Nintendo History
1889 - Fusajiro Yamauchi, great-grandfather of the present president, began
manufacturing "Hanafuda," Japanese playing cards in Kyoto.
1902 - Mr. Yamauchi started manufacturing the first playing cards in Japan.
Originally for export, the product became popular in Japan as well as abroad.
1933 - Established an unlimited partnership, Yamauchi Nintendo & Co.
1947 - Began a distribution company, Marufuku Co. Ltd.
1950 - Hiroshi Yamauchi took office as President and absorbed the manufacturing
operation of Yamauchi Nintendo & Co.
1951 - Changed the company name from Marufuku Co. Ltd. to Nintendo Playing Card
Co. Ltd.
1952 - Consolidated factories were dispersed in Kyoto.
1953 - Became the first to succeed in manufacturing mass-produced plastic
playing cards in Japan.
1959 - Started selling cards printed with Walt Disney characters, opening a new
market in children's playing cards. The card department boomed!
1962 - In January, listed stock on the second section of the Osaka Stock
Exchange and on the Kyoto Stock Exchange.
1963 - Changed company name to Nintendo Co. Ltd. and started manufacturing games
in addition to playing cards.
1969 - Expanded and reinforced the game department; built a production plant in
Uji City, a suburb of Kyoto.
1970 - Stock listing was changed to the first section of the Osaka Stock
Exchange. Reconstruction and enlargement of corporate headquarters was
completed. Started selling the Beam Gun series, employing opto-electronics.
Introduced electronic technology into the toy industry for the first time in
Japan.
1973 - Developed laser clay shooting system to succeed bowling as a major
pastime.
1974 - Developed image projection system employing 16mm film projector for
amusement arcades. Began exporting them to America and Europe.
1975 - In cooperation with Mitsubishi Electric, developed video game system
using electronic video recording (EVR) player. Introduced the microprocessor
into the video game system the next year.
1977 - Developed home-use video games in cooperation with Mitsubishi Electric.
1978 - Created and started selling coin-operated video games using
microcomputers.
1979 - Started an operations division for coin-operated games.
1980 - Announced a wholly owned subsidiary, Nintendo of America Inc. in New
York. Started selling "GAME & WATCH" product line.
1981 - Developed and began distribution of the coin-operated video game "Donkey
Kong." This video game quickly became the hottest selling individual
coin-operated machine in the business.
1982 - Merged New York subsidiary into Nintendo of America Inc., a wholly owned
subsidiary headquartered in Seattle, Washington, U.S.A., with a capital of
$600,000.
1983 - Built a new plant in Uji city to increase production capacity and to
allow for business expansion. Established Nintendo Entertainment Centres Ltd. in
Vancouver, B.C., Canada, to operate a family entertainment center. Raised
authorized capital of Nintendo of America Inc. to $10 million. In July, listed
stock on the first section of the Tokyo Stock Exchange. Started selling the home
video game console "Family Computer" employing a custom CPU (Custom Processing
Unit) and PPU (Picture Processing Unit).
1984 - Developed and started selling the unique 2-screen interactive
coin-operated video game "VS. System".
1985 - Started to sell the U.S. version of Family Computer "Nintendo
Entertainment System" (NES) in America. The system included R.O.B. - Robotic
Operating Buddy - and the games Duck Hunt and Super Mario Bros. Mario and Luigi
became as big a hit as the NES.
1986 - Developed and started selling the "Family Computer Disk Drive System" to
expand the functions of the Family Computer. Began installation of the "Disk
Writer" to rewrite game software. Game Counselors were organized and players
from all over the world could call Nintendo for advice on games and strategies.
1987 - Sponsored a Family Computer "Golf Tournament" as a communications test
using the public telephone network and Disk Faxes to aid in building a Family
Computer network. The NES achieved the status as the #1 selling toy in American
and The Legend of Zelda became the first new generation home video game to
exceed sales of one million units.
1988 - Nintendo of America Inc. published the first issue of Nintendo Power
magazine in July. Researched and developed the Hands Free controller, making the
NES accessible to many more Nintendo fans. The game library for the NES grew to
65 titles, helping to broaden the demographics to include more adults.
1989 - Released "The Adventure of Link," sequel to the top-selling game "The
Legend of Zelda" in the U.S. Started "World of Nintendo" displays in U.S. to
help market Nintendo products. Studies show that children are as familiar with
"Mario" as they are with Mickey Mouse and Bugs Bunny! Introduced Game Boy, the
first portable, hand-held game system with interchangeable game paks. Nintendo
Power magazine became the largest paid-subscription publication in its age
category.
1990 - Nintendo Power Fest featuring the Nintendo World Championships tours the
country. Japan enters the 16-bit market by releasing the Super Famicom in the
fall.
1991 - Nintendo introduces World Class Service Center locations across the U.S.
The 16-bit Super Nintendo Entertainment System (Super NES), along with "Super
Mario World," is released in the U.S.
1992 - The Super NES Super Scope and Mario Paint with the Super NES Mouse
Accessory were released. The long-awaited "Zelda" sequel, "The Legend of Zelda:
A Link to the Past," arrived for the Super NES. Nintendo of America Inc.
developed portable Fun Centers to assist the Starlight Foundation in bringing
happiness to hospitalized children by allowing them to enjoy their favorite
video games during hospital stays.
1993 - Nintendo announces the advent of the Super FX Chip, breakthrough
technology for home video systems. The first game using the Super FX Chip, "Star
Fox," is released in April.
1994 - The Super Game Boy accessory was released, expanding the library of games
that could now be played on the Super NES! Everyone's favorite heroine, Samus,
returns in another long-awaited sequel, Super Metroid. Nintendo helped pioneer
the development and implementation of an industry-wide rating system. This year
also saw the introduction of a game that would set a new standard in video game
excellence. Using proprietary Advanced Computer Modeling (ACM) graphics, Donkey
Kong Country took the holiday season by storm! Nintendo Gateway projected to
reach 40 million travelers.
1995 - Thanks to the outstanding success of Donkey Kong Country, ACM graphics
were introduced to the Game Boy system by way of Donkey Kong Land. Along with
this great boost to the Game Boy system line, Nintendo also introduced the Play
It Loud! series of Game Boy systems. ACM graphics made another appearance on the
Super NES with the release of the arcade smash-hit, Killer Instinct. At the same
time, Nintendo introduced a 32-bit Virtual Immersion system know as the Virtual
Boy. Next, Nintendo responded to the demands of fans with the release of Yoshi's
Island: Super Mario World 2. Nintendo even enhanced the quality of ACM graphics
for the upcoming release of Donkey Kong Country 2: Diddy's Kong Quest. Cruis'n
USA and Killer Instinct available in local arcades. Celebration of the
one-billionth game pak being sold.
1996 - Nintendo 64 launches in Japan on June 23. Thousands line up to be the
first to experience the world's first true 64-bit home video game system. More
than 500,000 systems are sold the first day. In early September, Nintendo
introduces the Game Boy pocket, a sleeker, 30-percent smaller version of the
world's most popular hand-held video game system. On September 29, Nintendo 64
launches in North America. The entire initial shipment of more than 350,000
units is sold out in three days. Super Mario 64 is proclaimed by many as "the
greatest video game of all time!" For the Super NES we saw the release of the
third game in the continuing Donkey Kong series, Donkey Kong Country: Dixie
Kong's Double Trouble.
Information orginally by Jesse Smith.
Taken from Hoz's 8-Bit Nintendo Page.