Nintendo
Categories
#355
Rank
$47.99B
Marketcap
Japan
Country
Fusajiro Yamauchi (Founder)
Shuntaro Furukawa (Board Member)
Technology
Retail and Consumer Goods
Summary
Nintendo Co., Ltd. is a Japanese multinational video game company headquartered in Kyoto. It develops and releases both video games and video game consoles.
Nintendo was founded in 1889 as Nintendo Karuta by craftsman Fusajiro Yamauchi and originally produced handmade hanafuda playing cards. After venturing into various lines of business during the 1960s and acquiring a legal status as a public company, Nintendo distributed its first console, the Color TV-Game, in 1977. It gained international recognition with the release of Donkey Kong in 1981 and the Nintendo Entertainment System and Super Mario Bros. in 1985.
Since then, Nintendo has produced some of the most successful consoles in the video game industry, such as the Game Boy, the Super Nintendo Entertainment System, the Nintendo DS, the Wii, and the Switch. It has created numerous major franchises, including Mario, Donkey Kong, The Legend of Zelda, Pokémon, Kirby, Metroid, Fire Emblem, Animal Crossing, Splatoon, Star Fox, Xenoblade Chronicles, and Super Smash Bros. Nintendo's mascot, Mario, is internationally recognized. The company has sold more than 5.4 billion video games and over 800 million hardware units globally as of 2022.
Nintendo has multiple subsidiaries in Japan and abroad, in addition to business partners such as the Pokémon Company and HAL Laboratory. Nintendo and its staff have received awards including Emmy Awards for Technology & Engineering, Game Awards, Game Developers Choice Awards, and British Academy Games Awards. It is one of the wealthiest and most valuable companies in the Japanese market.
History
1889: Consequently he opened up a new company named at the time Nintendo Koppai on September 23, 1889. Nintendo was founded as Nintendo Karuta on 23 September 1889 by craftsman Fusajiro Yamauchi in Shimogy?-ku, Kyoto, Japan, to produce and distribute hanafuda (??, "flower cards"), a type of traditional Japanese playing card.
1904: Marufuku initially made the cards for Russian prisoners of war during the Russo-Japanese War of 1904-05, when the soldiers wore out the decks they had brought from Russia.
1907: In 1907, Nintendo Koppai partnered with the Japanese company Japan Tobacco & Salt Corporation (now just Japan Tobacco) which allowed Nintendo to sell their cards in cigarette shops all across Japan.
1915: A promotional calendar distributed by Nintendo from the Taish? era dated to 1915 was found, indicating that the company was named 'Yamauchi Nintendo', and used the Marufuku Nintendo Co. brand for its playing cards.
1925: In 1925, however, Marufuku began exporting Hanafuda cards to Japanese communities in South America, Korea, and Australia.
1927: Because Sekiryo's marriage to Yamauchi's daughter produced no male heirs, he planned to adopt his son-in-law Shikanojo Inaba, an artist in the company's employ and the father of his grandson Hiroshi, born in 1927.
1929: In 1929, Fusajiro Yamauchi retired and deemed his successor to be Sekiryo Kaneda.
1933: In 1933, Sekiryo Kaneda established the company as a general partnership titled Yamauchi Nintendo & Co.
1947: In 1947, Sekiryo founded the distribution company Marufuku Co.
1950: The oldest, largest and most accurate video game database covering over 280 platforms from 1950 to date! Hiroshi Yamauchi, great-grandson of Marufuku's founder, became president in 1950, embarking on a wide-ranging program to modernize and rationalize the way his family's company was run.
1951: The company is renamed Nintendo Playing Card Company. His first actions involved several important changes in the operation of the company. In 1951, he changed the company name to Nintendo Playing Card Co.
1952: In 1952, Marufuku consolidated its factories, which had been scattered throughout Kyoto. Ltd.'. In 1952, he centralized the production of cards in the Kyoto factories, which led to the expansion of the offices.
1953: Nintendo achieved it by creating plastic coated playing cards in 1953. In 1953, Yamauchi responded to a shortage in playing-card-quality paper by challenging his company to develop plastic playing cards.
1956: In 1956, Hiroshi Yamauchi, grandson of Fusajiro Yamauchi, visited the United States to talk with the United States Playing Card Company, the dominant playing card manufacturer there.
1959: The company also achieved success in 1959 by producing a line of cards with the likeness of Disney characters on them. In 1959, Nintendo reached an agreement with Walt Disney Company and released playing cards imprinted with Disney cartoon characters. In 1959, Nintendo contracted with Walt Disney to incorporate his company's animated characters into the cards.
1961: By 1961, the company had sold more than 1.5 million card packs and held a high market share, for which it relied on televised advertising campaigns.
1962: By 1962, business was so good that Nintendo decided to go public, listing stock on the Osaka and Kyoto stock exchanges.
1963: The first order of business was to change the name from Nintendo Playing Card Co. to just Nintendo Co., Ltd. In 1963, in order to not be affiliated exclusively with cards. In 1963, Yamauchi renamed Nintendo Playing Card Co. More progress came when Nintendo introduced board games along with its playing cards. First, Nintendo augmented its product line by marketing board games as well as playing cards. The need for diversification led the company to list stock on the second section of the Osaka and Kyoto stock exchanges, in addition to becoming a public company and changing its name to Nintendo Co., Ltd. in 1963.
1964: All of these ventures eventually failed, and after the 1964 Tokyo Olympics, playing card sales dropped, and Nintendo’s stock price plummeted to ¥60. In 1964, Nintendo earned an income of ¥150 million. Nintendo's stocks dropped from 900 yen to an unfortunate 60 yen. It was time to look towards the more advantageous toy market, and thus Nintendo opened up their first research and development branch which they simply named Games.
1965: Four years prior In 1965, Gunpei Yokoi was hired as an assembly line maintenance engineer.
1966: In 1966, Nintendo moved into the Japanese toy industry with the Ultra Hand, an extendable arm developed by its maintenance engineer Gunpei Yokoi in his free time.
1969: In 1969, Nintendo opened up a new manufacturing production plant in Uji City in Kyoto which would be a primary location where Nintendo would develop its toys. By 1969 the game department was so successful that a new game production plant was built in Uji city, a suburb of Kyoto. In 1969, Gunpei Yokoi joined the department and was responsible for coordinating various projects.
1971: Nintendo partnered with Magnavox to provide a light gun controller based on the Beam Gun design for the company's new home video game console, the Magnavox Odyssey, in 1971.
1973: In 1973, Gunpei Yokoi would create the Laser Clay Shooting game which would replace various bowling alleys in Japan. In 1973, its focus shifted to family entertainment venues with the Laser Clay Shooting System, using the same light gun technology used in Nintendo’s Kousenjuu series of toys, and set up in abandoned bowling alleys. An especially popular example of this technology was the laser clay-pigeon shooting system, introduced in 1973, in which arcade players aimed beams of light at targets projected on a small movie screen. Though Nintendo's toys continued to gain popularity, the 1973 oil crisis caused both a spike in the cost of plastics and a change in consumer priorities that put essential products over pastimes, and Nintendo lost several billion yen. The Laser Clay Shooting System was released and managed to surpass bowling in popularity.
1974: Nintendo’s first venture into the video gaming industry was securing rights to distribute the Magnavox Odyssey video game console in Japan in 1974. Nintendo released Wild Gunman, a skeet shooting simulator consisting of a 16 mm image projector with a sensor that detects a beam from the player's light gun.
1975: In 1975, Nintendo moved into the video arcade game industry with EVR Race, designed by their first game designer, Genyo Takeda, and several more titles followed. In 1975, in cooperation with Mitsubishi Electric, Nintendo developed a video game system using a video player--a technology made more complex the next year when a microprocessor was added to the system. With Mitsubishi, Nintendo designs the first video game with electronic video recording.
1977: Nintendo began to produce its own hardware in 1977, with the Color TV-Game home video game consoles. By 1977, this technology was being marketed as part of the first, relatively unsophisticated generation of home video games.
1978: First coin-operated video machines are sold.
1979: A Breakout clone named Block Fever was also released in arcades this year, and in 1979 would be remade as a console game and renamed as Color TV Block Kusure. In 1979 Nintendo would start to crank out arcade titles that were typically clones of popular games, though one in particular stood out. Gunpei Yokoi conceived the idea of a handheld video game, while observing a fellow bullet train commuter who passed the time by interacting idly with a portable LCD calculator, which gave birth to Game & Watch. Two key events in Nintendo's history occurred in 1979: its American subsidiary was opened in New York City, and a new department focused on arcade game development was created.
1980: Nintendo of America, established in 1980 and based in Redmond, Wash., is a wholly owned subsidiary of Nintendo Co., Ltd. In 1980, one of the first handheld video game systems, the Game & Watch, was created by Yokoi from the technology used in portable calculators. Nintendo entered the arcade video game market with Radar Scope, released in Japan in 1980.
1981: All of these games were part of the Silver series Game & Watch units and would soon be succeeded by the Gold series. To try to find a more successful game, they put Miyamoto in charge of their next arcade game design, leading to the release of Donkey Kong in 1981, one of the first platform video games that allowed the player character to jump.
1982: when the lawsuit was initiated, it seemed as if Nintendo would be destroyed by Universal, though Nintendo had launched back, showing proof that Universal hadn't actually owned King Kong but that it was rather part of public domain. The modern “cross” D-pad design was developed in 1982 by Yokoi for a Donkey Kong version. In 1982 the United States office was moved to Redmond, Washington, and established there with an operating capital of $600,000.
1983: The Family Computer, or Famicom, was released in Japan in July 1983 along with three games adapted from their original arcade versions: Donkey Kong, Donkey Kong Jr. and Popeye. In 1983, Nintendo opened a new production facility in Uji and was listed on the first section of the Tokyo Stock Exchange.
1984: Meanwhile, in the beginning of 1984 in January Nintendo would debut the Advance Video System at the winter CES show over in Las Vegas, Nevada. 1984 marked the year when Nintendo started distributing the VS. System arcade games that contained two screens on each units for two players to play at once. During 1984 many arcade games, however, were released that would later be ported to the Famicom where they would find a greater audience. While Donkey Kong 3 wasn't such a hit, 1984 was the year that debuted the Punch-Out!! franchise with the arcade title Punch-Out!!. While successful, it would fare even better when introduced to home consoles several years later.
1985: In 1985, a cosmetically reworked version of the system known outside of Japan as the Nintendo Entertainment System or NES, launched in North America. The Nintendo Entertainment System (NES) was introduced to the United States market in 1985. Nintendo came to the United States in full force in 1985 with its American version of the Famicom, renamed the Nintendo Entertainment System. The resulting product was the Nintendo Entertainment System, or NES, which was released in North America in 1985.
1986: In June of 1986, Shigeru Miyamoto and his team worked to create a direct sequel to Super Mario Bros. titled Super Mario Bros. 1986 also saw some major changes within the Nintendo Research & Development structure. Metroid, on the other hand, which had been released in Japan in 1986, finally made its way to the west. According to some fan sites, the original 1986 game has sold nearly 8 million copies throughout its lifetime. 1986: Famicom, marketed as the Nintendo Gaming System, is introduced in the United States.
1987: The game was converted into an NES cartridge game and released outside of Japan in 1987. In 1987. Nintendo would sponsor an online Golf tournament using Famicoms and Disk Faxes which allowed for various Famicoms to connect over telephone networks. marked the year when Gunpei Yokoi would start to develop his handheld version of the Nintendo Entertainment System which would later be titled the Game Boy. also saw the debut of the Nintendo Fun Club in North America during the winter.
1988: In December of 1988, Tengen Incorporated, a subsidiary of Nintendo’s arch-rival Atari and a Nintendo software licensee, filed an antitrust suit. Perhaps the biggest event of 1988 was the launching of Nintendo Power. In 1988, he had visited an arcade event where he was first shown a game known as Tetris. In 1988 Nintendo began publishing Nintendo Power magazine for its United States customers.
1989: Nintendo filed a countersuit in February of 1989 claiming patent infringement. In July 1989, Nintendo held the first Nintendo Space World trade show under the name Shoshinkai for the purpose of announcing and demonstrating upcoming Nintendo products. In 1989 Nintendo announced a deal with Fidelity Investment Services, Boston, to bring this technology to the United States. In 1989, Nintendo also returned to the handheld electronic game market it had created a decade earlier. In 1989 Nintendo also teamed up with PepsiCo and nationwide toy retailer Toys 'R' Us for special joint promotions and in-store displays. Nintendo released the Game Boy in 1989. According to company information, more than 25% of homes in the United States had an NES in 1989.
1990: Moffat, Susan, “Can Nintendo Keep Winning?,” Fortune, November 5, 1990. The Super Famicom was released in Japan in 1990. Since Nintendo of Europe was founded in 1990, Nintendo would distribute the console themselves rather than give the rights to another company. A US$3 million grant in 1990 to MIT’s Media Lab was earmarked for researching the possibility of making video games more educational. Although video game sales slowed in 1990, growing less than half as fast as they had the previous year, Nintendo’s sales increased by 63 percent. Yet Sega’ comparative advertising, begun in 1990, pried open Nintendo’s grip on consumers.
1991: Later in 1991, however, Nintendo announced that instead of Philips they would partner with Sony and consequently revealed the PlayStation together at CES that year. By winter of 1991, a time when Seattle was particularly frigid, the vacation get-a-way was finished. Super Nintendo was released in 1991, triggering further growth in sales and reputation in the gaming business. hast, adele. "nintendo." international directory of company histories, volume iii. chicago: st. james press, 1991. 1991: Super NES gaming system is introduced in the United States.
1992: In April 1992, HAL Laboratory and Nintendo teamed up to create a ground breaking video game. HAL Laboratory would soon have to shut its doors if there wasn't a company willing to assist, and in June 1992 they approached Hiroshi Yamauchi who afterwords decided to fund HAL Laboratory and assist them in creating games. On July 31, 1992, Howard Lincoln announced at a distributor meeting that Nintendo would no longer manufacture arcade equipment since their arcade operations "had not been profitable for some time". The game was only released in Japan this year, though would eventually make its way to America and Europe later in 1992. In 1992, Nintendo announced that European company Argonaut and Nintendo had been developing the Super FX Chip. Launch games for the Super Famicom and Super NES included Super Mario World, F-Zero, Pilotwings, SimCity, and Gradius III. By mid-1992, over 46 million Super Famicom and Super NES consoles were sold.
1993: In August 1993, Nintendo announced the SNES’s successor, code-named Project Reality. The system came bundled with Final Fantasy and Final Fantasy II, which helped it sell 1 million copies in 1993. The film, Super Mario Bros., was made in 1993 and features Bob Hoskins as Mario Mario, John Leguizamo as Luigi Mario, and Dennis Hopper in the role of arch-villain King Koopa. In 1993, Star Fox was released, which marked an industry milestone by being the first video game to make use of the Super FX chip. In mid-1993, Nintendo and Silicon Graphics announced a strategic alliance to develop the Nintendo 64.
1994: Bearing prototypes and joint announcements at theConsumer Electronics Show, it was on track for a 1994 release, but was controversially cancelled. In fact, in 1994 it controlled more than 70 percent of the market and owned 80 percent of the profits worldwide. The proliferation of graphically violent video games, such as Mortal Kombat, caused controversy and led to the creation of the Interactive Digital Software Association and the Entertainment Software Rating Board, in whose development Nintendo collaborated during 1994.
1995: 1995 brought with it the launching of the Satellaview in Japan for the Super Famicom. Later on in 1995, Nintendo sued Samsung Electronics, claiming that they were delivering Nintendo games to pirates to created pirated software, even giving some software to the Chinese government. Nintendo sold its one billionth game in 1995, making it the first company in its market to accomplish this feat. In 1995, Nintendo released the Virtual Boy, a console designed by Gunpei Yokoi with virtual reality technology and stereoscopic graphics.
1996: In February 1996, Pocket Monsters Red and Green, known internationally as Pokémon Red and Blue, developed by Game Freak was released in Japan for the Game Boy, and established the popular Pokémon franchise. 1996 saw the launch of the Nintendo 64, though an even bigger phenomenon debuted in 1996 which would, in the long run, prove much more cost effective. Two of the top five games in the 1996 Christmas season were the Super Nintendo games Donkey Kong 2 and Donkey Kong 3. In 1996 it was still the top selling unit, despite competition.
1997: As a company it achieved success with a net income of $528 million in 1997. While Nintendo had lost its dominance of the video game market to Sony, analysts predicted continued success for the company as sales of Pocket Monsters games for the Game Boy machine led the company to a 56 percent increase in sales during the first half of 1997. Revenue for fiscal 1997 were up 18 percent to $3.5 billion. In 1997, Nintendo released the Rumble Pak, a plug-in device that connects to the Nintendo 64 controller and produces a vibration during certain moments of a game.
1998: Poole Wilson, Peter. "playstation expected to lift sony to record profits." ottawa citizen, 7 May 1998. 1998 also saw the opening of Retro Studios. In 1998, however, the Sony PlayStation was outselling the Nintendo 64 (N64) by a wide margin. The company also formed strategic partnerships in 1998, as Psygnosis, a leading global interactive entertainment software maker, announced plans to develop games for Nintendo 64. In 1998 Nintendo welcomed the first college to offer a bachelor's degree in video game technology. cybertech: digital world. "electric arts joins nintendo ultra 64 team," 1998. available at http://www.digitalcity.com/jeffg/news/gamenews1/.html. In 1998, the Game Boy Color was released.
1999: In May 1999, with the advent of the PlayStation 2, Nintendo entered an agreement with IBM and Panasonic to develop the 128-bit Gekko processor and the DVD drive to be used in Nintendo's next home console. Sales for fiscal 1999 reached $4.73 billion, a healthy increase from the previous year's figures. In addition to Zelda and GoldenEye, perennial favorite Pokémon was back in 1999 with Pokémon Pinball and Pokémon Yellow for Game Boy, and Pokémon Snap for N64.
2000: Not to be outdone for long, both Sony and Nintendo planned for a year 2000 release of their new machines. 2000: Sony launches the PlayStation 2 entertainment system. Meanwhile, a series of administrative changes occurred in 2000, when Nintendo's corporate offices were moved to the Minami-ku neighborhood in Kyoto, and Nintendo Benelux was established to manage the Dutch and Belgian territories.
2001: In December 2001, Nintendo had announced that an unusual announcement would be made at the expo, and they stayed true to their word when, at Sega's booth, Nintendo, Namco and Sega revealed the next advancement in arcade hardware with the Triforce arcade system. The year 2001 marked the introduction of two new Nintendo consoles: the Game Boy Advance, which was designed by Gwénaël Nicolas and stylistically departed from its predecessors, and the GameCube.
2002: Satoru Iwata had taken the reigns of Nintendo and saw them experience a great deal of success in his first year in 2002.
2003: Finally, the Tokyo studio which was opened in 2003 would be renamed Nintendo EAD Tokyo and would create Donkey Kong Jungle Beat and the Super Mario Galaxy franchise. In 2003, Nintendo released the Game Boy Advance SP, an improved version of the Game Boy Advance that incorporated a folding design, an illuminated display, and a rechargeable battery.
2004: U staring Luigi as the main character and named New Super Luigi U and with them Pikmin 3, the first game in the Pikmin series since 2004.
2005: By the end of 2005 Nintendo had announced that they would no longer support the Virtual Boy. In 2005, Nintendo's EAD was restructured by Satoru Iwata and separated into five different groups, each one working on different video game series. In the middle of 2005, Nintendo opened the Nintendo World Store in New York City, which would sell Nintendo games, present a museum of Nintendo history, and host public parties such as for product launches. In 2005, Nintendo released the Game Boy Micro, the last system in the Game Boy line.
2006: Some popular handhelds were the GameBoy Color, Pokémon Mini, Nintendo DS, and Nintendo 3DS. In 2006, the Nintendo DS was considered to be one of the best "portable console[s]." In the latter half of 2006, Nintendo released the Wii as the backwards-compatible successor to the GameCube.
2007: On May 1, 2007, Nintendo acquired an 80% stake on video game development company Monolith Soft, previously owned by Bandai Namco. 2007 is also the year when Nintendo decided to partially buy Monolith Soft, a Bandai Namco studio known for their work on Baten Kaitos and the Xenosaga series. The sequel to 2007’s Super Mario Galaxy included brand new power-ups, the return of Yoshi and more gravity-based hijinks. Sales did not meet Nintendo's expectations, with 2.5 million units being sold by 2007.
2008: During the holiday season of 2008, Nintendo followed up the success of the DS Lite with the release of the Nintendo DSi in Japan.
2009: February saw the launch of a limited edition Pink Nintendo DSi bundle including Nintendo presents: Style Boutique, the 2009 game that lets players experience the ins and outs of running their own fashion emporium. In the latter half of 2009, Nintendo revealed and subsequently released the Nintendo DSi XL in Japan. In 2009, Nintendo Iberica S.A. expanded its commercial operations to Portugal through a new office in Lisbon.
2010: To end the year, Nintendo released in December the first Donkey Kong Country game since the SNES era, the game released shortly after its first presentation as it was shown for the first time during E3 2010. By the end of its production cycle in 2010, more than 81.5 million units had been sold worldwide. In 2010, Nintendo celebrated the 25th anniversary of Mario's debut appearance, for which certain allusive products were put on sale.
2011: In 2011, Nintendo greatly expanded the DS legacy by releasing the Nintendo 3DS, based upon a glasses-free 3D display. Early 2011 saw the release of Nintendo 3DS, which allows users to see stereoscopic 3D visuals without the need for special glasses. In 2011, Nintendo celebrated the 25th anniversary of The Legend of Zelda with the orchestra concert tour The Legend of Zelda: Symphony of the Goddesses and the video game The Legend of Zelda: Skyward Sword.
2012: In February 2012, Nintendo acquired Mobiclip, a France-based research and development company specialized in highly optimized software technologies such as video compression. 2012 was a landmark year for Nintendo, seeing the launch of a new home console, Wii U, and also a new handheld system, Nintendo 3DS XL.
2013: In June, Animal Crossing: New Leaf is released on the 3DS. Later this month, Nintendo had its E3 2013 presentation and for the first time, the presentation would be online only, this kind of E3 presentation would be the model to follow for their future E3 presentations. By September 2013, however, sales had rebounded. On September 25, 2013, Nintendo announced it had purchased a 28% stake in a Panasonic spin-off company called PUX Corporation. On 25 September 2013, Nintendo announced its acquisition of a 28% stake in PUX Corporation, a subsidiary of Panasonic, for the purpose of developing facial, voice and text recognition for its video games. It was another year of innovative software in 2013 as Nintendo established strong software line-ups across both Nintendo 3DS and Wii U.
2014: Finally, Nintendo rounded out 2014 with the launch of amiibo, with iconic characters such as Mario, Link, Donkey Kong and Samus available at launch. In 2014, a new line of products was released consisting of figures of Nintendo characters called amiibos.
2015: The first major release of 2015 would be a complete remake of Majora's Madk on the 3DS, this game named The Legend of Zelda: Majora's Mask 3D would release on February 13 and feature enhanced graphic and reimagined Bosses. On 11 July 2015, Iwata died of bile duct cancer, and after a couple of months in which Miyamoto and Takeda jointly operated the company, Tatsumi Kimishima was named as Iwata's successor on 16 September 2015. In 2015, Nintendo formalized agreements with DeNA and Universal Parks & Resorts to extend its presence to smart devices and amusement parks respectively.
2016: In March 2016, Nintendo's first mobile app for the iOS and Android systems, Miitomo, was released. The last huge hit of 2016 is Pokémon Sun and Moon releasing worldwide in November.
2017: By October 2018, around ten million units of both consoles combined had been sold worldwide. Its successor, the Super NES Classic Edition, was released in September 2017. The Yoshi game announced during E3 2017 was shown for the first time in over a year with its new title being Yoshi's Crafted World and featuring the ability to replay the levels in an inversed version. The game went on to sell 31.37 million units, with the video game series exceeding a total of 300 million units in sales as of 2017.
2019: To expand its library, Nintendo entered alliances with several third-party and independent developers; by February 2019, more than 1,800 games had been released for the Switch. On May 29, the Pokémon 2019 Press Conference was held. At the end of the month, Nintendo announced that Mario Kart Tour would be delayed to the summer of 2019 before announcing a new mobile game based on the Doctor Mario franchise, Doctor Mario World. To add to the hype, a VR Mario Kart was introduced in 2019. And it's paid off — Nintendo's net sales for 2019 amounted to nearly $11 billion.
2020: New details on Luigi's Mansion 3 were revealed, Animal Crossing was renamed Animal Crossing: New Horizons and delayed to march 2020 and new information on Astral Chain were highlighted. Worldwide sales of the Switch exceeded 55 million units by March 2020. The March Nintendo Direct was the first concerned as it was the first Nintendo Direct that wasn't live and was instead just posted on Nintendo's various social media platforms. It is with this direct that Nintendo addressed their changes of plans as a result of the mesures taken to eliminate the COVID?19 pandemic that took off at the begining of 2020. In April 2020, ValueAct Capital Partners announced an acquisition of $1.1 billion in Nintendo stock purchases, giving them an overall stake of 2% in Nintendo. No More Heroes 3 was shown for the first time with a 2020 release date. a direct sequel to Breath of the Wild was also revealed for the first time during the presentation. The theme park area Super Nintendo World opened at Universal Studios Japan in 2020.
2021: "Nintendo Co., Ltd. ." International Directory of Company Histories. . Encyclopedia.com. (April 15, 2021). https://www.encyclopedia.com/books/politics-and-business-magazines/nintendo-co-ltd-0 The highlight included DLCs for Cadence of Hyrule as well as updates on Shin Megami Tensei V, including a 2021 release date.
2022: The direct ended with the reveal of Splatoon 3, which was given a 2022 release date.
Mission
According to Nintendo, the company mission is: "to believe it is essential not only to provide products of the highest quality but to treat every customer with attention, consideration, and respect. The statement links two aspects of this company, its longevity and the quality of the products and services it offers".
Vision
Based on information on Nintendo website, the company vision statement is “Putting Smiles on the Faces of Everyone Nintendo Touches”.
Nintendo's vision is to create unique and entertaining experiences that bring joy to people all over the world. The company is committed to innovation, creativity, and quality in its products and services, with a focus on fun and accessibility for all gamers, regardless of age or skill level.
Nintendo's approach to gaming is centered on the belief that games should be accessible and enjoyable for everyone. The company's products are designed to be easy to use, intuitive, and fun, with an emphasis on gameplay that is engaging and rewarding. Nintendo's philosophy is to create games that bring people together, whether through cooperative play or competitive gaming.
Key Team
Shigeru Miyamoto (Board Member)
Ko Shiota (Board Member)
Satoru Shibata (Board Member)
Shinya Takahashi (Board Member)
Asa Shinkawa (Board Member)
Katsuhiro Umeyama (Board Member)
Masao Yamazaki (Board Member)
Naoki Noguchi (Board Member)
Chris Meledandri (Board Member)
Recognition and Awards
Products and Services
Gaming consoles: Nintendo produces a range of gaming consoles, including the Nintendo Switch, Nintendo Switch Lite, Nintendo 3DS, and Nintendo 2DS XL. These consoles allow users to play a variety of Nintendo games, both at home and on the go.
Games: Nintendo produces a wide range of video games, including popular franchises like Mario, Zelda, Pokemon, Donkey Kong, and Kirby. These games are available for purchase in physical format, digital download, and through Nintendo's online subscription service, Nintendo Switch Online.
Accessories: Nintendo produces a variety of accessories for its gaming consoles, including controllers, charging docks, carrying cases, and amiibo figures.
Mobile games: Nintendo has also expanded into the mobile gaming market, producing mobile versions of some of its popular franchises like Mario, Fire Emblem, and Animal Crossing.
Online services: Nintendo offers an online subscription service, Nintendo Switch Online, which allows users to play games online, access exclusive deals, and enjoy a library of classic NES and SNES games.
Merchandise: Nintendo also offers a variety of merchandise, including clothing, toys, and collectibles featuring popular Nintendo characters.
References
https://en.wikipedia.org/wiki/Nintendo
https://www.zippia.com/nintendo-careers-32949/
https://www.crunchbase.com/organization/nintendo
https://www.companieshistory.com/nintendo/
https://sec.report/CIK/0000852937
https://companiesmarketcap.com/largest-companies-by-revenue/
https://www.globaldata.com/company-profile/nintendo-co-ltd/
https://www.bloomberg.com/profile/company/7974:JP#xj4y7vzkg
https://www.forbes.com/companies/nintendo/?sh=60a163851898
https://www.referenceforbusiness.com/history2/29/Nintendo-Company-Ltd.html
Fusajiro Yamauchi (Founder)
Shuntaro Furukawa (Board Member)
Technology
Retail and Consumer Goods