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Havovi joshi, Snrnuel Tsang

The University of Hong Kong, Asia Case Research Centre

For some time we have believed thegame industry is ready The new console proved to be a runaway success.
for disruption. Notjust from Nintendo, but from allgame By September 2007, Nintendo had become Japan's most
developers. It is what we all need to expand our audience. valuable listed company after Toyota, and its market
It is what we all need to expand our imaginations. value had tripled since the launch of the Wii. In spite
- SATORUIWATA of this initial success, however, it was not clear whether
PRESIDENT OF NINTENDOCO. LTD' Nintendo had really disrupted the industry and signifi-
I n the 2008 Businessweek-Boston Consulting Group cantly changed the dynamics of competition in it.
ranking of the world's most innovative companies,
Nintendo Co. Ltd ("Nintendo") was ranked seventh, u p
from thirty-ninth the previous year.2 This improvement
Histo of Nintendo,
was in recognition of Nintendo's transformation into an
1889% 2002
innovative design powerhouse that challenged the video Nintendo's3 roots could be traced all the way back to 1889
game industry's prevailing business model. in Kyoto, Japan, when Fusajiro Yamauchi, the founder
In 2000, when Sony, Microsoft, and Nintendo (the of the company, started manufacturing playing cards.
"big three" of the video game console manufacturers) In 1907, the company began producing Western playing
released their latest products, Sony's PlayStation 2 (PS2) cards, and by 1951: it had become the Nintendo Playing
emerged as the clear winner, outselling Microsoft's Card Company. In 1959, it began making theme cards
Xbox, and Nintendo's Gamecube. In ,2006, these under a licensing agreement with Walt Disney Company;
players introduced a new generation of video game by 1963, the company had gone public and taken its cur-
consoles, precipitating a new competitive battle in the rent name. During the period 1970 to 1985, Nintendo
industry. Microsoft and Sony continued with their pre- began focusing on the manufacture of electronic toys and
vious strategy of increasing the computing power of entered the emerging field of video games (see Exhibit 1).
their newest products and adding a more impressive Interestingly, 1991, the year Nintendo launched
graphical interface. However, Satoru Iwata, president the highly popular Super NES in the United States,
of Nintendo, believed that the video game industry had was also the year Nintendo's vision become Sony's
been focusing far too much on existing garners and com- opportunity-and the creation of what could be
pletely neglecting non-garners. In light of this belief, the described as Nintendo's "greatest challenge" for over
company repositioned itself by developing a radically a decade-the Sony PlayStation (PS). Nintendo had
different console, the Wii (pronounced "we"). The Wii wanted to incorporate Cl>-ROM into its Super NES,
was an interesting machine that used a wand-like remote and Sony had agreed to create the PS for this purpose.
controller to detect players' hand movements, allowing However, over the next two years there were many con-
them to emulate the real-life play of such games as flicts of vision between Nintendo and Sony, and the two
tennis, bowling, and boxing. finally parted ways. Nintendo went ahead with Philips

Havovi Joshi and Samuel Tsang prepared this case under the supervision of Professor Ali Farhoomand for class discussion. This case is not intended t o show
effective or ineffective handling of decision or business processes. O 2009 b y The Asia Case Research Centre. The University of Hong Kony N o p a n of th~s'
publication may b e reproduced o r transmitted in any form or by any means-electronic, mechanical, photocopying, record~ng,o r otherv,se (~ncludingthe
Internetl-without the permission of The University of Hong Kong.
Exhibit 1 The History of Nintendo, 1889 to.2002
, I

m
1889 Fusajiro Yamauchi, the founder of the company, began manufacturing and selling Japanese playing cards. m

I
N
m
1907 I The company began producing Western playing cards.

1 1951 I
I
Beglns uslng the name "Nmtendo Playlng Card Company Ltd."
,- - - -- - -
Nlntendo began maklng theme cards under a llcenslng agreement with Disney ,
- -
The company went public and took its current name

Nlntendo began focus~ngon the manufacture of electronic toys and entered the emerging field of video games
by llcenslng Magnavox's Pong technology

s home vldeo game machines, Color TV Game 15 and Color TV Game 6


N~ntendodeveloped ~ t first

Nlntendo established ~ t sU S subsidiary, N~ntendoof Amerlca Developed and started selling the flrst portable
LCD vldeo games wlth a mlcroprocessor.

One of Nintendo's most famous coin-operated games, "Donkey Kong," appeared and was an Instant hlt in both
the United States and Japan.
- - - A - - - - -- -
Nintendo expanded ~ t sproduct range from games and arcade machines t o home consoles, and the company
released Famicom, a technolog~callyadvanced home video game system, In Japan. With ~ t shlgh-quality sound
and graph~cs,Famlcom was a huge hit, dominating the Japanese market.
- - - .- -
Nlntendo successfully launched Famicom in the U n ~ t e dStates as the Nintendo Entertainment System (NES). The
company then marketed a follow-up version of "Super Marlo Bros." for the NES, and this classlc game helped the
NES become a resounding success.
-- - -- . -- - -

N~ntendoreleased a new console, the Game Boy The Game Boy was the first major product in the handheld
game console Industry and became immensely popular because of its portabil~tyand accessibility.
- --- --- -- - - -- -

In 1990, Nintendo launched the Super Famlly Computer game system in Japan, wh~chalso d ~ very
d well. A year
later, the same product was launched as the Super NES in the Un~tedStates In 1992, Super NES was released In
Europe.

Nintendo formed design alliances with companies such as Sllicon Graphics. Released the Super Game Boy, a
peripheral for the Super NES, which enabled Game Boy software t o b e played on the TV screen

Introduced a 32-blt Vlrtual Immersion System, known as the "V~rtualBoy."


- -

Nlntendo launched ~ t s64-bit N64 game system. It launched "Pok6mon" on the Game Boy: the game involved
trading and train~ngvirtual monsters and was the flrst in a hugely popular video-game series. The company also
released another blockbuster vldeo game, "The Legend of Zelda: Ocarina of Time." In just six weeks, 2.5 million
unlts of the game were sold.

It Introduces the Innovative "Rumble Pak" attachment for the N64 controller, whlch enabled the game player to
feel vibrations wh~leplaying the game.

Release of Game Boy Color. "Pokkmon" IS Introduced overseas and becomes a smash hlt.

Nintendo acquired a 3 percent stake of convenience store operator Lawson In order to leverage Lawson's online
operations and network to sell video games.

Launched the new version of the Game Boy, with a 32-bit CPU. Nintendo GameCube is launched in Japan and
the United States.
. .. .. .- . -- - ---- - . . -. -- --
2002 Gamecube is launched in the European and Australian markets.

Source: Nintendo Co. Ltd, 2008, Annual Report, http://w.nintendo.co.~p/1r/pdf/2008/annualO803epdf (accessed October 3, 2008).

technology,4 and Sony was left with the PS, which the in the United States, totally uprooting Nintendo's estab-
company decided to continue developing. Given Sony's lished name in the industry.
clout and resources, when the PS and its wide range of For many years, Nintendo was a dominant player
games were finally released in Japan in 1994, the console in the video game industry. It had sold more than two
was an instant success. In 1995, Sony released the PS billion games since 1985. Its top-selling series included

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