TechRadar |last=Hartley |first=Adam |date=14 October 2009 |access-date=18 June 2020 |archive-date=5 August 2020 |archive-url=https://web.archive.org/web/20200805090245/https://www.techradar.com/news/gaming/rumour-nvidia-tegra-powered-nintendo-handheld-due-2010-642583 |url-status=live }}</ref> In 2010, Nintendo celebrated the 25th anniversary of Mario's debut appearance, for which certain allusive products were put on sale. The event included the release of ''[[Super Mario All-Stars 25th Anniversary Edition]]'' and special editions of the [[Nintendo DSi XL]] and Wii.<ref>{{cite web |url=https://www.nintendo.co.uk/News/2010/Celebrate-25-years-of-Super-Mario-with-two-new-bundles--251925.html |title=Celebrate 25 years of Super Mario with two new bundles! |publisher=Nintendo |date=11 October 2010 |access-date=18 June 2020 |archive-date=9 August 2021 |archive-url=https://web.archive.org/web/20210809063733/https://www.nintendo.co.uk/News/2010/Celebrate-25-years-of-Super-Mario-with-two-new-bundles--251925.html |url-status=live }}</ref> {{Clear}} ==== 2010–2016: Nintendo 3DS, Wii U, and mobile ventures ====<!-- 8th generation of video game consoles --> {{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}} {{Multiple image | align = left | total_width = 385 | image1 = Nintendo-3DS-AquaOpen.png | alt1 = | image2 = Wii U Console and Gamepad.png | alt2 = | footer = The [[Nintendo 3DS]], the [[Wii U]] }} After 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 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 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> In 2012 and 2013, two new Nintendo game consoles were introduced: the [[Wii U]], with high-definition graphics and a [[Wii U GamePad|GamePad]] controller with [[near-field communication]] technology,<ref>{{cite web |url=https://www.nintendo.co.jp/ir/en/library/events/120127/04.html |title=Corporate Management Policy Briefing/Third Quarter Financial Results Briefing for Fiscal Year Ending March 2012 |publisher=Nintendo.co.jp |date=27 January 2012 |access-date=12 June 2012 |archive-date=17 February 2012 |archive-url=https://web.archive.org/web/20120217213152/http://www.nintendo.co.jp/ir/en/library/events/120127/04.html |url-status=live }}</ref><ref>{{cite web |url=https://kotaku.com/zelda-games-on-wii-u-could-look-this-stunning-5809555 |title=''Zelda'' Games on the Wii U Could Look This Stunning |website=Kotaku |last=Totilo |first=Stephen |date=7 June 2011 |access-date=18 June 2020 |archive-date=18 June 2020 |archive-url=https://web.archive.org/web/20200618012627/https://kotaku.com/zelda-games-on-wii-u-could-look-this-stunning-5809555 |url-status=live }}</ref> and the [[Nintendo 2DS]], a version of the 3DS that lacks the clamshell design of Nintendo's previous handheld consoles and the stereoscopic effects of the 3DS.<ref>{{cite web |title=This is what the 2DS' huge single LCD screen looks like |url=http://www.eurogamer.net/articles/2013-10-16-this-is-what-the-2ds-huge-single-lcd-screen-looks-like |publisher=Eurogamer |last=Phillips |first=Tom |date=16 October 2013 |access-date=10 November 2013 |archive-date=30 October 2020 |archive-url=https://web.archive.org/web/20201030203922/https://www.eurogamer.net/articles/2013-10-16-this-is-what-the-2ds-huge-single-lcd-screen-looks-like |url-status=live }}</ref> With 13.5 million units sold worldwide,<ref name="Wii3DSSales"/> the Wii U is the least successful video game console in Nintendo's history.<ref>{{cite web |url=https://www.vg247.com/2017/02/01/the-wii-u-has-sold-through-13-5-million-units-making-it-officially-nintendos-worst-selling-console/ |title=The Wii U has sold through 13.5 million units, making it officially Nintendo's worst-selling console |website=VG247 |last=Hillier |first=Brenna |date=1 February 2017 |access-date=18 June 2020 |archive-date=13 June 2020 |archive-url=https://web.archive.org/web/20200613195728/https://www.vg247.com/2017/02/01/the-wii-u-has-sold-through-13-5-million-units-making-it-officially-nintendos-worst-selling-console/ |url-status=live }}</ref> In 2014, a new product line was released consisting of figures of Nintendo characters called [[amiibo]]s.<ref name="Nintendo History"/> On 25 September 2013, Nintendo announced its acquisition of a 28% stake in PUX Corporation, a subsidiary of [[Panasonic]], 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]]n market due to an alliance with Juegos de Video Latinoamérica.<ref>{{cite web |url=https://www.polygon.com/2015/1/10/7524759/nintendo-brazil-wii-u-3ds-tariffs-taxes |title=Nintendo ends console and game distribution in Brazil, citing high taxes |last=Good |first=Owen S. |date=10 January 2015 |website=Polygon |access-date=5 February 2020 |archive-date=7 December 2019 |archive-url=https://web.archive.org/web/20191207165126/https://www.polygon.com/2015/1/10/7524759/nintendo-brazil-wii-u-3ds-tariffs-taxes |url-status=live }}</ref> Nintendo reached an agreement with NC Games for Nintendo's products to resume distribution in [[Brazil]] by 2017,<ref>{{cite web |url=https://www.3djuegos.com/noticias-ver/170756/nintendo-vuelve-a-tener-presencia-oficial-en-brasil/ |title=Nintendo vuelve a tener presencia oficial en Brasil |language=pt |website=3D Juegos |last=Pastor |first=Alberto |date=27 May 2017 |access-date=18 June 2020 |archive-date=4 August 2020 |archive-url=https://web.archive.org/web/20200804135651/https://www.3djuegos.com/noticias-ver/170756/nintendo-vuelve-a-tener-presencia-oficial-en-brasil/ |url-status=live }}</ref> and by September 2020, the Switch was released in Brazil.<ref>{{cite web |url=https://www.ign.com/articles/nintendo-switch-launches-in-brazil-the-first-nintendo-product-to-go-on-sale-in-the-country-since-2015 |title=Nintendo Switch Launches in Brazil, the First Nintendo Product to Go on Sale in the Country Since 2015 |first=Helena |last=Nogueira |date=18 September 2020 |access-date=18 September 2020 |work=[[IGN]] |archive-date=2 October 2020 |archive-url=https://web.archive.org/web/20201002014857/https://www.ign.com/articles/nintendo-switch-launches-in-brazil-the-first-nintendo-product-to-go-on-sale-in-the-country-since-2015 |url-status=live}}</ref> On 11 July 2015, Iwata died of [[Cholangiocarcinoma|bile duct cancer]], and after a couple of months in which Miyamoto and Takeda jointly operated the company, [[Tatsumi Kimishima]] was named as Iwata's successor on 16 September 2015.<ref>{{cite web |url=https://www.bloomberg.com/news/articles/2015-07-12/nintendo-says-president-satoru-iwata-died-from-bile-duct-cancer |title=Satoru Iwata, Nintendo President Who Introduced Wii, Dies |first=Takashi |last=Amano |work=[[Bloomberg News]] |publisher=[[Bloomberg L.P.]] |date=12 July 2015 |access-date=14 July 2015 |archive-date=13 July 2015 |archive-url=https://web.archive.org/web/20150713152847/http://www.bloomberg.com/news/articles/2015-07-12/nintendo-says-president-satoru-iwata-died-from-bile-duct-cancer |url-status=live }}</ref> As part of the management's restructuring, Miyamoto and Takeda were named creative and technological advisors, respectively.<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> 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> [[File:App-augmented-reality-game-gps-163042 (cropped).jpg|thumb|upright=0.5|''[[Pokémon Go]]'' in the sign-up menu]] In March 2016, Nintendo's first [[mobile app]] for the [[iOS]] and [[Android (operating system)|Android]] systems, ''[[Miitomo]]'', was released.<ref>{{cite news |last1=Kohler |first1=Chris |title=Mii Avatars Star in Nintendo's First Mobile Game This March |url=https://www.wired.com/2015/10/miitomo-nintendo-mobile/ |website=[[Wired (website)|Wired]] |publisher=[[Condé Nast]] |access-date=29 October 2015 |date=28 October 2015 |archive-date=30 October 2015 |archive-url=https://web.archive.org/web/20151030060950/http://www.wired.com/2015/10/miitomo-nintendo-mobile/ |url-status=live }}</ref> Since then, Nintendo has produced other similar apps, such as ''[[Super Mario Run]]'', ''[[Fire Emblem Heroes]]'', ''[[Animal Crossing: Pocket Camp]]'', ''[[Mario Kart Tour]]'', and ''[[Pokémon Go]]'', the last being developed by [[Niantic (company)|Niantic]] and having generated $115 million in revenue for Nintendo.<ref>{{cite web |url=https://qz.com/819677/nintendo-pokemon-go-profits-we-finally-know-how-much-nintendo-made-from-pokemon-go/ |title=Nintendo ''Pokémon Go'' profits: We finally know how much Nintendo made from ''Pokémon Go'' |website=Quartz |date=26 October 2016 |last=Wong |first=Joon Ian |access-date=19 June 2020 |archive-date=4 August 2020 |archive-url=https://web.archive.org/web/20200804120626/https://qz.com/819677/nintendo-pokemon-go-profits-we-finally-know-how-much-nintendo-made-from-pokemon-go/ |url-status=live }}</ref> In March 2016, the [[loyalty program]] [[My Nintendo]] replaced [[Club Nintendo]].<ref>{{cite web |url=https://www.polygon.com/2016/2/2/10901674/nintendo-miitomo-my-nintendo-launch |title=Nintendo to launch mobile app ''Miitomo'', My Nintendo rewards program in March |website=Polygon |last=McWhertor |first=Michael |date=6 February 2016 |access-date=19 June 2020 |archive-date=4 July 2020 |archive-url=https://web.archive.org/web/20200704232118/https://www.polygon.com/2016/2/2/10901674/nintendo-miitomo-my-nintendo-launch/ |url-status=live }}</ref> The [[NES Classic Edition]] was released in November 2016. The console is a version of the NES based on emulation, [[HDMI]], and the Wii remote.<ref>{{cite news |last=Webster |first=Andrew |date=14 July 2016 |title=Nintendo is releasing a miniature NES with 30 built-in games |url=https://www.theverge.com/2016/7/14/12187296/nintendo-nes-classic-edition-announced-price-games |newspaper=[[The Verge]] |access-date=14 July 2016 |archive-date=7 June 2019 |archive-url=https://web.archive.org/web/20190607054430/https://www.theverge.com/2016/7/14/12187296/nintendo-nes-classic-edition-announced-price-games |url-status=live }}</ref> Its successor, the [[Super NES Classic Edition]], was released in September 2017.<ref>{{cite news |last1=Byford |first1=Sam |title=Nintendo announces mini Super Famicom for Japan |url=https://www.theverge.com/2017/6/26/15878004/nintendo-super-famicom-mini-japan-price-release |access-date=26 June 2017 |work=The Verge |date=26 June 2017 |url-status=live |archive-url=https://web.archive.org/web/20170627024319/https://www.theverge.com/2017/6/26/15878004/nintendo-super-famicom-mini-japan-price-release|archive-date=27 June 2017 }}</ref> By October 2018, around ten million units of both consoles combined had been sold worldwide.<ref>{{cite web |url=https://www.destructoid.com/nes-and-snes-classic-consoles-pass-the-10-million-global-sales-mark-529201.phtml |title=NES and SNES Classic consoles pass the 10 million global sales mark |first=Chris |last=Moyse |date=31 October 2018 |access-date=31 October 2018 |work=[[Destructoid]] |archive-date=3 August 2020 |archive-url=https://web.archive.org/web/20200803100729/https://www.destructoid.com/nes-and-snes-classic-consoles-pass-the-10-million-global-sales-mark-529201.phtml |url-status=dead }}</ref> ==== 2017–present: Nintendo Switch and expansion to other media ==== {{Further|Nintendo Switch#History|label 1=History of Nintendo Switch}} {{Multiple image | align = left | total_width = 385 | image1 = Nintendo-Switch-Console-Docked-wJoyConRB.jpg | 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=https://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=live }}</ref> by February 2019, more than 1,800 Switch games had been released.<ref>{{cite web |url=http://www.nintendolife.com/news/2019/02/more_than_1800_games_have_now_been_released_on_the_nintendo_switch |title=More Than 1,800 Games Have Now Been Released On The Nintendo Switch |website=Nintendo Life |last=Doolan |first=Liam |date=11 February 2019 |access-date=19 June 2020 |archive-date=4 October 2019 |archive-url=https://web.archive.org/web/20191004093859/http://www.nintendolife.com/news/2019/02/more_than_1800_games_have_now_been_released_on_the_nintendo_switch |url-status=live }}</ref> Worldwide sales of the Switch exceeded 55 million units by March 2020.<ref>{{cite web |url=https://www.nintendo.co.jp/ir/pdf/2020/200507e.pdf |title=Consolidated Financial Highlights – Q4 FY2020 |publisher=Nintendo |date=7 May 2020 |access-date=7 May 2020 |archive-url=https://web.archive.org/web/20200507085457/https://www.nintendo.co.jp/ir/pdf/2020/200507e.pdf |archive-date=7 May 2020 |url-status=live}}</ref> In April 2018, the [[Nintendo Labo]] line was released, consisting of cardboard accessories that interact with the Switch and the Joy-Con controllers.<ref>{{cite web |url=https://www.polygon.com/2018/1/17/16902886/nintendo-switch-labo-cardboard-toy-con-price-release-date-trailer |access-date=17 January 2018 |title=Nintendo reveals Labo, a DIY 'build-and-play experience' for Switch |last=McWhertor |first=Michael |date=17 January 2018 |website=Polygon |url-status=live |archive-url=https://web.archive.org/web/20180118034148/https://www.polygon.com/2018/1/17/16902886/nintendo-switch-labo-cardboard-toy-con-price-release-date-trailer|archive-date=18 January 2018}}</ref> More than one million units of the Nintendo Labo Variety Kit were sold in its first year on the market.<ref>{{cite web |url=http://www.nintendolife.com/news/2019/04/nintendo_labo_variety_kit_surpasses_one_million_sales |title=Nintendo Labo Variety Kit Surpasses One Million Sales |website=Nintendo Life |last=Craddock |first=Ryan |date=25 April 2019 |access-date=19 June 2020 |archive-date=9 August 2020 |archive-url=https://web.archive.org/web/20200809170904/https://www.nintendolife.com/news/2019/04/nintendo_labo_variety_kit_surpasses_one_million_sales |url-status=live }}</ref> [[File:Super Nintendo World Theme Park at USJ Osaka Evening Sky.jpg|thumb|right|upright=1|[[Super Nintendo World]] at [[Universal Studios Japan]], opened in 2021]] 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.gamedeveloper.com/business/nintendo-and-tencent-have-set-a-launch-date-for-the-switch-in-china |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> [[Super Nintendo World]], a theme park area, opened at [[Universal Studios Japan]] in 2021.<ref>{{cite web |last1=McWhertor |first1=Michael |date=12 December 2016 |title=Nintendo's first Universal Studios park attraction is called Super Nintendo World |url=http://www.polygon.com/2016/12/12/13917504/super-nintendo-world-nintendo-universal-studios-japan-park-attraction |url-status=live |archive-url=https://web.archive.org/web/20161212132335/http://www.polygon.com/2016/12/12/13917504/super-nintendo-world-nintendo-universal-studios-japan-park-attraction |archive-date=12 December 2016 |access-date=18 December 2016 |website=Polygon}}</ref><ref>{{Cite web |last=Wong |first=Maggie Hiufu |date=1 December 2020 |title=Super Nintendo World is opening at Universal Studios Japan in February. Here's a sneak peek |url=https://www.cnn.com/travel/article/super-nintendo-world-new-opening-date/index.html |access-date=21 September 2023 |website=CNN |language=en |archive-date=5 October 2023 |archive-url=https://web.archive.org/web/20231005222007/https://www.cnn.com/travel/article/super-nintendo-world-new-opening-date/index.html |url-status=live }}</ref> <!-- 2020, 2021 --> [[File:KANDA SQUARE-3.jpg|left|thumb|upright|Nintendo's Tokyo branch office, located in the 8th floor, since 2020]] In early 2020, Plan See Do, a hotel and restaurant development company, announced that it would refurbish the former Nintendo headquarters from the 1930s as a hotel, with plans to add 20 guest rooms, a restaurant, a bar, and a gym. The building is owned by Yamauchi Co., Ltd., an asset management company of Nintendo's founding family.<ref name="Nintendo's Old Headquarters Will Be Turned Into A Hotel" /> The hotel later opened in April 2022, with 18 guest rooms, and named Marufukuro in a homage to Nintendo's previous name, Marufuku.<ref name="The Old Nintendo Headquarters Hotel Looks Stunning Inside" /><ref name="Take a look inside the former Nintendo HQ – now a luxury hotel" /><ref name="About MARUFUKURO| Kyoto Gojo Hotel" /> In April 2020, Reuters reported that [[ValueAct Capital]] had acquired over 2.6 million shares in Nintendo stock worth {{US$|1.1 billion}} over the course of a year, giving them an overall stake of 2% in Nintendo.<ref name="Exclusive: ValueAct eyes Nintendo with stake of over $1.1 billion - letter" /> Although the [[COVID-19 pandemic]] caused delays in the production and distribution of some of Nintendo's products, the situation "had limited impact on business results"; in May 2020, Nintendo reported a 75% increase in income compared to the previous fiscal year, mainly contributed by the [[Nintendo Switch Online]] service.<ref name="Consolidated Results for the Years Ended March 31, 2019 and 2020" /> The year saw some changes to the company's management: outside director Naoki Mizutani retired from the board, and was replaced by Asa Shinkawa; and Yoshiaki Koizumi was promoted to senior executive officer, maintaining his role as deputy general manager of Nintendo EPD.<ref name="Consolidated Results for the Years Ended March 31, 2019 and 2020" /> By August, Nintendo was named the richest company in Japan.<ref name="Nintendo Officially Named The Richest Company In Japan In 2020" /> In June 2021, the company announced plans to convert its former Uji Ogura plant, where it had manufactured playing and ''hanafuda'' cards, into a museum tentatively named "Nintendo Gallery", targeted to open by March 2024.<ref name="Official 'Nintendo Gallery' Museum to Open in Japan by March 2024" /><ref name="News Release : Jun. 2, 2021 Utilization of the land of the Nintendo Uji Ogura Plant" /> In the following year, historic remains of a [[Yayoi period]] village were discovered in the construction site.<ref name="Historic Village Remains Found On Nintendo Museum Construction Site" /> Nintendo co-produced an animated film ''[[The Super Mario Bros. Movie]]'' alongside [[Universal Pictures]] and [[Illumination (company)|Illumination]], with Miyamoto and Illumination CEO [[Chris Meledandri]] acting as producers.<ref>{{cite web|url=https://www.hollywoodreporter.com/heat-vision/mario-movie-be-produced-by-nintendos-shigeru-miyamoto-illumination-1080822|title='Mario' Movie to Be Produced by Nintendo and Illumination|website=The Hollywood Reporter|last=Blair|first=Gavin J.|date=31 January 2018|access-date=31 January 2018|archive-date=6 March 2021|archive-url=https://web.archive.org/web/20210306110724/https://www.hollywoodreporter.com/heat-vision/mario-movie-be-produced-by-nintendos-shigeru-miyamoto-illumination-1080822|url-status=live}}</ref><ref>{{cite web|url=http://www.nintendolife.com/news/2020/01/illuminations_mario_movie_is_moving_along_smoothly_aiming_for_2022_release|title=Illumination's Mario Movie Is "Moving Along Smoothly", Aiming For 2022 Release|website=Nintendo Life|last=Craddock|first=Ryan|date=30 January 2020|access-date=31 January 2020|archive-date=31 January 2020|archive-url=https://web.archive.org/web/20200131231331/http://www.nintendolife.com/news/2020/01/illuminations_mario_movie_is_moving_along_smoothly_aiming_for_2022_release|url-status=live}}</ref> In 2021, Furukawa indicated Nintendo's plan to create more animated projects based on their work outside the ''Mario'' film,<ref>{{cite web |url=https://www.fastcompany.com/90630113/nintendo-shuntaro-furukawa-doug-bowser-interview-universal-studios-illumination-mario-movie-animal-crossing |title=As Nintendo's entertainment kingdom expands, it's still about the games |work=Fast Company |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 |last1=McCracken |first1=Harry }}</ref> and by 29 June, Meledandri joined the board of directors as a non-executive outside director.<ref>{{Cite web |last=Ankers-Range |first=Adele |date=5 July 2021 |title=Nintendo Adds Despicable Me Producer to Its Board of Directors to Help It Make Movies |url=https://www.ign.com/articles/nintendo-despicable-me-producer-board-of-directors-movies |access-date=12 January 2023 |website=IGN |language=en |archive-date=12 January 2023 |archive-url=https://web.archive.org/web/20230112090941/https://www.ign.com/articles/nintendo-despicable-me-producer-board-of-directors-movies |url-status=live }}</ref><ref name="Consolidated Results for the Years Ended March 31, 2020 and 2021" /> According to Furukawa, the company's expansion toward animated production is to keep "[the] business [of producing video games] thriving and growing", realizing the "need to create opportunities where even people who do not normally play on video game systems can come into contact with Nintendo characters". That day, Miyamoto said that "[Meledandri] really came to understand the Nintendo point of view" and that "asking for [his] input, as an expert with many years of experience in Hollywood, will be of great help to" Nintendo's transition into film production.<ref name="Melendandri">{{cite web |url=https://www.nintendo.co.jp/ir/pdf/2021/qa2106e.pdf |title=Q&A Summary |access-date=5 July 2021 |archive-date=6 July 2021 |archive-url=https://web.archive.org/web/20210706003910/https://www.nintendo.co.jp/ir/pdf/2021/qa2106e.pdf |url-status=live }}</ref> Later, in July 2022, Nintendo acquired Dynamo Pictures, a Japanese CG company founded by Hiroshi Hirokawa on 18 March 2011. Dynamo had worked with Nintendo on digital shorts in the 2010s, including for the ''[[Pikmin]]'' series, and Nintendo said that Dynamo would continue their goal of expanding into animation. Following the completion of the acquisition in October 2022, Nintendo renamed Dynamo as [[Nintendo Pictures]].<ref>{{cite web | url=https://www.gematsu.com/2022/07/nintendo-to-acquire-visual-content-company-dynamo-pictures | title=Nintendo to acquire visual content company Dynamo Pictures | date=14 July 2022 | access-date=14 July 2022 | archive-date=14 July 2022 | archive-url=https://web.archive.org/web/20220714074546/https://www.gematsu.com/2022/07/nintendo-to-acquire-visual-content-company-dynamo-pictures | url-status=live }}</ref><ref>{{cite web |last=Batchelor |first=James |date=4 October 2022 |title=Nintendo completes Dynamo Pictures acquisition, relaunches as Nintendo Pictures |url=https://www.gamesindustry.biz/nintendo-completes-dynamo-pictures-acquisition-relaunches-as-nintendo-pictures |url-status=live |archive-url=https://web.archive.org/web/20221014000645/https://www.gamesindustry.biz/nintendo-completes-dynamo-pictures-acquisition-relaunches-as-nintendo-pictures |archive-date=14 October 2022 |accessdate=4 October 2022 |work=[[GamesIndustry.biz]] |publisher=[[Gamer Network]]}}</ref> In February 2022, Nintendo announced the acquisition of [[Systems Research & Development|SRD Co., Ltd.]] (Systems Research and Development) after 40 years, a major contributor of Nintendo's first-party games such as ''Donkey Kong'' and ''The Legend of Zelda'' until the 1990s, and then support studio since.<ref name="SRD ac">{{cite web |last=Batchelor |first=James |date=24 February 2022 |title=Nintendo acquires long-running partner studio SRD Co Ltd |url=https://www.gamesindustry.biz/articles/2022-02-24-nintendo-acquires-long-running-partner-studio-srd-co |url-status=live |archive-url=https://web.archive.org/web/20220227061932/https://www.gamesindustry.biz/articles/2022-02-24-nintendo-acquires-long-running-partner-studio-srd-co |archive-date=27 February 2022 |accessdate=26 February 2022 |work=[[GamesIndustry.biz]] |publisher=[[Gamer Network]]}}</ref> In May 2022, Reuters reported that [[Saudi Arabia]]'s [[Public Investment Fund]] had purchased a 5% stake in Nintendo,<ref name="Saudi Arabia's wealth fund takes 5% Nintendo stake" /> and by January 2023, its stake in the company had increased to 6.07%.<ref name="Saudi Arabia's wealth fund raises Nintendo stake to 6%" /> It was raised to 7.08% by February 2023, and in the same week by 8.26%, making it the biggest external investor.<ref name="Saudi Arabia's wealth fund raises Nintendo stake to 7%" /><ref>{{Cite web |date=17 February 2023 |title=Days after its last increase, Saudi Arabia yet again ups its Nintendo stake |url=https://www.videogameschronicle.com/news/saudi-arabia-ups-its-stake-in-nintendo-again-to-become-its-biggest-outside-investor/ |access-date=18 February 2023 |website=VGC |language=en-GB |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 |last1=Burke |first1=Christine |last2=Nishizawa |first2=Kana |date=2024-11-13 |title=Saudi Arabia's Sovereign Wealth Fund Trims Nintendo Stake Again |url=https://www.bnnbloomberg.ca/business/2024/11/13/saudi-arabias-sovereign-wealth-fund-trims-nintendo-stake-again/ |access-date=2024-11-13 |website=BNN Bloomberg |language=en}}</ref> In early 2023, the Super Nintendo World theme park area in [[Universal Studios Hollywood]] opened.<ref>{{Cite web |last=Whitten |first=Sarah |date=17 February 2023 |title=Look inside Super Nintendo World, which just opened at Universal Studios Hollywood |url=https://www.cnbc.com/2023/02/17/super-nintendo-world-universal-studios-hollywood.html |access-date=21 September 2023 |website=CNBC |language=en |archive-date=5 October 2023 |archive-url=https://web.archive.org/web/20231005222008/https://www.cnbc.com/2023/02/17/super-nintendo-world-universal-studios-hollywood.html |url-status=live }}</ref> ''The Super Mario Bros. Movie'' was released on 5 April 2023, and has grossed over $1.3 billion worldwide, setting box-office records for the [[List of highest-grossing openings for animated films|biggest worldwide opening weekend for an animated film]], the [[List of highest-grossing films based on video games|highest-grossing film based on a video game]] and [[List of highest-grossing films|the 15th-highest-grossing film of all-time]].<ref>{{cite web |last=Dellatto |first=Marisa |date=16 April 2023 |title=Weekend Box Office: ''Super Mario Bros. Movie'' Earns Over $180 Million Worldwide In Another Massive Weekend |url=https://www.forbes.com/sites/marisadellatto/2023/04/16/weekend-box-office-super-mario-bros-movie-earns-over-180-million-worldwide-in-another-massive-weekend/ |access-date=16 April 2023 |website=[[Forbes]] |archive-date=16 April 2023 |archive-url=https://web.archive.org/web/20230416164715/https://www.forbes.com/sites/marisadellatto/2023/04/16/weekend-box-office-super-mario-bros-movie-earns-over-180-million-worldwide-in-another-massive-weekend/ |url-status=live }}</ref> Nintendo reached an agreement with [[Embracer Group]] in May 2024 to acquire 100% of the shares in Shiver Entertainment, a company that has specialized in porting triple-A games like ''[[Hogwarts Legacy]]'' and ''[[Mortal Kombat 1]]'' to the Switch, making it a wholly owned subsidiary of Nintendo, subject to closing conditions.<ref>{{cite web |last1=Robinson |first1=Andy |title=Nintendo agrees deal to buy Hogwarts Legacy, Mortal Kombat Switch studio |url=https://www.videogameschronicle.com/news/nintendo-agrees-deal-to-buy-hogwarts-legacy-mortal-kombat-switch-studio/ |website=Video Games Chronicle |date=20 May 2024 |access-date=20 May 2024 |archive-date=20 May 2024 |archive-url=https://web.archive.org/web/20240520233148/https://www.videogameschronicle.com/news/nintendo-agrees-deal-to-buy-hogwarts-legacy-mortal-kombat-switch-studio/ |url-status=live }}</ref><ref>{{cite web|url=https://www.nintendo.co.jp/ir/pdf/2024/240521e.pdf|title=Notice of the Acquisition of Shiver Entertainment, Inc.|date=21 May 2024|work=Nintendo Co., Ltd.|access-date=21 May 2024|archive-date=21 May 2024|archive-url=https://web.archive.org/web/20240521183810/https://www.nintendo.co.jp/ir/pdf/2024/240521e.pdf|url-status=live}}</ref> In October 2024 Nintendo announced [[Nintendo Music]], a mobile application enabling one to listen to soundtracks from Nintendo games.<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 November 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> In 2025, Nintendo announced that the successor to the Switch, the [[Nintendo Switch 2]], would be released on June 5 of that year.<ref>{{cite press release |title=Nintendo Switch 2 Launches June 5 at $449.99, Bringing New Forms of Game Communication to Life |url=https://www.businesswire.com/news/home/20250402229347/en/Nintendo-Switch-2-Launches-June-5-at-%24449.99-Bringing-New-Forms-of-Game-Communication-to-Life |website=[[Business Wire]] |access-date=2 April 2025 |archive-date=4 April 2025 |archive-url=https://web.archive.org/web/20250404043716/https://www.businesswire.com/news/home/20250402229347/en/Nintendo-Switch-2-Launches-June-5-at-%24449.99-Bringing-New-Forms-of-Game-Communication-to-Life |url-status=live }}</ref> == Products == {{Main|List of Nintendo products}} Nintendo's central focus is the research, development, production, and distribution of entertainment products{{mdash}}primarily video game software and hardware and card games. Its main markets are Japan, America, and Europe, and more than 70% of its total sales come from the latter two territories.<ref>{{cite web |url=https://www.nintendo.co.jp/ir/pdf/2018/annual1803e.pdf |title=2018 Nintendo Financial Review |publisher=Nintendo |access-date=18 June 2020 |page=11 |archive-date=5 August 2020 |archive-url=https://web.archive.org/web/20200805010000/https://www.nintendo.co.jp/ir/pdf/2018/annual1803e.pdf |url-status=live }}</ref> As of March 2023, [[Nintendo video game consoles|Nintendo's game consoles]] have sold over 836 million 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 |url-status=live |archive-url=https://web.archive.org/web/20230515130332/https://www.tweaktown.com/news/91456/nintendo-hardware-sales-break-836-million-worldwide/index.html |archive-date=15 May 2023 |access-date=15 May 2023}}</ref> for which 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> have been sold globally. === Toys and cards === {{Main|List of Nintendo products#Toys and cards}} === Video game consoles === {{Main|Nintendo video game consoles}} Since the launch of the [[Color TV-Game]] in 1977, Nintendo has produced and distributed home, handheld, dedicated, and hybrid consoles. In the 1980s, its first consoles to be successful were the [[Game & Watch]] and [[Nintendo Entertainment System]]. Its following systems In the 2000s, Nintendo found wide success again, with both the [[Nintendo DS]] and [[Wii]]. 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 === {{Main|List of Nintendo products}} Nintendo's first electronic games are arcade games. ''EVR Race'' (1975) was the company's first [[Electromechanics|electromechanical]] game, and ''[[Donkey Kong (1981 video game)|Donkey Kong]]'' (1981) was the first [[platform game]] in history. Since then, both Nintendo and other development companies have produced and distributed an extensive catalog of video games for Nintendo's consoles. Nintendo's games are sold in both [[removable media]] formats such as [[Nintendo optical discs|optical disc]] and [[Nintendo Entertainment System Game Pak|cartridge]], and online formats which are [[Digital distribution|distributed]] via services such as the [[Nintendo eShop]] and the [[Nintendo Network]]. {{Clear}} == Corporate structure == {{Main|List of Nintendo development teams}} {{more citations needed|section|date=January 2024}} Nintendo's internal [[research and development]] operations are divided into three main divisions: # [[Nintendo Entertainment Planning & Development]] (EPD),<ref>{{cite web|url=https://www.nintendo.co.jp/ir/pdf/2015/150914e.pdf|title=Notice Regarding Personnel Change of a Representative Director and Role Changes of Directors|last=Yoshimura|first=Takuya|date=September 14, 2015|website=www.nintendo.co.jp|access-date=January 21, 2024|archive-url=https://web.archive.org/web/20150914064221/https://www.nintendo.co.jp/ir/pdf/2015/150914e.pdf|archive-date=September 14, 2015|url-status=live}}</ref><ref>{{cite web|last1=Kohler|first1=Chris|title=Nintendo Consolidates Its Game Development Teams|url=https://www.wired.com/2015/09/nintendo-ead-spd-merge/|work=[[Wired (website)|Wired]]|publisher=[[Condé Nast]]|date=September 14, 2015|archive-url=https://web.archive.org/web/20150915010920/http://www.wired.com/2015/09/nintendo-ead-spd-merge/|archive-date=September 15, 2015|url-status=live|access-date=January 21, 2024}}</ref><ref>{{cite web|last1=Rad|first1=Chloi|last2=Otero|first2=Jose|title=Nintendo Reveals Restructuring Plans|url=http://www.ign.com/articles/2015/09/14/nintendo-reveals-restructuring-plans|work=[[IGN]]|publisher=[[Ziff Davis]]|date=September 14, 2015|archive-url=https://web.archive.org/web/20150915080845/http://www.ign.com/articles/2015/09/14/nintendo-reveals-restructuring-plans|archive-date=September 15, 2015|url-status=live|access-date=January 21, 2024}}</ref> the main software development and production division of Nintendo, which focuses on video game and software development, production, and supervising; # [[Nintendo Platform Technology Development]] (PTD), which focuses on [[Home video game console|home]] and [[handheld video game console]] hardware development; and # [[Nintendo Business Development]] (NBD), which focuses on refining business strategy for dedicated game system business and is responsible for overseeing the [[smart device]] arm of the business. === Entertainment Planning and Development (EPD) === The [[Nintendo Entertainment Planning & Development]] division is the primary software development, production, and supervising division at Nintendo, formed as a merger between their former [[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. === 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|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.{{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 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's Canadian branch, Nintendo of Canada, is based in [[Vancouver|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 [[Frankfurt]], 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 October 2018, Nintendo of Europe announced plans to relocate to a new {{convert|160,000|sqft|m2|adj=on}} headquarters in Frankfurt,<ref>{{cite web |url=https://www.iz.de/transaktionen/news/-nintendo-verlegt-europazentrale-in-frankfurt-niederrad-1000056584 |title= Nintendo verlegt Europazentrale in Frankfurt-Niederrad |date=19 October 2018 |website=Immobilien Zeitung |language=de |access-date=1 May 2025 }}</ref> eventually moving into the location in 2020 during the COVID-19 pandemic.<ref>{{cite web |url=https://www.gameswirtschaft.de/wirtschaft/nintendo-of-europe-frankfurt-230223/ |title=Warum Nintendo fast 1.000 Leute in Deutschland beschäftigt |date=26 February 2023 |website=GamesWirtschaft |language=de |access-date=1 May 2025 }}</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|Großostheim, Germany]], until 2014 | File:Frankfurt Herriotstraße 4.20130511.jpg | Former Nintendo of Europe headquarters in [[Frankfurt, Germany]], until 2020 | File:Edificio Adamastor Fernando Guerra & Sérgio Guerra – Fotografia de Arquitectura.JPG | Former Nintendo of Europe (formerly Nintendo Iberica) office in [[Lisbon, Portugal]], until 2025 }} ==== 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 former 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> Takahiro Miura would later take over as CEO in 2018. ==== Greater China ==== Nintendo Phuten was incorporated in [[Taipei]], [[Taiwan]] in 1991 as Phuten Co., Ltd. As Nintendo's Taiwanese subsidiary, it distributed Nintendo's products in Taiwan until its closure in 2014.<ref>{{Cite web |last=Shapiro |first=Jake |date=2014-04-23 |title=Nintendo Is Shutting Down Its Taiwan Subsidiary |url=https://www.nintendolife.com/news/2014/04/nintendo_is_shutting_down_its_taiwan_subsidiary |url-status=live |archive-url=https://web.archive.org/web/20250429014410/https://www.nintendolife.com/news/2014/04/nintendo_is_shutting_down_its_taiwan_subsidiary |archive-date=2025-04-29 |access-date=2025-04-29 |website=Nintendo Life |language=en-GB}}</ref> Its responsibilities was handed over to Nintendo (Hong Kong) Limited until 2025 when Nintendo Taiwan Co., Ltd. was formed in Taipei to handle sales in the region.<ref>{{Cite web |last=Sam |first=Sam |title=任天堂溥天宣布結束營業 台灣市場業務未來將交由任天堂香港負責 |url=https://gnn.gamer.com.tw/detail.php?sn=95372 |access-date=2025-04-29 |website=巴哈姆特電玩資訊站 |language=zh-Hant-TW}}</ref><ref>{{Cite web |last=Norman |first=Jim |date=2025-02-18 |title=Nintendo Sets Up New Subsidiary In Taiwan |url=https://www.nintendolife.com/news/2025/02/nintendo-sets-up-new-subsidiary-in-taiwan |url-status=live |archive-url=https://web.archive.org/web/20250322095559/https://www.nintendolife.com/news/2025/02/nintendo-sets-up-new-subsidiary-in-taiwan |archive-date=2025-03-22 |access-date=2025-04-29 |website=Nintendo Life |language=en-GB}}</ref> Nintendo (Hong Kong) Limited was incorporated on 7 April 2005. It marketed the Wii in [[Hong Kong]], after Nintendo could not market the console in [[Mainland China]] under iQue for being unable to circumvent the [[Video games in China#Chinese console ban (2000–2015)|ban on foreign-made consoles]] imposed by the Chinese government.<ref>{{Cite web |date=March 6, 2010 |title=Wii主機 |url=http://www.nintendo.com.hk/wii_console.htm |url-status=dead |archive-url=https://web.archive.org/web/20100306012826/http://www.nintendo.com.hk/wii_console.htm |archive-date=March 6, 2010 |access-date=September 22, 2018 |publisher=[[Nintendo]]}}</ref><ref>{{Cite web |last=Lai |first=Richard |date=January 30, 2013 |title=China's complicated history with video games: when a ban isn't really a ban |url=https://www.engadget.com/2013-01-30-china-console-ban.html |url-status=live |archive-url=https://web.archive.org/web/20201111222108/https://www.engadget.com/2013-01-30-china-console-ban.html |archive-date=November 11, 2020 |access-date=November 29, 2020 |website=[[Engadget]]}}</ref> It currently handles distribution of Nintendo consoles in Hong Kong and [[Macau]]. [[Taiwan]] was also included under the division from 2014 until 2025. === 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 |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.gamedeveloper.com/business/nintendo-acquires-i-luigi-s-mansion-3-i-developer-next-level-games | 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 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 === ==== Active Boeki ==== Active Boeki is a distribution company based in [[Kobe]] that handles the distribution of Nintendo hardware and software in [[Southeast Asia]] and the [[Middle East]] since the Game & Watch era, under the responsibility of Nintendo Co. Ltd. in Japan.<ref name=":2">{{Cite web |last=Iggy |date=2024-03-02 |title=Nintendo Of Europe Takes Over Saudi Arabia, New Distributor Installed |url=https://nintendosoup.com/nintendo-of-europe-takes-over-saudi-arabia-new-distributor-installed/ |access-date=2025-04-19 |website=NintendoSoup |language=en-US}}</ref> The company works with local resellers, such as Singapore-based Maxsoft handling distribution and sales in Singapore, Malaysia, Indonesia, Thailand and the Philippines. Active Boeki also works with resellers such as UAE-based Active Gulf and Saudi-based Shas Samurai, responsible for distribution and sales in the United Arab Emirates, Oman, Saudi Arabia, Qatar, Bahrain and Kuwait.<ref>{{Cite web |title=Active Boeki K.K. |url=https://www.activeboeki.com/ |access-date=2025-04-19 |website=Active Boeki K.K. |language=en}}</ref> In 2023, Active Boeki through Shas Samurai has ceased its distributing operations for Saudi Arabia, as AIC Trading received distribution rights for Nintendo in the country, overseen by Nintendo of Europe.<ref name=":2" /> Active Boeki through Maxsoft is also no longer the sole exclusive distributor for Nintendo in Southeast Asia after the appointment of new distributors in charge of distribution, sales, promotion and pop-up stores related to Nintendo products domestically in all countries previously covered by Maxsoft except Indonesia, such as Convergent Systems responsible for Singapore and Malaysia,<ref>{{Cite web |last=Gerald |date=2021-12-08 |title=Nintendo gets a new official distributor with Convergent Systems, so what's changed? |url=https://www.asiaone.com/digital/nintendo-gets-new-official-distributor-convergent-systems-so-whats-changed |access-date=2025-04-19 |website=AsiaOne}}</ref><ref>{{Cite web |last=Chapree |first=Chief |date=2023-10-10 |title=Convergent Distribution is the new Nintendo Switch distributor in Malaysia: What does this mean for gamers? |url=https://soyacincau.com/2023/10/10/convergent-nintendo-switch-distributor-malaysia/ |access-date=2025-04-19 |website=SoyaCincau |language=en-US}}</ref> Synnex for Thailand,<ref>{{Cite web |last=Parkhouse |first=Arthur |date=2024-12-15 |title=Nintendo Opens Its First Official Store in Bangkok |url=https://hypebeast.com/2024/12/nintendo-bangkok-store-opening-info |access-date=2025-04-19 |website=Hypebeast}}</ref> and VST-ECS for the Philippines.<ref>{{Cite web |last=Ronquillo |first=Ram |date=2023-12-04 |title=VSTECS Phils Appointed as Official Distributor of Nintendo Switch in PH |url=https://www.gadgetpilipinas.net/2023/12/vstecs-phils-nintendo-switch-ph/ |access-date=2025-04-19 |language=en-US}}</ref> ==== 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> {{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> === Stores === Nintendo operates or licenses retail stores across the world. ====Hong Kong==== In Hong Kong, a third-party franchisee operates several [[Nintendo Switch]]-focused retail stores under the name of NSEW. The first store opened in March 2020 in Sham Shui Po.<ref>{{cite web | url=https://ezone.hk/article/2593904/%E4%B8%80%E7%AB%99%E5%BC%8F%E9%AB%94%E9%A9%97-NSEW-Store%E9%96%8B%E5%B9%95 | title=一站式體驗 NSEW Store開幕 - ezone.hk - 遊戲動漫 - 電競遊戲 | ezone | date=18 March 2020 }}</ref><ref name="NS cites Hong Kong store">{{cite web | url=https://nintendosoup.com/nintendo-switch-store-opens-in-hong-kong/ | title=Nintendo Switch Store Opens In Hong Kong | work=NintendoSoup | author=Iggy | date=March 18, 2020 | access-date=November 4, 2020}}</ref> Two additional stores later opened,<ref>{{cite web | url=https://www.nsewstore.com/p/shops | title=分店資料 }}</ref> alongside a temporary pop-up store in the [[Hong Kong International Airport]].<ref>{{cite web | url=https://nintendosoup.com/nintendo-switch-authorized-store-at-hong-kong-international-airport-closes-this-week/ | title=Nintendo Switch Authorized Store at Hong Kong International Airport Closes This Week | date=29 April 2025 }}</ref> Another Nintendo Switch-focused store, Assemble, is located in Wan Chai. This store opened on November 14, 2024. This store features a dedicated section to third-party developer and publisher [[Cygames]].<ref>{{cite web | url=https://www.gamerbraves.com/nintendo-switch-specialty-store-opens-in-hong-kong-features-dedicated-cygames-section/ | title=Nintendo Switch Specialty Store Opens in Hong Kong, Features Dedicated Cygames Section - GamerBraves | date=15 November 2024 }}</ref> ====Israel==== In June 2019, Nintendo's official [[Israel]]i distributor TorGaming Ltd. opened the second brick-and-morter Nintendo retail store in the world, entitled Nintendo Israel, at [[Dizengoff Center]] in [[Tel Aviv]]. The store was Dizengoff Center's second largest launch.<ref name="Globes cites Tel Aviv store">{{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 | work=[[Globes (newspaper)|Globes]] | first=Shany | last=Moses | date=June 25, 2019 | access-date=August 17, 2019 | 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> A second store, located in Eilat, was opened by TorGaming for the Summer of 2022.<ref>{{cite web | url=https://www.vgames.co.il/article/28923.html | title=דרום אדום: תור גיימינג תפתח חנות נוספת של Nintendo באילת בקיץ 2022 }}</ref> ====Japan==== On February 1, 2019, Nintendo announced that it would open Nintendo Tokyo as a facility at the then-under-construction [[Parco (retailer)|Shibuya Parco]] department store in the Fall of that year, being their first self-managed store in the country.<ref>{{cite web | url=https://www.nintendo.co.jp/corporate/release/en/2019/190201_2.html | title=News Release : Feb. 1, 2019 }}</ref> The store opened with the complex on November 22, 2019.<ref>{{cite web | url=https://www.businessinsider.com/nintendo-tokyo-japan-store-tour-photos-2019-11 | title=Nintendo's first store in Japan opens this Friday, and it looks like a Nintendo-lover's paradise — here's what it's like inside | work=[[Business Insider]] | first=Kevin | last=Webb | date=November 19, 2019 | access-date=February 18, 2020 | archive-date=24 April 2020 | archive-url=https://web.archive.org/web/20200424073908/https://www.businessinsider.com/nintendo-tokyo-japan-store-tour-photos-2019-11 | url-status=live }}</ref> Since Nintendo Tokyo's opening, two additional Nintendo stores have opened in Japan. Nintendo [[Osaka]] opened on November 11, 2022, located on the thirteenth floor of the [[Daimaru]] Umeda department store in [[Kita-ku, Osaka|Kita-ku]], as a [[store-within-a-store]].<ref>{{Cite news |date=November 9, 2021 |title=Game on: Nintendo announces new Osaka store opening in 2022 |url=https://mainichi.jp/english/articles/20211109/p2a/00m/0et/002000c |access-date=April 5, 2022 |website=[[Mainichi Shimbun]]}}</ref> Nintendo Kyoto, located within the [[Takashimaya|Takashimaya Department Store]] building in Kyoto, opened on October 17, 2023.<ref>{{Cite news |date=14 April 2023 |title=New Official Nintendo Store "Nintendo Kyoto" Coming To Japan October 2023 |url=https://nintendosoup.com/new-official-nintendo-store-nintendo-kyoto-coming-to-japan-october-2023/ |access-date=21 September 2023 |website=NintendoSoup |author=Yoerider}}</ref> ====Saudi Arabia==== In May 2012, Shas Samurai, Nintendo's official representative in [[Saudi Arabia]], opened a "Nintendo World Store" at [[Al Faisaliyah Center|Al Faisaliah Mall]] in [[Riyadh]].<ref name="TG cites Faisaliah store">{{cite web | url=https://www.true-gaming.net/home/72063/ | title=جولة داخل متجر Nintendo الرسمي في الرياض | work=TrueGaming | language=ar | first=Ahmad | last=Bin Mahfoudh | date=May 16, 2012 | access-date=August 17, 2019}}</ref><ref name="Faisaliah store page">{{cite web | url=https://www.alfaisaliahmall.com/shop/nintendo/ | title=Nintendo store listing on official Al Faisaliah Mall website | publisher=Al Faisaliah Mall | access-date=August 17, 2019 }}{{Dead link|date=April 2025 |bot=InternetArchiveBot |fix-attempted=yes }}</ref> ====United States==== {{See also|Nintendo New York}} Nintendo opened its first retail store, Nintendo World (now [[Nintendo New York]]), on May 14, 2005, at the former location of the [[Pokémon Center]] at [[Rockefeller Center]] in [[New York City]].<ref>{{cite web|first=Marc-André |last=Sarrazin |date=April 21, 2005 |title=Nintendo World Store Opening Party — Nintendo Spin |url=http://www.nintendospin.com/news/nintendo-world-store-opening-party/ |work=NintendoSpin.com |access-date=2009-08-10 |url-status=dead |archive-url=https://web.archive.org/web/20110714185247/http://www.nintendospin.com/news/nintendo-world-store-opening-party/ |archive-date=July 14, 2011 }}</ref> Nintendo opened its second US store called Nintendo [[San Francisco]] in the city's [[Union Square, San Francisco|Union Square]] neighborhood on May 15, 2025.<ref>{{cite web|url=https://www.theverge.com/2024/5/24/24164008/nintendo-next-us-store-san-francisco|title=Nintendo is opening its second US store in San Francisco |last=Roth|first=Emma|website=[[The Verge]]|date=May 24, 2024|access-date=June 5, 2024}}</ref><ref>{{Cite news |date=March 13, 2025 |title=Nintendo SAN FRANCISCO celebrates grand opening May 15 |url=https://www.nintendo.com/us/whatsnew/nintendo-san-francisco-celebrates-grand-opening-may-15/ |access-date=March 30, 2025 |website=Nintendo.com}}</ref> The Nintendo of America headquarters in Redmond, Washington has a private store which is open only to employees and invited guests.<ref>{{cite web|url=https://kotaku.com/the-coolest-things-in-nintendos-american-headquarters-5834386|title=The Coolest Things in Nintendo's American Headquarters (And One Uncool Thing)|last=Totilo|first=Stephen|website=[[Kotaku]]|date=August 25, 2011|access-date=June 5, 2024}}</ref> ====Pop-Up Stores==== Additionally, Nintendo launched official [[Pop-up retail|pop-up stores]] in 2021 at various Japanese cities,<ref name="NintendoSoup cites Tokyo pop-ups">{{Cite news |date=17 June 2021 |title=Nintendo Tokyo Pop-Up Stores Announced For Various Cities Across Japan |url=https://nintendosoup.com/nintendo-tokyo-pop-up-stores-announced-for-various-cities-across-japan/ |access-date=11 December 2023 |website=NintendoSoup |author=GALA-MOS}}</ref> and later in 2023 in [[Seoul]],<ref name="NOK cites Seoul pop-up">{{Cite news |date=1 September 2023 |title=「Nintendo POP-UP STORE in SEOUL」 오픈! |url=https://www.nintendo.co.kr/news/article/4LtIAiy5M5EjuMNepzJFzS |access-date=11 December 2023 |website=Official Nintendo of Korea news page|language=Korean}}</ref><ref name="NintendoSoup cites Seoul pop-up">{{Cite news |date=2 September 2023 |title=Nintendo POP-UP STORE in SEOUL Announced, Opens October 20<!-- [sic] --> |url=https://nintendosoup.com/nintendo-pop-up-store-in-seoul-announced-opens-october-20/ |access-date=11 December 2023 |website=NintendoSoup |author=GALA-MOS}}</ref> [[Singapore]],<ref name="NintendoSoup cites Singapore pop-up">{{Cite news |date=18 October 2023 |title=Nintendo Pop-Up Store Coming To Singapore This November |url=https://nintendosoup.com/nintendo-pop-up-store-coming-to-singapore-this-november/ |access-date=11 December 2023 |website=NintendoSoup |author=Yoerider}}</ref> and [[Hong Kong]].<ref name="NHL cites Hong Kong pop-up">{{Cite news |date=3 November 2023 |title=「Nintendo POP-UP STORE in HONG KONG」將首次登陸香港! |url=https://www.nintendo.com.hk/topics/article/4Yy5akAZnS8uFUoSDGNP4z |access-date=11 December 2023 |website=Official Nintendo (Hong Kong) Ltd. news page|language=Traditional Chinese}}</ref><ref name="NintendoSoup cites Hong Kong pop-up">{{Cite news |date=5 November 2023 |title=Nintendo Pop-UP Store In Hong Kong Announced, Opens December 2023<!-- [sic] --> |url=https://nintendosoup.com/nintendo-pop-up-store-in-hong-kong-announced-opens-december-2023/ |access-date=11 December 2023 |website=NintendoSoup |author=Yoerider}}</ref> === Logos === In use 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.svg | 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 and 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=usurped |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 more 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 which 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 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 | 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:<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> By the end of 1995, 1,000 Starlight Nintendo Fun Center units were installed.<ref name="GamePro, Quick Hits" /> The units combine several forms of multimedia entertainment including gaming, and are a distraction as well as brightening moods and boosting children's 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=usurped }}</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, saying 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 had a significant 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== {{Reflist|refs= <!-- Infobox --> <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> <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> <!-- History --> <!-- 1889–1972: Early history --> <!-- 1889–1929: Origin as a card company --> <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> <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> <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 --> <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> <!-- 2017–present: Nintendo Switch and expansion to other media --> <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 --> <!-- Directors and executive officers --> <!-- Legacy--> <ref name="The Nintendo Difference: Nintendo's Impact On Gaming">{{Cite magazine |last=Reeves |first=Ben |date=26 April 2011 |title=The Nintendo Difference: Nintendo's Impact On Gaming |url=https://www.gameinformer.com/b/features/archive/2011/04/26/the-nintendo-difference-nintendo-s-impact-on-the-gaming-landscape.aspx |access-date=11 January 2023 |magazine=Game Informer |language=en |archive-date=11 January 2023 |archive-url=https://web.archive.org/web/20230111122424/https://www.gameinformer.com/b/features/archive/2011/04/26/the-nintendo-difference-nintendo-s-impact-on-the-gaming-landscape.aspx |url-status=live }}</ref> <ref name="Postscript: The Man Behind Nintendo">{{Cite magazine |last=Parkin |first=Simon |date=20 September 2013 |title=Postscript: The Man Behind Nintendo |url=https://www.newyorker.com/tech/annals-of-technology/postscript-the-man-behind-nintendo |access-date=11 January 2023 |magazine=The New Yorker |language=en-US |archive-date=11 January 2023 |archive-url=https://web.archive.org/web/20230111120221/https://www.newyorker.com/tech/annals-of-technology/postscript-the-man-behind-nintendo |url-status=live }}</ref> <ref name="Forbes Nintendo">{{Cite web |title=Nintendo {{!}} Company Overview & News |url=https://www.forbes.com/companies/nintendo/ |access-date=11 January 2023 |website=Forbes |language=en |archive-date=11 January 2023 |archive-url=https://web.archive.org/web/20230111120217/https://www.forbes.com/companies/nintendo/ |url-status=live }}</ref> <ref name="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=== * {{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}} {{Navboxes | title = Nintendo navboxes | list1 = {{Nintendo Company}} {{Nintendo developers}} {{Nintendo hardware}} {{Nintendo Network}} {{Main franchises by Nintendo}} {{Mario series}} {{The Legend of Zelda}} {{Donkey Kong}} {{Metroid series}} {{Kirby series}} {{Fire Emblem}} {{Animal Crossing series}} {{Star Fox series}} {{F-Zero}} }} {{Electronics industry in Japan}} {{Nikkei 225}} {{TOPIX 100}} {{Playing cards}} {{Seattle Mariners owners}} {{Portal bar|Video games|Electronics|Companies|Japan}} {{Authority control}} [[Category:Nintendo| ]] [[Category:Amusement companies of Japan]] [[Category:Companies listed on the Tokyo Stock Exchange]] [[Category:Entertainment companies established in 1889]] [[Category:Golden Joystick Award winners]] [[Category:Hanafuda manufacturers]] [[Category:Japanese brands]] [[Category:Japanese companies established in 1889]] [[Category:Film production companies of Japan]] [[Category:Manufacturing companies established in 1889]] [[Category:Manufacturing companies based in Kyoto]] [[Category:Multinational companies headquartered in Japan]] [[Category:Playing card manufacturers]] [[Category:Seattle Mariners owners]] [[Category:Toy companies of Japan]] [[Category:Trading card companies]] [[Category:Video game companies of Japan]] [[Category:Video game development companies]] [[Category:Video game publishers]] [[Category:1960s initial public offerings]]
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