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Nintendo Company, Limited (任天堂株式会社 Nintendō Kabushiki gaisha) is a Japanese multinational consumer electronics and video game company located in Kyoto, Japan. It was originally founded as Nintendo Karuta on September 23rd, 1889[1] by Fusajiro Yamauchi to produce handmade hanafuda cards.[2]

Following the 70's and 80's, Nintendo began entering the growing video games industry with the successes of the Nintendo Entertainment System and the Game Boy. Since then, the company has produced some of arguably the most important consoles of all time, including the Super Nintendo Entertainment System, the Nintendo 64, the Nintendo DS, the Wii, and the Nintendo Switch. They also are the company behind some of the most popular franchises in gaming, including Mario, Donkey Kong, The Legend of Zelda, Kirby, Metroid, Fire Emblem, Pokémon, Animal Crossing, Splatoon, and Super Smash Bros.

As of March 31st, 2014, Nintendo has sold over 670.43 million consoles, and nearly 4.23 billion game copies worldwide.

History[]

1889-1929: Origin[]

Nintendo was founded on September 23rd, 1889 as Nintendo Karuta in Shimogyō-ku, Kyoto, Japan by craftsman Fusjiro Yamauchi to make and sell hanafuda cards.[1] The cards were initially made and marketed by Yamauchi himself despite Japanese authorities prohibiting gambling at the time.[3] Eventually Yamauchi hired additional employees for mass production due to the cards' growing popularity.[4]

Eventually, the company shortly ran into some financial problems due to the high cost and slow process of manufacturing, the long durability of the cards, and the cards selling to a niche market. As a solution, Nintendo produced a second line of cards, known as Tengu, that were much cheaper and of lower quality. At the same time, the company sought to sell their products in other towns such as Osaka, where card games proved to be profitable at the time.

As the company entered the 20th century, they (along with other leisure-based businesses) eventually ran into some trouble due to the ongoing Russo-Japanese War and the introduction of the "playing cards tax" (Karuta Zei). As a result, Nintendo partnered with Japan Tobacco (formerly Nihon Senbai) to sell its cards in their cigarette stores.

In 1929, Fusijiro Yamauchi retired, with his successor being his son-in-law Sekiryo Kaneda, who married Yamauchi's daughter in 1907. Due to the Japanese business culture, Yamauchi had to adopt Kaneda, as he could take the family name and formally take over the business.

1929-1968: Expansion[]

Under Kaneda's leadership, the company became a general partnership in 1933, renaming the company as Yamauchi Nintendo & Co. Ltd.[5] A new headquarters was also built next to the original building, located near the Toba-kaidō train station.[3]

Nintendo was financially hit during World War II, but for more unrelated reasons, such as foreign card games being prohibited by Japanese authorities as well as the public's waning interest in recreational activities. The company managed to stay afloat with the help of Michiko Inaba, the daughter of a wealthy family who provided finances to Nintendo (Inaba is the wife of Kaneda's successor Hiroshi). Kaneda also founded a separate distribution company known as Marufuku Co. Ltd.

Hiroshi Yamauchi took over the company in 1950, as Kaneda's health began to fail. Under his leadership, he renamed the company to Nintendo Playing Card Co. Ltd.[5] as well as Marufuku Co. to Nintendo Karuta Co. Ltd. in 1951.[6] Office expansion later occurred in 1952 due to Hiroshi centralizing card production in Kyoto. They also introduced a new line of plastic playing cards, which proved to be a considerate success,[5] especially due to Nintendo now distributing its products in toy stores. In 1959, Nintendo began a partnership with Walt Disney to allow printing Disney characters into its cards.[6] By 1961, Nintendo had sold more the 1.5 million card decks and held a high market share. Another name change occurred in 1963, now being known by its current name Nintendo Co. Ltd, as it had now become a public company,[5] listing stocks in the Osaka and Kyoto stock exchanges. By 1964, Nintendo's income rose to ¥150 million.

In between 1963 and 1968, Hiroshi Yamauchi began investing in other business ventures for the company to invest to as a response to loss of interest from their adult market. These included selling packages of instant rice, running a chain of love hotels,[3] and creating a taxi service named Daiya.[7] These, however, proved to be unsuccessful.

1969-1972: Toys[]

Though these ventures failed, Yamauchi began investing into a research and development department as part of a company restructure. In 1969, a new hire named Gunpei Yokoi joined the department and was tasked with managing the games section, due to his experience in electronics manufacturing[8]. Nintendo also began distributing and releasing tabletop games such as chess, shogi, and go.

The 1970's began a watershed moment in Nintendo's history with the release of Japan's first electronic toy, the Nintendo Beam Gun.[5] It was a widespread success, selling more than a million units. The popularity of the Beam Gun led to the development of other toys such as the Ultra Hand, the Ultra Machine, the Ultra Scope, and the Love Tester, all of which were designed by Yokoi and all were met with an equal amount of success. As demand grew for these toys, Nintendo expanded their offices thanks to new land acquired by Yamauchi.

1973-1979: Early games[]

Nintendo would later on develop two more light gun toys, the Laser Clay Shooting System and an early version Wild Gunman, both of which were exported to the West.[5] Though, despite these successes, Nintendo still had to discontinue the light gun line, as they were expensive and slow to make. The subsidiary that made them, Nintendo Leisure System Co., Ltd., eventually closed down during the 1973 oil crisis' economic impact.

It was around this time that video games had started to gain popularity with the successes of Atari and Magnavox's consoles.[3] Inspired by this new boom, Yamauchi acquire the Japanese distribution rights for the Magnavox Odyssey in 1974.[8] The company also partnered with Mitsubishi Electric to develop their own series of consoles between 1975 and 1978. These would become the Color TV-Game series, the first of which is based on the tabletop game Othello.[5] To accommodate, the research and development department was split into two, which were managed by Gunpei Yokoi and Masayuki Uemura. A new hire named Shigeru Miyamoto later joined Yokoi's team, initially designing the Color TV-Game's casing.[9]

1980-Present: History in electronics and game development[]

1979-1987[]

Designed by Gunpei Yokoi, Nintendo introduced the first ever handheld game system in 1980, the Game & Watch.[5] The first of the Game & Watch series was Ball, and became a runaway hit, leading to the production of more titles such as Helmet and Fire. In total, 43.4 million units were sold internationally during the entire run of the Game & Watch. Nintendo found further success in gaming through the arcade business in 1981 with the release of Donkey Kong, developed by Miyamoto and is the debut game of both Donkey Kong and Mario. It was developed by the company's new department, created solely for the intent of creating arcade titles.

In 1983, Uemura began designing a new home console that would incorporate a ROM cartridge format and contain a central processing unit and a physics processing unit.[10] This system would eventually form the Family Computer, better known as the Famicom, which was released in Japan on July 1983 to immediate success. As this was going on, the United States was experiencing the crash of the video game market due to oversaturation and low-quality products.[11] This resulted in a recession, causing the industry's revenues to drop from $3 million to $100 billion between 1983 and 1985. As a response, Nintendo redesigned the Famicom's casing to resemble a VCR as well as several rebrandings, opting to call it an "entertainment system" and the cartridges as "Game Paks".[12] A lockout chip was also added to the Game Paks as to ensure control over what games get to be published as to avoid the saturation. This console finally made its way to North America in 1985 as the Nintendo Entertainment System. It would go on to become one of the most influential systems in the history of gaming as it successfully ended the games market recession with landmark titles such as Super Mario Bros., The Legend of Zelda, Duck Hunt, and Metroid. Production of the NES went on until 1995, while the Famicom lasted until 2003.[13]

1990-1992[]

Gunpei Yokoi and his team created Nintendo's next handheld system in 1988, being the Game Boy, the first handheld to be compatible with interchangeable cartridges.[5] The Game Boy was released in 1989 and was met with another immense success, which led to the creation of multi-colored casings (known as the Game Boy Color) and a smaller variation (known as the Game Boy Pocket). However, Nintendo's dominance over the games industry began showing signs of slipping, mainly due to the debuts of NEC's PC Engine and the Sega Genesis.

In response to the growing competition, Uemura began designing a new console with updated 16-bit graphics. This system would later become the Super Famicom, released in Japan on 1990, and later modified for the Western release and rebranded as the Super Nintendo Entertainment System, released in North America on 1991. The system was a success throughout the early 90s, eventually entering into a fierce competition with Sega and their Genesis in the United States. Production of the SNES went on until 1999, while the Super Famicom lasted until 2003.[13]

1993-1998[]

In 1995, Gunpei Yokoi designs his third console, the Virtual Boy; it is the first system to feature an early version of virtual reality. Unfortunately, it received poor reception mainly due to the game's purely red graphics causing headaches. The system failed to sell and was quietly discontinued in just a few short months, with the failure leading to Yokoi's retirement.

In 1993, Nintendo entered into a partnership with Silicon Graphics, NEC, Toshiba, and Sharp Electronics to develop a new system with 64-bit technology. This partnership resulted in what would become known as the Nintendo 64,[14] released in Japan and the United States on 1996. Much like the NES before it, the N64 proved to become one of the most influential systems in games history and selling 33 million units in its life cycle, being the first to introduce three-dimensional graphics with landmark titles including Super Mario 64, The Legend of Zelda: Ocarina of Time, Banjo-Kazooie, GoldenEye 007, and the first Super Smash Bros. Production of the Nintendo 64 ended in 2002.

A successor to the original Game Boy, the Game Boy Color, was released in 1998. Aside from being a Game Boy that was now capable of showing color graphics, its internal hardware was very similar to the one found in the NES.[15] By the beginning of the new millennium, the Game Boy and the Game Boy Color collectively sold over 118.6 million units.

1999-2003[]

Nintendo would go through corporate changes in 2000, mainly beginning with a move of headquarters, now being located in the Minami-ku neighborhood in Kyoto. A year later, Nintendo would release two new consoles, the first of which being the Game Boy Advance on June 2001. A successor to the original Game Boy, it broke records in its release being the fastest selling console in the United States.[15] Its success would lead to updated versions of the system, including the Game Boy Advance SP and the Game Boy Micro. Production of the Game Boy Advance line ended in 2010.

Their second console release in 2001 came in the form of the Nintendo GameCube in November. It was the first system in Nintendo's history to use discs (though the GameCube specifically used a miniDVD disc as opposed to the regular kinds used by rivals Microsoft and Sony).[16] Compared to its home console predecessors, it unfortunately sold much lower, with only 21.7 million units. Production of the GameCube ended in 2007.

Hiroshi Yamauchi announced his resignation from the role of president of Nintendo in 2002 and remaining as an advisor and company director until his full retirement in 2005.[17] His successor was announced to be Satoru Iwata, the former president of HAL Laboratory. This choice broke the tradition of the president being a member of the Yamauchi family. Hiroshi Yamauchi died in 2013.[18]

2004-2009[]

Nintendo released its new handheld system, the Nintendo DS, in 2004. This system was notable for its unique capabilities, such as its touchscreen and wireless connectivity for multiplayer.[15] The DS became an instant hit and has sold 154 million units in its lifetime, becoming the best-selling handheld console of all time. The success has also spawned several variations, including the Nintendo DS Lite and the Nintendo DSi.

For Nintendo's next home console, the company sought to target a much more broader demographic, specifically those who are "non-consumers".[19] The answer to this was the Wii, released on November 2006.[20] The system's main selling point is its innovative motion control with the use of the Wii Remote and Nunchuk, both of which have built-in accelerometers. A number of add-on peripherals were made for the Wii, such as the Wii MotionPlus, the Wii Balance Board, and the Wii Wheel. The Wii is considered to be the most successful console in the seventh generation, selling over 101 million units by 2016.

2010-2016[]

The successor to the DS was released in 2011, being the Nintendo 3DS. Aside from improved graphics and hardware, (as the name implies) the system was capable of producing stereoscopic images without the need for 3D glasses.[21] As of 2019, more than 75 million units have been sold, aided by the many variations of the 3DS that have been made; these include the Nintendo 2DS, the New Nintendo 3DS, and the New Nintendo 2DS.

A year later, Nintendo released its direct successor to the Wii, being the Wii U - the company's first console to have high-definition graphics.[22] Its main controller is the GamePad, which serves as a second screen much like on a DS and 3DS, and features a touchscreen and gyroscopic control. A majority of titles could also be played on the GamePad itself but it is not meant to be a portable system. Unfortunately, the Wii U is the least selling console in Nintendo history, only selling 13.5 million units (as of 2017).[23]

In 2015, Tatsumi Kimishima took over presidential duties in Nintendo following the unfortunate passing of Satoru Iwata.[24] A company restructuring soon followed in an attempt to recover from the financial loses from the Wii U, rethinking its product and property distribution. In the same year, Nintendo entered into a partnership with mobile game developers DeNA to create phone games of its IPs.[25] Some of the games that have come from this partnership include Miitomo, Super Mario Run, Fire Emblem Heroes, Pokémon Go, Animal Crossing: Pocket Camp, Mario Kart Tour, and Dr. Mario World.

Nintendo also entered into a partnership with Universal Parks & Resorts to create a theme park based on its properties[26]. This area, named Super Nintendo World, is set to open in 2020 at Universal Studios Japan.

2017-Present[]

As the Wii U was quickly discontinued, Nintendo released its replacement on March 2017 - the Nintendo Switch. It is a hybrid system as it is a home console that can be played on the go. It's played typically with independently functioning Joy-Cons that are equipped with accelerometers, gyroscopic motions, wireless connection, and an AR sensor.[27] It is currently one of Nintendo's most profitable systems, selling 55 million units as of March 2020.

Another company restructuring took place in 2018, with Shuntaro Furukawa succeeding Kimishima as president of Nintendo.[28] In their United States division, longtime president Reggie Fils-Aimé announced his retirement in 2019, with former head of marketing Doug Bowser succeeding him.[29]

Offices and locations[]

Nintendo office

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

Nintendo Co., Ltd.[]

Located in Minami-ku, Kyoto, Nintendo's main headquarters oversees global operations and manages Japanese affairs. A second building, located in Higashiyama-ku, Kyoto, is the main office for the research and development team since 2000.

Nintendo of America[]

Currently located in Redmond, Washington, it's mainly known by fans to house Nintendo Treehouse, a localization team responsible for translating Japanese text to English. They are also responsible for creating videos for the Nintendo YouTube channel, quality assurance, and managing their retail store, Nintendo New York, in Rockefeller Plaza in New York City. They also operate distribution centers located in Atlanta, Georgia and North Bend, Washington.

NoA's Canadian branch, Nintendo of Canada, is located in Vancouver, British Columbia. They also operate their own distribution center in Toronto, Ontario.

Nintendo of Europe[]

The main European subsidiary is currently located in Frankfurt, Germany. They are responsible for handling operations across Europe (except for Scandinavia) and South Africa. A second office building located in Windsor, Berkshire handles operations in the United Kingdom and Ireland. A third office, known as Nintendo Iberica, is located in Lisbon, Portugal.

Nintendo Australia[]

Based in Melbourne, Nintendo Australia handles publishing, distribution, sales, and marketing in Australia, New Zealand, and the Oceanic Islands (Cook Islands, Fiji, New Caledonia, Papua New Guinea, Samoa, and Vanuatu). They are also a third-party distributor to certain games from Bandai Namco, Sega, Atlus, Capcom, Koei Tecmo, The Tetris Company, and Rising Star Games.

Nintendo of Korea[]

A Korean subsidiary was created on July 7th, 2006 in Seoul. It is currently the smallest of the branches after massive layoffs in 2016, which left only ten employees.[30]

Gaming systems[]

Home Consoles[]

Handheld Systems[]

Other hardware[]

  • Super Game Boy – Adapter for playing Game Boy games on the SNES, which would be displayed in color. An updated version, named the Super Game Boy 2, was made to play Game Boy Color games.
  • Broadcast Satellaview - A Japan-exclusive add-on service for the Super Famicom that allowed players to download games via satellite.
  • Game Boy Camera - A monochrome camera cartridge for the original Game Boy. It includes a simple picture editor and the ability to print pictures via the Game Boy Printer.
  • Nintendo 64DD – A Japan-exclusive add-on for the Nintendo 64 that played games on rewritable magnetic disks. Unfortunately, it was a complete commercial failure, leading many to speculate that Nintendo released it to only save face after promoting it preemptively for years.
  • iQue Player – A version of the Nintendo 64 made specifically for the Chinese market. It features a much faster clock speed and downloadable games.
  • Mobile System GB - A Japan-exclusive adapter for cell phones to play Game Boy Color games.
  • Game Boy Player – An adapter for playing Game Boy Advance games on the GameCube.
  • Triforce – An arcade system based on GameCube hardware. Developed in partnership with Sega and Namco.
  • iQue DS - Much like the iQue Player, it is a version of the Nintendo DS made specifically for the Chinese-market.
  • Pokémon Mini – A small and cheap handheld system with Game Boy controls that played 10 Pokémon games, each costing $15.
  • Pokémon Pikachu - A handheld device similar to Bandai Namco's Tamagotchi series that allowed players to take care of their own pet Pikachu.
  • amiibo - A series of figurines with built-in NFC technology that can be used in certain games. Their functionality depends on the game, from producing a trainable fighter in Super Smash Bros., to providing health items in The Legend of Zelda: Breath of the Wild, and bonus cosmetics and costumes in Yoshi's Woolly World.

Development of the Super Smash Bros. series[]

Super Smash Bros.[]

Smash Bros. first began life as a prototype titled Ryuoh: The Fighting Game, created by Masahiro Sakurai and Satoru Iwata in their spare time and originally featured no Nintendo characters. After the initial build was rejected by Shigeru Miyamoto, Sakurai decided on including several characters from various Nintendo franchises in order to provide "atmosphere" which he felt was necessary for a home console fighting game. A reworked build featuring Mario, Donkey Kong, Samus, and Fox was presented and his idea was approved by Nintendo.[31] The game had a small budget and little promotion, and was originally a Japan-only release, but its huge success saw the game released worldwide.[32]

Super Smash Bros. Melee[]

Masahiro Sakurai served as director for the Nintendo GameCube sequel, released in December 2001. It featured a heavy focus on improved gameplay and graphics due to the improved hardware. Its development cycle, however, was tumultuous oh him as it was developed in 13 months with Sakurai cutting his weekends short and taking little to no breaks; he later called it “an extremely grueling development cycle” and the worst of his career.[33]

Nintendo debuted the game at E3 2001 as a playable demonstration,[34] followed by another showcase in Spaceworld 2001 in August with an updated demo. Nintendo offered a playable tournament of the games for fans in which a GameCube and a copy of Melee were prizes for the winner.[35]

Super Smash Bros. Brawl[]

At the pre-E3 2005 press conference, president Satoru Iwata announced the next installment of Smash Bros. was not only already in development for their next gaming console, but would hopefully be a launch title with Wi-Fi compatibility for online play.[36] This announcement came to the surprise of Masahiro Sakurai, having since left HAL Laboratory. Soon after the presentation, he was called up to Iwata's hotel room and offered a position as the game's director.[37]

After several delays, the game was released in Japan on January 31st, 2008, and in North America on March 9th and in Europe on June 27th.

Super Smash Bros. for Nintendo 3DS and Wii U[]

At E3 2011, Satoru Iwata revealed that Masahiro Sakurai was considering a new Smash Bros. title for both the Nintendo 3DS and the newly revealed Wii U, with some form of connectivity between the two. Development began for the two games in March 2012 after the release of Sakurai's last project, Kid Icarus: Uprising. [38]

The next entry in the Smash series were formally revealed during the E3 2013 Nintendo Direct on June 11th, 2013. Following the announcement, Sakurai began posting a weekday photo series known as the "Pic of the Day" on his official Miiverse account where he would reveal new elements to the game, such as new items, stages, and revealing veteran fighters. A series of cinematic trailers were also produced for each newcomer. Two Smash Bros.-focused directs were also held in the lead up to release.

The Nintendo 3DS version was released in Japan on September 13th, 2014, North America, Canada, and Europe on October 3rd, 2014, with Australia on October 4th, 2014. The Wii U version was released in North America and Canada on November 21st, 2014, Europe on November 28th, 2014, Australia on November 29th, 2014, and Japan on December 6th, 2014.

This installment is the first to receive DLC, which included 7 fighters (3 veterans, 4 newcomers), 9 stages (4 returning, 5 new), and several Mii Fighter costumes.

Super Smash Bros. Ultimate[]

A new entry in the Smash Bros. series began development following the completion of DLC for Super Smash Bros. for Nintendo 3DS and Wii U, where Masahiro Sakurai intended to bring back every veteran fighter (something that was met by dead silence from the Bandai Namco development team).[39]

The new game for the Nintendo Switch was revealed with a teaser trailer during the Nintendo Direct hosted in March 8th, 2018. Sakurai later shared on his personal Twitter account that he had been working on the game "in silence, day after day". The game was later formally revealed as Super Smash Bros. Ultimate during E3 2018 and was released worldwide simultaneously on December 7th. Much like the previous game, new cinematic trailers were made for each newcomer and two Ultimate-focused directs were hosted in the lead up to release.

As of October 18th 2021, the game is received DLC updates, including the additions of 12 DLC fighters (7 of which have been released), 7 new stages, and new Mii Fighter costumes.

References[]

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  2. Company History. Nintendo of America. Retrieved on 2006-06-04.
  3. 3.0 3.1 3.2 3.3 Game Over, Press Start to Continue: How Nintendo Conquered the World (English) pp. 508 (04). Retrieved on 2020-08-17.
  4. Buffa, Chris (11). Before Mario: Nintendo's Playing Cards, Toys And Love Hotels (English). Business Insider. Retrieved on 2020-08-17.
  5. 5.0 5.1 5.2 5.3 5.4 5.5 5.6 5.7 5.8 Company History (English). Nintendo UK. Retrieved on 2020-08-17.
  6. 6.0 6.1 Henderson, Luke (30). Meet the 6 Presidents of Nintendo’s 130 year history (English). Vooks. Retrieved on 2020-08-17.
  7. As Nintendo Turns 125, 6 Things You May Not Know About This Gaming Giant (English) (23). Retrieved on 2020-08-17.
  8. 8.0 8.1 Malinsky, Gill (18). From creating Japanese playing cards in 1889 to becoming one of the most iconic video game companies in history, see how Nintendo has evolved (English). Business Insider. Retrieved on 2020-08-17.
  9. Famous Names in Gaming (English). CBS (14). Retrieved on 2020-08-17.
  10. Narcisse, Evan (16). How Nintendo Made The NES (And Why They Gave It A Gun) (English). Kotaku. Retrieved on 2020-08-17.
  11. Kleinfield, N.R. (17). VIDEO GAMES INDUSTRY COMES DOWN TO EARTH (English). The New York Times. Retrieved on 2020-08-17.
  12. O'Kane, Sean (18). 7 things I learned from the designer of the NES (English). The Verge. Retrieved on 2020-08-17.
  13. 13.0 13.1 Niizumi, Hirohiko (30). Nintendo to end Famicom and Super Famicom production (English). GameSpot. Retrieved on 2020-08-17.
  14. NINTENDO DEBUTS 64-BIT GAMING AT E3 (English). Coming Soon Magazine!. Retrieved on 2020-08-17.
  15. 15.0 15.1 15.2 Fahs, Travis (27). IGN Presents the History of Game Boy (English). IGN. Retrieved on 2020-08-17.
  16. Gamecube: A Digital Wonder (English). IGN (23). Retrieved on 2020-08-17.
  17. Walker, Trey (24). E3 2002: Yamauchi steps down (English). GameSpot. Retrieved on 2020-08-17.
  18. Lee, David (19). Nintendo visionary Hiroshi Yamauchi dies aged 85 (English). BBC. Retrieved on 2020-08-17.
  19. Anthony, Scott D. (30). Nintendo Wii’s Growing Market of “Nonconsumers” (English). Harvard Business Review. Retrieved on 2020-08-17.
  20. Svensson, Peter D. (14). Nintendo to Sell Wii Console in November (English). Fox News. Retrieved on 2020-08-17.
  21. Peckham, Matt (18). Nintendo 3DS Takes No-Glasses 3D Mainstream (English). PC World. Retrieved on 2020-08-17.
  22. Totilo, Stephen (07). Zelda Games on Wii U Could Look This Stunning (English). Kotaku. Retrieved on 2020-08-17.
  23. Hillier, Brenna (01). The Wii U has sold through 13.5 million units, making it officially Nintendo’s worst-selling console (English). VG 24/7. Retrieved on 2020-08-17.
  24. Stack, Liam (13). Satoru Iwata, Nintendo Chief Executive, Dies at 55 (English). The New York Times. Retrieved on 2020-08-17.
  25. Wingfield, Nick (17). Nintendo Forms Partnership to Develop Mobile Games (English). The New York Times. Retrieved on 2020-08-17.
  26. Kohler, Chris (07). Nintendo, Universal Team Up For Theme Park Attractions (English). Wired. Retrieved on 2020-08-17.
  27. Choudhury, Saheli Roy (13). Nintendo Switch to launch globally on March 3, to cost $300 in the US (English). CNBC. Retrieved on 2020-08-17.
  28. Morris, Chris (26). Nintendo’s New President Marks Start of New Dynasty (English). Nintendo Life. Retrieved on 2020-08-17.
  29. Calvert, Darren (21). Reggie Fils-Aime Is Retiring After 15 Notable Years At Nintendo of America (English). Nintendo Life. Retrieved on 2020-08-17.
  30. McFerran, Damien (29). Nintendo Of Korea Lays Off 80 Percent Of Its Staff Following Sustained Losses (English). Nintendo Life. Retrieved on 2020-08-17.
  31. Wii.com - Iwata Asks: Super Smash Bros. Brawl. Retrieved on 2008-01-31.
  32. Super Smash Bros. Melee. N-Sider.
  33. PushDustIn (29). Timeline of Masahiro Sakurai’s Life (English). Source Gaming. Retrieved on 2020-08-18.
  34. IGN: E3: Hands-on Impressions for Super Smash bros Melee. IGN (2001-05-17). Retrieved on 2007-11-24.
  35. IGN: Spacewordl 2001: Super Smash Bros Melee hands-on. IGN (2001-08-25). Retrieved on 2007-11-24.
  36. Matt Casamassina (2005-05-17). E3 2005: Smash Bros. For Revolution. IGN. Retrieved on 2006-05-03.
  37. IGN Staff (2005-11-16). Smash Bros. Revolution Director Revealed. IGN. Retrieved on 2007-06-21.
  38. Ba-oh, Jorge (21). Sakurai Begins Work on New Smash Bros for Wii U and 3DS (English). Cubed3. Retrieved on 2020-08-17.
  39. Webster, Andrew (12). Why Super Smash Bros. Ultimate was such a daunting game for its creators to build (English). The Verge. Retrieved on 2020-08-17.

External links[]

Companies
First/second-party companies Nintendo  · HAL Laboratory  · Game Freak  · Creatures  · The Pokémon Company  · Intelligent Systems  · Next Level Games  · Monolith Soft  · Retro Studios  · Sora Ltd.
Third-party companies Konami  · Sega / Atlus  · Capcom  · Bandai Namco  · Square Enix  · PlatinumGames  · Xbox Game Studios / Rare Ltd. / Mojang Studios  · SNK  · Disney
Other related developers Game Arts  · Havok  · Paon DP
List of companies with minor representation
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