LA NASCITA DELLA NINTENDO Informatico 2017\2018 Studente

Total Page:16

File Type:pdf, Size:1020Kb

LA NASCITA DELLA NINTENDO Informatico 2017\2018 Studente LA NASCITA DELLA NINTENDO Informatico 2017\2018 studente: Pietro Paolo Compatangelo relatore: Massimiliano Acquati 1 INDICE NINTENDO E IL GIOCO D'AZZARDO.........................................................4 HANAFUDA.......................................................................................................................5 YAKUZA.............................................................................................................................6 I COLPI DI GENIO DI HIROSHI YAMAUCHI E DI GUNPEI YOKOI........6 COME SONO FATTE LE CONSOLE FAMICOM E NES..............................10 CPU......................................................................................................................................10 MEMORIA..........................................................................................................................11 VIDEO.................................................................................................................................12 I CONTROLLER.................................................................................................................13 il NES Zapper ….................................................................................................................13 LE CARTUCE.....................................................................................................................13 ACCESSORI.......................................................................................................................16 SOFTWARE........................................................................................................................17 COME ANDARONO LE VENDITE DEL NES................................................................16 GIOCHI DI ALTRE SOFTWARE HOUSE........................................................................17 GIOCHI SENZA LICENZA NINTENDO..........................................................................18 CLONI DEL NES E DEL FAMICOM................................................................................20 2 DIFFERENZE TRA FAMICOM E NES.............................................................................21 IL NES LA CONSOLE CHE SALVO IL MERCATO VIDEOLUDICO MONDIALE.....22 Robotic Operating Buddy o R.O.B. .................................................................24 CONCLUSIONI...............................................................................................25 SITOGRAFIA...................................................................................................25 INTRODUZIONE in questa tesina parlero di come e nata la Nintendo e del suo antico passato poi continuando mi incentrerò sul Famicom e il NES e come sono fatte e delle varie problematiche che Nintendo ha avuto nel gestire il mercato di queste console e dei suoi giochi e parlero anche di quello che Nintendo faceva prima di diventare il colosso videoludico che e oggi e di come Hiroshi Yamauchi e Gunpei Yokoi anno rivoluzionato Nintendo con le loro brillanti idee e parlerò anche di come la Nintendo sia stata ereditata fino a rangiungere le mani di Hiroshi Yamauchi. 3 NINTENDO E IL GIOCO D'AZZARDO Nintendo fu fondata da Fusajiro Yamauchi il 23 Settembre 1889 a Kyoto col nome di Nintendo Koppai in questa immagine possiamo vedere la sede di Nintendo Koppai del 1889. all'inizio l'azienda non produceva videogiochi ma bensì delle carte Giapponesi che si chiamano Hanafuda. le Hanafuda sono nate a causa dell'arrivo nel 1550 delle carte occidentali in Giappone e della loro rimozione nel 1633 data dalla quale iniziarono ad essere creati diversi giochi di carte fino a qualche decennio dopo il 1791 alla fine il governo si rese conto che qualche tipo di gioco di carte serviva cosi rilasciarono appunto le Hanafuda delle carte prive di qualunque numero per impedire che le persone le usassero per il gioco d'azzardo. Ma fu tutto inutile infatti vennero creati diversi giochi d'azzardo e a causa di questo le Hanafuda finirono nel mirino della Yakuza che a quel tempo era il principale target di Nintendo Koppai visto che di fatto erano gli unici che facevano domanda di Hanafuda in massa. Con la crescita della Aizukotetsu-kai (e un gruppo della Yakuza con sede a Kyoto ed e la quarta più grande organizzazione della Yakuza) a causa di questo la Nintendo Koppai fu costretta a passare dalle carte prodotte a mano a quelle prodotte in serie con assunzione di nuovi membri per poterne fabbricare in maggior quantità in minor tempo. Nintendo secondo Hiroshi Yamauchi può essere tradotto con “lasciate la fortuna al paradiso” anche se neanche Hiroshi era sicuro di questo significato. Un altro modo con la quale può essere tradotto e scomponendolo nei kanji 忍Nin,天Ten,道Do. Il kanji 天Ten potrebbe riferirsi al Tengu 4 creatura mitologica giapponese dal lungo naso simbolo a furor di popolo del gioco d'azzardo il motivo e che sembrerebbe che il simbolo per mostrare di aver interesse nel gioco d'azzardo era strofinarsi il naso a dimostrazione di questo ce il fatto che Fusajiro Yamauchi lancio sul mercato alla fine del diciannovesimo secolo dei mazzi particolarmente economici nominati Tengu e con un Tengu disegnato sopra. Il kanji 忍Nin potrebbe essere tradotto come tempio oppure santuario. Mentre il kanji 道Do potrebbe essere tradotto come lasciar fare qualcosa. Quindi si può tradurre anche con “il libero tempio del gioco d'azzardo” oppure “il libero tempio del Tengu” comunque un nome dato da Fusajiro Yamauchi in tributo alla sua clientela la Yakuza. nel ventesimo secolo la presidenza di Nintendo a ben 2 passaggi di testimone il primo a Sekiryo Kaneda poi divenuto Sekiryo Yamauchi sposando la figlia di Fusajiro Yamauchi di nome Tei Yamauchi e facendo l'adozione in famiglia pratica molto usata dalle grandi famiglie che non avevano figli maschi. HANAFUDA 5 Il mazzo Hanafuda e composto da 48 carte divise in dodici semi a ciascun seme corrisponde un mese dell'anno e un particolare fiore o pianta all'interno di ciascun seme sono presenti diversi tipi di carte Normali,Nastri,Animali e potenti. E il gioco più praticato con le Hanafuda e il Koi-Koi. Hanafuda si traduce letteralmente con “carte dei fiori”. YAKUZA La yakuza e un organizzazione criminale composta di 38 gruppi tra questi 38 gruppi ce la Aizukotetsu-kai il suo nome e formato da Aizu (nome della regione dove ce Kyoto) da Kotetsu un tipo di spada giapponese e dal suffisso “会 Kai” ossia “società”. I COLPI DI GENIO DI HIROSHI YAMAUCHI E DI GUNPEI YOKOI il secondo passaggio di testimone fu tra Sekiryo yamauchi e suo nipote Hiroshi Yamauchi che in cambio di 6 diventare presidente Nintendo voleva che tutti i suoi parenti venissero licenziati a malinquore Sekiryo dovette accettare e cosi licenzio tutti i parenti che lavoravano a Nintendo Koppai e Hiroshi divenne nel 1947 il nuovo presidente Hiroshi una volta diventato presidente aveva ben chiara la strada che Nintendo doveva percorrere infatti blocco la produzione di hanafuda e inizio la produzione di carte da gioco occidentali e cosi la Nintendo ottenne il primato del primo mazzo da gioco plastificato del Giappone. In quegli anni Nintendo cambio nome da Nintendo Koppai a Nintendo Play Card Company nel 1959 Hiroshi fece uno dei suoi primi colpi grossi un accordo con Disney grazie alla quale Nintendo a potuto fare delle carte raffiguranti i personaggi Disney in questo modo Nintendo Play Card Company si allontano dal gioco d'azzardo e si avvicino alle famiglie Giapponesi l'accordo tra Disney e Nintendo fu un vero successo infatti in un anno vendettero più di 600.000 mazzi solo in giappone diventando di diritto la prima grande azienda giapponese di produzione di carte. dopo aver cambiato il nome della azienda da Nintendo Play Card Company a Nintendo Hiroshi Yamauchi investe in una compagnia di taxi denominata taxi diamond poi tento con la ristorazione creando porzioni di riso istantaneo targate Nintendo fino ad arrivare addirittura agli hotel dell’amore anche se poi tutti questi investimenti si rivelarono pressoché fallimentari. alla metà degli anni 60 per un caso fortuito Hiroshi Yamauchi vide Gumpei Yokoi mentre si divertiva durante le pause pranzo con un braccio meccanico allora Hiroshi Yamauchi lo contato chiedendogli di creare un gioco adatto alle famiglie ispirato a quel braccio meccanico così Yokoi invento l’Ultra Hand 7 colpì molto i mercati giapponesi diventando il giocattolo più famoso dell’epoca. salvando così la Nintendo per questo ancora oggi la Nintendo inserisce la Ultra hand in diversi giochi tra cui Mario power tennis,Mario kart 8 e Animal crossing new leaf. entrando cosi nel settore dei giocattoli. ed e nel settore delle carte da gioco e dei giocattoli che la Nintendo concentra il suo tra la fine degli anni 60 e l’inizio degli anni 70. il secondo gioco di Gumpei Yokoi fu il Love tester ovvero un dispositivo con due sfere metalliche grazie alla quale le coppie giapponesi avrebbero potuto misurare la loro compatibilità. e nel 1972 approdarono con la loro versione delle carte da gioco Pin-up raffiguranti oltre al numero della carta anche donne pseudonude con addirittura le copertine del mazzo mobili mostrando all’inizio una donna vestita ma una volta aperto il mazzo quella stessa donna sarebbe divenuta nuda. sempre all’inizio degli anni 70 Nintendo rilascio il Bin gun game un giocattolo con una pistola elettronica che avrebbe interagito con un bersaglio con dei circuiti al suo interno c’erano due versioni una col leone e una con il pistolero del far west (questo gioco e il precursore del Nes zapper un controller a forma
Recommended publications
  • Список Игр Dendy Smart (567 Игр)
    Список игр Dendy Smart (567 игр) Игры MAME (Capcom) Игры Dendy Игры Dendy Игры Dendy Игры Dendy Игры Sega Alien vs. Predator 1942 Cowboy Kid Kickle Cubicle Track and Field Aladdin Final Fight 1943 Cosmo Police Galivan King's Knight Trog Animaniacs Ghouls ` n Ghost 10 Yard Fight Crackout Kiwi Kraze Trolls in Crazyland Art Alive! Pnickies 3 Eyes Boy Crash and the Boy Klax Turbo Racing Bare Knuckle 3 Puzz Loop 2 3D Battles Crazy Climber Knight Rider Twin Eagle Batman Forever U.N. Squadron 3D Block Crisis Force Krusty's Fun House Tank 1990 Battletech X-Men: Children of the Atom 720 Degrees Cross Fire Kyuukyoku Tiger TwinBee 3 - Poko Poko Dai Maou Battletoads 75 Bingo Cyberball Last Ninja Ugadayka Block Out 8 Eyes D.J.Boy Legend of Kage Ultimate Air Combat Bonkers Abadox Darkman Lemmings Vindicators Boogerman Abscondee Darkwing Duck Lion King Super Volguard 2 Bubba N Stix Addams Family Deadly Towers Little Mermaid Wacky Races Camping Adventure Adventure Island 1 Dead Fox Little Nemo Warpman Cannon Fodder Adventure Island 2 Deblock Little Samson Whomp'Em Chessmaster Adventure Island 3 Defender II Lode Runner Widget Clue Adventure Island 4 Demon Sword Lone Ranger Wolverine Comix Zone Adventures in the Magic Kingdom Destination Earthstar Low G Man Wonder Rabbit Contra Hard Corps Adventures of Bayou Billy Devil World Lunar Pool Wrechking Crew Domino Adventures of Captain Comic Dick Tracy Mad Max WWF King of the Ring Donald in Maui Mallard Adventures of Dino Riki Die Hard Magic Jewelry Xevious Dune II Adventures of Lolo Dig Dug Magical Mathematics
    [Show full text]
  • Download PDF Version
    CREDIT: BUNGIE 3 Forest City Comicon 7 Two week of Destiny 14 Volleyball season London’s upcoming comicon One of the biggest video game The teams are gearing up to start featuring special guest Ron Glass releases gets reviewed. the season with new and returning from Firefl y. personnel. Volume 47 Issue No. 5 September 29, 2014 theinterrobang.ca FAN Smart Cards are not so smart JERROLD RUNDLE INTERROBANG Sweet Tweets Fanshawe College students re- of the Week turned to a slightly different system for boarding buses this year. What is your Or at least that was the plan. favourite thing about The London Transit Commission the fall season? began on-site testing of an electron- ic fare program in April, one that Olivia Griggs would theoretically do away with @Olivia_Griggs the money-and-paper system cur- The leaves and pumpkin rently employed by the commission. spice everything! But the $3.2 million-plus pro- #FSUInterrobang vincially funded project, awarded 11:44 AM - 19 Sep 2014 in 2011 to Scheidt & Bachmann, a German-Canadian company spe- karolina cializing in fare collection systems, @karolinakay is now mired in technical issues. My favourite thing about LTC currently estimates a tenta- fall is when the sun is tive release date of fall 2014 for the shining and it looks like Smart Card technology, but drivers one huge colour palette and students alike have been under outside #colourschanging the assumption the new program #FSUInterrobang would be up and running sooner. 3:04 PM - 19 Sep 2014 “[The Smart Card technology] was supposed to start in Septem- CREDIT: STEPHANIE LAI Amanda ber but, they’re having problems Hyo Jung Shin waits for her bus and fl ashes her FanCard, which she will show the bus driver when they arrive.
    [Show full text]
  • ~Sanders a L..Ockheed Ccmpany
    ~Sanders A l..ockheed Ccmpany Sano,,r~ Ass oc,a;es Inc OaP,el Webster Hr9hway Soutt> cs Q8b8 Nashua NH ['3061 0868 December 28, 1987 Algy Tamoshunas, Esq. North American Philips 580 White Plains Road Tarrytown. NY 10591 Dear Al: Enclosed are pages 58, 146, 164-166, 168, 169-172, 174- 176, 178, 180, 182 and 184 from the December 1987 issue of ~ian Sources Electronics. In the event that you have not seen these before, they should be of interest. Best wishes for the New Year! Very truly yours, SANDERS ASSOCIATES, INC. I. Seligman Director Patents & Licensing RIS:nd Enclosures TelephOne (603) 885- Telex 094 -3430 TWX 710 228-1894 SA 1)')-3' 12 86) droppt>d contmuously over thts period. Peter Lam Curporatton is a trading company :\lanufacturer:. are not keen to launch new models, handling mtlTopht•ne:- . '' al kie-talkies, telephones, and productton resources are geared toward 1tems portable cassette recorder:-., CB radios. remote­ v."lth htgher pnces, and volume orders. One maker control toys, equahzers, ampltfiers and hi-fi plans to develop a high-end microphone but has not accessories. dectded on a completton date because the project is Products are imported from Japan and Taiwan, low pnority. and sales split evenly between Macau, from where This passive attitude is due primarily to keen goods are mostly shipped to China. and Hong Kong. competition from Taiwan and Japan, both well­ About 1,500 microphones a re sold each month, established microphone producers. Only low-end Taiwanese models being more popular. umts. which are less subject to competition from ~Japanese microphones used to be widely preferred regional nvals, are available locally.
    [Show full text]
  • Openbsd Gaming Resource
    OPENBSD GAMING RESOURCE A continually updated resource for playing video games on OpenBSD. Mr. Satterly Updated August 7, 2021 P11U17A3B8 III Title: OpenBSD Gaming Resource Author: Mr. Satterly Publisher: Mr. Satterly Date: Updated August 7, 2021 Copyright: Creative Commons Zero 1.0 Universal Email: [email protected] Website: https://MrSatterly.com/ Contents 1 Introduction1 2 Ways to play the games2 2.1 Base system........................ 2 2.2 Ports/Editors........................ 3 2.3 Ports/Emulators...................... 3 Arcade emulation..................... 4 Computer emulation................... 4 Game console emulation................. 4 Operating system emulation .............. 7 2.4 Ports/Games........................ 8 Game engines....................... 8 Interactive fiction..................... 9 2.5 Ports/Math......................... 10 2.6 Ports/Net.......................... 10 2.7 Ports/Shells ........................ 12 2.8 Ports/WWW ........................ 12 3 Notable games 14 3.1 Free games ........................ 14 A-I.............................. 14 J-R.............................. 22 S-Z.............................. 26 3.2 Non-free games...................... 31 4 Getting the games 33 4.1 Games............................ 33 5 Former ways to play games 37 6 What next? 38 Appendices 39 A Clones, models, and variants 39 Index 51 IV 1 Introduction I use this document to help organize my thoughts, files, and links on how to play games on OpenBSD. It helps me to remember what I have gone through while finding new games. The biggest reason to read or at least skim this document is because how can you search for something you do not know exists? I will show you ways to play games, what free and non-free games are available, and give links to help you get started on downloading them.
    [Show full text]
  • Complete-Famicom-Game-List.Pdf
    --------------------------------------------------------------------------------------------- The Ultimate Famicom Software Guide -- version 1.0 -- Created by fcgamer, fcgamer26 [at] gmail [dot] com https://fcgamer.wordpress.com --------------------------------------------------------------------------------------------- INTRODUCTION / AUTHOR'S NOTE: When I first started collecting Famicom games, over three years ago, I had decided to chase after a complete set of the unlicensed software developed for the Famicom. I chose this goal partially because of my location, but also because it was a collection that few people had ever bothered to collect. Aside from a few deleted webpages available through archive.org and the incomplete sources at Famicom World and BootlegGames Wiki, there just wasn't much to go on. Hundreds of hours of searching through auctions around the globe, chatting with other collectors, and just going out and tracking down this obscure corner of Famicom collecting, and I had ended up compiling my own personal list to help aid with my own collecting goals. Since those modest times, the scope of my personal collection has evolved into collecting everything Famicom, from Russian translations to educational cartridges, to official game packs and promos as well. As such, the documents which I use to keep track of my collection / game wants also evolved, and I felt it was time to compile it into a more user-friendly document. Likewise, I would like to offer this document as a gift to all of my collecting buddies out there, who have helped sell / trade / gift me so many carts over the past three years. My collection wouldn't be where it is today without you guys, and without all of the interesting discussions about Famicom, I probably would have also lost interest by now if I were to go at it truly solo.
    [Show full text]
  • 240 CASE STUDY of NINTENDO AS TRADITIONAL COMPANY in JAPAN KHAIRI MOHAMED OMAR Applied Science University, Bahrain ABSTRACT
    Qualitative and Quantitative Research Review, Vol 3, Issue 1, 2018 ISSN No: 2462-1978 eISSNNo: 2462-2117 CASE STUDY OF NINTENDO AS TRADITIONAL COMPANY IN JAPAN KHAIRI MOHAMED OMAR Applied science University, Bahrain ABSTRACT Each nation has own corporate issues that relates to nation’s corporate style. According to research by OECD, Mexico is the highest rate of average working hours annually in the world (“Hour worked,” 2017). It is 2,255 hours per worker in annual. Since hour in a year is 8,760, people in Mexico are working about a fourth part of a year. Assuming that workers do not need to work on weekend, then hours in a year that workers need work should be around 6,240 hours that it flexibly changes by the year. People in Mexico are working at least 8 hours daily. Claire (2015) stated that long working hours will lead to inadequate sleeping hours, and it causes insufficient working performance in research. For Japan, Japanese corporate management is sometimes argued as an issue. For example, workers in Japan increase their salary based on their seniority. It is not sometimes considered their actual ability, instead of that; company more considers their career and experience. This kind of Japanese traditional working system more tends to be applied by old company in Japan. Since Nintendo has an old history, these management implications are more applicable. Therefore, this case will be about Japanese-traditional-style management strategy of Nintendo. NINTENDO BACKGROUND Nintendo is one of the market leaders in a gaming industry. In particular, it is known as gaming hardware manufacturing corporation.
    [Show full text]
  • Analysis of Innovation in the Video Game Industry
    Master’s Degree in Management Innovation and Marketing Final Thesis Analysis of Innovation in the Video Game Industry Supervisor Ch. Prof. Giovanni Favero Assistant Supervisor Ch. Prof. Maria Lusiani Graduand Elena Ponza Matriculation number 873935 Academic Year 2019 / 2020 I II Alla mia famiglia, che c’è stata quando più ne avevo bisogno e che mi ha sostenuta nei momenti in cui non credevo di farcela. A tutti i miei amici, vecchi e nuovi, per tutte le parole di conforto, le risate e la compagnia. A voi che siete parte di me e che, senza che vi chieda nulla, ci siete sempre. Siete i miei fiorellini. Senza di voi tutto questo non sarebbe stato possibile. Grazie, vi voglio bene. III IV Abstract During the last couple decades video game consoles and arcades have been subjected to the unexpected, swift development and spread of mobile gaming. What is it though that allowed physical platforms to yet maintain the market share they have over these new and widely accessible online resources? The aim of this thesis is to provide a deeper understanding of the concept of innovation in the quickly developing world of video games. The analysis is carried out with qualitative methods, one based on technological development in the context of business history and one on knowledge exchange and networking. Throughout this examination it has been possible to explore what kind of changes and innovations were at first applied by this industry and then extended to other fields. Some examples would be motion control technology, AR (Augmented Reality) or VR (Virtual Reality), which were originally developed for the video game industry and eventually were used in design, architecture or in the medical field.
    [Show full text]
  • The History of Nintendo: the Company, Consoles and Games
    San Jose State University SJSU ScholarWorks ART 108: Introduction to Games Studies Art and Art History & Design Departments Fall 12-2020 The History of Nintendo: the Company, Consoles And Games Laurie Takeda San Jose State University Follow this and additional works at: https://scholarworks.sjsu.edu/art108 Part of the Computer Sciences Commons, and the Game Design Commons Recommended Citation Laurie Takeda. "The History of Nintendo: the Company, Consoles And Games" ART 108: Introduction to Games Studies (2020). This Final Class Paper is brought to you for free and open access by the Art and Art History & Design Departments at SJSU ScholarWorks. It has been accepted for inclusion in ART 108: Introduction to Games Studies by an authorized administrator of SJSU ScholarWorks. For more information, please contact [email protected]. The history of Nintendo: the company, consoles and games Introduction A handful of the most popular video games from Mario to The Legend of Zelda, and video game consoles from the Nintendo Entertainment System to the Nintendo Switch, were all created and developed by the same company. That company is Nintendo. From its beginning, Nintendo was not a video gaming company. Since the company’s first launch of the Nintendo Entertainment System, or NES, to the present day of the latest release of the Nintendo Switch from 2017, they have sold over 5 billion video games and over 779 million hardware units globally, according to Nintendo UK (Nintendo UK). As Nintendo continues to release new video games and consoles, they have become one of the top gaming companies, competing alongside Sony and Microsoft.
    [Show full text]
  • Samantha Losben
    Losben 1 Samantha Losben Handling Complex Media April 19, 2011 Assignment #1 Preserving Nintendo’s Duck Hunt In the mid 1980s, home video game systems began to revitalize after the game market crash of 1983 as a result of over saturation of the market. One of the leading game systems to emerge afterwards was the Japanese company Nintendo Entertainment System (NES). Nintendo became a fan favorite with the introduction of popular games such as Super Mario Bros., Legend of Zelda, Paperboy, Donkey Kong, and many more. Several popular games were spin-offs of other games, for instance Donkey Kong led to a Super Mario Bros spin-off. Some games were sold as combinations, giving players an option to play different games on the same cartridge. One such popular “bonus game” was Duck Hunt, which was originally featured as a “B-Side” game on the original Super Mario Bros., which was often included with the original NES console. However, Duck Hunt was a unique game, which required additional hardware. Throughout the later part of the 20th century and early 21st century, gaming systems continued to advance. NES, along with its competitors such as Sony Playstation and Sega introduced several models and different generations. Nintendo introduced Super Nintendo, Nintendo 64, and most recently Nintendo Wii. Several classic and popular games from the original NES were re-introduced or re-imagined on the newer consoles; however, some games remain only a memory to the gaming fan base. Duck Hunt was a unique game that is physically attached to the original NES. As a unique gaming experience that was never truly Losben 2 replicated, Duck Hunt is a historic game experience that needs to be preserved.
    [Show full text]
  • A Case Study Analysis of Historic Bootleg Consoles
    Platforms at the Peripheries: A Case Study Analysis of Historic Bootleg Consoles Ian Larson University of California, Irvine Donald Bren Hall Irvine, CA 92617 [email protected] Keywords Regional Game Studies, Platform Studies, Bootleg Consoles, Gaming Identities, Legitimacy, Piracy INTRODUCTION Game studies has begun to adopt a globally conscious lens that considers regional game studies and gaming communities at the peripheries both geographically and culturally (Liboriussen and Martin 2016; Penix-Tadsen 2019). Game historians too have taken up the call to decenter gaming history from one only focused on the industrial countries of origin (Wolf 2015). Yet many of the historical accounts devised to understand the regional and cultural traditions of communities at the margin are still situated in object-oriented frameworks whereby access to dominant, predominantly western, technology and platforms is considered the beginning of history. Left out of this narrative are devices and platforms that do not fit the standard copyright protected model the gaming industry has adopted, particularly illegal or pirated devices that play another manufacturer’s software without permission. Colloquially referred to as “bootleg consoles” in the western gaming community, these devices are typically jeered as illegitimate knock-offs or poor approximations of official hardware. Yet these platforms are widespread in their prevalence around the world and they still exist in the modern gaming market as cheaper alternatives to official legacy devices such as the
    [Show full text]
  • Nintendo from About.Com
    Nintendo from about.com - 10/20/11 2:07 PM / 1 http://classicgames.about.com/od/history/a/NintendoHist1.htm http://classicgames.about.com/od/history/a/NintendoHist2.htm http://classicgames.about.com/od/history/a/NintendoHist3.htm http://classicgames.about.com/od/classicvideogames101/p/FusajiroYamauch.htm The History of Nintendo The Nintendo Corporation's domination of the gaming industry didn't start with their first video game console. As a matter of fact they had already established themselves as a quality game company almost 70 years before the first video game was invented. Not only did Nintendo bring back the popularity of video games after the industry crash of 1983 , but they first established themselves in the 19th century when they brought back the popularity of card games to Japan. The History of Nintendo Part 1 - From Playing Cards to Electronic Toys By D.S. Cohen, About.com Guide The Nintendo Corporation's domination of the gaming industry didn't start with their first video game console. As a matter of fact they had already established themselves as a quality game company almost 70 years before the first video game was invented. Not only did Nintendo bring back the popularity of video games after the industry crash of 1983 , but they first established themselves in the 19th century when they brought back the popularity of card games to Japan. When Japan cut off its relations with the Western World in 1633 there was a ban put on all foreign playing cards as they encouraged illegal gambling. Playing cards were extremely popular at the time (mainly because of the gambling) so it wasn't long before the Japanese started creating their own home grown card games.
    [Show full text]
  • Nintendo: the Illusive Competitive Advantage Luke Nguyen Raymond
    Nintendo: The Illusive Competitive Advantage Luke Nguyen Raymond Estrella Toan Bui James Crosby Don Hatley Jeremy Westerman The University of Texas at Dallas Nintendo: The Illusive Competitive Advantage 1 History The video game industry owes much of its popularity generated today to one company: Nintendo. From its beginnings in the late nineteenth century, Nintendo has proven the ability to survive throughout dire circumstances, but the challenging dynamics of the video game industry proved companies could not survive without adapting a variety of business strategies. In 1889, Nintendo was established by Fusajiro Yamauchi and began as a card company (Jones, 2013), producing playing cards similar to those found in casinos and game parlors. The company maintained this simple product line for over 50 years until the grandson of Fusajiro, Hiroshi Yamauchi, took over the company and began to explore ways to expand the business. Solidifying the first game card licensing deal in 1959, Yamauchi agreed to produce playing cards for Disney’s iconic characters, bringing in significant revenue and a change of pace from the arena of gambling. Success driven, Yamauchi expanded the company into “non-game related markets which included taxi services, hotels, and even the food industry, all which failed” (Cohen, 2014). Taking to a host of different ventures while continuing to produce the majority of products for the playing card market, the company fell into debt and was at risk of facing bankruptcy. Nintendo needed to reinvent itself and did so by deciding to manufacture toys for children and hired engineers to develop and run the production lines.
    [Show full text]