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History of Nintendo
History of Nintendo
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The Nintendo logo since May 11, 2016

The history of Nintendo, a Japanese video game company based in Kyoto, starts in 1889 when Fusajiro Yamauchi founded "Yamauchi Nintendo", a producer of hanafuda playing cards. Sekiryo Kaneda was company president from 1929 to 1949. His successor Hiroshi Yamauchi had Nintendo producing toys like the Ultra Hand, and video games, including arcade games, the Color TV-Game series of home game consoles (1977—83), and the Game & Watch series of handheld electronic games (1980—86).

Shigeru Miyamoto designed Donkey Kong (1981) for arcades: Nintendo's first international hit game, and origin of the company's mascot, Mario. After the American video game crash of 1983, Nintendo filled a market gap there by releasing their Japanese Famicom home console (1983) as the Nintendo Entertainment System (NES) in 1985. Miyamoto and Takashi Tezuka's innovative Famicom/NES titles, Super Mario Bros. and The Legend of Zelda, greatly influenced gaming. The Game Boy handheld console (1989) and the Super Nintendo Entertainment System home console (1990) were successful, yet Nintendo had an intense business rivalry with Sega's consoles. The Virtual Boy (1995), a portable console with stereoscopic 3D graphics, was a critical and financial failure. With the Nintendo 64 (1996), Nintendo began making games with fully-3D computer graphics. The Pokémon media franchise, partially owned by Nintendo, has been a worldwide hit since 1996.

The Game Boy Advance (2001) was another success. The GameCube home console (2001), while popular with Nintendo's fans, sold poorly compared to Sony and Microsoft's competing consoles. In 2002, Satoru Iwata became president, leading development of the Nintendo DS handheld (2004) with a touchscreen, and the Wii home console (2006) with a motion controller; both were extraordinarily successful. Wii Sports remains Nintendo's best-selling game. The Nintendo 3DS handheld (2011) successfully retried stereoscopic 3D. The Wii U home console (2012) sold poorly, putting Nintendo's future as a manufacturer in doubt, and influencing its entry into mobile gaming. Before dying in 2015, Iwata led development of the successful Nintendo Switch (2017), a hybrid home/handheld console. Tatsumi Kimishima succeeded him, followed by Shuntaro Furukawa in 2018. The Nintendo Switch 2 released in 2025.

1889–1949: Hanafuda cards

[edit]
Nintendo poster from early Meiji Era, showing the company's hanafuda cards
Nintendo's first headquarters was in Kyoto (1889).

Nintendo was founded as Yamauchi Nintendo (山内任天堂) by Fusajiro Yamauchi on September 23, 1889,[1][2] though it was originally named Nintendo Koppai. Based in Kyoto, Japan, the business produced and marketed hanafuda, a type of Japanese playing card. The name "Nintendo" is commonly assumed to mean "leave luck to heaven", but there are no historical records to validate this.[3] Hanafuda cards were an alternative to Western-style playing cards which were banned in Japan at the time. Nintendo's cards gained popularity, so Yamauchi hired assistants to mass-produce them.

Fusajiro Yamauchi did not have a son to take over the family business. Following the common Japanese tradition of mukoyōshi, he adopted his son-in-law, Sekiryo Kaneda, who then legally took his wife's last name of Yamauchi. In 1929, Fusajiro Yamauchi retired and allowed Kaneda to take over as president. In 1933, Sekiryo Kaneda established a joint venture with another company and renamed it Yamauchi Nintendo & Co.

Nintendo's headquarters were almost destroyed in 1945, during World War II, when the United States military was preparing to use their newly invented nuclear bomb on a Japanese city; Kyoto was the top city considered by the military for an attack, but U.S. Secretary of War Henry L. Stimson removed it as a potential target due to his appreciation of the city.[4]

In 1947, Sekiryo established a distribution company, Marufuku Co., Ltd.,[5] to distribute the hanafuda and several other types of cards produced by Nintendo. Sekiryo Kaneda also had only daughters, so again his son-in-law (Shikanojo Inaba, renamed Shikanojo Yamauchi) was adopted into the family. Yamauchi later abandoned his family and did not become company president. Subsequently, his son Hiroshi Yamauchi was raised by his grandparents, and he later took over the company instead of his father.

1949–1966: Disney partnership and public listing

[edit]
Nintendo's second headquarters from 1933-1959

In 1949, Hiroshi Yamauchi attended Waseda University in Tokyo. However, after his grandfather suffered a debilitating stroke, he left to take office as the president of Nintendo.[6] In 1950, he renamed Marufuku Co. Ltd. to "Nintendo Kuruta".[7][8][9] In 1953, Nintendo became the first company in Japan to produce playing cards from plastic.[10]

In 1956, Yamauchi visited the U.S., to engage in talks with the United States Playing Card Company (USPCC), the dominant playing card manufacturer in the United States, based in Cincinnati. He was shocked to find that the world's biggest company in his business was relegated to using a small office. This was a turning point for Yamauchi, who then realized the limitations of the playing card business.[citation needed]

In 1958, Nintendo made a deal with Disney to allow the use of Disney's characters on Nintendo's playing cards.[8] Previously, Western playing cards were regarded as something similar to hanafuda and mahjong: a device for gambling. By tying playing cards to Disney and selling books explaining the different games playable with the cards, Nintendo could sell the product to Japanese households. The tie-in was a success and the company sold at least 600,000 card packs in one year. Due to this success, in 1962, Yamauchi took Nintendo public, listing the company in Osaka Stock Exchange Second division.[9]

In 1963, Yamauchi shortened the company's name from "Nintendo Playing Card Co., Ltd." to "Nintendo."[9] Following this name change, Nintendo started to begin experimenting in other areas of business using the newly injected capital. This included establishing a food company in partnership with two other firms, with a product line featuring instant rice (similar to instant noodles),[11] and a vacuum cleaner called Chiritory. All of these ventures eventually failed. Toymaking, however, succeeded based on prior experience in the playing card business.[12] In 1964, while Japan was experiencing an economic boom due to the Tokyo Olympics, the playing card business reached saturation. Japanese households stopped buying playing cards, and the price of Nintendo stock fell from 900 yen to 60 yen.[13]

In 1965, Nintendo hired Gunpei Yokoi as a Maintenance Engineer for the assembly line. However, Yokoi soon became famous for much more than his ability to repair conveyor belts.[14]

1966–1972: Toy company and new ventures

[edit]

During the 1960s, Nintendo struggled to survive in the Japanese toy industry, which was still small at this point, and already dominated by already well-established companies such as Bandai and Tomy. Because of the generally short product life cycle of toys, the company took the approach of introducing new products at a quicker rate, marking the beginning of a major new era for Nintendo.

In 1966, Yamauchi, upon visiting one of the company's hanafuda factories, noticed an extending arm-shaped toy, which had been made by one of its maintenance engineers, Gunpei Yokoi, for his own enjoyment. Yamauchi ordered Yokoi to develop it as a proper product for the Christmas rush. Released as the Ultra Hand, it became one of Nintendo's earliest toy blockbusters, selling over hundreds of thousands units. Seeing that Yokoi had potential, Yamauchi pulled him off assembly line work. Yokoi was soon moved from maintenance duty to product development.

The Ultra Machine and Love Tester are two commercial toys made by Nintendo in the late 1960s.

Due to his electrical engineering background, it soon became apparent that Yokoi was quite adept at developing electronic toys. These devices had a much higher novelty value than traditional toys, allowing Nintendo to charge a higher price margin for each product. Yokoi went on to develop many other toys, including the Ten Billion Barrel puzzle, a baseball throwing machine called the Ultra Machine, and a Love Tester.

Nintendo released the first solar-powered light gun, the Nintendo Beam Gun,[15] in 1970; this was the first commercially available light-gun for home use, produced in partnership with Sharp.[16]

In 1972, Nintendo released the Ele-Conga, one of the first programmable drum machines. It plays pre-programmed rhythms from disc-shaped punch cards, which can be altered or programmed by the user, to play different patterns.[17]

1972–1983: Arcade, Color TV-Game, and Game & Watch

[edit]

Entrance into video games

[edit]

Released in 1972, the first commercially available video game console, the Magnavox Odyssey, has a light gun accessory, the Shooting Gallery.[18] This was the first involvement of Nintendo in video games. According to Martin Picard in the International Journal of Computer Game Research: "in 1971, Nintendo had—even before the marketing of the first home console in the United States—an alliance with the American pioneer Magnavox to develop and produce optoelectronic guns for the [Odyssey, since] it was similar to what Nintendo was able to offer in the Japanese toy market in 1970s".[19]

In 1973, its focus shifted to family-friendly arcades with the Laser Clay Shooting System,[20] using the same light gun technology used in Nintendo's Kousenjuu series of toys, and set up in abandoned bowling alleys. Gaining some success, Nintendo developed several more light gun machines for the emerging arcade scene. While the Laser Clay Shooting System ranges had to be shut down following excessive costs, Nintendo had founded a new market.

Color TV-Game consoles

[edit]

In 1977, Nintendo released the Color TV-Game 6 and Color TV-Game 15, two consoles jointly developed with Mitsubishi Electric. The numbers in the console names indicate the number of games included in each. They were the start of the Color TV-Game line of console.[9]

Shigeru Miyamoto and Donkey Kong (1981)

[edit]
Shigeru Miyamoto created the 1981 game Donkey Kong.

In the early 1980s, Nintendo created some of its most famous arcade games. The massively popular Donkey Kong was designed by Shigeru Miyamoto and released in arcades in 1981. Home releases soon followed, made by Coleco for the Atari 2600, Intellivision, and ColecoVision video game systems. Some of Nintendo's other arcade games were ported to home consoles by third parties, including Donkey Kong Jr., and Mario Bros. Nintendo started to focus on the home game market. It stopped manufacturing and releasing arcade games in Japan in late 1985.[21][22]

The release of Donkey Kong caused Universal Studios, Inc. to take legal action and sue Nintendo for copyright infringement on their character King Kong, which was actually in the public domain. The court sided with Nintendo in Universal City Studios, Inc. v. Nintendo Co., Ltd. Nintendo thanked their lawyer, John Kirby, by giving him a $30,000 boat called the Donkey Kong, along with "exclusive worldwide rights to use the name for sailboats," and named the character Kirby after him.[23]

Game & Watch

[edit]
Ball (1980), the first release in the Game & Watch series

In addition to the arcade games, Nintendo was testing the consumer handheld video game market with the Game & Watch. It is a line of handheld electronic games produced by Nintendo from 1980 to 1991. Created by Gunpei Yokoi, each Game & Watch features a single game to be played on an LCD screen in addition to a clock or an alarm. It is the earliest Nintendo product to garner major success, with 43.4 million units sold worldwide.

1983–1989: Famicom and Nintendo Entertainment System

[edit]
The Famicom, released in 1983

Famicom

[edit]

In 1983, Nintendo released their first cartridge-based game console, the Family Computer or "Famicom", in Japan. More than 500,000 units were sold within two months. After a few months of favorable sales, Nintendo received complaints that some Famicom consoles would freeze on certain games. The fault was found in a malfunctioning chip and Nintendo decided to recall all Famicom units that were currently on store shelves.[citation needed]

Nintendo Entertainment System (NES)

[edit]

In 1983, Nintendo was in negotiations with Atari, one of gaming's largest companies, to distribute the Famicom in the United States. However, right before the deal was finalized, Atari backed out of it after its executives visited the 1983 Consumer Electronics Show (CES) and saw a demonstration of Donkey Kong's port for the Coleco Adam home computer, Coleco being one of Atari's main competitors; the executives were unaware of the port beforehand.[24] Atari began restarting negotiations later that year, but by then, Nintendo thought the partnership would be unsuccessful, given what just happened to the United States' gaming market: from 1983 to 1985, the gaming industry, particularly in North America, experienced a large scale recession which greatly weakened its four major console manufacturers: Atari, with the Atari 2600; Coleco, with the ColecoVision; Magnavox, with the Odyssey 2; and Mattel Electronics with the Intellivision.[25][26][27]

Nintendo decided to release the Famicom in North America without Atari's help. They renamed it the "Nintendo Advanced Video System" (AVS), and for a brief time before its launch, marketed it as a high-end home computer meant for gaming. Like similar computers at the time, it could connect to QWERTY and musical keyboards, and store data in a tape drive.[24][28] The company first showed it to the public at the 1985 CES; reception to it was lukewarm, spurred by attendees' negative feelings towards gaming after the 1983 crash. Nintendo decided to redo the AVS' design, strictly making it a home game console, but which was marketed as dissimilar to America's existing consoles.[24][29]

The Nintendo Entertainment System (NES), released in 1985
The R.O.B. peripheral for the console

It was renamed the "Nintendo Entertainment System" (NES), the phrase "entertainment system" intentionally used to avoid sounding like a console.[29] Its games were referred to by Nintendo as "game paks" [sic] instead of cartridges, and they were inserted into a "control deck" instead of a console.[24] To look similar to contemporary entertainment devices such as VCRs and stereo systems, the NES had a gray, boxy design with a "futuristic aesthetic".[29] The company created R.O.B., a robot-shaped peripheral for the console, to market it as having another aspect than the games themselves.[24]

Nintendo recognized that the 1983 crash was partially caused by the large amount of perceived low-quality games from third party developers being sold for American game consoles, so NES cartridges contained the patented "10NES" lockout chip: a chip on the cartridge's circuit board which connects to a corresponding chip within the console, once the cartridge is inserted—the console only plays a game if it detects the presence of the 10NES within its cartridge. The 10NES was only available to Nintendo and third party developers who Nintendo officially licensed to publish games for the system; third parties thus had to get the company's approval to make any NES game. The 10NES also prevented pirated versions of licensed games from running.[24][29] After the console found success, an Atari subsidiary developer named Tengen found a way to reverse engineer the chip, and created their own version of it which theoretically let them publish unlicensed games for the NES; this did not ultimately happen, as Nintendo won a lawsuit against them for patent infringement.[24]

A statement by Nintendo in a magazine about the "Seal of Quality" on NES games[30]

Nintendo allowed third parties to make NES games if they released only five titles for the system per year, which did not feature gratuitous violence or intense depictions of controversial topics, such as religion.[24] Games the company officially approved for the console were designated with a "Nintendo Seal of Quality" disclaimer on the front of its packaging. Nintendo put ads in magazines to encourage consumers to trust the seal a sign of a game's "excellence in workmanship, reliability, [and] entertainment value." They still use the seal on packaging.[24][30]

Nintendo test marketed the NES in the New York City area in late 1985. The first unit sold at the console's launch event was to an employee of an unknown competing company, who also bought all 15 of NES' launch titles.[31][32] It launched nationwide the following year.[28]

As the console became known to American consumers, many of them started referring to it as "a Nintendo", and any other game consoles as "Nintendos". This worried the company, who predicted that if other consoles kept being called that, due to the Lanham Act, the trademark that allowed only Nintendo to use the name on consoles would be expired, and competitors could start selling their own "Nintendos"—much how like soda brands other than Coca-Cola are often sold in America as "Cokes". In 1990, the company put out posters in retailers nationwide, proclaiming: "There is no such a thing as a Nintendo. There's the Nintendo Entertainment System. There's Nintendo game software. [...] But there's no such thing as a Nintendo. You see, 'Nintendo' is an adjective, not a noun."[33][34]

Super Mario Bros. and its sequels

[edit]

One of the first games released for the NES was Super Mario Bros., directed by Shigeru Miyamoto and assistant directed by Takashi Tezuka.[35] It began the Super Mario game series, and was one of the first side-scrolling platformers ever made.[36] Historian Steven L. Kent writes:[37]

Takashi Tezuka was the assistant director of Super Mario Bros.
Koji Kondo composed the game's score

"[The game] took Mario out of his single-screen setting [from Donkey Kong and Mario Bros.] and placed him in a huge vivid world [...] players now controlled him as he ran through a seemingly endless, brightly coloured countryside filled with caverns, castles, and giant mushrooms. The landscape was much too expansive to fit on a screen."

It introduced the series' staple power-ups, collectible coins, punchable floating blocks, enemies which Mario can stomp on, as well as the characters Bowser and Princess Peach.[38][39][40] Composer Koji Kondo influenced numerous game scores with his work on Super Mario Bros., which includes its iconic main theme. Using a program that could export music written in the BASIC programming language to a Famicom game, Kondo aimed to make attention-grabbing background music for the levels that never became tiring to listen to, even after repeating on short loops.[41][42][43]

Digital Spy's Mark Langshaw writes that "gamers back in 1985 had never seen a platformer done so well" as Super Mario Bros.[38] It became one of the most successful games ever released, selling 40 million copies. Nintendo has ported it to other consoles, "at virtually every opportunity".[38][44] In 1986, Nintendo of America started releasing the NES version as a bundle with the system.[32] Many writers claim that because Super Mario Bros. is responsible for the NES' success in North America, it is thus responsible for saving the North American gaming industry, after the 1983 crash made it seem bound to fail permanently.[38][45][46]

A sequel, Super Mario Bros. 2 (1986), released for the Famicom, but not the NES, as Nintendo predicted Western gamers would find it "too difficult, too weird, or maybe too Japanese" compared to the first game.[47][48] The "Super Mario Bros. 2" the West received in 1988 was a Mario-themed version of an unrelated Famicom game, Yume Kōjō: Doki Doki Panic (1987).[48][49] This version was a success, prompting its own port back to the Famicom as Super Mario Bros. USA.[50] Super Mario Bros. 3 (1988) released for both systems.[51] It introduced many mechanics to the Mario series, and games as a whole,[52][48] and has been labeled by many outlets as one of the best games of all time.[53][54][55] Footage of its gameplay was first shown to American audiences as product placement in the 1989 gaming-themed film The Wizard.[56]

The Legend of Zelda

[edit]

Miyamoto, Tezuka, and Kondo also worked on The Legend of Zelda (1986) for the Famicom and NES.[57] The game's core concept, of exploring the high fantasy setting of Hyrule, was inspired by Miyamoto's experiences in the countryside near Kyoto, his home city. Ryan Lambie writes for Den of Geek: "He wanted to reproduce in video game form the same sense of awe and excitement he felt when he explored [the countryside's] forests and caves as a kid, to introduce the pleasure of discovering things or the anxiety of becoming lost in a maze."[58][59] The Legend of Zelda is an early nonlinear game, so the tasks required to complete it can be done in an order of the player's choosing. The player, controlling Link, traverses the open world of Hyrule to find pieces of the magical Triforce artifact in order to save Princess Zelda from Ganon. Similar to role-playing video games (RPGs)—which, until then, had mostly released for PCs instead of consoles—Zelda features "monsters, dungeons, missions to complete, [and] characters to converse with".[58]

The Famicom Disk System (top), released in 1986, attached to a Famicom console (bottom)

The ambitious concept required more space than was available on Famicom, so, the game was released for the Famicom Disk System, a disk drive that can attach to the console and allow it to run floppy disks. Zelda's disk had a storage capacity of 112 kilobytes, far more than a standard Famicom cartridge. The game could run on a standard NES cartridge when it released for that system in 1987.[58][60] As Zelda required more time to complete than any previous console game, it introduced a player's ability to save their progress in a game before turning off its console, then later returning to the game from where they left off. As the save system allowed for longer games, it laid the foundation for more complex storylines within console games.[60]

Metroid

[edit]

In 1986, Nintendo released Metroid, a 2D action-adventure game. It introduced a unique type of level design to the genre: the player character, Samus Aran, could explore the game world by navigating both X- and Y-axes of a large map—as opposed to previous action-adventures, which had players move in only one direction—which has a maze-like layout designed to feel claustrophobic. The map expands in size throughout a playthrough, as the player uses items and abilities they discover on the map to unlock gates which contain entryways to new areas. In 1987, Konami's game Castlevania II: Simon's Quest deviated from the first Castlevania (1986) by featuring level design similar to Metroid's. Metroid and Simon's Quest formed the basis of the long-lasting "Metroidvania" subgenre of games.[61][62] Metroid is also notable for making Samus one of the first female main characters in an action game. Multiple outlets claim that the character changed many gamers' perceptions of women's roles in video game stories.[62][63][64][65]

Nintendo Power's logo from 2005 to 2012

Nintendo Power

[edit]

In 1988, Nintendo of America began publishing Nintendo Power, a bimonthly magazine with news about, and strategy guides to, games on Nintendo consoles. It was designed "primarily to promote upcoming Nintendo products", and contained prose that, Reeves Wiedeman writes for The New Yorker, "read like lightly repurposed promotional material from the company’s marketing department", although its staff had some amount of independence from Nintendo. The magazine soon gained a devoted readership, as it was one of the easiest ways for Nintendo fans to get information on upcoming releases. It also included gaming-themed posters, detailed walkthroughs for games, game reviews from critics (which were generally positive), and rankings of record high scores in various games that were submitted by readers.[66] In 2007, Nintendo entered a contract to transfer the publishing and distribution of Nintendo Power to Future plc.[67] The magazine ended publication in 2012, likely having shut down as gaming news had become more accessible via the Internet and mobile phones.[66]

1989–1996: Game Boy, Super Nintendo Entertainment System, and Virtual Boy

[edit]

Game Boy

[edit]
The Game Boy and Super Nintendo Entertainment System are Nintendo's fourth generation video game consoles.

In 1989, Nintendo released the Game Boy, along with the accompanying game Tetris. Due to the price, the game, and its durability (unlike the static and screen rot of the prior Microvision from Milton Bradley Company), the Game Boy line eventually amassed sales of 118 million units.[68] Super Mario Land was released with the system, and 14 million copies were sold worldwide. Also in 1989, Nintendo announced a successor to the Famicom, the Super Famicom.[69]

Super Nintendo Entertainment System (SNES)

[edit]

The Super Famicom was released in Japan in 1990. It sold out across Japan within three days, with 1.6 million units sold by mid-1991.[70] Later in 1991, the Super Famicom was launched in the U.S. as the "Super Nintendo Entertainment System" (SNES), followed by Europe in 1992.[71] Like the NES, the Super Nintendo Entertainment System had high technical specifications for its era. The SNES controller was more ergonomic than that of the NES, as it now had rounded edges and four new buttons, a standard which is evident on many modern controllers today.

In 1991, Nintendo agreed to a settlement regarding price-fixing allegations brought by the Federal Trade Commission and attorneys general in New York and Maryland. Nintendo had been accused of threatening to cut off shipments of the NES to retailers who discounted the price of the system. The estimated cost of the settlement was just under $30 million.[72]

Film and TV ventures

[edit]

In the 1980s and 1990s, Nintendo licensed its intellectual properties (IPs) for five American TV shows produced by DiC: Captain N: The Game Master;[73] The Super Mario Bros. Super Show!;[74] King Koopa's Kool Kartoons;[75] The Adventures of Super Mario Bros. 3;[76] and Super Mario World.[77] In 1993, the first film adaptation of a video game, Super Mario Bros., released in theaters. A live action film, it was a financial and critical failure, making Nintendo apprehensive about licensing their IPs for films for decades.[78][79]

"Console war" with Sega

[edit]

Around 1990, Nintendo occupied 80% of the global gaming market, the other 20% split among three other competitors; historian Frank Cifaldi writes that the "most promising of these" was Sega, a "scrappy little upstart" in Japan. Sega released their Sega Mega Drive home console in Japan in 1988. It launched in the U.S. as the "Sega Genesis". Initially, the Mega Drive "was making a modest name for itself" in Japan, whereas in America, the Genesis was "hardly making a dent in Nintendo's 8-bit empire" despite excited media coverage.[80][81] Sega "ostensibly [had not] much to lose" when, in 1990, they hired former Mattel marketer Tom Kalinske to run Sega of America.[80]

Still from a TV ad with the phrase "Genesis does what Nintendon't", one of many taglines and phrases Sega used to attack Nintendo's products

Kalinske and his team began an intense and unorthodox campaign that made Sega a viable competitor.[80] The team decided not to focus on what they viewed as Nintendo's core demographic, younger children, and worked on making Sega seem cool to a teenage audience.[81] Keith Stewart writes for The Guardian that Sega of America made themselves the "brash bad boy of the industry" with a print and TV ad campaign "that set out to belittle Nintendo and its quaint, family-orientated consoles". Their TV ads "went straight for the teenagers with [an] aggressive, rock music-driven, jump cut-filled" style, and directly targeted Nintendo, such as with the tagline "Genesis does what Nintendon't".[81]

Sega toured malls across America, setting up demonstrations favorably comparing their games against Nintendo's.[80] They alleged the Genesis was more powerful than the SNES due to a hardware feature known as "blast processing"; they marketed the phrase so intensely that Nintendo took out a two-page ad in various gaming magazines to rebut Sega's use of the phrase; in reality, it was a real feature which was unique to the Genesis, but did not provide the complete technological superiority over the SNES that Sega was claiming.[82] Sega worked to get American game studios like Accolade, Electronic Arts (EA), and Spectrum Holobyte to develop Genesis-exclusive titles.[81] Developers moving to the Genesis forced Nintendo to remove some of its stringent game licensing standards made for the NES' launch, such as developers not being allowed to publish a game on both Nintendo's and a competitor's consoles.[24]

Eventually, the Genesis became the most popular game console in the U.S.,[81] and Nintendo's market share dropped to approximately 45%. However, the SNES ultimately sold 49.10 million units worldwide,[68] compared to the Genesis' estimated 40 million.[83] By 1993, Nintendo had reportedly become one of the top ten leading companies in the world.[84]

1993—94 U.S. Senate hearings on video games

[edit]
Nintendo and Sega, among others, successfully lobbied the U.S. Congress from censoring gaming content by putting ESRB ratings such as this on game packaging

In the 1990s, as games started commonly depicting graphic violence or sexual themes, U.S. lawmakers became concerned about the industry's effect on children, then gaming's largest demographic. Gaming had already earned a reputation in America as a "ravager of young minds", which influenced Yamauchi to have Nintendo donate $3 million to the Massachusetts Institute of Technology in 1990, to "help it create games that think", as the Associated Press wrote. Soon after Mortal Kombat, some in Congress began calling to censor games like it, or as Senator Joe Lieberman said, "ban them constitutionally". This led to the 1993—1994 U.S. Senate hearings on video games.[85][86][87][88][89] Hoping for games' content to be free from government oversight, Nintendo and Sega participated in the gaming industry's creation of the Entertainment Software Rating Board (ESRB), a private organization which creates age and content ratings for display on game packages in North America, and which lobbied Congress to only hold game publishers accountable for working with the ESRB—rather than passing censorious legislation. Games like Mortal Kombat were given the "M" or "Mature" rating on their packaging, signifying to retail workers that they should only be sold to those aged 18 or above. Nintendo then relaxed some of their censorship rules.[87][90][88]

Collaborations with Sony and Philips

[edit]

Around 1987, as Nintendo was developing the SNES, it partnered with Japanese technology company Sony to make the system's sound card, the team at Sony headed by engineer Ken Kutaragi. In 1988, the two companies increased their cooperation on the SNES, as they worked to make a CD-ROM disk drive peripheral for the console, that could play game disks in order for the console to play games of larger sizes and with improved graphics and sound. In 1990, Nintendo and Sony publicized this collaboration, and in 1991, the device's name was publicly revealed as the "Nintendo PlayStation".[91]

The only known prototype of Nintendo and Sony's unreleased "PlayStation" console (center), next to Sony's publicly released console of the same name (right) which resulted from the prototype

Before development finished on the SNES, Nintendo re-examined their licensing terms with Sony and found that Sony would, in their view, receive a disproportionate amount of revenue from their games which were CD-based. Nintendo attempted to renegotiate their deal with Sony, but did not get a desired outcome. One day after Sony publicly revealed their collaboration with Nintendo at the Consumer Electronics Show, Nintendo cancelled their deal by announcing they were working on CD-based games with Dutch electronics company Philips instead, surprising Sony.[91]

Philips Interactive Media developed four games using Nintendo properties for Philip's disc-based multimedia player, the CD-i: Link: The Faces of Evil, Zelda: The Wand of Gamelon, Hotel Mario, and Zelda's Adventure—all four were critically panned.[92][93][94] Led by Ken Kutaragi,[95] Sony decided to continue work on the Nintendo PlayStation, making it a standalone console under the name "PlayStation" which launched in 1994. It attracted developers frustrated with Nintendo's strict licensing policies, and allowed them to develop games that could display fully-3D computer graphics.[91]

In 1995, Nintendo had new competition when Sega introduced their 32-bit Saturn, while Sony introduced the 32-bit PlayStation. Sony's fierce marketing campaigns ensued, and it started to cut into Nintendo and Sega's market share.

Company expansion

[edit]
Nintendo purchased the Seattle Mariners, an American baseball team, in 1992

In 1992, at the behest of Hiroshi Yamauchi, Nintendo bought majority shares of the Seattle Mariners, a Major League Baseball team based in Seattle, Washington. The team had put themselves up for sale in 1991, as large amounts of debt put them on the verge of shutting down. Both a foreign organization buying an American sports team, as well as Yamuachi relinquishing control of the Mariners to its American managers, were unusual; Yamauchi said that his decision was "not being undertaken as business, but rather as a form of community service" by helping a struggling American company: "Japan has the United States to thank for its miraculous [post-World War II] growth, and Nintendo has also been allowed to do business in America. I owe a great debt to the United States, and I want to do everything in my power to pay it back.[89][96] Nintendo sold their majority share of the team in 2016, retaining only 10% ownership.[97]

HAL Laboratory, a Japanese game development studio, has had a strong business relationship with Nintendo since 1984, releasing games for Nintendo consoles from that point on. In 1993, HAL was on the verge of bankruptcy; at Yamauchi's behest, Nintendo bought them and made them a second-party developer of games for Nintendo systems, on the condition that HAL employee Satoru Iwata become the studio's head. Iwata was a game designer and programmer who had been with the studio since 1980, shortly after its founding.[98] He had designed the Famicom games Balloon Fight and Adventures of Lolo. After Iwata became the studio's head, he played a major role in developing or publishing their games EarthBound, Pokémon Gold and Silver, and Super Smash Bros., among others.[98][99][100]

In 1994, after many years of Nintendo's products being distributed in Australia by Mattel since the NES in 1985, Nintendo opened its Australian headquarters and its first managing directors were Graham Kerry, who moved along from Mattel Australia as managing director and Susumu Tanaka of Nintendo UK Ltd.

In 1995, Nintendo purchased part of Rare.

Project Reality

[edit]

In 1993, Nintendo announced plans to develop a new 64-bit console codenamed Project Reality, capable of rendering fully 3D environments and characters. In 1994, Nintendo also claimed that Project Reality would be renamed Ultra 64 in the US. The Ultra 64 moniker was unveiled in arcades on the Nintendo branded fighting game Killer Instinct and the racing game Cruis'n USA. Killer Instinct was later released on the SNES. Soon after, Nintendo realized Konami owned the rights to the "Ultra" name. Specifically, only Konami had rights to release games for the new system with names like Ultra Football or Ultra Tennis. Therefore, in 1995 Nintendo changed the final name of the system to Nintendo 64, and announced that it would be released in 1996. The system and several games were previewed, including Super Mario 64, to the media and public.

Virtual Boy

[edit]
The Virtual Boy tabletop console, released in 1995, with its controller

In 1995, Nintendo launched the Virtual Boy console in Japan. Designed by Gunpei Yokoi, it was a virtual reality "tabletop console", which displays its games on a monitor located inside a headset which sits at tabletop level, and connects to a traditional controller. The monitor displays games entirely through stereoscopic 3D visuals, the 3D effect achieved via two "flat, oscillating mirrors [that] beam a different image to each eye". The monitor can only display pixels colored either black or four shades of red.[101][102] The Virtual Boy remains the company's largest commercial failure. The combination of the 3D and red monochrome visuals frequently caused eye fatigue and headaches for users. Each Virtual Boy game includes the option to automatically pause the gameplay every 15 to 30 minutes, and were each packaged with multiple warnings noting that long periods of play could cause headaches, and in rare cases, seizures. The console's various games were seen as disappointing, and only 22 titles were ever released for it. Nintendo discontinued the system in Japan later that year, and afterwards, continued selling it in North America for only a few more months.[101][102]

1996–2001: Nintendo 64 and Game Boy Color

[edit]

Pokémon franchise

[edit]

Game Freak started in Japan in 1982 as a gaming magazine. In 1989, its co-founder, Satoshi Tajiri, turned the publication into a game development studio and made multiple games for Nintendo and Sega consoles, including Yoshi, Mario & Wario, and Pulseman. Around 1990, Tajiri came up with the idea for Pocket Monsters, a game about collecting animals and having them fight other animals. It was inspired by his childhood memories of exploring forests and catching bugs and tadpoles inside of them. Tajiri pitched the game to Nintendo, who hesitantly greenlit the game. Led by Tajiri, Game Freak spent six years developing Pocket Monsters for the Game Boy, with Tajiri being aided by Miyamoto.[103] In 1996, it released in Japan; two different variants of the game, Pocket Monsters Red and Pocket Monsters Green, were sold in stores containing slight differences but featuring the same core gameplay. In the West, Pocket Monsters was released under the name Pokémon, the two versions renamed Pokémon Red Version and Pokémon Blue Version, respectively.[103][104]

A child hugging a costumed performer dressed as Pikachu, the species of Pokémon that serves as the franchise's mascot

Pokémon Red and Blue sold millions of copies worldwide. It began a prolific series of Pokémon games, which became one part of an extensive media franchise. Red and Green were adapted into an anime TV series, which premiered in Japan in 1997 and later syndicated in other countries. In 1998, the Pokémon Center franchise of international Pokémon-themed retail stores started with the opening of Pokémon Center Tokyo, and Pokémon: The First Movie, a film based on the anime series, debuted in Japanese theaters. In 1999, the Pokémon Trading Card Game franchise was launched. In 2000, The Pokémon Center Company, the Japanese business which managed the retail franchise, rebranded as The Pokémon Company, which began managing the media franchise's branding and merchandise within Japan. In 2001, Pokémon USA, Inc. was founded as an American branch of The Pokémon Company; it eventually became The Pokémon Company International, to manage branding and merchandise everywhere but Japan.[103][104][105][106]

Pokémon continues to be a worldwide cultural phenomenon, but its popularity in the 1990s was so strong as to be dubbed "Pokémania" by some writers.[106][107] Time magazine described the sensation as such:

"[It] may be [hard to survive] the relentlessness of Pokemania [sic], a multimedia and interactive barrage like no other before it, with children mesmerized into cataloging a menagerie of multiplicative monsters, with trading cards linked to games linked to television shows linked to toys linked to websites linked to candy linked back to where you started--a pestilential Ponzi scheme. [...] Smelling profits, America's conglomerates have pokeyed up to cash in."

Howard G. Chua-Eoan and Tim Larimer, "Beware of the Poke Mania" [sic], Time (November 22, 1999)

During "Pokémania" in the West, the franchise's popularity with children elicited such a widespread negative response among adults, especially parents, that anthropologist Christine Yano later wrote that such reactions constituted a moral panic. Such a negative response did not significantly exist in Japan.[108] The Pokémon Trading Card Game provoked a particularly strong response.[109] Pokémon cards were "almost universally banned" from American elementary schools,[110] and schools in other countries implemented similar bans.[111][112][113] In the U.S. and U.K., there was a noticeable trend of violence over, or thefts of, the cards, especially between children.[114][115][116][117][118] In response to many Christians alleging Pokémon to be Satanic, the Catholic Church declared it devoid of “any harmful moral side effects".[119]

Neither Game Freak nor The Pokémon Company are owned by Nintendo, but the latter still receives revenue from the Pokémon property; the franchise is jointly owned by Nintendo, Game Freak, and Creatures Inc., the latter being the producers of the franchise's video games. Game Freak could hypothetically develop Pokémon games for Nintendo's competitors' platforms, but do not, as a friendly gesture towards Nintendo.[105]

Nintendo 64

[edit]
Nintendo 64 black console with blank game cartridge and grey controller

In 1996, the Nintendo 64 was released in Japan and North America, and it had a successful launch.[20] Nintendo's extremely competitive climate was pushed by many third-party companies immediately developing and releasing many of their leading games for Nintendo's competitors. Many of those third-party companies cited cheaper development and manufacturing costs for the CD format, versus the cartridge format.

One of the launch titles for the console was Super Mario 64, a platformer developed by Nintendo EAD. It was the one of the first-ever 3D platformers. It had a long development period, as Miyamoto felt that before his team at EAD started designing the game's levels, he personally needed to perfect Mario's controls in 3D space, which had a complexity never before seen in games. Since Super Mario Bros., Mario's platforming controls have adhered to properties of real-life physics: mass, momentum, and inertia—paired with an unrealistic ability of being able to move mid-air—and the player has to consider these properties before moving and jumping. Before Super Mario 64, 3D platformers did not include all of these properties, making them to difficult to play; It created the rules of 3D platforming movement that most games in the genre adhered to afterwards.[120][121] It was ultimately the best-selling game for the Nintendo 64.[122]

Game Boy Pocket and exit of Gunpei Yokoi

[edit]

Nintendo followed with the release of the Game Boy Pocket, a smaller version of the original Game Boy, designed by Gunpei Yokoi as his final product for the company. A week after the release of the Game Boy Pocket, he resigned from his position at Nintendo. He then helped create the WonderSwan, a competing handheld console.

In 1997, Yokoi died in a car accident at the age of 56. He was driving on the Hokuriku Expressway in Ishikawa Prefecture, when he hit the car in front of him. Stepping out to inspect the damage on his car, he was hit by a passing vehicle, seriously injuring him and causing his death two hours later.[14][123]

[edit]

In 1997, the European Economic Community forced Nintendo to drastically rework its third-party licensing contracts, ruling that the company could no longer limit the number of games a license could release, require games to undergo prior approval, or require third-party games to be exclusively manufactured by Nintendo.[124]

In 1998, Nintendo sued the owner of the "zelda.com" domain name, which linked to pornographic images at the time.[125]

In 1999, Israeli-British illusionist Uri Geller sued Nintendo for £60 million over his likeness allegedly being represented in the Pokémon Alakazam.[126][127] The lawsuit was dropped in 2003, and Geller sued multiple times after; in 2020, he apologized for the legal battle.[128]

In 2000, Nintendo made an $80 million USD settlement with the Attorney General of New York, over hand injuries sustained by children while rotating the Nintendo 64 controller's joystick in five different minigames within Mario Party. The company issued game gloves to prevent future injuries.[129]

In 2000, Nintendo announced that they had gotten Apollo Ltd., a major Hong Kong company who had produced pirated versions of Nintendo games, shut down by Hong Kong law enforcement.[130][131]

Founding of Retro Studios

[edit]

In 1998, as Nintendo was developing its next home console, codenamed "Dolphin" at the time, they worked with American game producer and former Acclaim Entertainment employee Jeff Spangenburg to found Retro Studios, a game development studio based in Austin, Texas. Spangenberg was fired from Acclaim earlier that year, and then secured a deal with Nintendo of America to develop for the Dolphin; Nintendo funded Retro's 40,000-square-foot studio. Within a few years, the studio had about 150 employees.[132]

The Game Boy Color, released in 1998

Game Boy Color

[edit]

In 1998, the Game Boy Color was launched in Japan, with releases in North America and Europe a month later. It was a version of the original Game Boy that could display a wide variety of colored pixels, compared to the original handheld's monochrome display. The Game Boy Color could run cartridges of games whose graphics were developed with the new system in mind, but it was also backwards compatible with games originally intended for the monochrome Game Boy; for the latter games, users could choose between four predefined palettes which automatically colored the entire display.[133]

The Legend of Zelda: Ocarina of Time

[edit]

The Legend of Zelda: Ocarina of Time, the first Zelda game to use a fully-3D graphics engine, released for the Nintendo 64 in 1998. It popularized both the "context-sensitive button" mechanic, which allows a controller's button to have multiple different uses in a game, depending on the player's location in the game world; and "camera lock-on", which lets the player temporarily force the game's camera to only rotate around one point in 3D space, to more easily understand and interact with a 3D environment.[134][135][136] 1Up.com wrote in 2012 that these additions made the game feel "intuitive" as opposed to "the bulk of 3D action adventures in the mid-to-late [1990s, which] played like hell".[136] Ocarina of Time was unanimously lauded by critics. Guinness World Records labels it the "most critically acclaimed video game ever", as its average review score from critics is a 99 out of 100 on Metacritic.[137]

The 64DD, released in 1999, attached below a Nintendo 64 console

64DD

[edit]

In 1999, Nintendo released the 64DD, a disk drive peripheral that allowed the Nintendo 64 to play disk-based games. The company advertised the device in international gaming magazines for years prior, essentially saying it would "change the way we play games". However, the 64DD was only sold in Japan, and only seven games were made for it. The peripheral was mainly sold only through a website called Randnet, as a bundle with all seven games.[138]

2001–2004: Game Boy Advance and GameCube

[edit]

Game Boy Advance

[edit]
The original Game Boy Advance released in 2001, in its Indigo version

Nintendo released the Game Boy Advance (GBA) handheld console worldwide in 2001.[139][140] The system had a much larger screen than previous versions of the Game Boy, and its screen could display more colors than the Game Boy Color. The GBA had backwards compatibility with Game Boy and Game Boy Color cartridges, and much like the unreleased accessory for the Dolphin, it could connect to the GameCube using a "Link Cable" and be used as a second display for compatible GameCube games.[141] In North America, the GBA was highly successful at launch, becoming Nintendo's fast-selling system at the time, with 500,000 units sold in around a month.[140]

GameCube

[edit]

In the early 2000s, Sega stopped making game consoles after the financial failure of their Dreamcast home console.[142][143] Becoming solely a game developer and publisher, Sega began releasing their developers' games on Nintendo consoles.[144] Sony became Nintendo's main rival in the console field,[142] but both companies now competed against American technology company Microsoft, who released the Xbox home console in 2001.[145]

The GameCube, released in 2001, with its controller and a memory card

The Dolphin was officially announced as Nintendo's next home console at E3 1999.[142] At Nintendo's "SpaceWorld 2000" trade show the next year, more details were given, and the console was revealed to be named the "GameCube".[139][141] The GameCube had a more ergonomic controller than previous Nintendo consoles, and included a handle for easy carriage. Its games were released in disk format, meaning the console, in theory, had enough power to attract third-party developers back to the system after the relative weakness of the Nintendo 64; however, the mini-disc format was used, as to prevent piracy and have Nintendo not pay fees to the DVD Forum consortium, who made DVD technologies such as game disks—this meant a GameCube disk can only store 1.6 gigabytes of data, which was once again underpowered compared to Nintendo's competitors.[142][146]

While developing the GameCube, Nintendo built a peripheral for it which included an LCD screen, that could function as a second display for games—aside from the monitor connected to the console itself—and display stereoscopic 3D graphics, similar to the Virtual Boy. Nintendo's developers were able to run the eventual launch title Luigi's Mansion on the peripheral, but mass-producing it would have been too expensive for the company.[142]

The GameCube was released in 2001 in Japan and North America, and 2002 in Europe.[146] The system had a strong launch—Nintendo said it was stronger than those of the PS2 and Xbox—but sales in succeeding months were lower than expected.[147][148][142] This was partially due to the system's small early library. The GameCube also did not have a built-in DVD player, while the PS2 did; the Panasonic Q edition of the GameCube, which does have one, only ever released in Japan.[142][146]

Leadership changes

[edit]
Satoru Iwata became president of Nintendo in 2002
Reggie Fils-Aimé joined Nintendo of America in 2003, becoming the division's president and CEO in 2006

In 2000, Satoru Iwata resigned as the head of HAL Laboratory to lead Nintendo's corporate planning division.[98] In 2002, Yamauchi surprised Iwata by offering him the position of Nintendo's corporate president. Iwata agreed to the appointment, and he was president later that month—the first in his position to not be from the Yamauchi family.[98][149] Yamauchi remained on the company's board of directors until 2005, and with a 10% stake, he was Nintendo's largest individual shareholder until his death in 2013; that year, Forbes magazine estimated his net worth at $2.1 billion USD, making him the 13th wealthiest person in Japan.[150][151]

In 2002, Minoru Arakawa resigned as president of Nintendo of America, and Nintendo named Tatsumi Kimishima as his successor.[152] In 2003, Reggie Fils-Aimé—the future president and CEO of Nintendo of America—joined the company as the executive vice president of sales and marketing for the America division. Before that, he had been on the marketing teams of Panda Express, Pizza Hut, and Procter & Gamble, among others.[153]

GameCube reception and Game Boy Advance SP

[edit]

Despite the GameCube's technological improvements from the Nintendo 64, third parties generally still kept away from the new system. Nintendo was late in giving development kits to third-party developers in the lead-up to the system's launch.[142] Gavin Lane writes for Nintendo Life that the GameCube was also hurt by Nintendo continuing to target a demographic of younger players, despite having an older audience of people who owned previous Nintendo consoles; Lane writes that Sony, meanwhile, "expertly co-opted anxious teenagers desperate to distance themselves from childish things" with the PS2.[142][154] The cartoon-like aesthetic of the GameCube title The Legend of Zelda: Wind Waker, as well as the handle on the console, added to the perception that the GameCube was meant for children.[142][154]

The GameCube did not feature any major distinguishing features from its competing consoles, except for its acclaimed, console-exclusive games like Super Smash Bros. Melee and Super Mario Sunshine.[154] Metroid Prime, the first game from Retro Studios, saved the studio from potential collapse after they had worked on multiple unfinished game projects. Taking a risk on the studio, Nintendo had then given them the Metroid property to work with. Prime was a success, with multiple publications later labeling it one of the greatest games of all time;[132][155][156] Retro's future was thus secured.[132][157] Third-party developer Capcom, who historically have had a "rather close relationship" with Nintendo, released Resident Evil 4 as a GameCube exclusive upon its 2005 launch; it was initially one of the "Capcom Five", five games that were announced by Capcom in 2002 to be GameCube exclusives.[158][142] Luke Plunkett writes for Kotaku that in 2003, the announcement was revealed to be "the result of some PR miscommunication, and not an act of corporate benevolence" towards Nintendo, when Capcom stated that the four games besides Resident Evil 4 were planned to be multi-platform. Eventually, Resident Evil 4 also released for the PS2.[158]

The Game Boy Advance SP, released in 2003, in Cobalt Blue

Despite the relative failure of the GameCube, Nintendo was kept financially stable in this era by its revenue from the handheld gaming market,[142] which the company had "essentially cornered".[159] In 2003, an updated version of the GBA, the Game Boy Advance SP, was announced. It released worldwide that year.[160]

Nintendo temporarily halted production of the GameCube in 2003, as the company needed to sell models of the system that were filling up warehouses.[161] Nintendo of America allocated $100 million to selling the GameCube for the 2003 holiday season, and dropped its U.S. price to $99.99—far below the Xbox and PS2, which were $179.99.[162] Despite these efforts, the system was still Nintendo's lowest selling console worldwide by the end of its life cycle, being far outpaced by the PS2, which ultimately sold 118 million more units than the GameCube's 21 million.[146][154] Nintendo stopped making first-party GameCube games in 2007.[146]

Rare sale

[edit]

In 2002, Nintendo sold its 49% stake in Rare to Microsoft, who had Rare develop games for the Xbox.[142][163] At the time, an industry analyst wrote for Eurogamer that this was likely a part of a new strategy of Nintendo's to not rely on second-party development; instead, the company would better utilize its subsidiaries like HAL Laboratory, and fund third-party development using a financial "war chest" that Yamauchi had started building before his departure.[164] Rare had also accounted for little of Nintendo's profits for 2001 and 2002. Industry commentators, as well as Rare designer Martin Hollis, later criticized the sale, either because they consider Rare's releases on the Xbox and Xbox 360 to be subpar, or they believe Nintendo removed themselves of a valuable asset.[165][166][167][168]

European Commission fine

[edit]

Nintendo's aggressive business tactics in Europe caught up to them later in 2002, when the European Commission determined that they had engaged in anti-competitive price-fixing business practices since at least the early 1990s. This commission laid a heavy fine against the company: 149 million, one of the largest antitrust fines applied in the history of the commission.[169]

iQue

[edit]
The iQue Player, both a console and a controller, released in 2003 in China

In 2002, Nintendo and Chinese-American scientist Wei Yen co-founded the company iQue, a joint venture to manufacture and distribute official Nintendo games within mainland China.[170] The Chinese government's Ministry of Culture had banned the sale of game consoles nationally in 2000; this led the country's gaming market to be dominated by counterfeit consoles running pirated games. Wishing to combat piracy of their games, Nintendo created iQue to work with the government to legally sell games for a China-exclusive home console, the iQue Player. The system was ultimately unsuccessful, in terms of its own sales, as well as combating piracy. Only 14 games were released for the system.[171] iQue still sells Nintendo games in China, but on regional versions of Nintendo's globally-released consoles.[172]

2004 restructuring

[edit]

In 2004, Iwata restructured Nintendo by replacing the company's four Research & Development divisions with four new divisions, one of them being Nintendo EAD, which was kept in operation. Still led by Miyamoto, EAD was now split into eight teams (EAD 1-8) who each developed separate games. Two departments were made to work on hardware: Integrated Research & Development (IRD) for consoles, and Research & Engineering Development (RED) for handhelds. The fourth division, Software Planning & Division (SPD), developed titles with smaller scopes than the EAD teams, and supervised external first-party development (employees within Nintendo but based outside their Kyoto office). This structure existed until 2015.[173][174]

2004–2011: Nintendo DS and Wii

[edit]

"Revolution" console

[edit]

At E3 2004, Satoru Iwata announced the GameCube's successor, codenamed "Revolution" and ultimately released as the "Wii". The Revolution started development shortly after the GameCube's launch, and was made as a "small, quiet and affordable" console, which did not prioritize graphical power. Iwata claimed graphics were not as important to the console as the gameplay of its titles, saying the latter would cause a "gaming revolution".[175]

The original model of the Nintendo DS released in 2004, in blue

Nintendo DS

[edit]

At E3 2004, Nintendo also revealed the Nintendo DS handheld, saying that the system displayed games on either or both of two screens, one screen above the other; the screens can be folded closed when its user is not playing. The DS was detailed to use Wi-Fi to wirelessly communicate with 15 other nearby devices, support a new 3D graphics engine, and play multiplayer modes of games they do not own through wireless connectivity, provided a nearby device is running the game.[176] The DS launched in the U.S. and Japan in 2004, and in Europe and Australia in 2005. PictoChat, a text- and drawing-based wireless messaging app between nearby DS systems, came preinstalled on every system.[177] Nintendo targeted the DS at a demographic of teenagers and young adults, and tried to prevent this new audience from perceiving the device as being meant for the company's traditional, younger demographic. In the U.S., it was advertised with a series of sexually suggestive TV commercials.[178][179][180] Nintendo was overwhelmed by the number of DS pre-orders, and halted further ones before launch; a reported two million systems had been ordered, whereas the company had only prepared one million to be available at launch. By then, two factories in China had been allocated to produce the system, and Nintendo added a third to meet consumer demand.[181][182][183] Soon, the company started competition in handheld gaming when Sony released the PlayStation Portable (PSP).[184][185]

Nintendo World Store

[edit]
The Nintendo World Store in New York City, pictured in 2012

In 2005, Nintendo opened its first retail store accessible to the general public, Nintendo World Store, at the Rockefeller Center in New York City. It consists of two stories, and contained many kiosks of GameCube, Game Boy Advance, and Nintendo DS games. There are also display cases filled with products from Nintendo's past, including hanafuda cards.

Wii, Game Boy Micro, and DS Lite

[edit]

At E3 2005, Nintendo showed the Revolution's design, though not its eventual motion-sensing controller. They said the console would launch in 2006—notably, this was after the Xbox 360 and PlayStation 3 (PS3)'s releases in 2005. The Revolution would have online gaming through Wi-Fi, and could run GameCube games. Iwata said the system would be "where the big idea can prevail over big budgets"; Neal Ronaghan later wrote for Nintendo World Report that in hindsight, this was likely referring to the system's motion-controlled games. The company said their plan with the DS and Revolution was to make games for both Nintendo's traditional audience, and a potential wider audience of casual gamers.[186][187] They also revealed the Game Boy Micro: a smaller version of the GBA with a brighter screen, and a faceplate which could be easily detached and replaced with a different design. It released later that year.[188][189]

In 2005, Nintendo revealed the design for the Revolution's controller, later named the Wii Remote, which was shaped like a TV remote and could be controlled alongside an attachable joystick; the latter device was later named the Wii Nunchuck. The controller can be held vertically like a TV remote, or horizontally like a traditional gaming controller. Nintendo said that they intended it to be understood by both traditional and casual gamers, and with its internal gyroscope, to be used for motion control within games. The Register's Tony Smith wrote that the controller seemed to represent Nintendo moving away from competing with Sony and Microsoft, whose consoles "are likely to be pitched heavily toward hard-core gamers."[190][191]

In 2006, Nintendo announced a new version of the DS which had been in development since the handheld's launch, the Nintendo DS Lite. It was two-thirds smaller and 20% lighter than the original system, with a brighter screen. The brightness could be adjusted to one of four different levels.[192][193] It released worldwide later that year.,[194][195][196]

Do you know anyone who's never watched TV, never seen a movie, never read a book? Of course not. So let me ask you one more question. Do you know someone, maybe even in your own family, who's never played a video game? I bet you do. How can this be? If we want to consider ourselves a true mass medium, if we want to grow as an industry, this has to change.

Reggie Fils-Aimé, presenting the Wii at E3 2006 [1]

Nintendo also announced that the Revolution would release as the "Wii". The name, like the rest of the console, was intended to appeal to casual audiences, and it initially was highly controversial among Nintendo's fans.[197] They revealed multiple games they would publish for it that use motion controls, including Excite Truck, Wii Sports, and Super Mario Galaxy. Lucas Thomas wrote that these games' E3 demos showcased "effortless" and "crucially different" implementations of motion control, which helped assuage the gaming community's skepticism towards the "shocking and surprising" concept behind the Wii.[198]

Later that year, Reggie Fils-Aimé was promoted to president and CEO of Nintendo of America. The former president of the division, Tatsumi Kimishima, was promoted to chairman of the board and CEO.[199] Also in 2006, Nintendo officially established a South Korean subsidiary, Nintendo Korea, in the country's capital, Seoul, replacing Daewon Media as the official distributor of Nintendo products there.[200]

Original Wii console with Wii Remote

In 2006, it was revealed that Nintendo, along with Microsoft, was made the target of a patent-infringement lawsuit. Leveled by the Anascape Ltd., the suit claimed that Nintendo's use of analog technology in their game controllers constituted a violation of their patents. The lawsuit sought to recover damages from both corporations and possibly force them to stop selling controllers with the violating technology.[201] Microsoft settled with Anascape, while Nintendo went to trial, initially losing and being ordered to pay $21 million USD in damages.[202] Nintendo appealed, and in 2010, the Federal Circuit reversed the ruling.[203] Anascape's appeal to the Supreme Court of the United States was denied.[204]

In 2006, Nintendo announced launch details for its Wii console, and demonstrated features of the "Wii Menu" GUI. The system was released worldwide later that year.[205] The console sold fast and was a big breakthrough for Nintendo,[206] picking up the pace lost from the GameCube. Its unexpected success was attributed to the expanded demographic Nintendo had targeted. In response to the Wii, in 2010, Sony and Microsoft released various PS3 and Xbox 360 add-ons targeting the same wider demographic as Nintendo.[207]

In 2007, Nintendo announced Nintendo Australia's new managing director, Rose Lappin. She was the first female head of one of Nintendo's subsidiaries.

The Nintendo DSi, released in 2009, in black

Nintendo DSi

[edit]

In 2008, Nintendo released an updated version of the Nintendo DS Lite in Japan; the Nintendo DSi. It includes all features of the Nintendo DS Lite, but it includes a camera on the inside and outside of the system, and newer features. It is the first handheld game system manufactured by Nintendo that allows downloadable gaming content to the system. The Nintendo DSi was released in worldwide in 2009.

2011–2017: Nintendo 3DS and Wii U

[edit]

Nintendo 3DS

[edit]
The original Nintendo 3DS, released in 2011, in aqua blue

At E3 2010, Iwata introduced the Nintendo 3DS handheld console. It retained the general dual-screen design of the DS, but was revealed to allow for autostereoscopic 3D visuals in games—a way to view 3D visuals without the use of special glasses. The depth of the 3D effect (from the player's perspective) can be adjusted through a slider; if the slider is fully off, the system will display traditional 2D visuals.[208][209][210] The system can play 3D videos, such as certain movies that were streaming on Netflix until its 3DS service shut down.[211][212] The 3DS includes gyro and motion sensors, as well as three cameras, two of them able to take photos viewable in 3D.[208][213]

The console introduced StreetPass, which allows two nearby 3DS systems to exchange data when both are connected to Wi-Fi and in sleep mode (turned on when its screens are closed). This was implemented in some games as a way for two systems to essentially have online multiplayer gaming without either user's involvement.[211] From 2011 to 2013, Nintendo operated Swapnote, an online service for sending drawings and pictures made within the app to other 3DS users; the company ended the service after an incident in Japan in which two men used Swapnote to take child pornography photos and discretely share them with each other.[214][212]

The console launched worldwide in 2011.[215][216] Critics praised the 3DS, saying its 3D effect was immersive and comfortable,[217] but criticized its display resolution, battery life, and expensive U.S. price, at $249.99.[211][218][216] 3DS sales started off slowly. In the U.S., it had a "reasonably strong launch", but in part due to its price, it sold little during its second quarter on the market; Nintendo responded by dropping the price to $169.99; this helped the 3DS rebound in the country. The device's Japanese price was also lowered.[219][220]

Wii U

[edit]
A Wii U GamePad (left) and Wii U console (right), released in 2012, in white

In 2011, Nintendo announced a successor the Wii, codenamed "Project Cafe". More details came at E3 2011 where it was revealed as the "Wii U". Chris Zeigler wrote for The Verge: "Nintendo says [the "Wii U"] name underscores the fact that the gaming experience is all about you". The console was partially the traditional "box" with a processor that connects to a monitor such as a TV, but the Wii U's distinguishing feature was the Wii U GamePad, a touchscreen display and controller which is wirelessly connected to the "box", and includes a microphone, gyroscope, and camera. Nintendo showed the possible implementations of the GamePad's display in games, such as showing the perspective of a rifle scope in a game, magnifying details of a TV depending on which area of the TV the GamePad's gyroscope was aimed at. The company said the Wii U would output high-definition video (HD), be backwards compatible with Wii games and accessories, and support some form of video conferencing.[221]

In the early 2010s, Nintendo's profits fell to lows not seen during their history as a gaming company.[222] For the fiscal year ending March 31, 2012, it reported $530 million in losses on $8 billion in revenue, their first annual loss since 1981. The game industry as a whole had had weaker sales that year, but Nintendo was further hurt by a weak start for the 3DS, and declining Wii sales. Erik Kain wrote for Forbes that the posting "makes sales of the upcoming Wii U all the more crucial".[223] Nick Wingfield wrote for The New York Times that Nintendo could be helped by developing games for mobile devices like the iPhone, which had an increasing gaming market as those devices grew more important in culture; he wrote that this was unlikely, though, as Nintendo only made software for its hardware—in 2011, Iwata said mobile gaming was incompatible with Nintendo's identity.[224][225] Industry executives were reported as saying the decision "represents a missed opportunity, allowing a new generation of game brands, like Angry Birds, to emerge unchallenged on mobile devices, much as Disney did [years] ago by allowing Pixar to own computer animation."[224]

"[Their] new console, the Wii U, may be Nintendo’s last, best hope for regaining its former glory. Executives are hoping for a holiday hit, and perhaps even another runaway success [like the Wii]. [...] But will it be the blowout that Nintendo needs? Many industry veterans and game reviewers are skeptical. They question whether the Wii U can be as successful as the original, now that many gamers have moved on to more abundant, cheaper and more convenient mobile games."

Nick Wingfield, "Nintendo Confronts a Changed Video Game World", The New York Times (November 24, 2012) [2]

The Wii U had high demand at its American launch in 2012; on Black Friday, it almost sold out among retailer GameStop's 3,000 U.S. locations.[224] Sales slowed by 2013; 600,000 units had sold in Japan, and 400,000 in the U.S. The latter was 200,000 lower than the Wii in the same period after their U.S. launches. Iwata admitted that "[by] the end of the Christmas season, it wasn't as though stores in the U.S. had no Wii U left in stock, as it was when [the Wii launched]." While he stated "sales are not bad, and I feel it's selling steadily", Nintendo recognized it was not meeting sales expectations, and reduced their sales outlook for the Wii U as well as the 3DS.[226][227] Wii U sales continued to slump, and Nintendo posted a second consecutive annual loss in 2013.[228]

Analysts later claimed that consumer disinterest in the Wii U resulted from confusing marketing. Jason Schreier later wrote for Kotaku that the system was poorly marketed from its start, labeling its E3 2011 presentation "perhaps the worst hardware reveal in modern history", as Nintendo mainly referred to the GamePad as a "new controller" instead of a part of a new console, leaving many to assume the Wii U was a tablet peripheral for the Wii, rather than its successor.[229] In 2013, Iwata said Nintendo had not "tried hard enough to have consumers understand the product."[230] A weak 13 million units were ultimately sold by the end of Wii U manufacturing in 2017.[231] However, the 3DS was a gradual success, having sold 75 million units by the end of its manufacturing in 2020.[232]

Nintendo Direct

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In 2011, Nintendo debuted their "Nintendo Direct" presentations: periodic online video broadcasts detailing upcoming game releases on Nintendo consoles, or announcing new games or hardware. These presentations are still released as of 2025. Microsoft and Sony followed suit by making similar video series for Xbox and PlayStation news.[233][234]

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In 2013, Nintendo started copyright claiming "Let's Play" videos of their games on YouTube—claiming future advertising revenue generated by video recordings of gameplay, which had until then gone to whoever uploaded it. Claiming copyright on a YouTube video via a "Content ID Match" had been done previously—by the owners of music and film IPs to receive revenue from song uploads or movie clips on the site—but Nintendo's decision to do so for Let's Plays was controversial.[235][236][237] Many in the gaming community argued that gameplay was, in this context, created by the person who performed it, and thus not the financial property of Nintendo.[235][238] Nintendo soon removed their claims.[239]

Death of Satoru Iwata

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In 2014, Satoru Iwata was diagnosed with bile duct cancer. It was detected early, and soon, he underwent a successful operation to remove it. Afterwards, he issued a public statement through Nintendo, saying "a bile duct growth can be difficult-to-treat", but "it was detected very early" and that "I came through [the surgery] well". Within a year, the cancer reappeared. Iwata did not attend E3 2015, leading Nintendo to issue a statement that said, in part, "Mr. Iwata’s focus in this period [aside from upcoming Wii U and 3DS games] will be on other areas of our business that require his presence in Japan". Meanwhile, he did speak at Nintendo's annual shareholder meeting. Within months, his cancer worsened, and he died from it at the age of 55.[240][241]

A memorial from Nintendo's fans to Satoru Iwata at the Nintendo World Store, following his death in 2015

Matt Peckham wrote for Time that Iwata was "the rarest of confluences in the business world: a corporate leader with bona fide creative experience", who presided over Nintendo's "most inventive period yet" and "[shook] industry foundations" with the Wii.[240] Takashi Mochizuki wrote for The Wall Street Journal that Iwata left behind a "mixed legacy" at the company, as although he led the launch of the successful DS and Wii, "the company’s share price and market presence lagged behind with the rise of games on smartphones, a trend which Mr. Iwata was long reluctant to join."[242] His death led to an "outpouring of sympathy" from Nintendo's fans, who, Peckham writes, had been "so endeared" to Iwata because of his "playful, almost mischievous and refreshingly candid personal style", which fans saw in E3 and Nintendo Direct presentations.[243][244]

Later that year, Nintendo announced Tatsumi Kimishima as Iwata's successor.[245] The decision was notable for Kimishima being one of the only people in the history of the company's upper management to come from a "purely business background" rather than a creative one.[245]

Mobile games

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Before his death, Iwata had established a partnership with mobile developer DeNA to create mobile games based on Nintendo properties.[246][247]

2017–2025: Nintendo Switch

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Nintendo Switch

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The Nintendo Switch (pictured in handheld mode), introduced in 2017, is a hybrid console that allows for both portable and home console play.

After beginning the conceptual phase of development in 2012,[248] Nintendo announced in a 2015 press conference that they were developing a dedicated video game system, codenamed "NX".[249] Fils-Aimé said in 2021 that the system was a "make or break" console for the company, as it became apparent that the Wii U's lifespan would be considerably shorter than average.[250] In 2016, they revealed that the NX was set for a 2017 release.[251] The NX was formally unveiled as the "Nintendo Switch" in 2016, a hybrid console able to switch between portable and home console play.[252]

The Switch was released in 2017.[253][254] It launched with 15 titles, five of them exclusive to the Japanese eShop. Three of them were developed by Nintendo and released worldwide: 1-2-Switch, Snipperclips, and The Legend of Zelda: Breath of the Wild.[255] The latter released simultaneously on the Wii U, and was a massive critical success; it was later named the best video game of all time by multiple outlets.[256][257][156]

Internal changes

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In 2018, Shuntaro Furukawa succeeded Kimishima as Nintendo's president,[258] and in 2019, Doug Bowser replaced Fils-Aimé as President and COO of Nintendo of America.[259]

ValueAct Capital, a San Francisco-based investment firm, announced in 2020 that they had purchased US$1.1 billion worth of Nintendo stock, or a 2% stake of the company.[260] Nintendo announced its acquisition of SRD Co., Ltd. in 2022, who had worked with Nintendo for over 40 years, primarily as a support studio.[261]

In 2022, the Public Investment Fund of the Saudi government purchased a 5% stake in Nintendo.[262] In 2025, the developer of Pokémon Go, Niantic, Inc., sold the game's rights to Scopely, a game developer and publisher which is owned by the Public Investment Fund.[263][264]

Attraction openings

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In 2020, hotel and restaurant development company Plan See Do announced their intent to refurbish the former headquarters of Marufuku Nintendo as a hotel set to open the next year,[265] and in 2021, Nintendo announced that the Uji Ogura plant in which the company's playing cards were produced would be transformed into a museum titled the "Nintendo Gallery".[266] In 2023, Universal Studios Hollywood in Los Angeles opened Super Nintendo World, a theme park themed around the Mario franchise.[267] In 2025, another Super Nintendo World park opened in Universal Orlando in Florida.[268]

Re-entry into film

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In 2022, Nintendo acquired Japanese animation studio Dynamo Pictures, renaming it to Nintendo Pictures

Following the failure of the 1993 Super Mario Bros. film, Nintendo was wary of creating films based on their properties.[269] This lasted until around 2014, when data belonging to Sony Pictures was leaked by hackers, revealing a recent email discussion about Nintendo and Sony collaborating on an animated Mario film.[269][270] In 2018, Nintendo announced an animated Mario film from Illumination, The Super Mario Bros. Movie, which released in 2023.[271][272] In 2021, Furukawa announced Nintendo's plans to consider animated adaptations of their properties beyond Mario.[273] In 2022, the company acquired Japanese animation studio Dynamo Pictures and renamed them to Nintendo Pictures.[274][275] Upcoming films based on Nintendo properties include a Super Mario Bros. Movie sequel, The Super Mario Galaxy Movie; and a live action adaptation of the Legend of Zelda franchise under the same name.[276][277]

2025—present: Nintendo Switch 2

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The tablet for the Nintendo Switch 2, released in 2025

Shuntaro Furukawa claimed in 2021 that the Nintendo Switch was "in the middle of its life cycle".[278] Nintendo announced its successor, the Nintendo Switch 2, in 2025, and it released later that year. It retained the Switch's hybrid design.[279] At $449 USD, it was Nintendo's most expensive U.S. console launch price ever.[280] Launch title Mario Kart World was $79.99 USD, as opposed to the traditional $59.99 price for Nintendo's high-budget games.[281] Nintendo concurrently raised the U.S. prices of the original Switch and other hardware, and stated their future high-budget games would be $69.99.[282] Analysts theorized this was a response to economic constraints in America resulting from tariffs imposed on goods by president Donald Trump.[283][284][285] The Switch 2 and Mario Kart World were nonetheless bestsellers, the Switch 2 being Nintendo's best-selling console within four months after launch.[286][287] Outlets wrote that Nintendo's uniquely "diehard" fans "might be willing to pay more for its [products than] the gaming industry as a whole".[283][288][280]

Logo history

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References

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Further reading

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Revisions and contributorsEdit on WikipediaRead on Wikipedia
from Grokipedia
Nintendo Co., Ltd. is a Japanese multinational and software company founded on September 23, 1889, by in as Nintendo Koppai, initially specializing in the production of handmade playing cards for traditional Japanese games. Over the ensuing decades, Nintendo diversified from card manufacturing into toys and novelty items in the mid-20th century, before entering the electronics sector in the 1960s and achieving breakthroughs in video arcade games during the 1970s, most notably with the 1981 release of , which introduced the iconic character and marked the company's first major international success. The launch of the Family Computer (Famicom) in in 1983 and its Western counterpart, the (NES), in 1985 played a pivotal role in reviving the global following the 1983 market crash, establishing as a dominant force through stringent quality control via its Seal of Quality program and blockbuster titles like Super Mario Bros.. Subsequent innovations, including portable handhelds such as the Game Boy in 1989 and hybrid consoles like the in 2017, have solidified 's emphasis on accessible, motion-based, and family-oriented gameplay, resulting in enduring franchises including The Legend of Zelda and Pokémon.

Origins in Traditional Games (1889–1949)

Founding and Hanafuda production

Fusajiro Yamauchi founded Nintendo on September 23, 1889, in Shimogyo-ku, Kyoto, Japan, as a small business dedicated to manufacturing and selling hanafuda, traditional Japanese playing cards. The venture, initially operating without a formal company name and later associated with the Marufuku brand, focused on handcrafting these cards to meet demand for a popular pastime that originated in the 19th century as a legal alternative to banned numbered gambling cards. Yamauchi emphasized quality production, using high-grade paper from Kyoto sources to create durable decks resistant to wear. Hanafuda decks comprised 48 cards organized into 12 suits, each corresponding to a month and featuring illustrations of seasonal flowers, animals, and poetry ribbons, such as for and maple for . Production involved meticulous hand-painting and assembly, with cards backed in black or brick-red hues to obscure markings from the opposite side during games like or . Early sets were sold in double packs containing contrasting colors, enhancing gameplay visibility and appeal. Yamauchi's commitment to superior craftsmanship propelled the business to prominence among hanafuda producers, with innovations like the Daitōryō series incorporating a portrait of Napoleon Bonaparte on select cards to attract customers. By the early 1900s, the operation had established itself as a leading supplier, laying the groundwork for expansion into Western-style playing cards in 1902 while maintaining as a core product. This period marked 's initial foray into entertainment through artisanal gaming goods, driven by empirical demand rather than speculation.

Pre- and post-war adaptations

Under Sekirō Yamauchi, who succeeded Fusajirō Yamauchi as president in 1929 following the founder's retirement, Nintendo industrialized production by introducing assembly-line methods and a network of sales representatives, transforming the company into Japan's largest manufacturer by the mid-1930s. This emphasized efficiency and market penetration, with annual output reaching millions of decks amid growing domestic demand for traditional flower cards. The firm also maintained its early diversification into Western-style s, first manufactured in 1902, to appeal to evolving consumer preferences while prioritizing as the core product. As intensified, resource rationing—particularly of paper and ink—severely constrained output, prompting adaptations to wartime exigencies. In October 1943, Nintendo produced a children's board incorporating imagery supportive of Japan's military efforts, such as depictions of soldiers and , to comply with directives promoting national morale and potentially secure material allocations. Playing card manufacturing faced outright bans or heavy restrictions under imperial policies prioritizing war materials, forcing temporary shifts away from core operations and contributing to financial strain by 1945. Following 's surrender in , Nintendo resumed hanafuda production amid Allied occupation and economic reconstruction, navigating persistent shortages of raw materials and through scaled-back operations and reliance on black-market supplies. Sekirō Yamauchi's leadership persisted until a 1949 , during which the company experimented with promotional tactics like taxi-top advertising for card decks to revive sales in Kyoto's recovering markets, setting the stage for generational transition to grandson . These post-war measures preserved the hanafuda foundation despite a national economy contracting by over 50% from pre-war levels, underscoring 's resilience in traditional gaming amid broader industrial reconfiguration.

Post-War Expansion and Diversification (1949–1966)

Disney licensing and playing cards

In 1959, Nintendo president Hiroshi Yamauchi traveled to the United States and negotiated a licensing agreement with Walt Disney Productions, granting Nintendo rights to incorporate Disney characters into its playing cards. This deal marked Nintendo's entry into character-licensed products, capitalizing on the rising popularity of Disney animations in post-war Japan during the 1950s. The resulting Disney-themed playing cards, featuring characters such as Mickey Mouse, quickly gained traction among consumers. Sales of these cards tripled Nintendo's profits, providing a significant financial boost and enabling further diversification beyond traditional hanafuda. To promote the line, Nintendo aired its first television advertisement specifically highlighting the Disney playing cards. The partnership extended beyond standard decks to include variations and related games, solidifying playing cards as a core revenue stream through the early 1960s.

Public listing and early toy experiments

In 1962, bolstered by surging revenues from licensed Disney character playing cards, Nintendo president orchestrated the company's public listing on the second section of the Securities Exchange and the Stock Exchange, marking its transition to a publicly traded entity. This move injected fresh capital and signaled confidence in further expansion beyond traditional card manufacturing, amid Japan's post-war economic recovery and growing consumer demand for leisure products. The listing occurred on May 29, 1962, with initial share prices reflecting the company's established distribution networks and market position in and Western-style cards. Seeking to mitigate over-reliance on , Yamauchi directed diversification into toys starting in 1963, when the firm rebranded from Nintendo Playing Card Co., Ltd. to Co., Ltd., to encompass broader product lines. Early experiments focused on simple, mass-producible plastic toys leveraging Nintendo's manufacturing capabilities, with the inaugural product being the Rabbit Coaster released in 1964—a track-based game where children loaded capsules onto inclines to race them downhill, testing basic mechanics of and . Variations followed, including - and monster-themed editions, but sales remained modest as the company iterated on designs like magnetic (e.g., Home Race in 1965), probing market viability for non-card entertainment amid competition from established toy makers. These ventures laid groundwork for more innovative products, though initial outputs prioritized affordability and simplicity over technological novelty, yielding limited commercial breakthroughs until subsequent hires like in 1965.

Ventures into instant food and services

In the early 1960s, under President , Nintendo sought to diversify beyond playing cards amid stagnant sales and economic pressures in post-war , leading to experimental entries into the food and service sectors. One such initiative involved establishing a food production partnership to manufacture , aimed at capitalizing on the burgeoning popularity of convenience foods like introduced by competitors such as in 1958. This venture, launched around 1961 through a including and other firms under names like Sanyin Foods, focused on developing quick-preparation rice products but ultimately failed due to poor and inadequate market reception, resulting in its quick abandonment. Parallel to the food experiments, Nintendo entered the transportation services market by founding Daiya, a taxi and concierge car service, in the early 1960s as a means to generate steady revenue streams. The operation initially proved viable, operating a fleet that catered to local demand in Kyoto and surrounding areas, but faced challenges from rising labor costs and disputes with drivers' unions, prompting Nintendo to divest the business by the late 1960s. These short-lived forays highlighted Yamauchi's aggressive but often unprofitable expansion strategy, which prioritized rapid innovation over proven market fit, ultimately redirecting resources back toward core competencies in consumer goods by the mid-1960s.

Shift to Toys and Proto-Electronics (1966–1972)

Ultra series toys and Gunpei Yokoi's innovations

joined Nintendo in 1965 as a maintenance engineer in the company's card manufacturing division. During a 1965 factory inspection, president observed Yokoi demonstrating a makeshift extending arm assembled from everyday machine parts, including hinges similar to those on a salt shaker, and instructed him to develop it into a commercial toy. This led to the creation of the , Nintendo's first major toy success outside playing cards, released on January 20, 1966. The featured an accordion-style plastic arm extending up to 12 inches, with claw grips activated by dual levers connected via plastic segments and a tension cord, enabling users to pick up small objects remotely. Priced at 580 yen, it sold over 1 million units within its first year, generating significant revenue and marking Nintendo's entry into the competitive market amid declining sales. The 's success prompted Yamauchi to promote Yokoi to lead a new team focused on mechanical toys, establishing Nintendo's "Ultra" product line. Under Yokoi's direction, the Ultra series expanded with innovative mechanical designs emphasizing durability, low-cost materials, and playful functionality derived from simple levers, springs, and gears. Key products included the (1967), a hand-cranked launcher simulating or by propelling a small against a paddle; the Ultra Scope (1968), a periscope-like viewer for peeking around corners; and the (1968), a rubber-band-powered . These , produced through 1970, collectively sold hundreds of thousands of units, though none matched Ultra Hand's volume, and demonstrated Yokoi's approach of adapting industrial mechanisms for consumer amusement, prioritizing robustness over complexity. Yokoi's innovations in the Ultra series introduced Nintendo to iterative product development and user-centric design, fostering a culture of experimentation that contrasted with the company's prior reliance on licensed and traditional goods. By leveraging "withered" or mature technologies—affordable plastics and mechanics readily available in post-war —Yokoi achieved high play value at minimal cost, a that sustained Nintendo's division through the late diversification efforts. This period solidified Yokoi's role as Nintendo's pioneering engineer, bridging mechanical playthings to future electronic ventures.

Expansion into electronic toys

Nintendo's expansion into electronic toys began in the late 1960s, building on the commercial success of mechanical innovations like the , which sold over 1.26 million units by 1968 and prompted the company to open a dedicated manufacturing facility in . Under the guidance of engineer , who had transitioned from maintenance to toy design after impressing executives with a battery-powered prototype in 1965, Nintendo shifted toward incorporating electronics to differentiate its products in a competitive market. This move marked a departure from purely mechanical toys, leveraging emerging semiconductor technology for interactive features. The company's first electronic toy, the Love Tester (ラブテスター), launched in 1969 and was designed by Yokoi specifically for young adults. Priced at 1,800 yen, the handheld device measured galvanic skin response—variations in electrical conductivity caused by sweat gland activity—to purportedly gauge romantic compatibility between two users holding its metal grips. A needle on an analog meter indicated levels from "no" to "yes," providing whimsical feedback based on bioelectric signals rather than scientific accuracy. Marketed as a novelty for couples, it represented Nintendo's initial experiment with electronics for entertainment, drawing on simple circuitry without microprocessors. The Love Tester's release signified Nintendo's entry into export markets, becoming the first company product sold outside Japan, including . Its success validated the electronic approach, encouraging further development by Yokoi's team, though subsequent in the early remained limited in scope compared to later LCD-based handhelds. This period laid foundational experience in electronic component integration, influencing Nintendo's trajectory toward more advanced portable devices amid a diversifying toy industry.

Pioneering Electronic Entertainment (1972–1983)

Arcade game entry and Radar Scope setback

Nintendo's entry into the arcade sector began in the mid-1970s with electro-mechanical games, including in 1974, which used technology for shooting simulations, followed by early video arcade titles like in 1978, an electronic adaptation of the . These efforts represented an from the company's prior diversification into toys and laser-based shooting systems, aiming to capitalize on the burgeoning amusement industry amid the post- arcade boom. By the late 1970s, Nintendo's R&D teams were producing dedicated video hardware, setting the stage for more ambitious releases. Radar Scope, developed by Nintendo R&D1 under ' supervision and released in Japanese arcades in December 1979 before reaching in early 1980, marked Nintendo's major international arcade push. The vertically scrolling fixed shooter, built on modified Galaxian hardware, tasked players with piloting a radar-equipped to eliminate waves of descending alien enemies across multiple stages, incorporating color graphics and escalating difficulty. It achieved moderate success in , aligning with domestic interest in space shooters, but faltered in the U.S. market due to its derivative gameplay—echoing and without sufficient innovation—at a time when arcades favored maze-chase and character-driven titles like (released June 1980). Nintendo aggressively imported approximately 3,000 cabinets to the U.S., anticipating sales mirroring the phenomenon, but only a fraction sold, leaving an inventory of roughly 2,000 unsold units by mid-. This overproduction, coupled with distribution challenges and market saturation, triggered a financial crisis at of America, nearly leading to its closure; president appealed to headquarters in for intervention, warning of bankruptcy risks from the $2–3 million in tied-up capital. The setback exposed 's inexperience in Western arcade dynamics, where rapid shifts in player preferences demanded originality over faithful clones, and highlighted logistical missteps in scaling production without proven demand forecasts. To salvage the hardware, Arakawa secured approval for a rapid redevelopment project compatible with 's Z80-based architecture, averting layoffs and enabling the conversion of unsold cabinets into the platform for , released on July 9, 1981. This pivot not only resolved the immediate inventory crisis but also shifted Nintendo toward narrative-driven platforming, proving pivotal for the company's trajectory despite the initial embarrassment of 's flop.

Color TV-Game systems

Nintendo entered the home video game market in 1977 with the series, a line of dedicated consoles developed in partnership with Electric to leverage their expertise in electronic components. These systems connected to televisions via and featured built-in games without interchangeable cartridges, primarily consisting of Pong-inspired titles using discrete logic circuits rather than programmable microprocessors. The initiative stemmed from the global success of Atari's , prompting president to direct the company's R&D2 division toward affordable home adaptations, marking a pivot from toys and arcades to . The inaugural model, Color TV-Game 6, launched on June 1, 1977, in for ¥9,800 (approximately $49 USD at contemporary exchange rates). It offered six variations of a single game, Light Tennis—a colorized clone with modes for , squash, and practice—controlled via two analog paddle knobs and served directly to standard color televisions. The unit's off-white plastic housing bore the "House Shanmen" trademark, and its low price undercut competitors like the , contributing to sales exceeding one million units within the year. Later that year, Nintendo released the 15 on November 1, also priced at ¥9,800, expanding to 15 game modes across multiple variants including , , and block-breaking, with enhanced paddle controls and on-screen scoring. This model maintained the dedicated hardware approach, using custom TTL chips for gameplay logic. It achieved comparable success, selling around one million units and solidifying Nintendo's foothold in Japan's burgeoning home gaming sector amid competition from imported systems. Subsequent iterations diversified gameplay: the Racing 112, introduced in 1978 for ¥18,500, simulated driving with 112 challenge modes using and accelerator controls, while the 1979 Block Kuzushi (Block Breaker) at ¥13,500 featured a paddle-and-ball mechanic akin to Breakout across eight levels. The series concluded with the 1980 Computer TV-Game, Nintendo's first to incorporate a simple for six games, including a Spacewar!-style shooter, though it sold fewer units due to market saturation. Overall, the Color TV-Game line sold approximately two to three million units across , generating significant revenue—estimated at ¥20-30 billion—and providing Nintendo with critical manufacturing experience and consumer insights that informed future programmable consoles like the Famicom. The systems' success validated electronic gaming as a viable diversification from declining sales, though their Japan-exclusive release limited global impact and exposed Nintendo to risks from dedicated hardware's lack of expandability.

Donkey Kong breakthrough and Shigeru Miyamoto

Shigeru Miyamoto joined Nintendo in 1977 as a staff artist following his graduation from Kanazawa College of Art with a degree in industrial design. Initially tasked with toy and product planning, Miyamoto's role expanded into video game design amid Nintendo's push into arcades. Nintendo faced a crisis after the 1980 release of Radar Scope, its first major arcade title for the North American market, which underperformed despite success in Japan, leaving thousands of unsold cabinets and excess printed circuit boards (PCBs) in warehouses. To repurpose the hardware and recoup losses, Nintendo assigned Miyamoto to develop a new game using the Radar Scope PCBs, marking his debut as a game designer. Development of began on April 6, 1981, with a rushed timeline targeting completion by mid-June, ultimately finishing in July after delays. Miyamoto drew inspiration from films like and cartoons such as , initially envisioning a licensed game where the hero rescues Olive Oyl from Bluto, but Nintendo could not secure rights, leading to original characters: a giant ape (, named to evoke a "silly gorilla" with "donkey" implying stupidity), his kidnapped girlfriend (Pauline, after 's Olive), and the hero (Jumpman, later , named after Nintendo of America's landlord). The game featured platforming mechanics constrained by the Z80 processor and 16 KB memory, with simplified controls (one joystick and jump button) and four unique stages to combat repetition, completed in 4-5 months of intensive work. Donkey Kong launched in Japanese arcades in June 1981 and reached the on July 9, 1981, converting cabinets into a surprise hit that sold over 85,000 units. The game's success dramatically boosted of America's revenues from $4.7 million to $111 million within one year ending September 30, 1982, averting financial ruin and establishing Miyamoto as 's creative cornerstone. This breakthrough introduced enduring elements like character-driven narratives and precise platforming, paving the way for franchises such as and solidifying 's arcade presence before home consoles.

Game & Watch portables

The Game & Watch series comprised a line of portable handheld electronic games manufactured by Nintendo from 1980 to 1991, primarily designed by engineer Gunpei Yokoi. Each unit featured a built-in LCD screen displaying a single game alongside a digital clock and alarm functions, targeting on-the-go entertainment. Yokoi conceived the idea in 1979 after observing salarymen idly manipulating pocket calculators during train commutes, prompting him to develop compact, engaging electronic toys using existing LCD technology rather than cutting-edge components. Development accelerated through a partnership with , following Yokoi's encounter with their executives, resulting in . The inaugural release, Ball—a simple where a character catches falling —debuted in on April 28, 1980, as the first consumer product to integrate microprocessor-driven LCD gameplay in a handheld format. Initial models, dubbed the "Silver" series, included titles like Flagman, Vermin, , and , all launched in 1980 and characterized by their monochromatic displays and basic button controls. The lineup expanded progressively, yielding nearly 60 variants across multiple form factors. Subsequent iterations introduced the "Gold" series in 1981 with enhanced casing designs, followed by wider screens in 1981–1982 and the groundbreaking "Multi Screen" series starting with Oil Panic in 1982, which employed dual LCD panels to enable more complex interactions like avoiding dripping oil. Further evolutions encompassed tabletop stands (1983), panoramic widescreen views (1984), and color-capable "Super Color" models (1984 onward), culminating in advanced lines like "Micro Vs. System" for two-player competition and crystal screen variants for improved visibility. Notable releases integrated arcade adaptations, such as Donkey Kong (1982), which pioneered the directional pad (D-pad) for navigation. Commercially, the series propelled Nintendo's shift toward electronic entertainment, with over 40 million units sold globally by the early 1990s, including 20 million by December 1982 alone; standout performers like accounted for 7–8 million units. This triumph not only boosted Sharp's LCD production but also solidified Nintendo's international footprint in gaming hardware, influencing Yokoi's later innovations including the Game Boy. Production ceased in 1991 amid the rise of cartridge-based portables, though the series' emphasis on affordability, durability, and novel mechanics left a lasting legacy in portable gaming design.

Home Console Revolution (1983–1990)

Famicom debut in Japan

The Family Computer (Famicom), Nintendo's first home video game console, was designed primarily by engineer , who led the hardware development at (R&D2). Uemura's team aimed to create an affordable 8-bit system capable of arcade-quality graphics and sound, drawing from prior arcade experiences like , with development completing in under a year to meet aggressive timelines set by Nintendo president . The console featured a distinctive red and white color scheme, hardwired controllers, and a cartridge slot for games, prioritizing family-friendly play over the modular designs of Western competitors. Nintendo launched the Famicom in on July 15, 1983, pricing it at 14,800 yen (approximately $98 USD at prevailing exchange rates). Launch titles included ports of Nintendo's arcade hits , Donkey Kong Jr., and , emphasizing familiar gameplay to attract arcade enthusiasts transitioning to home systems. Initial sales were modest, with around 500,000 units sold within the first two months, reflecting caution amid Japan's arcade-dominated market and the shadow of the North American industry's saturation issues. Reception quickly turned positive as word-of-mouth spread, bolstered by the console's reliable performance and expanding game library, leading to over 2.5 million units shipped by the end of 1984 and establishing Nintendo's dominance in Japan's home console sector. Unlike the U.S. market's post-crash skepticism toward dedicated consoles, Japan's stronger arcade and scenes provided a receptive environment, where the Famicom's success stemmed from stringent quality controls on licensed games—limiting third-party output to five titles per year per developer—and innovative features like expandable RAM mapping for larger games. This debut not only revived Nintendo's ambitions but also set precedents for controlled ecosystem management that later defined the company's global strategy.

1984 corporate restructuring

In 1984, Nintendo reorganized its operations into four dedicated divisions to accommodate the rapid growth spurred by the Famicom's success and to separate hardware and software efforts more effectively. This structure divided approximately 1,000 employees across (R&D1), R&D2, R&D3, and the newly established R&D4, enabling specialized focus amid expanding video game production. The change reflected President Hiroshi Yamauchi's strategy to professionalize internal teams following the console's 1.68 million units sold in by late 1983, prioritizing efficiency over the prior less formalized setup. R&D1, Nintendo's oldest internal team dating to the early 1970s, handled arcade games and select Famicom titles like . R&D2 concentrated on peripheral hardware and early electronic toys transitioning to games. R&D3, formed in 1980 under , specialized in core console hardware, including contributions to the add-on. R&D4, created around 1983–1984 and led by , emerged as the flagship software division, developing landmark titles such as Super Mario Bros. (1985) and The Legend of Zelda (1986), which drove Nintendo's creative output for decades. This divisional model persisted until 2004, fostering innovation but also centralizing control under Yamauchi's oversight, with R&D4 evolving into Entertainment Planning & Development (EAD) in to emphasize analysis alongside creation. The restructuring minimized overlap from Nintendo's toy and card-making eras, aligning resources with electronics dominance, though it later drew scrutiny for limiting third-party flexibility through strict licensing.

NES market penetration in the West

In the aftermath of the 1983 North American video game crash, which saturated the market with low-quality products and eroded retailer confidence, Nintendo pursued a deliberate strategy to reintroduce console gaming by rebranding the Famicom as the Nintendo Entertainment System (NES) and avoiding explicit "video game" terminology in marketing. The NES launched on October 18, 1985, in test markets limited to New York City and Los Angeles, where it was positioned as an interactive toy system bundled with the Robotic Operating Buddy (R.O.B.) accessory in the Deluxe Set, including Gyromite and Duck Hunt, priced at $179.99 to appeal to toy retailers wary of electronics stores' failures. Early sales reflected persistent market caution, totaling around 90,000 units in 1985, primarily from the New York test market. Nintendo expanded to a nationwide U.S. rollout in 1986, offering the standalone Control Deck for $199.99 and later the Action Set bundle with Super Mario Bros. and the Zapper for $99.99, which broadened accessibility and drove sales to 1.19 million units that year. To avert repetition of the crash's causes—uncontrolled third-party flooding and quality degradation—Nintendo imposed rigorous controls, including licensing caps of five games per developer annually and mandatory Seal of Quality certification, securing over 90% U.S. home console market share by the late 1980s as competitors like faded. European penetration began later, with the NES releasing on September 1, 1986, across most countries and in the UK in 1987, but faced resistance from entrenched home computer culture, including machines like the offering broader utility at similar prices. Sales grew steadily yet lagged behind , reaching approximately 8.3 million lifetime units amid competition from Sega's . Overall, the NES sold over 33.5 million units in , fundamentally restoring industry viability through disciplined supply management and high-quality exclusives that rebuilt consumer trust.

Iconic franchises: Mario, Zelda, Metroid

Super Mario Bros., developed primarily by Shigeru Miyamoto and released on September 13, 1985, for the Family Computer in Japan, introduced core platforming mechanics including precise jumping via the D-pad, power-up mushrooms for size growth and fire flower abilities, and procedurally inspired level design drawing from Miyamoto's childhood landscapes. The game shifted from the arcade-style Donkey Kong origins of the character (initially named Jumpman) to a narrative-driven rescue of Princess Peach across eight worlds, emphasizing momentum-based movement and hidden secrets to encourage exploration. Its success, with over 40 million copies sold worldwide across variants, propelled Nintendo's console recovery post-1983 crash by bundling with the NES in North America from 1985, establishing Mario as the company's mascot and defining the platform genre. The Legend of Zelda, co-directed by and and launched on February 21, 1986, as a Family Computer Disk System title in , pioneered non-linear action-adventure gameplay inspired by films and early computer RPGs' social sharing of secrets. Key innovations included battery-backed saves via , a top-down with dungeons requiring item progression (e.g., boomerang, bombs, and sword upgrades), and a "Second Quest" mode rearranging elements upon completion to extend replayability without sequels. Koji Kondo's composition enhanced atmospheric tension, while the included manual provided lore and hints, fostering community puzzle-solving. The title's emphasis on player agency and discovery sold millions, cementing Zelda's role in expanding NES libraries beyond linear action. Metroid, developed by R&D1 under Gunpei Yokoi's supervision with key contributions from and joining late, debuted on August 6, 1986, for the Family Computer Disk System in . Facing memory limits and a rushed final three-month polish after ten months of prototyping by inexperienced staff, it featured interconnected labyrinthine maps demanding backtracking for abilities like the morph ball and ice beam, diverging from ' forward progression by prioritizing combat and navigation over avoidance. Multiple endings, culminating in the reveal of protagonist as female, rewarded speed and thoroughness, introducing metroidvania-style exploration that influenced future titles despite modest initial sales of around 2.73 million units worldwide. Collectively, these franchises during the 1983–1990 NES era diversified Nintendo's portfolio— for accessible fun, Zelda for narrative depth, for isolationist challenge—driving hardware adoption through exclusive via the Seal of Quality and mitigating risks with innovative Disk System launches, ultimately restoring industry credibility after the 1983 crash.

Marketing via Nintendo Power and Seal of Quality

Nintendo introduced the Official Nintendo Seal of Quality in 1985 to accompany the North American debut of the on October 18, 1985. The gold-embossed seal on game cartridges and packaging indicated that titles had passed Nintendo's testing, which included checks for functionality and adherence to technical standards, thereby distinguishing approved products from potentially flawed software. This initiative addressed lingering consumer skepticism following the 1983 North American market crash, where oversaturation of low-quality titles had eroded trust; by enforcing standards via the console's 10NES lockout chip, Nintendo blocked unauthorized games and collected licensing fees from developers. Marketing campaigns prominently featured the seal, often in television advertisements portraying it as a badge of reliability akin to consumer product endorsements, such as those from magazine. The seal's dual role in quality control and market exclusivity helped Nintendo capture over 90% of the U.S. home console market by , as it assured parents and buyers of durable entertainment value rather than associating the NES explicitly with video games, which carried negative post-crash connotations. Developers submitting games for approval faced stringent criteria, including bug-free operation and compliance with Nintendo's content guidelines, with rejection rates underscoring the program's rigor. Complementing the seal, Nintendo launched magazine in July 1988 as a subscriber-based produced in-house by Nintendo of America. The monthly issues delivered gameplay tips, developer interviews, exclusive previews, and strategy guides exclusively for Seal-approved titles, directly supporting sales by extending product lifecycle and encouraging repeat engagement. Initial distribution targeted NES owners through promotional inserts in game manuals and retail partnerships, yielding rapid subscriber growth to hundreds of thousands within the first year and peaking at millions during the early 1990s, making it North America's top children's magazine by circulation. Nintendo Power functioned as a controlled , bypassing third-party media to shape narratives around Nintendo's ecosystem while subtly reinforcing the Seal of Quality through coverage limited to licensed content. Under editorial direction from figures like Gail Tilden, then Nintendo's executive vice president of marketing and licensing, the magazine built long-term among youth demographics, with features like comic adaptations of games and contests driving hardware and software purchases; its influence contributed to sustained NES dominance amid emerging competition. By providing perceived value—such as solving difficult levels without external aids—Nintendo Power mitigated piracy incentives and enhanced the perceived exclusivity of official products.

Early antitrust scrutiny

As Nintendo's (NES) captured over 90% of the U.S. video game market by the late 1980s, the company's stringent control over hardware and software licensing practices invited antitrust allegations from competitors and regulators. Nintendo required third-party developers to obtain licenses, submit games for approval under its Seal of Quality program, and pay royalties of approximately 25-30% per cartridge, while employing a lockout chip (the 10NES) to prevent unlicensed games from functioning on its consoles. These measures, intended to maintain software quality and avert a repeat of the 1983 industry crash, were criticized as exclusionary tactics that stifled competition and locked in Nintendo's dominance. In December 1988, Atari Games Corporation, through its Tengen subsidiary, filed a lawsuit against in federal court, accusing the company of violating the through monopolistic practices, including the use of the lockout chip to restrict market entry and unfair licensing terms that limited production quantities and enforced exclusivity. alleged that 's policies artificially constrained the supply of games and maintained high prices, harming consumers and rivals. countersued, claiming , copyright violations, and misappropriation by 's reverse-engineering of the 10NES chip to produce unlicensed cartridges. The district court granted a preliminary against 's unlicensed games in 1989, ruling that the lockout system did not inherently violate antitrust laws as it protected 's without demonstrating predatory intent. Regulatory scrutiny intensified in the early , culminating in a joint investigation by the (FTC) and attorneys general from over 30 states. The probes focused on Nintendo's alleged price-fixing, where the company reportedly coerced retailers into adhering to suggested retail prices—such as $99.99 for the NES console and $49.99 for games—by threatening to withhold supplies from non-compliant dealers. In April 1991, Nintendo settled without admitting wrongdoing, agreeing to distribute up to $25 million in $5 rebate coupons to consumers who purchased NES units between June 1, 1988, and December 31, 1990, and committing to refrain from enforcing minimum resale prices. Separate private suits, including a $105 million claim by alleging a to monopolize cartridge production dating to the early , highlighted ongoing tensions but largely failed to yield victories. The FTC closed its broader two-year antitrust inquiry into in December without further action, effectively vindicating the company's core hardware and licensing strategies amid the NES era. Atari's antitrust claims were dismissed in , with courts determining that 's practices, while aggressive, promoted interbrand competition by ensuring compatible, high-quality software rather than constituting an illegal monopoly. These episodes underscored 's pivotal role in revitalizing the industry but also its vulnerability to legal challenges over market control.

Portable Dominance and Console Rivalry (1990–1996)

Game Boy and Tetris phenomenon

The Nintendo Game Boy, a handheld console developed by Gunpei Yokoi's team, debuted in Japan on April 21, 1989, featuring a monochrome dot-matrix LCD screen, an 8-bit processor similar to the Famicom's, and battery life of up to 30 hours on four AA batteries. Priced affordably at around ¥12,500 in Japan, it prioritized durability and playability over advanced graphics, distinguishing it from color-equipped rivals like the Atari Lynx, which suffered from shorter battery life and higher costs. Upon its North American launch on July 31, 1989, the Game Boy was bundled with , a puzzle game originally created by Soviet programmer in 1984. The bundling stemmed from negotiations by American entrepreneur , who encountered at the 1988 Consumer Electronics Show, traveled to to secure handheld rights from Soviet authorities via Elorg, and subsequently licensed it to for the platform. This pack-in title propelled initial sales, with the console reaching 1 million units sold in the within weeks of release. Tetris on became a cultural phenomenon, topping sales charts in from to 1989 and 1989 to January 1990, while dominating charts during to October 1989. Its addictive falling-block mechanics, simple controls, and portability resonated globally, with the version reportedly selling over 35 million copies, making it one of the best-selling video games ever. The synergy of hardware reliability and Tetris's universal appeal established portable gaming as a viable market segment, with sales exceeding $2 billion by 1992 and ultimately surpassing 118 million units across the family line.

Super NES technical advancements

The Super Nintendo Entertainment System (SNES), released as the Super Famicom in on November 21, 1990, featured a , a custom 16-bit implementation based on the 65C816 operating at a variable clock speed of up to 3.58 MHz. This represented a significant upgrade from the NES's 8-bit 6502 processor at 1.79 MHz, enabling more complex computations including hardware multiplication and division instructions. The CPU supported a 24-bit addressing up to 16 MB, though practical limits were imposed by the system's memory mapping. Graphics processing was handled by the Super Picture Processing Unit (S-PPU), comprising PPU1 for core rendering and PPU2 for advanced effects, supporting resolutions from 256×224 to 512×448 pixels. It drew from a palette of 32,768 colors, displaying up to 256 on screen simultaneously, a vast improvement over the NES's 52-color palette and 25 on-screen limit. The system accommodated up to 128 sprites per frame (32 per scanline), with sizes ranging from 8×8 to 64×64 pixels, and included hardware support for multiple background layers with horizontal, vertical, and diagonal scrolling. A key innovation was , which enabled affine transformations like rotation, scaling, and shearing on a single background layer, facilitating pseudo-3D effects such as the faux-3D racing visuals in games like . Audio capabilities advanced through the Sony-designed S-SMP chip, incorporating an 8-bit SPC-700 CPU running at 1.024 MHz to manage the S-DSP sound processor, which provided 8 channels of 16-bit ADPCM waveform synthesis at a 32 kHz sampling rate. This setup utilized 64 KB of dedicated sound RAM for sample storage, supporting features like ADSR envelopes, , reverb, generation, and stereo panning—far surpassing the NES's simple 5-channel programmable sound generator with square waves and . The system included 128 of main Work RAM for general use, 64 KB of video RAM, and the aforementioned audio RAM, marking a roughly 64-fold increase in workable memory over the NES's 2 KB RAM. These hardware enhancements allowed for richer, more detailed games with smoother animations, layered environments, and immersive soundtracks, positioning the SNES as a leader in 16-bit console capabilities despite competition from systems like the . Optional enhancement chips in cartridges, such as the for polygon rendering, further extended technical potential without altering the base console architecture.

Sega console wars and market strategies

The rivalry between Nintendo's (SNES) and 's Genesis intensified following the SNES launch in on November 21, 1990, and in on August 13, 1991, after the Genesis had already debuted in on October 29, 1988, and the on August 14, 1989. capitalized on its two-year head start by aggressively marketing the Genesis as a superior alternative, emphasizing faster processing and a "cooler" image aimed at teenagers and young adults through the mascot , introduced in 1991. This contrasted with Nintendo's family-oriented branding centered on , allowing to position itself as edgier and less restrictive. Sega's market strategies included provocative advertising campaigns like "Genesis does what Nintendon't," which directly attacked Nintendo's limitations, such as the SNES's slower initial game library and stricter third-party licensing. To boost adoption, Sega implemented price reductions, bundling with consoles starting in 1991, and encouraged broader third-party support by relaxing development restrictions compared to Nintendo's Seal of Quality program, which enforced content controls and limited cartridge production. These tactics helped Sega achieve approximately 55% by 1994, with worldwide Genesis sales reaching around 30 million units. Nintendo countered Sega's aggression by focusing on software quality and exclusive franchises, releasing landmark titles like The Legend of Zelda: A Link to the Past in 1991 and at launch, which leveraged the SNES's advanced graphics and sound capabilities. Rather than engaging in negative , Nintendo maintained its emphasis on reliable, high-quality experiences and strengthened third-party alliances under controlled terms, while legal actions addressed patent infringements in the broader industry. This approach, combined with strong holiday sales and international dominance—particularly in —enabled the SNES to outsell the Genesis globally, with 49.10 million units shipped worldwide. Despite Sega's innovative marketing driving industry growth and forcing Nintendo to accelerate SNES rollout and improvements, Nintendo's superior attach rates and enduring franchises secured long-term victory in the 16-bit era, as evidenced by the SNES's higher total sales and sustained software revenue. Sega's strategies, while temporarily eroding Nintendo's monopoly, ultimately could not overcome the latter's content ecosystem and brand loyalty.

Video game violence hearings and ESRB formation

On December 9, 1993, the U.S. Senate Subcommittee on Juvenile Justice, chaired by Senators Joseph Lieberman (D-CT) and Herbert Kohl (D-WI), conducted hearings on violence in video games, focusing on titles such as Mortal Kombat and Night Trap. The proceedings highlighted concerns over graphic content accessible to minors, with demonstrations of fatalities in Mortal Kombat and interactive violence in Night Trap. These hearings followed public and political scrutiny, including Sega's voluntary rating attempts earlier in 1993, amid competition between console makers. Nintendo of America Executive Vice President testified, defending the company's strict content policies by noting its refusal to release Night Trap and alterations to Mortal Kombat for the , where blood was replaced with sweat to mitigate gore. Lincoln criticized competitors like for marketing mature titles in family-oriented retail spaces such as Toys "R" Us, arguing that self-regulation was preferable to government intervention. This stance aligned with Nintendo's family-friendly image, though the censored version contributed to lost sales against Sega's uncut edition. In response to the hearings' threat of legislation, the video game industry, represented by the Interactive Digital Software Association (now ), formed the (ESRB) in July 1994. The ESRB implemented a voluntary age-based with content descriptors for elements like and , becoming operational for new releases by September 1994. Nintendo endorsed the ESRB, integrating it with its Seal of Quality to assure parental oversight while avoiding broader regulatory mandates.

Aborted Sony and Philips partnerships

In the late 1980s, Nintendo sought to expand the Super Nintendo Entertainment System (SNES) with CD-ROM technology to enable larger games and multimedia content, leading to a partnership with Sony to develop a peripheral add-on provisionally called the "Play Station." The collaboration involved Sony handling hardware production while Nintendo provided software support, with prototypes capable of playing both SNES cartridges and CDs successfully demonstrated internally. Sony publicly announced the project at the Summer Consumer Electronics Show (CES) on June 1, 1991, expecting a joint venture that would integrate CD-ROM capabilities seamlessly with the SNES. However, Nintendo president Hiroshi Yamauchi deemed the contract terms unfavorable, particularly regarding manufacturing rights and royalties, and secretly negotiated an alternative deal with Philips, effectively aborting the Sony partnership the following day at CES. This abrupt termination humiliated Sony publicly and prompted the company to repurpose the developed technology into an independent console, the PlayStation, launched in Japan on December 3, 1994, which dominated the market and eroded Nintendo's position. Only a handful of prototypes from the Nintendo-Sony effort survive, underscoring the project's brevity and the pivotal shift it caused in the industry. Parallel to the Sony fallout, Nintendo pivoted to Philips for a similar SNES CD-ROM add-on in 1991, aiming to leverage Philips' expertise in optical media. Negotiations progressed to planning stages, but the full hardware partnership dissolved by 1992 due to technical delays, cost concerns, and strategic reevaluation, with no add-on ever released. As compensation, Nintendo licensed its intellectual properties—specifically Mario and Zelda characters—to Philips for use on the latter's standalone CD-i platform, resulting in four games: Hotel Mario (1994), Link: The Faces of Evil (1993), Zelda: The Wand of Gamelon (1993), and Zelda's Adventure (1994). These titles, developed externally without Nintendo's direct oversight, received widespread criticism for poor controls, subpar graphics, and deviation from franchise norms, failing to boost CD-i sales and damaging the characters' reputations temporarily. The aborted Philips hardware deal highlighted Nintendo's caution toward external dependencies, reinforcing its preference for proprietary formats like cartridges amid rising competition.

Virtual Boy experiment and failure

The Virtual Boy was conceived by Nintendo R&D1 director as an experimental stereoscopic 3D gaming device, leveraging parallax LED technology with oscillating mirrors to simulate depth without full immersion. Development emphasized affordability, using a single-color red monochrome display to minimize costs and perceived flicker, though the system operated at 50 Hz with 384x224 resolution per eye and required users to remain stationary on a stand. First demonstrated publicly at the 1994 Shoshinkai and CES 1995, it was positioned not as a mainstream successor to the Super NES but as a "health and relaxation device" to showcase 3D potential amid emerging console competition. Launched on July 21, 1995, in at ¥16,800 and August 14, 1995, in at $179.95, the supported only 22 games total, with 14 available in including launch titles Mario's Tennis and Red Alarm. Nintendo projected 1.5 million unit sales in its first year, but it sold approximately 770,000 units worldwide, with 496,000 in the U.S. alone. Commercial underperformance stemmed from multiple factors: the red-on-black visuals and low induced and headaches, prompting Nintendo to include explicit warnings and recommend 10-15 minute sessions; ergonomic issues like the rigid head position caused neck discomfort; the absence of color and true enclosure limited immersion; and a limited software lineup failed to attract developers. Market timing exacerbated issues, as it competed with color 32-bit systems like the and PlayStation while Nintendo prioritized the forthcoming Nintendo 64. Discontinued in by December 1995 and by March 1996 after heavy discounting, the project incurred minimal financial loss relative to Nintendo's scale but highlighted risks in rushed experimental hardware. The failure fueled speculation linking it to Yokoi's resignation from Nintendo on August 15, 1996, after 31 years, with some reports attributing his exit to atoning for the flop; however, Yokoi himself stated he had long planned to depart for independent development, later founding Koto Laboratory to create the handheld. Despite its shortcomings, the demonstrated viable low-cost 3D techniques that influenced later stereoscopic efforts, though Nintendo shifted focus to proven cartridge-based and portable successes.

3D Gaming and Franchise Explosions (1996–2001)

Nintendo 64 cartridge choice and launch

Nintendo's decision to use ROM cartridges for the stemmed primarily from concerns over software piracy, as articulated by company president , who viewed optical discs as vulnerable to easy duplication and distribution. Cartridges offered inherent protection through proprietary manufacturing controlled by and partners like Mitsubishi Electric, making unauthorized copies more difficult and costly compared to CD-ROMs used by competitors like Sony's PlayStation. This choice aligned with Nintendo's prior console generations but contrasted with industry shifts toward cheaper, higher-capacity media. Cartridges provided technical advantages including for near-instantaneous data loading without disc seek times, enhancing gameplay fluidity in 3D environments, and integrated non-volatile storage via SRAM or for saves, eliminating the need for separate memory cards. Durability was another benefit, as cartridges resisted physical damage better than discs, reducing read errors from scratches or mishandling. However, the format's drawbacks included significantly lower storage capacities—typically 4 to 64 megabits versus hundreds of megabytes on CDs—necessitating heavy data compression and limiting asset complexity, which strained developers and contributed to fewer third-party titles overall. Production costs were higher, with Nintendo retaining a larger revenue share per unit, deterring some publishers like Square from full commitment. The , originally codenamed Ultra 64, launched in on June 23, 1996, after delays from an initial 1995 target due to hardware refinements and development challenges. Launch titles included , , and Saikyō Habu Shōgi, with driving early adoption through its innovative 3D platforming. In , the console debuted on September 29, 1996, priced at $199.99, bundled with and , achieving strong initial sales exceeding 500,000 units in the first weeks amid high demand. The cartridge format's speed advantages were evident in launch games' seamless performance, though capacity limits foreshadowed ongoing development hurdles for larger-scale titles.

Pokémon global mania

Pokémon Red Version and Green Version, developed by Game Freak and published by Nintendo for the Game Boy, launched in Japan on February 27, 1996, marking the debut of the core Pokémon video game series. Conceived by Satoshi Tajiri, the games drew from his childhood hobby of insect collecting in rural Japan, evolving into a system where players capture, train, and battle over 150 species of fictional creatures known as Pokémon, emphasizing collection and strategic combat. Initial sales in Japan were modest but built steadily through word-of-mouth and tie-in media, with the companion Pokémon Trading Card Game releasing there on October 20, 1996, which expanded the collectible aspect into physical cards simulating battles. The franchise's international breakthrough occurred with Pokémon Red and Blue Versions in on September 28, 1998, followed by in 1999, igniting "Pokémania" as demand surged due to the games' addictive trading and battling mechanics requiring linked Game Boys. The accompanying anime series premiered in on April 1, 1997, and in the U.S. on September 7, 1998, amplifying appeal through episodic adventures featuring protagonist and mascot , which aired in over 190 countries and drove cross-media synergy. First-generation games (Red, Green, Blue, and Yellow) sold approximately 31 million units worldwide, fueled by merchandise like plush toys, apparel, and TCG expansions, generating billions in revenue and establishing Pokémon as Nintendo's top franchise outside . This global fervor manifested in widespread cultural phenomena, including schoolyard trading frenzies, playground battles via links, and reports of obsessive behavior among children, prompting some U.S. schools to ban Pokémon cards and games amid concerns over and rare card disputes leading to or fights. The 1999 theatrical release of Pokémon: The First Movie grossed over $163 million globally, while TCG sales exploded to hundreds of millions of packs annually, creating a for holographic rares. By 2000, the mania peaked with as a pop icon—appearing in parades, promotions, and even the 2001 —but waned as novelty faded, though the franchise's infrastructure enabled sustained longevity through sequels and expansions.

Game Boy evolutions: Pocket and Color

The Game Boy Pocket, released in Japan on July 21, 1996, and in on September 3, 1996, represented Nintendo's effort to refine the original Game Boy's design for greater portability amid ongoing handheld market competition. Measuring approximately 30% smaller and flatter than its predecessor, it weighed about 130 grams and incorporated an improved LCD screen with enhanced contrast for better visibility, while retaining full compatibility with existing Game Boy cartridges. Powered by two AAA batteries instead of the original's four AA cells, the Pocket offered roughly 10 hours of continuous playtime, prioritizing compactness over extended battery duration. This redesign addressed user complaints about the original model's bulkiness without introducing new hardware capabilities, effectively extending the platform's viability into the late 1990s. The Pocket's launch coincided with the maturing portable gaming sector, where Nintendo maintained dominance through iterative improvements rather than radical overhauls, allowing seamless library access and cost-effective manufacturing. The Game Boy Color, introduced in Japan on October 21, 1998, North America on November 18, 1998, and Europe on November 23, 1998, built on the Pocket's form factor by adding a color LCD display capable of rendering 56 simultaneous colors from a 32,768-color palette. Designed as an evolutionary upgrade rather than a full generational shift, it ensured backward compatibility with all original Game Boy and Pocket titles, displaying them in monochrome while enabling enhanced visuals—including color—for new, Color-specific cartridges. This dual-mode approach minimized disruption to Nintendo's established software ecosystem, with monochrome games running at their native speed and resolution. Sales of the proved robust from launch, contributing to the overall family's sustained market leadership by appealing to both legacy users and those seeking visual improvements without sacrificing portability or library breadth. By integrating color support incrementally, forestalled the need for immediate next-generation hardware, bridging the gap to the 2001 while leveraging the platform's proven battery efficiency and durable build. In the late , Nintendo successfully defended against a long-standing claim brought by Alpex Computer Corp., which had accused the company of infringing U.S. No. 4,026,555. The , issued in , covered a system for generating signals in displays, involving and modulation techniques for television output. Alpex filed suit in February 1986, alleging that Nintendo's NES and earlier arcade systems incorporated the patented technology without license. A federal district jury in 1991 found willful infringement on claims 12 and 13, awarding Alpex $253 million in damages, trebled for willfulness. On appeal, the U.S. Court of Appeals for the Federal Circuit reversed in November 1996, ruling that the district court erred in its claim construction and that Alpex's expert testimony failed to establish literal infringement or equivalence under the . The court held that Nintendo's video signal generation did not meet the patent's specific requirements for , emphasizing precise matching of claim language to accused structures. This outcome nullified the massive judgment and affirmed Nintendo's non-infringement, with the U.S. denying in 2000, finalizing the defense in Nintendo's favor. Parallel to such defenses, Nintendo enforced its own patents to protect innovations in the and hardware. For instance, U.S. Patent No. 5,184,830 (issued 1993) covered the compact handheld of the original , including its integrated screen and cartridge slot, which Nintendo invoked against unauthorized clones attempting to replicate portable form factors during the Color model's 1998 rollout. Similarly, patents like U.S. Patent No. D376,795 protected the N64 cartridge shape, deterring third-party manufacturing of compatible media and reinforcing Nintendo's control over licensed development amid the console's 3D-focused ecosystem. These actions, building on earlier 10NES lockout chip precedents from the NES era, underscored Nintendo's strategy of leveraging for hardware exclusivity, though primary enforcement often intertwined with claims against software pirates.

Ocarina of Time milestone

The Legend of Zelda: Ocarina of Time, released for the on November 23, 1998, in following its Japanese debut two days earlier, marked Nintendo's breakthrough in adapting the action-adventure genre to three-dimensional environments. Directed and produced by at Nintendo's Entertainment Analysis & Development division, development spanned about two and a half years, commencing after and incorporating lessons from its 3D polygon techniques while overcoming hardware constraints like limited cartridge memory. The team, including programmers from the Mario 64 project, experimented with scalable world designs initially centered on a single expansive castle before expanding to a broader Hyrule landscape, ensuring seamless transitions without frequent loading by dynamically swapping data sets. Innovations included Z-targeting for precise enemy engagement and contextual actions, an open enabling free exploration, and a time-shifting mechanic that transformed the environment between Link's child and adult phases, fostering non-linear puzzle-solving and narrative progression. These elements addressed 3D navigation challenges, such as and , by assigning terrain-specific behaviors to actions like jumping, expanding possibilities beyond 2D predecessors. Miyamoto prioritized satisfaction over strict series continuity, emphasizing an engaging "aftertaste" for players. Critically, the game earned a 99/100 Metacritic score from 22 aggregated reviews, lauded for its immersive world-building and mechanical integration, while commercially it sold over seven million copies worldwide, the strongest performance for a Zelda title at the time and a key driver in sustaining momentum against disc-based competitors. This milestone elevated the Zelda franchise into the 3D era, influencing subsequent Nintendo titles and industry standards for adventure games by demonstrating cartridge viability for complex simulations.

64DD accessory disappointment

The Disk Drive (), a magnetic disk-based peripheral for the console, was announced at the 1995 Shoshinkai as a means to enable larger game storage, online connectivity via the Randnet service, and editable content, but it faced extensive delays that eroded its market viability. Originally positioned as a core expansion to rival systems like the PlayStation, development setbacks pushed its Japan-only launch from an anticipated 1996–1997 window to December 1, 1999, by which time the 's cartridge-based library had advanced to 64-megabyte capacities, diminishing the need for the 's 64-megabyte disks. executives, including those at a 1998 press event, expressed apologies for the postponements while reaffirming commitment, yet further delays were confirmed into 2000, reflecting internal challenges with hardware reliability and software adaptation. Priced at ¥25,000 (approximately $250 USD at the time), the 64DD required an additional modem and subscription for its online features, alienating potential users amid the Nintendo 64's declining market share against the dominant PlayStation. Only ten titles were ultimately released, including Mario Artist and Random Access, many of which emphasized drawing tools and multiplayer over groundbreaking gameplay, failing to attract a broad audience. Sales totaled around 15,000 units, matching the peak subscriber count for Randnet before its service ended, as the peripheral's magnetic media proved susceptible to data corruption and wear, contrasting with the durability of emerging optical formats from competitors like Sega's Dreamcast. The accessory's discontinuation in February 2001 underscored Nintendo's strategic misstep in prioritizing proprietary over industry-standard CDs, which allowed cheaper, higher-capacity production for rivals; this, combined with the console's late-cycle timing, rendered the a symbol of overambitious hardware experimentation without sufficient third-party support or timely execution. Internal reflections later highlighted how the delays shifted developer focus to cartridge ports, such as converting planned 64DD-exclusive Zelda expansions into standalone releases like Ocarina of Time, prioritizing stability over the peripheral's unproven capabilities.

Gunpei Yokoi's exit

Gunpei resigned from Nintendo on August 15, 1996, concluding a 31-year tenure that began in 1965 as a worker and evolved into leading the company's R&D teams for handheld innovations like the Game & Watch series and . His exit followed the July 1995 Japanese launch (and August U.S. debut) of the , a stereoscopic headset console he spearheaded using LED technology for virtual 3D effects, which achieved only about 770,000 global unit sales by mid-1996 against Nintendo's multimillion-unit projections, leading to its discontinuation within a year. Contemporary media, including a Nikkei report the day before his resignation, attributed the departure to Yokoi atoning for the 's poor performance and ergonomic issues, such as from prolonged red monochrome play. However, Yokoi rejected this narrative in a November 1996 Bungeishunjū essay, stating he had planned to leave for years to independently advance Nintendo's founding ethos of " with withered technology"—repurposing mature, cost-effective components for novel "niche-type playthings"—rather than accepting the as a for his exit. He completed work on the Game Boy Pocket refinement prior to departing, underscoring his ongoing contributions to successful portables. Post-resignation, Yokoi established Koto Laboratory Co., Ltd., and collaborated with on the handheld system, launched in 1999 as a lower-cost alternative emphasizing black-and-white LCD and battery efficiency to challenge the Game Boy's dominance. This venture reflected his philosophy of affordable innovation over high-end specs, though it sold modestly before evolving into the color WonderSwan Color.

Handheld Refinements and Sixth Generation (2001–2004)

Game Boy Advance backward compatibility

The (GBA), announced by at Shoshinkai in November 1998 and detailed publicly in September 1999 as a backward-compatible 32-bit handheld, incorporated hardware-level support for original (GB) and (GBC) cartridges to extend the viability of 's extensive existing library exceeding 1,000 titles. This compatibility was a deliberate design choice to mitigate the risk of alienating users invested in prior systems, leveraging the GB family's dominance in portable gaming since 1989, and was confirmed during the console's development under Gunpei Yokoi's influence before his departure in 1997. Technically, the GBA achieved compatibility via a dedicated based on the Sharp LR35902 (a Z80-compatible CPU akin to the GBC's SM83 core), clocked at 4.194 MHz for GB monochrome mode or 8.388 MHz for GBC color mode, triggered by mechanical switches in the cartridge slot detecting cart type and header signals. Unlike software emulation on the primary ARM7TDMI RISC CPU, this hardware replication ensured near-perfect fidelity, allowing GB games to run in grayscale on the GBA's (with horizontal stretching from 160x144 to 240x160 resolution) and GBC titles to display up to 56 colors from a 32,768 palette, though some visual artifacts like border cropping occurred due to the wider screen. The system retained the GB link port for multiplayer, supporting up to four players, but required compatible accessories as the GBA's form factor altered slightly. This feature contributed to the GBA's commercial success, with over 81 million units sold lifetime, as it enabled seamless library integration without adapters, though it imposed minor drawbacks such as accelerated battery drain from the coprocessor's power draw and incompatibility with certain GB light-sensing peripherals on the non-backlit original model. Later variants like the front-lit (February 2003) and backlit GBA SP AGS-101 (October 2004) preserved full compatibility, but the compact (September 2005) omitted it to prioritize portability, marking Nintendo's first handheld to drop GB/GBC support. The backward compatibility underscored Nintendo's strategy of iterative evolution over radical disruption in handhelds, influencing successors until the Nintendo DS partially retained GBA slot support.

GameCube compact design and flops

The Nintendo GameCube adopted a compact form factor as a deliberate design choice to prioritize efficiency, reduced material costs, and resistance to physical disc replication for prevention. Measuring approximately 6 by 6 by 4.3 inches (149.5 by 149.5 by 109 mm), the console's architecture integrated a custom PowerPC processor running at 485 MHz with an ATI "Flipper" graphics chip, enabling a tightly packed system without subsequent slim variants. This design eschewed expandability for standard DVDs or CDs, instead employing proprietary 8 cm optical discs capable of holding up to 1.5 GB of data—half the diameter of full-sized DVDs—to limit unauthorized copying while maintaining affordability in production. Launched initially in on September 14, 2001, followed by on November 18, 2001, the GameCube marked Nintendo's shift from cartridge-based media to , with four controller ports and compatibility with systems via a link cable for extended gameplay features. Despite critical acclaim for first-party titles like and The Legend of Zelda: The Wind Waker, the experienced commercial underperformance, shipping 21.74 million units worldwide before discontinuation in 2007—far below Nintendo's internal target of 50 million and trailing competitors like the PlayStation 2's 155 million units. Regional breakdowns showed 4.04 million in , 12.94 million in the , and 4.77 million elsewhere, reflecting weaker penetration in markets dominated by multimedia consoles. Key factors included insufficient third-party support, as developers faced challenges adapting to the format's capacity constraints and Nintendo's strained by prior generations' licensing fees, leading to fewer multiplatform ports compared to rivals. The absence of native playback further diminished appeal in an era when consoles doubled as home entertainment devices, while the lack of built-in online connectivity until late add-ons like the Broadband Adapter limited multiplayer engagement against the Xbox's robust network features. Additional contributors to sales shortfalls encompassed a perceived immature branding, exemplified by the console's initial "Hollywood" color scheme and handle-shaped , which some analyses suggested alienated older demographics seeking versatile hardware. Launch lineup weaknesses, with heavy reliance on 's internal studios amid delays for cross-gen titles, failed to generate sustained momentum, as evidenced by slower attach rates for software relative to hardware shipments. Although profitable on a per-unit basis due to cost controls, the platform's erosion—dropping to third place behind and —highlighted strategic missteps in ecosystem building, prompting internal reflections on media format choices and developer incentives.

Satoru Iwata's leadership ascent

In June 2000, transitioned from his role as president of to , where he was appointed as a director and general manager of the Corporate Planning Division. This move came amid 's financial pressures following the era and the impending launch of the , with Iwata tasked with streamlining operations, reducing software development costs, and enhancing overall efficiency. His technical expertise, honed through programming contributions to titles like and innovations in data compression for systems, positioned him to address the company's ballooning expenses on game production, which had exceeded budgets for several projects. Iwata's tenure in corporate planning emphasized practical cost controls, such as optimizing development pipelines and fostering closer collaboration between hardware and software teams, drawing from his experience rescuing from near-bankruptcy in the early 1990s under Nintendo's financial support. By 2002, as Nintendo grappled with competitive setbacks from Sony's dominance and internal inefficiencies, outgoing president selected Iwata as his successor, citing his profound grasp of both hardware and software dynamics as essential for revitalizing the company. Yamauchi, who had mentored Iwata since the through HAL's partnerships, viewed his programmer background—uncommon among Nintendo's prior executives—as a strategic advantage for innovation over conventional management. On May 31, 2002, Iwata assumed the presidency, becoming Nintendo's first leader without familial ties to the Yamauchi lineage and the first with hands-on programming credentials. This ascent marked a shift toward technical leadership at a pivotal moment, with Iwata inheriting a firm facing declining console sales and the need for bold strategic pivots, setting the stage for subsequent handheld and motion-control innovations.

Post-bubble financial strains

In the wake of Japan's asset price bubble collapse in 1990–1991, grappled with macroeconomic headwinds during the ensuing "Lost Decade" of , , and subdued consumer confidence, which dampened domestic demand for including video game hardware and software. The company's heavy reliance on the Japanese market exacerbated these pressures, as household spending contracted and yen appreciation eroded export competitiveness in key overseas territories. While maintained profitability through strong handheld sales via , the transition to the (N64) in 1996 exposed vulnerabilities: cartridges' high production costs deterred third-party developers, limiting the library to around 296 titles compared to over 2,400 for the rival PlayStation (PS1), and global N64 sales totaled 32.93 million units against the PS1's 102.49 million. This disparity contributed to eroding and stagnation in the late 1990s. Fiscal performance reflected these strains, with operating income declining amid rising research and development expenditures for next-generation hardware. For the ended March 31, 2001, Nintendo's operating profit dropped 42% to 84.7 billion yen (approximately $706 million), down from 145.9 billion yen the prior year, as N64 sales waned and pre-launch investments mounted. Net sales for dedicated systems fell, highlighting the cartridge system's inefficiencies and Nintendo's lag in adopting optical media, which enabled cheaper, larger-capacity games from competitors. Internally, these challenges strained resources, prompting cost controls and a reevaluation of hardware strategies, though the company avoided outright losses until the early . The GameCube's November 2001 launch intensified financial pressures, as it captured only 21.74 million lifetime units amid dominance by Sony's (155 million units) and Microsoft's , with limited third-party ports due to the mini-DVD format and perceived underpowered . Weak sales in 2002–2003 led to inventory buildup and price cuts, culminating in Nintendo's first operating loss since —a $26.2 million deficit—for the six months ended September 30, 2003, driven by subdued hardware demand and software underperformance. These results underscored broader post-bubble vulnerabilities, including a shrinking install base and intensified global competition, forcing Nintendo to bolster cash reserves—bolstered by prior successes—and pursue operational efficiencies to avert deeper insolvency.

iQue China market entry

In 2002, Nintendo formed Ltd. as a with Chinese-American entrepreneur , a former executive, to localize and distribute its products in amid strict government regulations that banned domestic console sales since June 2000. The venture, registered with $28 million in capital, aimed to navigate issues and content restrictions by producing modified hardware that downloaded games via connections, eliminating physical cartridges to prevent unauthorized copying. The , a 64-based handheld console adapted for the Chinese market, launched on November 18, 2003, in as the first officially approved system post-ban, bundled with a 64 MB and titles like and accessible through authorized download stations. Priced at around 480 yuan (approximately $58 USD at the time), it supported 10 initial games, with additional downloads costing 30 yuan each, emphasizing educational value to align with regulatory scrutiny on gaming's societal impact. This approach allowed to operate within export-only manufacturing loopholes while testing market viability in urban areas like and . Expansion followed with handheld systems, including the in June 2004, localized with Simplified Chinese interfaces and censored content to comply with state censors, such as removing religious references in games like The Legend of Zelda. However, persistent challenges included the console ban's enforcement, widespread grey-market imports, and limited rural penetration, resulting in modest sales estimated in the tens of thousands for early products despite 's infrastructure for over-the-air updates and anti-piracy tech. Nintendo's strategy via prioritized long-term regulatory compliance over immediate volume, forgoing broader releases in China during this period due to hardware modification complexities and approval delays.

2004 efficiency reforms

In 2004, Nintendo underwent a significant internal reorganization under President to address inefficiencies stemming from the fragmented departmental structure inherited from predecessor , who had established numerous independent (R&D) teams that, while innovative, hindered cross-team communication and coordination. Iwata consolidated these into streamlined divisions, aiming to foster collaboration, accelerate software development, and reduce operational redundancies without resorting to layoffs. A key component involved restructuring the Entertainment Analysis & Development (EAD) division, originally led by , by dividing it into multiple specialized groups—EAD 1 through 8—to handle internal first-party game production more modularly and responsively. Concurrently, Nintendo formed the Software & Development (SPD) division by merging R&D1 and R&D2, with Iwata personally serving as general manager to oversee the creation of tools, , and support for broader development efforts, thereby centralizing planning functions previously dispersed. These changes absorbed additional R&D teams into EAD, further integrating hardware and software workflows to minimize bottlenecks in an era of tightening budgets, as evidenced by Nintendo's fiscal year 2003 profits (ending March 2004) declining 28% to ¥65.9 billion due to currency fluctuations and weak sales. The reforms emphasized Iwata's philosophy of developer empowerment, drawing from his programming background to prioritize efficient pipelines over hierarchical , which he argued had rendered traditional systems "inefficient" for modern game complexity. This restructuring laid groundwork for upcoming hardware launches like the , enabling faster iteration amid competitive pressures from Sony's , though immediate financial relief was limited as Nintendo's overall operating income for the period fell short of initial forecasts. By promoting intra-company knowledge sharing, the measures sought to sustain Nintendo's first-party strengths while adapting to post-bubble economic strains in .

Dual-Screen and Motion Control Era (2004–2011)

DS touch and microphone innovations

The Nintendo DS introduced a on its lower 256x192-pixel display, enabling stylus-based direct manipulation that departed from conventional button and controls in handheld gaming. This innovation, paired with a built-in positioned below the touchscreen, facilitated novel interaction paradigms such as drawing, tapping, swiping, voice commands, and simulated blowing for in-game effects. Development of these features originated from Hiroshi Yamauchi's mid-2002 directive for a dual-screen console to challenge traditional design norms, with guiding the project to prioritize accessible inputs over processing power. Released in on November 21, 2004, followed by on December 2, 2004, and on March 11, 2005, the DS positioned its touch and microphone capabilities as "sense of touch" and "ears" to expand gameplay beyond visual fidelity, aiming to attract non-traditional gamers. The touchscreen supported pressure-sensitive diagonal detection (though rarely utilized in official titles), while the microphone integrated with 16 PCM audio channels for and environmental simulation. Early titles exemplified these mechanics: (Japan: April 21, 2005) employed stylus strokes for petting, walking, and grooming virtual dogs, with microphone whistling to summon them, driving pet simulation popularity. Similarly, Dr. Kawashima's Brain Training: How Old Is Your Brain? (: June 30, 2005) used touch input for rapid arithmetic and writing, enhancing cognitive exercise accessibility. These features spurred creative third-party applications, such as puzzle-solving in Hotel Dusk: Room 215 (2007) via gestures and microphone-based commands in titles like : Bowser's Inside Story (2009) for inhaling enemies. Despite initial skepticism over durability and complexity, the innovations broadened the platform's library to over 9,000 games, contributing to lifetime sales of 154.02 million DS units worldwide as of Nintendo's last reported figures. The touch and microphone inputs influenced subsequent handhelds, proving evolution could sustain market dominance amid competition from graphically superior rivals like Sony's PSP.

Wii casual appeal and sales records

The Nintendo Wii launched on November 19, 2006, in at a manufacturer-suggested retail price of $249.99, positioning itself as an affordable, accessible alternative to the more powerful but expensive and 360. Its core innovation, the —a wireless motion-sensitive controller—enabled players to interact with games through physical gestures, such as swinging for or bowling in simulated sports, thereby lowering the barrier to entry for non-gamers, families, and older demographics who found traditional button-based controls intimidating. This strategy, rooted in Nintendo's aim to expand beyond core gaming enthusiasts, resonated widely, as evidenced by initial sales exceeding 600,000 units across the Americas in the first eight days post-launch. The bundled title Wii Sports, included free with consoles in regions outside and , exemplified and amplified this casual appeal by offering straightforward, multiplayer minigames like , , and that required minimal setup and encouraged social play without demanding prior gaming experience. The game's intuitive motion mechanics turned living rooms into interactive arenas, drawing in participants who viewed gaming as exercise or family bonding rather than competition, with reports indicating it single-handedly boosted console desirability and user retention among novice players. Wii Sports achieved 82.74 million units in effective distribution through bundling, making it a key driver of the Wii's and underscoring how accessible software could outsell complex AAA titles from rivals. Sales momentum propelled the Wii to record-breaking figures, with over 101.63 million units shipped worldwide by the end of its lifecycle, surpassing the lifetime totals of contemporaries and establishing it as Nintendo's best-selling home console until the Switch overtook it in 2022. In the UK, for instance, it exceeded 6 million units sold within less than three years of launch by December 2009, reflecting sustained demand fueled by word-of-mouth among casual users rather than aggressive marketing to hardcore audiences. This performance not only rescued Nintendo from financial pressures post-GameCube but also redefined industry metrics for mass-market adoption, though later critiques noted that motion controls' novelty waned, contributing to a mid-cycle sales plateau around 2009–2010.

Wii Fit health integration

Wii Fit, released in Japan on December 6, 2007, and in on May 19, 2008, represented Nintendo's push into exergaming by bundling the game with the peripheral, which utilized four pressure sensors to measure users' weight, center of balance, and postural shifts during activities. The software tracked metrics such as (BMI), daily weight fluctuations, and exercise progress via a virtual avatar's "Wii Fit Age," calculated from balance tests and estimated aerobic fitness, encouraging regular use through gamified routines including poses, strength exercises, aerobic simulations like hula hooping, and balance challenges. The Balance Board's integration enabled real-time feedback on weight distribution and stability, distinguishing it from prior motion controls by quantifying physical metrics akin to clinical tools, with studies validating its reliability for balance assessment comparable to force plates in controlled settings. This facilitated home-based interventions, particularly for rehabilitation, where peer-reviewed trials demonstrated improvements in postural control and gait among elderly participants after 4–8 weeks of use, though effects were modest and supplementary to conventional therapy. In populations with , sessions enhanced functional mobility and reduced fatigue versus non-exergame controls, attributing gains to its visuomotor training elements. Similarly, applications in Parkinson's and yielded gains in balance and depressive symptom reduction, underscoring its viability for low-impact, accessible fitness without requiring gym access. Empirical evaluations highlighted limitations, such as variable efficacy for substantial weight loss—dependent on sustained high-intensity sessions—and potential overestimation of calorie burn in aerobic modes, prompting recommendations to pair it with dietary tracking for holistic outcomes. Despite these, Wii Fit's sales exceeded 22.67 million units globally by 2012, bolstering Nintendo's Wii ecosystem by attracting health-conscious non-traditional gamers and establishing exergaming as a viable category, with sustained daily use reported among over 500,000 Japanese users years post-launch. Its successor, Wii Fit Plus in 2009, expanded routines to over 50 activities, further embedding health monitoring into Nintendo's casual gaming pivot.

DSi camera and online features

The Nintendo DSi, an enhanced iteration of the DS handheld released on November 1, 2008, in and April 5, 2009, in , introduced two built-in 0.3-megapixel digital cameras—one internal facing the user and one external on the back—as a key hardware upgrade absent in prior DS models. These cameras supported VGA resolution (640×480 pixels) image capture, enabling features like distortion effects, fisheye lenses, and basic photo editing within the pre-installed Camera application. The application allowed users to apply up to eleven digital filters, create slideshows, organize images in a gallery with calendar views, and share photos wirelessly via local ad-hoc connections with other DSi systems, though storage was limited to internal expandable via SD cards up to 2 GB initially. Complementing the cameras, the DSi included Nintendo DSi Sound, another bundled application for audio recording and manipulation using the system's microphone, with options for effects, mixing, and sharing sound clips similarly to photos. These internal applications emphasized playful, creative uses of the hardware, aligning with Nintendo's design philosophy under to leverage touch screens, cameras, and microphones for accessible experiences beyond traditional gaming. However, the cameras' low resolution and lack of video recording limited their utility compared to contemporary cameras, positioning them more as novelty tools for experiments in select DSiWare titles rather than serious . On the online front, the DSi enhanced connectivity with built-in 802.11b Wi-Fi support for the Nintendo Wi-Fi Connection service, enabling free global multiplayer in compatible DS and DSi games such as Mario Kart DS and Pokémon titles, with features like friend codes for secure matchmaking and regional servers for low-latency play. It also included an Opera-based web browser accessible from the system menu, allowing basic internet access for news, weather, and simple browsing, though limited by the era's hardware and lack of flash support. Central to its online ecosystem was the Nintendo DSi Shop, launched concurrently with the console, where users purchased downloadable DSiWare applications and games—ranging from free utilities to 800+ DSi Points titles—using prepaid points cards, with over 1,000 titles released by third-party developers like Hudson Soft and independent creators. The DSi Shop facilitated smaller-scale digital distribution akin to mobile app stores, hosting categories priced at 200, 500, or 800 DSi Points (equivalent to roughly $0.50–$8 USD), and supported genres from puzzles to camera-integrated apps, though it required an initial internet connection setup via WEP/WPA networks. Online services proved foundational for Nintendo's digital strategy but faced eventual discontinuation: Nintendo Wi-Fi Connection ended on May 20, 2014, severing multiplayer for legacy titles, while the DSi Shop closed to new purchases on March 31, 2017, with remaining content transferable to Nintendo 3DS systems via a dedicated tool. These features marked Nintendo's early foray into integrated online and multimedia capabilities in portables, influencing later platforms despite hardware constraints and service sunsets.

Early mobile and IP licensing trials

In the mid-2000s, amid the success of the and , Nintendo explored conceptual integrations of its gaming technology with mobile phones through filings, though these remained non-commercial prototypes rather than market-ready products. A notable example was a 2007 for a hybrid device resembling a cell phone with built-in gaming console features, including cartridge slots for Game Boy-style games, a interface, and motion controls akin to emerging capabilities. This followed an earlier 2001 depicting a mobile phone with dedicated gaming hardware, such as a flip-open screen for play and options for downloading or purchasing titles, reflecting internal deliberations on blending portability with cellular functionality. However, Nintendo executives, including then-president , prioritized dedicated hardware to sustain ecosystem control, viewing smartphone convergence as a potential threat to sales of proprietary devices like the DS, which already dominated portable gaming with over 150 million units sold by 2011. Parallel to these hardware explorations, Nintendo trialed selective IP licensing but maintained stringent oversight to preserve brand exclusivity, avoiding broad dissemination to non-Nintendo platforms. During this era, the company permitted limited third-party uses of characters like and Zelda in merchandise or promotional tie-ins, but rejected overtures for smartphone adaptations, citing risks of quality dilution and revenue fragmentation from free-to-play models prevalent in early mobile gaming. For instance, while Nintendo enforced copyrights aggressively against unauthorized emulations or ports—filing lawsuits against mobile game developers infringing on patents—internal policies emphasized in-house development over external licensing deals that could erode hardware loyalty. This cautious approach yielded no official mobile titles by 2011, contrasting with competitors like , who experimented more freely with PlayStation Mobile apps; Nintendo's strategy instead funneled IP into re-releases on its own systems, generating steady revenue without platform fragmentation. These trials underscored Nintendo's first-mover advantage in dedicated portables, where the DS's dual-screen and touch innovations inadvertently influenced smartphone interfaces, yet the firm abstained from direct mobile entry to safeguard long-term profitability—hardware and first-party software accounted for over 80% of revenue in fiscal 2010. By era's end, unfruitful patent pursuits and licensing restraint positioned Nintendo for later pivots, as rising smartphone adoption pressured reevaluation without immediate concessions to external ecosystems.

Stereoscopic and HD Struggles (2011–2017)

3DS 3D tech and price adjustments

The Nintendo 3DS featured an autostereoscopic 3D display on its upper 3.53-inch screen, utilizing a parallax barrier to separate images for the left and right eyes without requiring glasses, enabling depth perception through binocular disparity at a resolution of 400x240 pixels per eye. This technology, a core selling point, allowed users to toggle 3D effects via a dedicated slider, though it was limited to the top screen and proved ineffective for some viewers, particularly children, due to alignment sensitivity and potential eye strain from prolonged use. Launched in on February 26, 2011, at ¥25,000 (approximately $300), and in on March 27, 2011, at $249.99, the 3DS initially underperformed in sales despite strong launch-week figures, such as over 3.6 million units globally in the first five weeks, hampered by a sparse initial game library, high pricing relative to the predecessor DS, and mixed reception to the 3D feature's value. On July 28, 2011, Nintendo announced a significant price reduction to address weak ongoing demand and a reported quarterly loss, dropping the U.S. suggested retail price to $169.99 effective August 12, 2011—a 32% cut—while in it fell to ¥15,000 ($190). To mitigate backlash from early adopters, Nintendo offered downloadable vouchers for two free games—such as and —to registered owners who purchased before the cut, framing the adjustment as a response to unforeseen market conditions rather than a hardware flaw. The price slash catalyzed a sales resurgence, with U.S. units sold increasing to 4 million by year-end 2011 and weekly figures in some regions jumping over 260% post-adjustment, ultimately contributing to the system's long-term success exceeding 75 million units lifetime. This move highlighted Nintendo's willingness to prioritize volume over initial margins amid competition from smartphones, though it underscored miscalculations in pricing hardware with novel but non-essential features like glasses-free 3D.

Wii U identity crisis and underperformance

The , Nintendo's eighth-generation home console, launched on November 18, 2012, in at prices of $299 for the Basic Set and $349 for the Deluxe Set, but achieved only modest initial sales of approximately 890,000 units in its first six weeks. By its discontinuation in January 2017, lifetime global sales reached 13.56 million units, far below the Wii's 101 million and even trailing competitors like the and Xbox 360. This underperformance contributed to Nintendo reporting operating losses of ¥40 billion in 2014 and ¥244 billion in 2015, prompting strategic reevaluation. A core factor in the Wii U's struggles was its identity crisis, stemming from ambiguous positioning as both a successor to the family-oriented Wii and an HD entry targeting core gamers, without fully committing to either audience. The console's —a 6.2-inch controller intended for asymmetric multiplayer and —represented a hybrid of portable and stationary gaming, but its functionality was poorly conveyed in marketing materials, often appearing as a mere Wii accessory rather than integral to a distinct system. Nintendo executives later acknowledged this confusion, with former president noting in 2014 that the name "Wii U" inadvertently implied an upgrade pack for existing Wii owners, deterring potential buyers unclear on its standalone nature. Marketing efforts compounded the issue by emphasizing backward compatibility with Wii games and accessories over unique features, leading surveys to reveal that up to 30% of consumers in early 2013 mistook the Wii U for a peripheral add-on. Launch titles like Nintendo Land showcased GamePad potential for casual play, yet the lineup lacked blockbuster appeal for traditional gamers, while third-party support waned due to the console's underpowered hardware—capped at 1.24 TFLOPS compared to the PlayStation 4's 1.84 TFLOPS—limiting ports of major multiplatform releases. A mid-2013 price reduction to $259 for the Deluxe Set boosted sales by over 200% temporarily, but failed to reverse the momentum loss from initial misperceptions. The identity ambiguity also strained Nintendo's resources, as simultaneous support for the handheld 3DS divided development focus and marketing budgets, resulting in fewer exclusive software hits—only 103.6 million software units sold lifetime, with top titles like Mario Kart 8 at 8.46 million. Analysts attributed much of the shortfall to Nintendo's reluctance to pivot aggressively from Wii-era casual appeal, leaving the Wii U adrift in a market shifting toward powerful, unified ecosystems from and . Ultimately, these factors solidified the Wii U's reputation as a transitional misstep, informing Nintendo's clearer hybrid strategy with the subsequent Switch.

YouTube DMCA overreach criticisms

In May 2013, Nintendo began issuing widespread copyright claims via YouTube's Content ID system against videos featuring gameplay footage from its games, targeting popular "Let's Play" formats where creators narrated and commented on playthroughs. This enforcement affected thousands of channels, resulting in videos being demonetized, blocked in specific regions, or removed entirely, even when creators argued the content constituted fair use through added commentary, reviews, or transformative elements. Critics, including prominent YouTubers and gaming outlets, labeled the actions as overreach, contending that such user-generated videos served as free promotion for Nintendo titles amid the Wii U's market struggles, potentially driving sales rather than harming them, and contrasting sharply with competitors like Sony and Microsoft, who permitted monetized gameplay videos under fair use guidelines. The backlash intensified as reports emerged of inconsistent application: short review clips and speedruns faced claims alongside full playthroughs, with some videos re-uploaded by itself with ads enabled to capture revenue, undermining creators' efforts and eroding goodwill in the burgeoning gaming community, which had exploded in popularity since around 2006. Legal analysts noted the ambiguity in U.S. doctrine under Section 107 of the Act, arguing exploited it to suppress potentially legal content without court challenges, prioritizing IP control over community engagement during a period when Wii U sales lagged behind rivals. defended the measures as necessary to prevent unauthorized commercial exploitation of its , emphasizing that guidelines already prohibited full-game walkthroughs without permission, but detractors highlighted the absence of a viable official for creators, unlike emerging programs from other publishers. By June 2013, amid mounting criticism, Nintendo began reversing select claims and clarified its policy to permit limited gameplay footage in videos with "significant original commentary," while still banning monetization, long-form playthroughs, and use of Nintendo assets in mods or emulators. However, the initial aggressive takedowns were seen by observers as a self-inflicted wound, contributing to perceptions of Nintendo as litigious and out of touch with digital fan culture, potentially exacerbating the Wii U's identity issues by limiting organic online buzz compared to more permissive ecosystems on platforms like Twitch. This episode underscored broader tensions in the 2011–2017 era, where Nintendo's stringent IP enforcement clashed with the rise of streaming and social media-driven marketing, though the company maintained it protected long-term brand value against risks.

Iwata's passing and strategic pivot

Satoru Iwata, Nintendo's president since 2002, died on July 11, 2015, at age 55 from complications of bile duct cancer. His death occurred amid ongoing struggles with the Wii U console, which had sold only 13.56 million units by March 2015, far below expectations. Iwata's leadership had emphasized avoiding layoffs even during financial downturns; in 2013, following Wii U underperformance, he reduced his salary by 50% for five months to preserve jobs, alongside executive pay cuts. In response to Iwata's passing, Nintendo conducted a corporate reorganization announced on September 14, 2015, effective September 16, involving a "large-scale revision" of its structure to enhance efficiency. Key changes included merging the Entertainment Analysis & Development (EAD) and Software Planning & Development (SPD) divisions into the unified (EPD) division, led by and as senior managing executive officers, to streamline game software creation and integrate hardware-software development more closely. This pivot aimed to address Wii U's market confusion by fostering unified teams capable of supporting the next hardware platform, codenamed NX, which emphasized a hybrid portable-home console design conceived under Iwata. Tatsumi Kimishima, a 65-year-old banking executive who joined in 2000 and later managed the Pokémon Company, was appointed president to succeed Iwata. Kimishima pledged continuity with Iwata's vision, stating there would be no alterations to core strategies, including NX development, selective ventures, and quality-of-life initiatives like health-monitoring devices. The reorganization maintained Nintendo's no-layoff stance, avoiding staff reductions despite Wii U losses exceeding ¥50 billion in fiscal year 2014, prioritizing long-term innovation over short-term cost-cutting. This approach contrasted with industry peers, positioning to refocus on dedicated gaming hardware amid HD-era challenges.

DeNA mobile partnership hesitancy

Nintendo maintained significant reservations about venturing into mobile gaming prior to its 2015 alliance with DeNA, primarily due to concerns that such a move would undermine the company's core philosophy of delivering unique, high-quality experiences through dedicated hardware. In 2011, President Satoru Iwata explicitly stated that developing mobile games was "absolutely not under consideration," arguing that it risked eroding Nintendo's distinct identity by prioritizing commoditized smartphone content over innovative dedicated platforms. This stance persisted amid the Wii U's commercial struggles and the dominance of smartphone gaming, as Iwata emphasized Nintendo's aversion to imitating free-to-play models prevalent in the mobile sector, which he viewed as incompatible with the company's emphasis on polished, paid experiences. Discussions with DeNA, a Japanese mobile gaming firm specializing in social and network-driven titles, had been ongoing since 2010, reflecting Nintendo's deliberate pace in evaluating partners capable of aligning with its standards. The partnership was formalized on March 17, 2015, through a business and capital alliance: Nintendo acquired approximately 20% of DeNA's shares for ¥22.8 billion (about $190 million USD at the time), while DeNA purchased 1.24% of Nintendo's outstanding stock, ensuring mutual investment and oversight. This structure addressed Nintendo's hesitancy by granting it primary control over game planning and intellectual property usage—no IPs were off-limits, but Nintendo would "mainly" handle development to preserve quality, with DeNA focusing on operations, user networks, and global distribution. Iwata reiterated during the announcement that the alliance was not a desperate pivot but a strategic extension to reach broader audiences without abandoning dedicated gaming, including plans for a unified membership service and a new hardware platform (later revealed as the Nintendo Switch). However, the hesitancy manifested in a cautious rollout: Nintendo rejected aggressive free-to-play monetization, opting instead for varied models like premium downloads and in-app purchases designed to avoid exploitative practices, aiming for "a small amount of money from a wide range of users" rather than high-spending whales. This approach, while safeguarding brand integrity, delayed aggressive market entry and contributed to modest initial outputs, such as the experimental social app Miitomo launched in March 2016, underscoring Nintendo's prioritization of controlled innovation over rapid expansion.

Hybrid Console Triumph (2017–2024)

Switch versatility and supply triumphs

The Nintendo Switch, launched on March 3, 2017, featured a hybrid form factor that integrated portable and home console functionalities via detachable Joy-Con controllers and a TV docking station, allowing users to alternate between handheld mode and docked television output without interrupting gameplay sessions. This design addressed longstanding market fragmentation by unifying on-the-go portability with living-room scalability, appealing to casual players seeking flexibility and core gamers desiring shared experiences. The system's modularity supported multiplayer setups in compact spaces, such as tabletop mode, which expanded accessibility for non-traditional gaming environments like travel or social gatherings. Early adoption was propelled by this adaptability, with initial shipments reaching 2.74 million units in the first month post-launch, surpassing expectations and establishing the Switch as a viable third pillar in Nintendo's hardware portfolio alongside dedicated handhelds and consoles. By fiscal year 2018 (ending March 2018), hardware sales hit 15.05 million units, reflecting strong demand driven by the device's ability to bridge portable titles like those from the 3DS lineage with home-scale exclusives such as The Legend of Zelda: Breath of the Wild. Versatility mitigated risks from shifting consumer habits, including rising mobile gaming competition, by offering a premium, battery-powered alternative with physical media support and low-latency wireless connectivity. Supply chain pressures emerged prominently during the COVID-19 pandemic, as surging demand—fueled by titles like Animal Crossing: New Horizons in March 2020—coincided with global semiconductor shortages and factory disruptions in Asia. Nintendo encountered production delays and stockouts, with U.S. retail availability dropping amid scalping, yet the company prioritized output scaling through diversified manufacturing partners and expedited component sourcing. By fiscal year 2021 (ending March 2021), shipments reached 28.83 million units, a record at the time, demonstrating resilience via strategic inventory buffering and flexible assembly lines that outpaced industry-wide constraints affecting competitors like Sony and Microsoft. These efforts culminated in sustained triumphs, with cumulative shipments exceeding 141.32 million units by March 31, 2024, positioning the Switch as Nintendo's second-best-selling console behind the DS. Annual production targets were iteratively raised, from 20 million units pre-pandemic to over 25 million in peak recovery years, supported by long-term supplier contracts that emphasized yield optimization over cost-cutting. This approach not only stabilized availability but also fortified Nintendo's market share against supply-vulnerable rivals, enabling consistent software ecosystem growth and averting deeper revenue dips reported in fiscal 2022.

Record-breaking sales and ecosystem

The Nintendo Switch shipped 150.86 million units worldwide as of December 2024, making it the third best-selling in history behind the and . This figure represented a sustained commercial triumph, with annual hardware sales peaking at 28.68 million units in 2021 before stabilizing amid market saturation and competition from newer platforms. The console's hybrid design, enabling seamless transitions between handheld and docked modes, drove adoption across demographics, including families and adult gamers, contributing to its longevity beyond the typical seven-year console lifecycle. Complementing hardware success, Switch software sales exceeded 1.36 billion units by December 2024, with first-party titles dominating the catalog. Mario Kart 8 Deluxe led as the platform's top seller with 68.86 million copies shipped, followed by Animal Crossing: New Horizons at 48.19 million and at approximately 35 million. These figures underscored Nintendo's strategy of leveraging evergreen ports and sequels, such as enhanced versions of games, to maximize attach rates—reaching over 9 software units per console sold. The Legend of Zelda: Breath of the Wild and its sequel Tears of the Kingdom each surpassed 30 million units, demonstrating the enduring appeal of open-world adventures tailored to the Switch's portability. The ecosystem expanded through Nintendo Switch Online, a subscription service launched on September 18, 2018, which grew to over 34 million paying members by September 2024. This service provided online multiplayer, cloud saves, and access to emulated libraries from NES, SNES, and later N64 and Game Boy eras, fostering recurring revenue and community engagement despite criticisms of limited feature depth compared to rivals. Third-party support evolved significantly, starting with indie titles and ports like The Witcher 3: Wild Hunt (over 2018 release) and Doom Eternal, which broadened the library to include over 10,000 games by 2024. Publishers such as Bethesda, Capcom, and Ubisoft increasingly prioritized Switch versions for their high install base, though performance compromises in AAA ports highlighted hardware limitations. This hybrid ecosystem, combining proprietary IP strength with selective external content, solidified the Switch's market position without relying on aggressive digital storefront competition.

Leadership under Furukawa

assumed the role of Nintendo's president on June 28, 2018, succeeding after serving in corporate planning and international marketing roles since joining the company in 1994. Under his leadership, Nintendo prioritized the as its core platform, emphasizing hybrid portability and a family-oriented to sustain long-term engagement rather than aggressive expansion into unproven markets. This approach contributed to robust financial performance, with the Switch family achieving cumulative hardware sales of 146.04 million units by November 2024, driving consistent operating profits through optimized supply chains and evergreen software sales. Furukawa's strategy maintained Nintendo's conservative fiscal discipline, amassing significant cash reserves—exceeding $10 billion by mid-2025—while resisting broader investments urged by Japanese government initiatives for capital efficiency. He advocated shorter development cycles for first-party titles to adapt to industry turbulence, allowing quicker iterations on proven franchises like The Legend of Zelda and Super Mario without diluting quality. In mobile gaming, initial ambitions for smartphone titles as a major revenue pillar—targeting $1 billion annually—were tempered post-2020, with Furukawa scaling back after successes like Animal Crossing: Pocket Camp but continuing selective development without major announcements, prioritizing IP integrity over volume. Critics have noted Furukawa's hands-off management style, delegating operational decisions to development leads, which some attribute to steady Switch momentum but question for innovation pace amid rising competition. Nonetheless, his tenure saw Nintendo navigate post-pandemic supply triumphs and prepare for the Switch successor, announced in with a June 2025 launch, focusing on and enhanced hardware to extend hybrid success. By October 2025, initial Switch 2 sales projections aligned with 15 million units for the , underscoring sustained market positioning under his direction.

Theme park expansions

Nintendo formalized a partnership with Universal Parks & Resorts on May 7, 2015, to develop themed attractions featuring its characters and games at Universal's global theme parks, marking a significant diversification beyond video games. On November 29, 2016, the companies specified initial locations for these developments: Universal Studios Japan in Osaka, Universal Orlando Resort in Florida, and Universal Studios Hollywood in California. The first Super Nintendo World area debuted at Universal Studios Japan on March 18, 2021, after delays from its original 2020 target due to the ; it included interactive elements like Power-Up Bands for collecting coins and stamps, alongside rides such as : Koopa's Challenge and . This location emphasized immersive Mushroom Kingdom theming, with guests entering via a warp pipe and participating in augmented reality challenges tied to Nintendo's Switch ecosystem. Super Nintendo World at Universal Studios Hollywood followed, opening on February 17, 2023, as a more compact version focused on : The Power-Up Band Coaster, which integrates AR racing with real-world scenery, though it lacked some Osaka-exclusive features like the full ride at launch. In parallel, Nintendo pursued area expansions; on November 12, 2024, Universal announced the addition to the Osaka park, which officially opened on December 11, 2024, increasing Super Nintendo World's footprint by 70% through new attractions including the Mine-Cart Madness simulating barrel-blasting gameplay. This expansion drew on 's arcade roots while incorporating motion-based interactivity, and similar Donkey Kong elements were integrated into the forthcoming Orlando site. These developments represented Nintendo's cautious entry into experiential entertainment, leveraging Universal's operational expertise to monetize IP through ticketed admissions, merchandise, and food offerings like themed Toadstool Cafe meals, with reported high guest satisfaction but initial capacity constraints addressed via timed entry systems. By late 2024, the parks had attracted millions, bolstering Nintendo's brand amid Switch hardware success, though reliance on Universal limited direct control over operations and revenue splits.

Film reboots and media diversification

In 2019, Nintendo licensed its Pokémon intellectual property for the live-action film Pokémon: Detective Pikachu, produced by Legendary Pictures and distributed by Warner Bros., marking a cautious re-entry into Hollywood adaptations after the commercial failure of the 1993 Super Mario Bros. live-action film. The film, with a production budget of approximately $150 million, grossed $433 million worldwide, generating an estimated net profit of $47 million and establishing viability for video game-based live-action features tied to Nintendo properties. This success, driven by photorealistic Pokémon designs and Ryan Reynolds voicing the titular character, boosted ancillary Pokémon merchandise sales without diluting the franchise's core appeal, as Nintendo retained oversight through The Pokémon Company. The 2023 animated feature , co-produced by , Illumination Entertainment, and , represented a deliberate of the Mario cinematic concept, emphasizing fidelity to the source material under Shigeru Miyamoto's direct involvement to avoid the creative liberties that doomed the 1993 version. With financing 50% of the $100 million budget and securing profit participation, the earned $1.36 billion globally, becoming the highest-grossing adaptation in and the second-highest-grossing animated ever. Its April 5 release generated a domestic opening of $146 million, the largest for an animated , and created a "halo effect" that increased Switch Mario game sales by over 20% in subsequent quarters. This triumph prompted Nintendo to accelerate media diversification, announcing in November 2023 a live-action The Legend of Zelda film in partnership with , directed by , with production emphasizing Nintendo's IP guardianship similar to the Mario project. The strategy reflected a shift from historical licensing passivity—evident in the 1993 film's detachment—to active co-production, aiming to leverage film revenues for game ecosystem reinforcement amid console lifecycle extensions. By 2024, Nintendo's deepened Hollywood ties, including sequel commitments for Mario via Illumination, positioned films as a complementary , contributing to IP valuation growth without reliance on mobile gaming ventures.

Next-Gen Transition (2025–present)

Switch 2 reveal and June launch

Nintendo first announced the successor to the Nintendo Switch on January 16, 2025, confirming its name as the Nintendo Switch 2 and a planned release sometime in 2025, accompanied by a teaser trailer highlighting its hybrid portable-home console design with enhanced capabilities. This initial reveal followed President Shuntaro Furukawa's prior commitments to disclose successor details before the end of Nintendo's fiscal year in March 2025, amid speculation fueled by the original Switch's sustained sales exceeding 140 million units. A dedicated Nintendo Direct presentation on April 2, 2025, provided the full reveal, lasting approximately 60 minutes and unveiling key hardware features such as improved processing power, a larger display, and new Joy-Con controllers with enhanced connectivity for multiplayer experiences. The event disclosed a suggested retail price of $449.99 in the United States, positioning it as a premium upgrade while emphasizing backward compatibility with Switch software to ease the transition for existing users. Nintendo also announced a launch-day bundle with Mario Kart World and confirmed several titles debuting alongside the console, including remasters like Suikoden I & II HD Remaster and new entries in franchises such as Arcade Archives. Pre-orders began immediately following the broadcast, with Nintendo coordinating global supply chains to mitigate shortages experienced during the original Switch's rollout. The 2 launched worldwide on June 5, 2025, marking Nintendo's entry into the ninth console generation with immediate availability in major markets including the , , and . Initial stock sold out rapidly in many regions, though Nintendo reported improved production volumes compared to prior launches, attributing this to lessons from supply chain disruptions during the era. The debut was supported by a lineup of over 10 titles, blending first-party exclusives and third-party ports, which helped drive strong opening weekend sales estimated in the millions globally based on retailer reports.

Enhanced hardware and backward compatibility

The Nintendo Switch 2, launched on June 5, 2025, features a larger 8-inch liquid-crystal display compared to the original Switch's 6.2-inch screen, enabling sharper visuals and improved handheld play. It includes 256 GB of internal storage, expandable via microSD cards, a significant increase from the original's base 32 GB model, supporting larger game installs and faster load times. Updated Joy-Con controllers incorporate magnetic attachment for easier docking and removal, along with enhanced haptics and a built-in microphone for social features like GameChat. Graphics processing is powered by a custom Tegra chip with DLSS support, delivering up to in docked mode and improved frame rates over the original Switch's capabilities, while maintaining power efficiency for extended battery life of 4-9 hours depending on usage. Connectivity enhancements include for faster online multiplayer, audio support, and a wired LAN port on the dock for stable TV mode connections via . Backward compatibility with original Nintendo Switch games—both physical cartridges and digital titles—is a core feature, allowing users to play the vast majority of the library without needing additional hardware or full emulation layers. Nintendo's official compatibility tests, updated as of June 5, 2025, confirm that nearly all first-party titles run without issues, with the system providing automatic performance boosts such as higher resolutions and steadier frame rates for supported games via developer-approved patches or native optimizations. Unlike traditional emulation, the Switch 2 achieves this through hardware-level translation layers that map original Switch instructions to the new architecture, avoiding the original Tegra X1 chip entirely while preserving input compatibility for accessories like Joy-Cons. A small subset of third-party games, estimated at under 3% based on initial testing, may require updates for full functionality, with Nintendo providing tools for developers to certify enhanced modes that leverage the upgraded GPU and CPU. This approach extends to save data transfer and services, ensuring seamless progression from the prior console, though certain peripherals like the original accessory remain unsupported. Overall, the enhanced hardware not only sustains the ecosystem's longevity but positions the Switch 2 as a bridge for Nintendo's hybrid design philosophy into future iterations.

Initial sales surge and market positioning

The Nintendo Switch 2 launched on June 5, 2025, achieving over 3.5 million units sold worldwide in its first four days, surpassing the original Switch's launch performance of 2.7 million units in its debut month. This initial surge was driven by strong pre-order demand, backward compatibility with the original Switch library, and bundled titles like Mario Kart World, which contributed to the console's appeal as a seamless upgrade for existing users. In the United States, it recorded 1.6 million units sold in June alone, marking the highest launch-month hardware sales in the region's history. By the end of June 2025, global sales reached an estimated 5.44 million units, setting a record for Nintendo's fastest-selling console debut and reflecting robust supply chain preparations that avoided the stock shortages plaguing prior launches. Nintendo reported exceeding 6 million units sold within seven weeks post-launch, prompting the company to maintain its full-year forecast amid sustained momentum. In the U.S. market, the console sold 2.4 million units over its first three months, outperforming the PlayStation 4's launch pace by 5% and solidifying its position as the year's leading hardware through September. Nintendo positioned the Switch 2 as a hybrid successor emphasizing portability, enhanced performance for 4K docked output, and an ecosystem of exclusive first-party titles to differentiate from stationary competitors like the PlayStation 5 and Xbox Series X/S. This strategy capitalized on the original Switch's installed base of over 153 million units, enabling immediate access to a vast library and fostering developer support through digital-first distribution and family-oriented appeal, which propelled year-to-date global sales to approximately 9.24 million units by September—outpacing the PS5's 8.21 million in the same period. Despite occasional monthly dips, such as PS5 outselling it in September, the console's versatility and Nintendo's production ramp-up to 25 million units by March 2026 underscored its market dominance in a recovering industry.

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