Sie sind auf Seite 1von 16

Nintendo Co., Ltd. (???????, Nintendo Kabushiki gaisha?) is a multinational corp oration located in Kyoto, Japan.

Founded on September 23, 1889[2] by Fusajiro Ya mauchi, it produced handmade hanafuda cards.[6] By 1963, the company had tried s everal small niche businesses, such as a cab company and a love hotel.[7]}} Nintendo developed into a video game company, becoming what is arguably the most influential in the industry, and Japan's third most valuable listed company, wi th a market value of over US$85 billion.[8] Also, Nintendo of America is the maj ority owner of the Seattle Mariners Major League Baseball team.[9] The name Nintendo can be roughly translated from Japanese to English as "leave l uck to heaven".[10] As of October 18, 2010, Nintendo has sold over 565 million h ardware units and 3.4 billion software units.[11] Contents * 1 History o 1.1 As a card company (1889 1956) o 1.2 New ventures (1956 1974) o 1.3 Electronic era (since 1974) + 1.3.1 Handheld console history * 2 Infrastructure o 2.1 Key Executives o 2.2 Offices and locations * 3 Software development studios o 3.1 First-party studios o 3.2 Second-party studios o 3.3 Former affiliates * 4 Policy o 4.1 Emulation o 4.2 Content guidelines o 4.3 License guidelines o 4.4 Seal of Quality + 4.4.1 NTSC regions + 4.4.2 PAL regions o 4.5 Environmental record * 5 See also * 6 Notes * 7 References * 8 Further reading * 9 External links [edit] History Main article: History of Nintendo Former headquarters plate, from when Nintendo was solely a playing card company [edit] As a card company (1889 1956) Nintendo was founded as a card company in late 1889, originally named Nintendo K oppai. Based in Kyoto, Japan, the business produced and marketed a playing card game called Hanafuda. The handmade cards soon became popular, and Yamauchi hired assistants to mass produce cards to satisfy demand. Nintendo continues to manuf acture playing cards in Japan[12] and organizes its own contract bridge tourname nt called the "Nintendo Cup".[13] [edit] New ventures (1956 1974) In 1956, Hiroshi Yamauchi (grandson of Fusajiro Yamauchi) visited the U.S. to ta lk with the United States Playing Card Company, the dominant playing card manufa cturer there. He found that the world's biggest company in his business was only using a small office. This was a turning point when Yamauchi realized the limit ations of the playing card business. He then gained access to Disney's character s and put them on the playing cards to drive sales.

The Nintendo Love Tester In 1963, Yamauchi renamed Nintendo Playing Card Co. Ltd. to Nintendo Co., Ltd.[1 4] The company then began to experiment in other areas of business using newly i njected capital. During this period of time between 1963 and 1968, Nintendo set up a taxi company, a love hotel chain, a TV network, a food company (selling ins tant rice, similar to instant noodles) and several other things. All of these ve ntures eventually failed, and after the 1964 Tokyo Olympics, playing card sales dropped, and Nintendo's stock price plummeted to 60. In 1966, Nintendo moved into the Japanese toy industry with the Ultra Hand, an e xtendable arm developed by its maintenance engineer Gunpei Yokoi in his free tim e. Yokoi was moved from maintenance to the new "Nintendo Games" department as a product developer. Nintendo continued to produce popular toys, including the Ult ra Machine, Love Tester and the Kousenjuu series of light gun games. Despite som e successful products, Nintendo struggled to meet the fast development and manuf acturing turnaround required in the toy market, and fell behind the well-establi shed companies such as Bandai and Tomy. In 1973, its focus shifted to family entertainment venues with the Laser Clay Sh ooting System, using the same light gun technology used in Nintendo's Kousenjuu series of toys, and set up in abandoned bowling alleys. Following some success, Nintendo developed several more light gun machines for the emerging arcade scene . While the Laser Clay Shooting System ranges had to be shut down following exce ssive costs, Nintendo had found a new market. [edit] Electronic era (since 1974) Nintendo's first venture into the video-gaming industry was securing rights to d istribute the Magnavox Odyssey video game console in Japan in 1974. Nintendo beg an to produce its own hardware in 1977, with the Color TV Game home video game c onsoles. Four versions of these consoles were produced, each including variation s of a single game (for example, Color TV Game 6 featured six versions of Light Tennis). A student product developer named Shigeru Miyamoto was hired by Nintendo at this time.[15] He worked for Yokoi, and one of his first tasks was to design the cas ing for several of the Color TV Game consoles. Miyamoto went on to create, direc t and produce some of Nintendo's most famous video games and become one of the m ost recognizable figures in the video game industry.[15] In 1975, Nintendo moved into the video arcade game industry with EVR Race, desig ned by their first game designer, Genyo Takeda,[16] and several more titles foll owed. Nintendo had some small success with this venture, but the release of Donk ey Kong in 1981, designed by Miyamoto, changed Nintendo's fortunes dramatically. The success of the game and many licensing opportunities (such as ports on the Atari 2600, Intellivision and ColecoVision) gave Nintendo a huge boost in profit . The Nintendo Entertainment System (NES) In 1980, Nintendo launched Game & Watch a handheld video game series developed by Yokoi where each game was played on a separate device to worldwide success. In 198 3, Nintendo launched the Family Computer (commonly shortened "Famicom"), known o utside Japan as the Nintendo Entertainment System (NES), home video game console in Japan, alongside ports of its most popular arcade titles. In 1985, the NES l aunched in North America, and was accompanied by Super Mario Bros., currently on e of the best-selling video games of all time.[17] In 1989, Yokoi developed the Game Boy handheld game console. The Nintendo Entertainment System was superseded by the Super Famicom, known out

side Japan as the Super Nintendo Entertainment System (SNES). This was Nintendo' s console of the 16-bit 4th generation, following the Famicom of the 8-bit 3rd g eneration, whose main rival was the Sega Mega Drive/Genesis. A fierce console wa r between Sega and Nintendo ensued.[18] The SNES eventually sold 49.10 million c onsoles,[19] around 20 million more than the Mega Drive/Genesis. During the dominance of the Game Boy line, its creator, Yokoi, designed the Virt ual Boy, a table-mounted semi-portable console featuring stereoscopic graphics. Users view games through a binocular eyepiece and control games using a gamepad. Rushed to market in 1995 to compensate for development delays with the upcoming Nintendo 64, the Virtual Boy was a commercial failure due to poor third-party s upport and a large price point. Amid the systems's failure, Yokoi was asked to l eave Nintendo.[20] The company's next home console, the Nintendo 64, was released in 1996 and featu res 3D graphics capabilities and built-in multiplayer for up to four players. Th e system's controller introduced the analog stick. Nintendo later introduced the Rumble Pak, an accessory for the Nintendo 64 controller that produced force fee dback with compatible games. It was the first such device to come to market for home console gaming and eventually became an industry standard.[21] The Nintendo GameCube followed in 2001 and was the first Nintendo console to uti lize optical disc storage instead of cartridges.[22] The most recent home consol e, the Wii, uses motion sensing controllers[23] and has on-board online function ality used for services such as Nintendo Wi-Fi Connection and Internet Channel[2 4] (in contrast to GameCube's limited functionality on select games with an addi tional modem accessory[25]). The Wii's success, as well as the success of the DS , introduced an expansion of audience to broader and non-traditional demographic s, a business model with which Nintendo has had success.[citation needed] Contra rily, the new business model has also resulted in some long-time gamers abandoni ng the Nintendo console for its competitors.[26] Nintendo unveiled their newest home console, the Wii U, on June 7, 2011 at the E lectronic Entertainment Expo.[27] [edit] Handheld console history The Nintendo 3DS, Nintendo's latest handheld video game system which features au tostereoscopic 3D. After the successful Game & Watch, the handheld development continued with the G ame Boy, the Game Boy Pocket and Game Boy Color, with the latter two differing i n fairly minor aspects. The Game Boy, the best-selling handheld and third best-s elling console of all time, continued for more than a decade until the release o f the Game Boy Advance, featuring improved technical specifications similar to t hose of the SNES. The Game Boy Advance SP, a frontlit (backlit in later editions ), flip-screen version, introduced a rechargeable, built-in battery, which ended the need for AA batteries in previous consoles. The Game Boy Micro was released in 2005, after the Nintendo DS's release, but did not sell as well as its prede cessors. The Nintendo DS replaced the Game Boy line sometime after its initial release in 2004, originally advertised as an alternative to the Game Boy Advance.[28] It w as distinctive because it had two screens and a microphone, in a clamshell desig n continuing on from the Game Boy Advance SP. The Nintendo DS Lite, a remake of the DS, improved several features of the origi nal model, including the battery life and screen brightness. It was designed to be sleeker, more beautiful, and more aesthetically pleasing than the original, i n order to appeal to a broader audience.[29] On November 1, 2008, Nintendo relea sed, in Japan, the Nintendo DSi, an improved version featuring smaller screens, improved sound quality, an AAC music player and two cameras one on the outside and

one facing the user.[30] It was released in North America, Europe, and Australi a at the start of April, 2009. The successor of the DSi, with an expanded screen , is the Nintendo DSi XL, which was released on November 21, 2009 in Japan and t he first half of 2010 in other regions.[31] The successor to the Nintendo DS line, the Nintendo 3DS, uses the process of aut ostereoscopy to produce a stereoscopic three-dimensional effect (glasses-free) a nd was released in Japan on February 26, 2011, launched in Europe on March 25, 2 011 and North America on March 27, 2011.[32] The console got off to a slow start , initially missing many key features that were promised before the system launc hed. [33] Nevertheless, the subsequent price cuts, the addition of a second joys tick via an adaptor and the increase in third-party support renewed optimism in the system from investors causing Nintendo's shares to rise. [34] [edit] Infrastructure [edit] Key Executives * * lysis * sion, * * Satoru Iwata, President and Representative Director Yoshihiro Mori, Senior Managing Director, General Manager of Corporate Ana & Administration Division, and Representative Director Shinji Hatano, Senior Managing Director, General Manager of Licensing Divi and Representative Director Masaharu Matsumoto, Managing Director Shigeru Miyamoto, Senior Managing Director and Representative Director[35]

[edit] Offices and locations Nintendo Co., Ltd. (NCL)[36] is based in Minami-ku, Kyoto, Kyoto Prefecture, Jap an (3458'11.89?N 13545'22.33?E? / ?34.9699694N 135.7562028E? / 34.9699694; 135.75620 28). Its pre-2000 office, now its research and development building, is located in Higashiyama-ku, Kyoto, Kyoto Prefecture, Japan (3458'29.00?N 13546'10.48?E? / ? 34.97472N 135.7695778E? / 34.97472; 135.7695778). Its original Kyoto headquarters can still be found at (3459'30.03?N 13545'58.66?E? / ?34.991675N 135.7662944E? / 34. 991675; 135.7662944). Nintendo of America, Incorporated (NOA), its U.S. division, is based in Redmond, Washington. It has distribution centers in Atlanta, Georgia (Nintendo Atlanta) and North Bend, Washington (Nintendo North Bend). Nintendo of Canada, Ltd. (NOCL) is based in Vancouver, BC, with its distribution center in Toronto, Ontario. Nintendo Australia Pty Ltd (NAL) is based in Melbourne, Victoria. It handles the distribution, sales and marketing of Nintendo products in Australia and New Zea land. It also manufactures some of the Wii games locally. Nintendo of Europe (NOE) is based in Groostheim (established in 1990),[37] close to Frankfurt, Germany. Nintendo UK is based in Windsor, Berkshire. iQue, Ltd., a Chinese joint venture between its founder, Doctor Wei Yen, and Nin tendo, manufactures and distributes official Nintendo consoles and games for the mainland Chinese market, under the iQue brand. Nintendo also established Nintendo of Korea (NoK) on July 7, 2006.[38] * The exterior of Nintendo's main headquarters in Kyoto, Japan *

The Nintendo of America headquarters in Redmond, United States * Nintendo Europe headquarters in Groostheim, Germany [edit] Software development studios [edit] First-party studios * EAD Comprehensive Group Super Mario 64 DS, Star Fox 64 3D, * EAD Group 1 Mario Kart series, Nintendogs series, Luigi's Mansion,[39] * EAD Group 2 Animal Crossing series, Wii-branded games * EAD Group 3 The Legend of Zelda series * EAD Group 4 Pikmin series, New Super Mario Bros., Big Brain Academy * EAD Group 5 Wii Fit, Steel Diver with Vitei * EAD Tokyo Donkey Kong Jungle Beat, Super Mario Galaxy * Nintendo SPD WarioWare series, Friend Collection, Rhythm Heaven series, Me troid: Other M with Team Ninja[40] * Nintendo NSD Personal Trainer: Walking, * Nintendo SDD Brain Age series * Nintendo Software Technology - Mario vs. Donkey Kong, Crosswords DS, Metro id Prime Hunters[41] * Monolith Soft Disaster: Day of Crisis, Xenoblade[42] * Retro Studios Metroid Prime series, Donkey Kong Country Returns[43] * Brownie Brown Mother 3, A Kappa's Trail * Intelligent Systems Paper Mario series with Nintendo, Fire Emblem series, Advance Wars series,[44] WarioWare series * Project Sora Super Smash Bros. Brawl, Kid Icarus Uprising * Nd Cube Wii Party * HAL Laboratory Kirby series, Mother series, Super Smash Bros series, [edit] Second-party studios Since the 1980s, Nintendo has built up a large group of second-party partners, t hrough publishing agreements or collaboration. * AlphaDream Mario & Luigi: Partners in Time, Mario & Luigi: Bowser's Inside Story * Ambrella Pokmon Dash, Pokmon Rumble, Pokmon Channel, My Pokmon Ranch,[45] * Arika - Endless Ocean series * Creatures Inc. EarthBound (Mother) series * Camelot Software Planning Golden Sun series, Mario Power Tennis * Eighting - Kuru Kuru Kururin series * Game Freak - Pokmon * Genius Sonority Pokmon Colosseum, Pokmon XD: Gale of Darkness, Pokmon Battle Revolution * Good-Feel Wario Land Shake It, Kirby's Epic Yarn with HAL Laboratory * Grezzo - The Legend of Zelda: Ocarina of Time 3D * Monster Games Excitebike series,[46] Pilotwings Resort * n-Space, Inc. - Geist * Next Level Games Super Mario Strikers, Punch-Out!! (Wii), Luigi's Mansion 2 * Noise Custom Robo series [47] * Paon Donkey Kong Barrel Blast, DK Jungle Climber, DK King of Swing * Suzak - Wario: Master of Disguise, F-Zero: Climax, F-zero: GP Legend * Tose - The Legendary Starfy series, Game & Watch Gallery series, Super Pri ncess Peach * Skip Ltd. Chibi-Robo! series * syn Sophia Style Savvy

* Vitei - Steel Diver with EAD Group 5 * Treasure - Sin & Punishment, Sin & Punishment: Star Successor [edit] Former affiliates * Rare - Donkey Kong Country, GoldenEye 007, Star Fox Adventures, Diddy Kong Racing Sold to Microsoft Game Studios in 2002.[48] * Cing Hotel Dusk: Room 215, Another Code: Two Memories Filed for bankruptcy in 2010. * Silicon Knights Eternal Darkness: Sanity's Requiem

Publishing contract with Nintendo ended in 2004.[49] * Factor 5 Closed in 2009. * Left Field Productions Kobe Bryant in NBA Courtside series

Bought out Nintendo's stake in the company in 2002.[50] * Marigul Management Closed in 2003. * St.GIGA - Games for the Satellaview Stopped making games for Nintendo when the Satellaview was discontinue d. Eventually, they went out of business. * Radical Entertainment - Mario's Time Machine, Mario is Missing Stopped making games for Nintendo after the Mario Discovery series end ed. Now a fully owned subsidiary of Activision Blizzard. [edit] Policy [edit] Emulation This section has multiple issues. Please help improve it or discuss these issues on the talk page. * It * It * It conveys needs additional citations for verification. Tagged since June 2010. may contain original research. Tagged since June 2010. may contain previously unpublished synthesis of published material that ideas not attributable to the original sources. Tagged since June 2010.

Nintendo, particularly Nintendo of America, is known for a "no tolerance" stance for emulation of its video games and consoles, stating that it is the single la rgest threat to the intellectual rights of video game developers.[51] Nintendo c laims that copyright-like rights in mask works protect its games from the except ions that United States copyright law otherwise provides for personal backup cop ies. Nintendo uses the claim that emulators running on personal computers have n o use other than to play pirated video games, though a use that doesn't involve intellectual property in this way is seen in the development and testing of inde pendently produced "homebrew" software on Nintendo's platforms. It is also claim

ed that Nintendo's claims contradict copyright laws, mainly that ROM image copie rs are illegal (they are legal if used to dump unprotected ROM images on to a us er's computer for personal use, per 17 U.S.C. 117(a)(1) and foreign counterparts )[52] and that emulators are illegal (if they do not use copyrighted BIOS, or us e other methods to run the game, they are legal; see Console emulator for furthe r information about the legality of emulators). This stance is largely apocrypha l, however; Nintendo remains the only modern console manufacturer that has not s ued an emulator manufacturer.[citation needed] Emulators have been used by Ninte ndo and licensed third party companies as a means to re-release older games (e.g . Virtual Console). [edit] Content guidelines For many years, Nintendo had a policy of strict content guidelines for video gam es published on its consoles. Although Nintendo of Japan allowed graphic violenc e in its video games, nudity and sexuality were strictly prohibited. Former Nint endo president Hiroshi Yamauchi believed that if the company allowed the licensi ng of pornographic games, the company's image would be forever tarnished.[53] Ni ntendo of America and Nintendo of Europe went further in that games released for Nintendo consoles could not feature nudity, sexuality, profanity (including rac ism, sexism or slurs), blood, graphic or domestic violence, drugs, political mes sages or religious symbols (with the exception of widely unpracticed religions, such as the Greek Pantheon).[54] The Japanese parent company was concerned that it may be viewed as a "Japanese Invasion" by forcing Japanese community standard s on North American and European children. U.S. Senator Joe Lieberman praised th is zero tolerance policy, but others criticized the policy, claiming that gamers should be allowed to choose the content they want to see. Despite the strict gu idelines, some exceptions have occurred: Bionic Commando (though swastikas were eliminated in the US version), Smash TV and Golgo 13: Top Secret Episode contain ed human violence, the latter also containing implied sexuality and tobacco use; River City Ransom and Taboo: The Sixth Sense contained nudity, and the latter a lso contained religious images, as did Castlevania II and III. A known side effect of this policy was the Sega Genesis version of Mortal Kombat selling over double the number of the Super NES version, mainly because Nintend o had forced publisher Acclaim to recolor the red blood to look like white sweat and replace some of the more gory graphics in its release of the game, making i t non-violent.[55] By contrast, Sega allowed blood and gore to remain in the Gen esis version (though a code was required to unlock the gore). Nintendo allowed t he Super NES version of Mortal Kombat II to ship uncensored the following year w ith a content warning on the packaging.[56] In 1994 and 2003, when the ESRB and PEGI (respectively) video game ratings syste ms were introduced, Nintendo chose to abolish most of these policies in favor of consumers making their own choices about the content of the games they played. Today, changes to the content of games are done primarily by the game's develope r or, occasionally, at the request of Nintendo. The only clear-set rule is that ESRB AO-rated games will not be licensed on Nintendo consoles in North America,[ 57] a practice which is also enforced by Sony and Microsoft, its two greatest co mpetitors in the present market. Nintendo has since allowed several mature-conte nt games to be published on its consoles, including: Perfect Dark, Conker's Bad Fur Day, Doom and Doom 64, BMX XXX, the Resident Evil series, killer7, Eternal D arkness: Sanity's Requiem, BloodRayne, Geist and Dementium: The Ward. Certain ga mes have continued to be modified, however. For example, Konami was forced to re move all references to cigarettes in the 2000 Game Boy Color game Metal Gear Sol id (although the previous NES version of Metal Gear and the subsequent Gamecube game Metal Gear Solid: The Twin Snakes both included such references, as did Wii title MadWorld), and maiming and blood were removed from the Nintendo 64 port o f Cruis'n USA.[58] Another example is in the Game Boy Advance game Mega Man Zero 3, in which one of the bosses, called Hellbat Schilt in the Japanese and Europe an releases, was renamed Devilbat Schilt in North America. localization. In Nort

h America releases of the Mega Man Zero games, enemies and bosses killed with a saber attack would not gush blood as they did in the Japanese versions. However, the release of the Wii has been accompanied by a number of even more controvers ial mature titles, such as Manhunt 2, No More Heroes, The House of the Dead: Ove rkill and MadWorld, the latter three of which are published exclusively for the console. The Nintendo DS also has violent games, such as Grand Theft Auto: China town Wars, Dementium: The Ward, Ultimate Mortal Kombat 3 and Resident Evil: Dead ly Silence. [edit] License guidelines Nintendo of America also had guidelines before 1993 that had to be followed by i ts licensees to make games for the Nintendo Entertainment System, in addition to the above content guidelines:.[53] Guidelines were enforced through the 10NES l ockout chip. * Licensees were not permitted to release the same game for a competing cons ole until two years had passed. * Nintendo would decide how many cartridges would be supplied to the license e. * Nintendo would decide how much space would be dedicated for articles, adve rtising, etc. in the Nintendo Power magazine. * There was a minimum number of cartridges that had to be ordered by the lic ensee from Nintendo. * There was a yearly limit of five games that a licensee may produce for a N intendo console.[59] This rule was created to prevent market over-saturation, wh ich had caused the North American video game crash of 1983. The last rule was circumvented in a number of ways; for example, Konami, wanting to produce more games for Nintendo's consoles, formed Ultra Games and later Pal com to produce more games as a technically different publisher.[53] This disadva ntaged smaller or emerging companies, as they could not afford to start addition al companies. In another side effect, Square Co. (now Square Enix) executives ha ve suggested that the price of publishing games on the Nintendo 64 along with th e degree of censorship and control that Nintendo enforced over its games, most n otably Final Fantasy VI, were factors in switching its focus towards Sony's Play Station console.[citation needed] [edit] Seal of Quality Official Nintendo Seal in NTSC regions Nintendo's Official Seal of Quality in PAL regions The gold starburst seal was first used by Nintendo of America, and later Nintend o of Europe. It is displayed on any game, system, or accessory licensed for use on one of its video game consoles, denoting the game has been properly licensed by Nintendo.[citation needed] [edit] NTSC regions In NTSC regions, this seal is an elliptical starburst titled "Official Nintendo Seal". Originally, for NTSC countries, the seal was a large, black and gold circ ular starburst. The seal read as follows: "This seal is your assurance that NINT ENDO has approved and guaranteed the quality of this product." This seal was lat er altered in 1988: "approved and guaranteed" was changed to "evaluated and appr oved". In 1989, the seal became gold and white, as it currently appears, with a shortened phrase, "Official Nintendo Seal of Quality". It was changed in 2003 to read "Official Nintendo Seal".[1] [edit] PAL regions In PAL regions, the seal is a circular starburst titled, "Original Nintendo Seal of Quality". Text near the seal in the Australian Wii manual states: This seal is your assuranace that Nintendo has reviewed this product and tha

t it has met our standards for excellence in workmanship, reliability and entert ainment value. Always look for this seal when buying games and accessories to en sure complete compatibility with your Nintendo product.[60] [edit] Environmental record Greenpeace's October 2010 "Guide to Greener Electronics" report ranks Nintendo l ast on a list of electronics manufacturers, with the same score (1.8 out of 10) as in the previous version of the guide (May 2010). The report cites increasing carbon dioxide emissions (failed to be reduced per target) and a lack of waste m anagement. Limited praise focuses on satisfactory energy efficiency of the DSi's AC adapter, the reduction of PVC usage in wiring (and new chemical regulations) and the disclosure of carbon dioxide emissions.[61] In the January 2010 version of the ranking, Nintendo scored 1.4 points, at which , three days later, Nintendo issued a response that addressed primary concerns, highlighting a policy to indicate the materials used in each product, which make s end-of-life recycling of products easier.[62] [edit] See also Portal icon Nintendo portal Portal icon Companies portal * * * * * * * * * * Lewis Galoob Toys, Inc. v. Nintendo of America, Inc. List of divisions of Nintendo List of video games published by Nintendo Lists of Nintendo characters Lists of Nintendo games Nintendo World Store Nintendo development teams Player's Choice Universal City Studios, Inc. v. Nintendo Co., Ltd. Video games censored by Nintendo of America

[edit] Notes 1. ^ "Nintendo News:Nintendo switched logos "two years" ago". ComputerAndVide oGames.com. http://www.computerandvideogames.com/202585/news/nintendo-switched-l ogos-two-years-ago/. Retrieved 2010-06-01. 2. ^ a b "Company History" (in Japanese). Nintendo. http://www.nintendo.co.jp /corporate/outline/index.html. Retrieved 2006-07-29. 3. ^ "International Distributors - Company List". Nintendo. http://www.ninten do.com/corp/distributors_international.jsp. Retrieved 2008-11-17. 4. ^ a b c d e "Nintendo's Earnings Release: Fiscal Year ended March 31, 2011 " (PDF). 2011-04-25. http://www.nintendo.co.jp/ir/pdf/2011/110425e.pdf. 5. ^ "Consolidated Financial Statements". Nintendo Co., Ltd.. May 6, 2010. ht tp://www.nintendo.co.jp/ir/pdf/2010/100506e.pdf. Retrieved 2011-05-25. 6. ^ "Company History". Nintendo. http://www.nintendo.com/corp/history.jsp. R etrieved 2006-06-04. 7. ^ "Nintendo History Lesson: The Lucky Birth". N-Sider. http://www.n-sider. com/articleview.php?articleid=45. Retrieved 2006-06-04. 8. ^ "Nintendo sets $85 bln high score, thanks to Wii, Nintendo DS". Reuters. 2007-10-15. http://www.reuters.com/article/companyNewsAndPR/idUST30751820071015 . Retrieved 2011-05-25. 9. ^ "Nintendo - Company Profile". nintendolife. http://wii.nintendolife.com/ companies/nintendo. Retrieved 2010-07-12. 10. ^ "Nintendo Corporation, Limited" (doc). http://staff.science.uva.nl/~egor is/teaching/spring2005/week%201%20intro/Example%20Nintendo.doc. Retrieved 2011-0 2-22. 11. ^ "Kirby's Epic Yarn For Wii Keeps Players In Stitches" (Press release). N intendo. 2010-10-18. http://press.nintendo.com/articles.jsp?id=25911. Retrieved

2010-10-29. 12. ^ "Nintendo's card game product". nintendo. http://www.nintendo.co.jp/n09/ index.html. Retrieved 2009. 13. ^ "list of japan contract bridge league tounaments" (in japanese). jcbl. h ttp://www.jcbl.or.jp/english/tournament.html. Retrieved 2010. 14. ^ "Nintendo History". Nintendo of Europe GmbH. Archived from the original on 1 January 2011. http://www.webcitation.org/5vQB0bQ5E. Retrieved 1 January 201 1. 15. ^ a b "Famous Names in Gaming". CBS. http://www.cbsnews.com/2316-100_162-1 673418-2.html. Retrieved 2010-06-13. 16. ^ "Iwata Asks-Punch-Out!!". Nintendo. http://us.wii.com/iwata_asks/punchou t/vol1_page1.jsp. Retrieved 2009-07-07. 17. ^ Nagata, Kazuaki, "Nintendo secret: It's all in the game", Japan Times, 1 0 March 2009, p. 3. 18. ^ Kent (2001), p. 431. "Sonic was an immediate hit, and many consumers who had been loyally waiting for Super NES to arrive now decided to purchase Genesi s.... The fiercest competition in the history of video games was about to begin. " 19. ^ "Consolidated Sales Transition by Region" (PDF). Nintendo. 2010-01-27. A rchived from the original on 2010-02-14. http://www.webcitation.org/5nXieXX2B. R etrieved 2010-02-14. 20. ^ Snow, Blake (2007-05-04). "The 10 Worst-Selling Consoles of All Time". G amePro. http://www.gamepro.com/article/features/111823/the-10-worst-selling-cons oles-of-all-time-page-2-of-2/. Retrieved 2010-06-12. 21. ^ Buchanan, Levi (2008-04-03). "IGN: Happy Birthday, Rumble Pak". IGN. htt p://retro.ign.com/articles/864/864231p1.html. Retrieved 2008-09-12. 22. ^ "Nintendo - Corporate Information - Company History". Nintendo. http://w ww.nintendo.com/corp/history.jsp. Retrieved 2009-07-24. 23. ^ "Controllers at Nintendo :: Wii :: What Is Wii?". http://www.nintendo.co m/wii/what/controllers#remote. Retrieved 2009-08-04. 24. ^ "Wii + Internet at Nintendo". http://www.nintendo.com/wii/internet. Retr ieved 2010-06-13. 25. ^ (PDF) Nintendo GameCube Modem Adapter Instruction Booklet. Nintendo of A merica, Inc.. http://www.nintendo.com/consumer/downloads/modem_english.pdf. Retr ieved 2010-06-13. 26. ^ Rudden, Dave; Ashby, Alicia (2009-03-21). "Hardcore Nintendo: Why the Wi i isn't Just for Casual Gamers Anymore". http://www.gamepro.com/article/features /209524/hardcore-nintendo-why-the-wii-isnt-just-for-casual-gamers-anymore/. Retr ieved 2010-06-13. 27. ^ "Re: Wii s successor system". Nintendo. 25 April 2011. http://www.nintendo .co.jp/ir/pdf/2011/110425_4e.pdf. Retrieved 25 April 2011. 28. ^ "Nintendo Going Back to the Basics. Full story about the company offerin g a new system in 2004.". IGN. 2003-11-13. http://ds.ign.com/articles/541/541729 p1.html. Retrieved 2007-10-04. 29. ^ Rojas, Peter (2006-02-20). "The Engadget Interview: Reggie Fils-Aime, Ex ecutive Vice President of Sales and Marketing for Nintendo". Engadget. http://ww w.engadget.com/2006/02/20/the-engadget-interview-reggie-fils-aime-executive-vice -preside/. Retrieved 2009-07-24. 30. ^ "Explore Nintendo DSi". http://www.nintendodsi.com/meet-dsi.jsp. Retriev ed 2009-07-24. 31. ^ Roberts, Dave (2010-01-14). "Nintendo DSi XL to launch on March 5th". MC V. Intent Media. http://www.mcvuk.com/news/37129/DSi-XL-gets-March-5th-launch. R etrieved 2010-01-30. 32. ^ "Launch of New Portable Game Machine" (Press release). Minami-ku, Kyoto: Nintendo. 23 March 2010. http://www.nintendo.co.jp/ir/pdf/2010/100323e.pdf. Ret rieved 2010-03-23. 33. ^ "Nintendo 3DS passes 1 million units sold in Japan, finally" (Press rele ase). TechSpot. 13 June 2011. http://www.techspot.com/news/44226-nintendo-3ds-pa sses-1-million-units-sold-in-japan-finally.html. Retrieved 2011-06-20. 34. ^ "Nintendo shares leap on 3DS optimism" (Press release). Hurriyet Daily N

ews. 23 August 2011. http://www.hurriyetdailynews.com/n.php?n=nintendo-shares-le ap-on-3ds-optimism-2011-08-23. Retrieved 2011-10-26. 35. ^ "Profile". Nintendo Co. Ltd. (NTDOY.PK). Yahoo! News Network. http://fin ance.yahoo.com/q/pr?s=NTDOY.PK. Retrieved 10 June 2011. 36. ^ "?????(2)". ????? ???????????. Nintendo Co., Ltd.. Archived from the ori ginal on 1 January 2011. http://www.webcitation.org/5vQBDu3BO. Retrieved 1 Janua ry 2011. 37. ^ "Corporate - Nintendo". http://www.nintendo.co.uk/NOE/en_GB/corporate_10 102.html. Retrieved 2009-07-24. 38. ^ (registration required) Paul, Loughrey. "Nintendo establishes Korean sub sidiary". http://www.gamesindustry.biz/articles/nintendo-establishes-korean-subs idiary. 39. ^ "NCL Team Structure work in progress". http://gonintendo.com/viewstory.p hp?id=2968. Retrieved 2010-08-30. 40. ^ Matt Casamassina. "E3 2009: Metroid: Other M Heavy on Action and Story". IGN. http://wii.ign.com/articles/991/991793p1.html. 41. ^ "IGN: NST". Games.ign.com. http://games.ign.com/objects/026/026980.html. Retrieved 2011-05-26. 42. ^ "IGN: Monolith Software (JP)". Games.ign.com. 2011-04-29. http://games.i gn.com/objects/027/027688.html. Retrieved 2011-05-25. 43. ^ "games". Retrostudios. http://retrostudios.com/games.asp. Retrieved 2011 -05-25. 44. ^ "Intelligent Systems Co., Ltd". Intsys.co.jp. http://intsys.co.jp/englis h/software/index.html. Retrieved 2011-05-25. 45. ^ "IGN: Ambrella (Marigul)". Games.ign.com. 2011-09-14. http://games.ign.c om/objects/027/027435.html. Retrieved 2011-10-26. 46. ^ "Monster Games". Mgiracing.com. 2005-02-07. http://mgiracing.com. Retrie ved 2011-05-25. 47. ^ "IGN: Noise (Marigul)". Games.ign.com. 2011-04-29. http://games.ign.com/ objects/027/027010.html. Retrieved 2011-05-25. 48. ^ "Microsoft buy top games producers Rare". BBC News. 2002-09-26. http://n ews.bbc.co.uk/cbbcnews/hi/sci_tech/newsid_2283000/2283354.stm. 49. ^ "Silicon Knights Splits With Nintendo". 1UP.com. 1 January 2000. http:// www.1up.com/news/silicon-knights-splits-nintendo. Retrieved 2010-08-30. 50. ^ "Left Field buys out Nintendo investment". Gamespot. September 11, 2002. http://www.gamespot.com/n64/driving/excitebike64/news.html?sid=2879947. Retriev ed 2010-08-30. 51. ^ "Nintendo - Corporate Information - Legal Information (Copyrights, Emula tors, ROMs, etc.)". http://www.nintendo.com/corp/legal.jsp#roms. Retrieved 200907-24. 52. ^ 17 U.S.C. 117 53. ^ a b c Game Over, David Sheff, 1993. 54. ^ "Nintendo of America Content Guidelines". Filibustercartoons.com. http:/ /www.filibustercartoons.com/Nintendo.php. Retrieved 2011-05-25. 55. ^ Travis Fahs. "IGN Presents the History of Mortal Kombat - Retro Feature at IGN". IGN. http://uk.retro.ign.com/articles/919/919357p10.html. Retrieved 201 0-08-16. 56. ^ "Mortal Kombat II cover artwork at MobyGames". http://www.mobygames.com/ game/mortal-kombat-ii/cover-art/gameCoverId,22874. 57. ^ "Nintendo of America Customer Service Nintendo Buyer's Guide". Nintendo. com. http://www.nintendo.com/consumer/buyers_guide.jsp. Retrieved 2011-05-25. 58. ^ "IGN: Nintendo to censor Cruis'n". 1996-10-08. http://ign64.ign.com/arti cles/060/060333p1.html. Retrieved 2009-07-24. 59. ^ D. Sheff: "Game Over", p. 215. CyberActive Media Group, 1999. 60. ^ "Wii MotionPlus Operations Manual" Nintendo. 2009. Last accessed 10 Mar 2011. 61. ^ "Greenpeace Guide to Greener Electronics: Nokia Is Tops, Nintendo Flops" . http://www.fastcompany.com/blog/ariel-schwartz/sustainability/greenpeace-guide -greener-electronics-nokia-tops-nintendo-flops. 62. ^ Radd, David (January 11, 2010). "Nintendo Defends Environmental Record A

gainst Greenpeace". IndustryGamers. http://www.industrygamers.com/news/nintendodefends-environmental-record-against-greenpeace/. Retrieved 2010-04-07. [edit] References * Kent, Steven L. (2001). The Ultimate History of Video Games: The Story Beh ind the Craze that Touched our Lives and Changed the World. Roseville, Californi a: Prima Publishing. ISBN 0-7615-3643-4. [edit] Further reading * Sloan, Daniel (2011). Playing to Wiin: Nintendo and the Video Game Industr ys Greatest Comeback. Wiley. ISBN 978-0470825129. [edit] External links Wikimedia Commons has media related to: Nintendo Wikiquote has a collection of quotations related to: Nintendo * * * * * * * * Official website (country selector) Nintendo Software Development Support Group Nintendo Australia Nintendo Power Official Nintendo Magazine (UK) NinDB The History of Nintendo at Jap-Sai.com Nintendo in Depth Archive by The Daily Telegraph

Links to related articles v d eNintendo developers First-party Brownie Brown Creatures Inc. EAD HAL Laboratory Intelligent Systems Monolith Sof t Nd Cube NSD Project Sora Retro Studios SDD Sora Ltd. SPD STC Technology D pment Second-party AlphaDream Ambrella Camelot Software Planning Game Freak Genius Sonority Good-Fe el Monster Games Next Level Games Noise Paon N-Space skip Ltd. Treasure Former second-party Cing Factor 5 Left Field Productions Marigul Management (including Clever Trick, Param, and Saru Brunei) Rare Silicon Knights v d eNintendo video game hardware Consoles Color TV Game NES (Disk System Twin Famicom NES-101 model Nintendo M82 C1 NES TV ) Super NES (Super Game Boy Satellaview SNES-101 SF-1 SNES TV) Nintendo 64 (64DD iQue Player) Nintendo GameCube (Game Boy Player Panasonic Q) Wii Wii U Handhelds Game & Watch (Mini Classics) Game Boy (Pocket Light) Game Boy Color Virtual Boy Game Boy Advance (SP Micro Visteon Dockable Entertainment) Pokmon mini Nintendo D S (Lite DSi DSi XL) Nintendo 3DS Arcade Early arcade games Vs. System PlayChoice-10 Nintendo Super System Triforce Peripherals 3D System Data Recorder Famicom Titler DK Bongos e-Reader Famicom Four-way Adapt or Game Boy Camera Game Boy Printer GameCube Game Boy Advance cable Game Link Cabl e NES Advantage NES Four Score NES Max NES Satellite NES Zapper Nintendo 64 con troller (accessories) GameCube controller Nintendo Power Power Pad R.O.B. Rumble Pak SNES Mouse SNES Multitap Super Advantage Super Scope WaveBird Wii Balance B oard Classic Controller Wii Remote (Wii MotionPlus Third-party accessories) Wii Speak Wii U Controller Wii Zapper Technology Game Pak Nintendo optical disc Nintendo Game Card Super FX

Other Pokmon Pikachu Pokwalker v d eNintendo franchises Advance Wars/Wars series Animal Crossing Art Style Brain Age Custom Robo Donkey Kong Excitebike EarthBound Fire Emblem F-Zero Game & Watch Golden Sun Ice Climb r Kirby Kid Icarus The Legendary Starfy The Legend of Zelda Mario Metroid Ninte dogs (+ Cats) Osu! Tatakae! Ouendan Pikmin Pilotwings Pokmon Punch-Out!! Puzzle eague Rhythm Heaven Sin and Punishment Star Fox Super Smash Bros. Wario Wave Ra ce Wii Series Yoshi v d eElectronics industry in Japan

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

Advanced Micro Devices Broadcom Elpida Memory Freescale Semiconductor Hynix Infi neon Technologies Intel Marvell Technology Group MediaTek Micron Technology Nvid ia NXP Panasonic Qualcomm Renesas Electronics Samsung Sony STMicroelectronics xas Instruments Toshiba VIA Technologies

Foundries

GlobalFoundries TSMC United Microelectronics Corporation Software Adobe Apple CA Google HP Software IBM Intuit McAfee Microsoft Oracle SAP c Telecommunications services Amrica Mvil AT&T Bell Canada BT CenturyLink China Mobile China Telecom China m Comcast Deutsche Telekom France Tlcom Hutchison KDDI KPN KT MTS NTT N ogers SK Telecom Sprint Nextel Swisscom Telecom Italia Telefnica TeliaSonera V zon Vivendi Vodafone Websites Amazon.com Baidu eBay Facebook Google Yahoo! Methodology: FY2010/11 applicable revenues of over: group 1-10 and 12 - $3 billi on; group 11 - $10 billion v d eJapan TOPIX 100 companies of Japan Core 30

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

ON AGC Asahi Kasei Bank of Yokohama Bridgestone Chubu Electric Power Daiichi San yo Daikin Daiwa House Daiwa Securities Denso DNP Eisai FANUC Fujifilm Fujit tachi Hoya INPEX Itochu JR Central JR West Kao Keyence Kirin Kobelco Kubo era Kyushu Electric Power Marubeni Mitsubishi Chemical Mitsubishi Electric Mitsu bishi Heavy Industries Mitsui Fudosan MOL MSIG Murata NEC Nidec Nikon Nippon Nitto Denko ORIX Resona Ricoh Rohm Secom Sekisui House Sharp Shiseido SM ank Sompo Japan Sumitomo Chemical Sumitomo Corporation Sumitomo Electric Sumitom o Metal Mining Sumitomo Metals Sumitomo Realty Sumitomo Trust Suzuki T&D Holding s TDK Tohoku Electric Power Tokyo Electron Tokyo Gas Toppan Toray Yahoo! Japan amada Denki v d eSeattle Mariners Based in Seattle, Washington The Franchise History Expansion Draft Seasons Records No-hitters Players Managers General Man gers and Owners Award winners and league leaders First-round draft picks Broadca sters Opening Day starting pitchers Opening Day starting lineups Minor league af filiates Uniform promotion games Seattle Mariners Hall of Fame Ballparks Kingdome Safeco Field Spring Training: Tempe Diablo Stadium Peoria Sports Complex Culture Mariner Moose The Double "Refuse to Lose" Tuba Man Dave Niehaus Rally fries 1995 AL West tie-breaker Turn Ahead the Clock 116 Wins 1995 ALDS 2000 ALDS 2001 ALDS Key Personnel Owner: Nintendo of America, represented by Howard Lincoln General Manager: Jack Zduriencik Manager: Eric Wedge Retired Numbers 42 All-Star Games Hosted (2) 1979 2001 American League Western Division Titles (3) 1995 1997 2001 Wild Card Berths (1)

2000 Minor League Affiliates Tacoma Rainiers (AAA) Jackson Generals (AA) High Desert Mavericks (A) Everett Aq uaSox (A) Clinton LumberKings (A) Pulaski Mariners (Rookie) AZL Mariners (Rookie ) DSL Mariners (Rookie) VSL Mariners (Rookie) Broadcasting Television Root Sports Northwest Radio ESPN-710 Seattle Mariners radio network affiliates Broadcasters: Rick Rizzs Dave Sims Mike Blowers Julio Cruz (Spanish) Seasons (35) 1970s 1970 1971 1972 1973 1974 1975 1976 1977 1978 1980s 1980 1981 1982 1983 1984 1985 1986 1987 1988 1990s 1990 1991 1992 1993 1994 1995 1996 1997 1998 2000s 2000 2001 2002 2003 2004 2005 2006 2007 2008 2010s 2010 2011 2012 v d ePrincipal owners of the Seattle Mariners franchise Danny Kaye George Argyros Jeff Smulyan Hiroshi Yamauchi v d eMajor League Baseball owners by team American League East Division Peter Angelos (Baltimore Orioles) John W. Henry (Boston Red Sox) Hal Steinbrenner (New York Yankees) Stuart Sternberg (Tampa Bay Rays) Rogers Communications (Toronto Blue Jays) Central Division Jerry Reinsdorf (Chicago White Sox) Larry Dolan (Cleveland Indians) Mike Ilitch (Detroit Tigers) David Glass (Kansas City Royals) Jim Pohlad (Minnesota Twins) West Division Arte Moreno (Los Angeles Angels of Anaheim) Lewis Wolff (Oakland Athletics) Nintendo of America (Seattle Mariners) Nolan Ryan (Texas Rangers) National League East Division Liberty Media (Atlanta Braves) Jeffrey Loria (Miami Marlins) Fred Wilpon (New York Mets) David Montgomery (Philadelphia Phillies) Ted Lerner (Washington Nationals) Central Division Alex Rivera (Spanish) 1979 1989 1999 2009

Nintendo of America

Thomas S. Ricketts (Chicago Cubs) Robert Castellini (Cincinnati Reds) Drayton McLane, Jr. (Houston Astros) Mark Attanasio (Milwaukee Brewers) Robert Nutting (Pittsburgh Pirates) William DeWitt, Jr. (St. Louis Cardinals) West Division Ken Kendrick (Arizona Diamondbacks) Monfort brothers (Colorado Rockies) Frank McCourt (Los Angeles Dodgers) Jeff Moorad (San Diego Padres) Bill Neukom (San Francisco Giants) Retrieved from "http://en.wikipedia.org/w/index.php?title=Nintendo&oldid=4602064 97" Categories: * * * * * * * * * * * * * * * * * * Companies listed on the Tokyo Stock Exchange Companies listed on the Pink Sheets Companies listed on the Frankfurt Stock Exchange Playing card manufacturers Companies established in 1889 Companies of Japan Companies based in Kyoto Prefecture Companies based in Washington (state) Companies based in Redmond, Washington Video game companies of Japan Video game publishers Nintendo Academy of Interactive Arts & Sciences members Video game developers Entertainment Software Association Seattle Mariners owners Toy companies of Japan 1889 establishments in Japan

Das könnte Ihnen auch gefallen