Nintendo - Nintendo

Nintendo Co., Ltd.
Tug'ma ism
任天堂 株式会社
Nintendō Kabushiki gaisha
Avval
  • Nintendo Karuta
Kabushiki gaisha (jamoat )
Sifatida sotilgan
ISINJP3756600007
Sanoat
Tashkil etilgan23 sentyabr 1889 yil; 131 yil oldin (1889-09-23) yilda Shimogyō-ku, Kioto, Yaponiya
Ta'sischiFusajiro Yamauchi
Bosh ofis11-1 Kamitoba Hokodatecho, ,
Yaponiya
Xizmat ko'rsatiladigan maydon
Butun dunyo bo'ylab
Asosiy odamlar
MahsulotlarMahsulotlar ro'yxati
Ishlab chiqarish hajmi
  • Uskuna: Kattalashtirish; ko'paytirish 21,72 mln
  • Dasturiy ta'minot: Kattalashtirish; ko'paytirish 173,71 mln
 (2020)
Brendlar
Xizmatlar
DaromadKattalashtirish; ko'paytirish ¥ 1,309 trln (2020)
Kattalashtirish; ko'paytirish 352,370 milliard ¥ (2020)
Kattalashtirish; ko'paytirish 258,641 milliard ¥ (2020)
Jami aktivlarKattalashtirish; ko'paytirish 1,934 trln (2020)
Jami kapitalKattalashtirish; ko'paytirish 1,541 trln (2020)
Xodimlar soni
6,200[a] (2020)
Bo'limlar
Filiallar
Veb-saytwww.nintendo.com
Izohlar / ma'lumotnomalar
[1][2][3][4][5][6]

Nintendo Co., Ltd.[b] yapon ko'p millatli Bosh qarorgohi maishiy elektronika va video o'yinlar kompaniyasi Kioto. Kompaniya 1889 yilda tashkil etilgan Nintendo Karuta[c] usta tomonidan Fusajiro Yamauchi va dastlab qo'lda tayyorlangan hanafuda o'yin kartalari. 1960-yillarda biznesning turli yo'nalishlariga kirib, yuridik maqomga ega bo'lganidan keyin ommaviy kompaniya hozirgi kompaniya nomi ostida Nintendo o'zining birinchi kompaniyasini tarqatdi video o'yin konsol, Rangli televizion o'yin, 1977 yilda. The chiqishi bilan xalqaro miqyosda tan olingan Nintendo ko'ngilochar tizimi 1985 yilda.

O'shandan beri Nintendo ba'zi bir eng muvaffaqiyatli konsollarni ishlab chiqardi video o'yinlar sanoati kabi O'yin bolasi, Super Nintendo ko'ngilochar tizimi, Nintendo DS, Wii, va Nintendo Switch. Nintendo, shu jumladan, ko'plab nufuzli franchayzalarni chiqardi Mario, Eshak Kong, Zelda afsonasi, Kirbi, Metroid, Yong'in gerbi, Hayvonlarni kesib o'tish, Splatoon, Yulduz tulki, Super Smash Bros. va Pokemon.

Kabi biznes sheriklaridan tashqari Nintendo Yaponiyada va chet elda bir nechta sho''ba korxonalariga ega Pokemonlar kompaniyasi va HAL laboratoriyasi. Ham kompaniya, ham uning xodimlari o'zlarining yutuqlari uchun ko'plab mukofotlarga sazovor bo'lishdi, shu jumladan Texnologiya va muhandislik uchun Emmy mukofotlari, O'yinni ishlab chiquvchilar tanlovi mukofotlari va British Academy Games mukofotlari Boshqalar orasida. Nintendo Yaponiya bozoridagi eng boy va eng qimmat kompaniyalardan biridir.

Tarix

1889–1969: dastlabki tarix

1889–1929 yillar: Karta kompaniyasi sifatida kelib chiqishi

Nintendoning asl qarorgohi (1889-1950-yillar) va ustaxonasi Shimogyō-ku, Kioto. Oxir-oqibat o'ng qism tiklandi (quyida rasm), chap qismi esa 2004 yilda buzib tashlangan.

Nintendo sifatida tashkil etilgan Nintendo Karuta[d] 1889 yil 23 sentyabrda[7] usta tomonidan Fusajiro Yamauchi yilda Shimogyō-ku, Kioto, Yaponiya, ishlab chiqarish va tarqatish uchun hanafuda[e].[4][1][8]:14 So'z Nintendo odatda "omadni osmonga qoldiring" degan ma'noni anglatadi[9][8]:14, ammo bu taxminni tasdiqlaydigan tarixiy yozuvlar mavjud emas. Uni muqobil ravishda "bepul ma'bad" deb tarjima qilish mumkin hanafuda'.[10]Kartalarning mashhurligi oshishi bilan Yamauchi yordamchilarni yolladi ommaviy ishlab chiqarish talabni qondirish maqsadida.[11] Biroq, qulay boshlanishiga qaramay, kompaniya sekin va qimmat ishlab chiqarish jarayoni, mahsulot narxi yuqori bo'lganligi sababli moliyaviy qiyinchiliklarga duch keldi. Mart bozori, shuningdek, kartalarning uzoq muddatli chidamliligi, bu past almashtirish darajasi tufayli sotuvga ta'sir ko'rsatdi.[12] Ushbu echim sifatida Nintendo arzonroq va sifatli o'yin kartalarini ishlab chiqardi, Tengu, shuningdek, boshqa shaharlarda o'z mahsulotlarini taklif qilmoqchi bo'lsa Osaka, bu erda karta o'yinlarida katta foyda topilgan. Bundan tashqari, mahalliy savdogarlar kemalarni doimiy ravishda yangilash istiqbollari bilan qiziqishgan va shu sababli kartalarni qayta ishlatish kelib chiqishi haqidagi shubhalardan qochishgan.[13]

Kompaniyaning ma'lumotlariga ko'ra, Nintendoning birinchi g'arbiy uslubdagi kemasi 1902 yilda bozorga chiqarildi,[3] ko'p o'tmay, boshqa hujjatlar bu sanani 1907 yilga qoldirgan bo'lsa-da Rus-yapon urushi.[14] Urush dam olish sohasidagi kompaniyalar uchun katta qiyinchiliklar tug'dirdi, ular kabi yangi yig'imlarga tobe bo'lganlar Karuta Zei ("o'yin kartalariga soliq").[15] Shunga qaramay, Nintendo hayot kechirdi va 1907 yilda Nihon Senbay bilan shartnoma tuzdi - keyinchalik " Yaponiya tamaki - kartalarini butun mamlakat bo'ylab turli xil sigaret do'konlariga sotish.[16] Dan Nintendo tomonidan tarqatiladigan reklama taqvimi Taishō davri 1915 yilga oid topilgan, bu kompaniya nomini ko'rsatgan Yamauchi Nintendo va ishlatilgan Marufuku Nintendo Co. o'yin kartalari uchun marka.[17]

Yapon madaniyati Nintendo Koppayning Yamauchi nafaqaga chiqqanidan keyin oilaviy biznes sifatida davom etishi uchun, Yamauchi o'z biznesini o'z zimmasiga olishi uchun kuyovini asrab olishi shart edi. Natijada, Sekiryo Kaneda 1907 yilda Yamauchi familiyasini qabul qildi va 1929 yilda Nintendo Koppai-ning ikkinchi prezidenti bo'ldi. O'sha paytga kelib Nintendo Koppai Yaponiyaning eng yirik karta o'yini kompaniyasi bo'lgan.[18]

1929–1968: kengayish va diversifikatsiya

1933 yilda Sekiryo Kaneda kompaniyani a umumiy sheriklik Yamauchi Nintendo & Co.Ltd.,[3] asl bino yonida joylashgan yangi korporativ shtab-kvartiraning qurilishiga sarmoya kiritib,[19] yaqinida Toba-kaidō temir yo'l stantsiyasi.[20] Sekiryoning Yamauchining qiziga uylanishidan erkak merosxo'rlari bo'lmaganligi sababli, u kuyovi Shikanojo Inabani, kompaniya ish joyidagi rassom va nabirasining otasini asrab olishni rejalashtirgan. Xiroshi, 1927 yilda tug'ilgan. Ammo Inaba oilasi va kompaniyasini tashlab ketdi, shu sababli Xiroshi Sekiryoning vorisi bo'ldi.[21]

1949 yil Yangi yil xodimlarini eslash

Ikkinchi Jahon urushi kompaniyaga salbiy ta'sir ko'rsatdi, chunki Yaponiya hukumati chet el kartalari o'yinlarining tarqalishini taqiqlab qo'ydi va Yaponiya jamiyatining ustuvor yo'nalishlari o'zgarganligi sababli uning ko'ngilochar tadbirlarga bo'lgan qiziqishi pasayib ketdi. Shu vaqt ichida Nintendo qisman badavlat oiladan chiqqan Xirosining rafiqasi Mikiko Inabaning moliyaviy in'ektsiyasi bilan qo'llab-quvvatlandi.[22] 1947 yilda Sekiryo "Marufuku Co. Ltd." distribyutorlik kompaniyasini tashkil qildi.[3]

Nintendo Playing Card Co. kompaniyasining sobiq bosh qarorgohi.[23]
Axborot plitasi

1950 yilda Sekiryoning sog'lig'i yomonlashgani sababli,[24] Xiroshi Nintendoning prezidentligini boshladi. Uning birinchi harakatlari kompaniya faoliyatidagi bir nechta muhim o'zgarishlarni o'z ichiga olgan: 1951 yilda u kompaniya nomini Nintendo Playing Card Co.[3] Marufuku kompaniyasi Nintendo Karuta Co. Ltd.[25] 1952 yilda u Kioto fabrikalarida kartalar ishlab chiqarishni markazlashtirdi,[3] bu esa ofislarning kengayishiga olib keldi.[26] Kompaniyaning yangi plastik kartalari qatori Yaponiyada katta muvaffaqiyatlarga erishdi.[3] Ehtiyotkorlik va konservativ rahbarlikka o'rganib qolgan kompaniyaning ayrim xodimlari yangi choralarga xavotir bilan qarashdi va keskinlikning kuchayishi " urish. Biroq, bu chora hech qanday katta ta'sir ko'rsatmadi, chunki Xiroshi bir nechta norozi ishchilarni ishdan bo'shatishga murojaat qildi.[27]

1959 yilda Nintendo bilan shartnoma tuzdi Uolt Disney o'z kompaniyasining animatsion belgilarini kartalarga kiritish.[25] Nintendo, shuningdek, o'z mahsulotlarini o'yinchoq do'konlarida taklif qilish imkonini beradigan tarqatish tizimini ishlab chiqdi.[19] 1961 yilga kelib kompaniya 1,5 milliondan ortiq karta paketlarini sotdi va eng yuqori ko'rsatkichga ega bo'ldi bozor ulushi, buning uchun u televizion reklama kampaniyalariga tayangan.[28] Bunga ehtiyoj diversifikatsiya kompaniyani Osaka va Kiotoning ikkinchi qismida aktsiyalar ro'yxatiga olib bordi fond birjalari, a bo'lishdan tashqari ommaviy kompaniya va 1963 yilda o'z nomini Nintendo Co., Ltd.ga o'zgartirdi.[3] 1964 yilda Nintendo daromad oldi ¥ 150 million.[29]

Kompaniya iqtisodiy farovonlik davrini boshdan kechirayotgan bo'lsa-da, Disney kartalari va undan olingan mahsulotlar uni bolalar bozoriga bog'liq qildi. Vaziyat, kattalarga yo'naltirilgan savdosining pasayishi bilan yanada og'irlashdi hanafuda Yaponiya jamiyatining boshqa sevimli mashg'ulotlariga tortishishidan kelib chiqadigan kartalar pachinko, bouling va tungi sayrlar.[28] Disney kartalari savdosi charchoq alomatlarini ko'rsata boshlaganda, Nintendo vaziyatni engillashtiradigan haqiqiy alternativa yo'qligini tushundi.[29] 1964 yildan keyin Tokio Olimpiadasi, Nintendo aktsiyalarining narxi eng past qayd etilgan darajaga tushib ketdi ¥ 60.[30][31]

1963-1968 yillarda Yamauchi Nintendo uchun an'anaviy bozoridan uzoq bo'lgan va aksariyat hollarda muvaffaqiyatsiz bo'lgan bir nechta biznes yo'nalishlariga sarmoya kiritdi.[32] Ushbu korxonalar orasida paketlar ham bor edi tez guruch, zanjiri sevgi mehmonxonalar va a taksi nomi berilgan xizmat Daiya. Taksi xizmati avvalgi sa'y-harakatlarga qaraganda yaxshiroq qabul qilingan bo'lsa-da, Yamauchi mahalliy kasaba uyushmalari bilan bir qator kelishmovchiliklardan so'ng ushbu tashabbusni rad etdi.[33]

1969–1972: klassik va elektron o'yinchoqlar

Yamauchining avvalgi tashabbuslar bilan tajribasi uni Nintendoning kompaniyaning boshqa sohalarida uzoq tarixga ega bo'lgan xodimi Xiroshi Imanishi tomonidan boshqariladigan tadqiqot va rivojlantirish bo'limiga sarmoyasini oshirishga olib keldi. 1969 yilda, Gunpei Yokoi bo'limga qo'shildi va turli xil loyihalarni muvofiqlashtirish uchun mas'ul edi.[19] Yokoyining elektron qurilmalarni ishlab chiqarishdagi tajribasi Yamauchini uni kompaniyaning o'yinlar bo'limiga mas'ul etib qo'yishiga olib keldi va uning mahsulotlari ommaviy ishlab chiqarilishi mumkin edi.[34] Ushbu davrda Nintendo yangi ishlab chiqarish zavodini qurdi Uji shahri, tashqarisida Kioto,[3] va tarqatilgan klassik stol usti o'yinlari kabi shaxmat, shogi, boring va mahjong, shuningdek Nippon Game brendi ostidagi boshqa xorijiy o'yinlar.[35] Kompaniyaning qayta qurilishi bag'ishlangan ikkita sohani saqlab qoldi hanafuda kartalarni ishlab chiqarish.[36]

1970-yillarning boshlari Nintendo tarixidagi suv havzasini aks ettirdi, chunki u Yaponiyaning birinchi elektron o'yinchog'i - Nintendo Beam Gun, optoelektronik tomonidan ishlab chiqilgan avtomat Masayuki Uemura.[3] Hammasi bo'lib, milliondan ortiq birlik sotildi.[19] O'sha davrda Nintendo ning asosiy qismida savdo qilishni boshladi Osaka fond birjasi va yangi shtab-kvartirani ochdi.[3] O'sha paytda chiqarilgan boshqa mashhur o'yinchoqlarga quyidagilar kiradi Ultra qo'l, Ultra mashina, Ultra Scope va Sevgi sinovchisi, barchasi Yokoi tomonidan ishlab chiqilgan. Ultra Hand Yaponiyada 1,2 million donadan ko'proq sotilgan.[11]

1973 yildan hozirgi kungacha: Elektronika tarixi

1973–1978: Dastlabki video o'yinlar va Rangli TV-o'yin

Nintendo mahsulotlariga bo'lgan talabning ortib borishi Yamauchini ofislarini yanada kengaytirishga olib keldi, buning uchun u atrofdagi erlarni egallab oldi va kartalarni ishlab chiqarishni asl Nintendo binosiga topshirdi. Ayni paytda, Yokoi, Uemura va shunga o'xshash yangi xodimlar Genyo Takeda, kompaniya uchun innovatsion mahsulotlarni ishlab chiqarishni davom ettirdi.[19] The Lazerli loydan tortishish tizimi 1973 yilda chiqarilgan va mashhurligi bilan boulingni ortda qoldirishga muvaffaq bo'lgan. Nintendo o'yinchoqlari mashhurlikka erishishda davom etayotgan bo'lsa ham 1973 yilgi neft inqirozi plastik mahsulotlarning narxining ko'tarilishiga va iste'molchilarning ustuvor yo'nalishlarini o'zgartirishga sabab bo'ldi, bu esa muhim mahsulotlarni o'yin-kulgiga nisbatan ko'proq ta'sir qildi va Nintendo bir necha milliard yenga zarar ko'rdi.[37]

1974 yilda Nintendo chiqdi Yovvoyi qurolli odam, a stenddan o'q otish dan iborat simulyator 16 mm pleyerdagi nurni aniqlaydigan datchikli proyektor engil qurol. Ikkala lazerli gil tortishish tizimi va Yovvoyi qurolli odam muvaffaqiyatli Evropa va Shimoliy Amerikaga eksport qilindi.[3] Shunga qaramay, Nintendo ishlab chiqarish tezligi kabi raqib kompaniyalarga nisbatan hali ham sust edi Bandai va Tomi, va ularning narxi yuqori edi, bu ularning ba'zi qurol-yarog 'mahsulotlarining to'xtatilishiga olib keldi.[38] Ushbu mahsulotlarni ishlab chiqargan Nintendo Leisure System Co., Ltd sho'ba korxonasi neft inqirozi natijasida yuzaga kelgan iqtisodiy ta'sir natijasida yopildi.[39]

Yamauchi, muvaffaqiyatlari bilan rag'batlantirildi Atari va Magnavoks ular bilan video o'yin konsollari,[19] uchun Yaponiya tarqatish huquqini qo'lga kiritdi Magnavoks Odisseya 1974 yilda,[34] bilan kelishuvga erishdi Mitsubishi Electric 1975-1978 yillarda shu kabi mahsulotlarni ishlab chiqarish, shu jumladan birinchisi mikroprotsessor video o'yin tizimlari uchun Rangli televizion o'yin seriyali va ilhomlangan arja o'yini Otello.[3] Ushbu davrda Takeda video o'yinni ishlab chiqdi EVR poygasi,[40] va Shigeru Miyamoto Yokoi jamoasiga rangli TV-o'yin konsollari uchun korpusni loyihalashtirish mas'uliyati bilan qo'shildi.[41] 1978 yilda Nintendo tadqiqot va rivojlantirish bo'limi ikkita ob'ektga bo'lingan, Nintendo Research & Development 1 va Nintendo Research & Development 2 mos ravishda Yokoi va Uemura tomonidan boshqariladi.[42][43]

1979–1987: O'yin va tomosha, arkad o'yinlar va Nintendo Entertainment System

O'yin va tomosha

1979 yilda Nintendo tarixidagi ikkita muhim voqea yuz berdi: bu Amerikalik sho''ba korxonasi Nyu-York shahrida ochildi va arcade o'yinlarini rivojlantirishga yo'naltirilgan yangi bo'lim yaratildi. 1980 yilda, birinchilardan biri qo'lda video o'yin tizimi, O'yin va tomosha, portativ kalkulyatorlarda ishlatiladigan texnologiyadan Yokoi tomonidan yaratilgan.[3][37] Bu Nintendo kompaniyasining eng muvaffaqiyatli mahsulotlaridan biriga aylandi, uning ishlab chiqarish davrida butun dunyoda 43,4 milliondan ortiq dona sotildi va buning uchun jami 59 ta o'yin o'tkazildi.[44]

Eshak Kong miniatyura arkadasi shkafi

Nintendoning Arkada o'yinlaridagi muvaffaqiyati 1981 yilda chiqishi bilan o'sdi Eshak Kong, Miyamoto tomonidan ishlab chiqilgan va o'yinchi belgisiga sakrashga imkon beradigan birinchi video o'yinlardan biri.[45] Jumpman xarakteri keyinchalik paydo bo'ladi Mario va Nintendoning rasmiy vakili maskot. Mario nomi bilan atalgan Mario Segale, Nintendo ofislarining egasi Tukvila, Vashington.[46]

1983 yilda Nintendo Uji shahrida yangi ishlab chiqarish korxonasini ochdi va uning birinchi qismida qayd etildi Tokio fond birjasi.[3] Uemura ilhomlanib ColecoVision,[47] tarkibiga kiradigan yangi video o'yin konsolini yaratishni boshladi ROM-kartrij video o'yinlar uchun format, shuningdek ikkala a markaziy protsessor va a fizikani qayta ishlash bo'limi.[3][48][49] The Oilaviy kompyuter, yoki Famicom, 1983 yil iyul oyida Yaponiyada o'zining dastlabki arcade versiyalariga moslashtirilgan uchta o'yin bilan birga chiqarildi: Eshak Kong, Donkey Kong Jr. va Popeye.[50] Uning muvaffaqiyati shundan iborat ediki, 1984 yilda u egallab turgan bozor ulushidan oshib ketdi Sega "s SG-1000.[51] Ayni paytda, Nintendo Famicom uchun ishlab chiqarilgan har bir o'yinni bozorga tarqatilishidan oldin tasdiqlashni o'z ichiga olgan bir qator ko'rsatmalarni qabul qildi, ishlab chiqaruvchilar bilan hech qanday Famicom o'yini chiqarilgandan keyin ikki yil ichida boshqa konsollarga moslashtirilmasligi uchun kelishuvlar, va ishlab chiquvchilarni Famicom uchun yiliga beshdan ortiq o'yinlarni ishlab chiqarishni cheklash.[52]

Nintendo ko'ngilochar tizimi

1980-yillarning boshlarida Qo'shma Shtatlarda bir nechta video o'yin konsollari va shuningdek, past sifatli o'yinlar ishlab chiqarildi. uchinchi tomon ishlab chiquvchilari,[53] bozorni haddan tashqari to'ydirdi va olib keldi 1983 yildagi video o'yinlarning qulashi.[54] Binobarin, Amerikada tanazzul yuz berdi video o'yinlar sanoati, uning daromadi 1983-1985 yillarda 3 milliard dollardan 100 million dollarga etdi.[55] Amerikada Famicom-ni ishga tushirish bo'yicha Nintendoning tashabbusi ham ta'sir ko'rsatdi. Famicomni Amerikadagi raqobatchilaridan farqlash uchun Nintendo Famicom-ni "Game Paks" ga mos keladigan "ko'ngilochar tizim" sifatida qayta tuzishni tanladi, bu evfemizm. patronlar, va a-ni eslatuvchi dizayni bilan Videomagnitofon.[49] Nintendo amalga oshirdi blokirovka chipi Game Paks-da, Amerika Qo'shma Shtatlari bozorida yuzaga kelgan bozorning to'yinganligini oldini olish uchun konsol uchun qanday o'yinlar chop etilganligini nazorat qildi.[56] Natijada hosil bo'lgan mahsulot Nintendo ko'ngilochar tizimi, yoki 1985 yilda Shimoliy Amerikada chiqarilgan NES.[3] Belgilangan nomlar Super Mario Bros. va Zelda afsonasi konsol uchun Miyamoto va tomonidan ishlab chiqarilgan Takashi Tezuka. Bastakorning ishi Koji Kondo har ikkala o'yin uchun ham musiqiy mavzular oddiy element emas, balki o'yin mexanikasi uchun maqtov vazifasini o'tashi mumkin degan g'oyani kuchaytirdi.[57] NESni ishlab chiqarish 1995 yilgacha davom etdi,[58] va Famicom ishlab chiqarish 2003 yilgacha davom etdi.[59] Hammasi bo'lib dunyo bo'ylab 62 millionga yaqin Famicom va NES konsollari sotildi.[60] Ushbu davrda Nintendo o'zining video o'yinlarini qaroqchilikka qarshi choralarni Rasmiy Nintendo Sifat muhri shaklida yaratdi, bu ularning mahsulotlariga qo'shilgan muhr bo'lib, xaridorlar bozorda ularning haqiqiyligini tan olishlari mumkin edi.[61] Shu paytgacha Nintendo elektron etkazib beruvchilar tarmog'i o'ttizga yaqin kompaniyani qamrab oldi, ular orasida Ricoh - Nintendoning asosiy manbai yarim o'tkazgichlar -va Sharp korporatsiyasi.[19]

1990-1992: Game Boy va Super Nintendo ko'ngilochar tizimi

1988 yilda Gunpei Yokoi va uning jamoasi Nintendo R & D1 homilador bo'lgan O'yin bolasi, almashtiriladigan o'yin lentalari bilan mos keladigan birinchi qo'l video o'yin konsol.[3] Nintendo 1989 yilda Game Boy-ni chiqardi. Shimoliy Amerikada Game Boy mashhur uchinchi tomon o'yini bilan ta'minlandi Tetris bilan qiyin muzokara jarayonidan so'ng Elektronorgtexnika.[62] Game Boy muhim yutuqqa erishdi: Yaponiyada sotilgan dastlabki ikki haftada u 300 ming dona inventarizatsiyani sotdi, Qo'shma Shtatlarda esa birinchi tarqatish kunida qo'shimcha 40 ming dona sotildi.[63] Taxminan shu vaqt ichida Nintendo bilan shartnoma tuzdi Sony rivojlantirish Super Famicom CD-ROM adapteri, yaqinlashib kelayotgan periferiya Super Famicom o'ynashga qodir CD-ROMlar.[64] Biroq, hamkorlik davom etmadi, chunki Yamauchi texnologiyani rivojlantirishni davom ettirishni afzal ko'rdi Flibs, natijada CD-i,[65] va Sony-ning mustaqil harakatlari natijasida yaratildi PlayStation konsol.[66]

Jurnalning birinchi soni Nintendo Power AQShda yillik tiraji 1,5 million nusxada bo'lgan, 1988 yilda nashr etilgan.[67] 1989 yil iyulda Nintendo birinchi bo'lib o'tkazdi Nintendo Space World savdo ko'rgazmasi nomi ostida Shoshinkay yaqinda ishlab chiqariladigan Nintendo mahsulotlarini e'lon qilish va namoyish etish maqsadida.[68] Xuddi shu yili birinchi Nintendo dunyosi do'kon ichida joylashgan do'konlar rasmiy Nintendo tovarlarini olib yuradigan, Qo'shma Shtatlarda ochilgan. Kompaniya ma'lumotlariga ko'ra, 1989 yilda Qo'shma Shtatlardagi uylarning 25 foizidan ko'prog'ida NES bo'lgan.[67]

1980-yillarning oxirlarida Nintendo-ning videoo'yinlar bozoridagi ustunligi paydo bo'ldi NEC "s Kompyuter mexanizmi va Sega "s Mega disk, bilan yaratilgan o'yin tizimlari 16-bit arxitektura, NES bilan taqqoslaganda grafik va audio yaxshilanishiga imkon berdi.[69] Raqobatga javoban Uemura dizaynlashtirilgan Super Famicom 1990 yilda ishlab chiqarilgan. 300 ming konsoldan iborat birinchi partiyasi bir necha soat ichida sotilib ketdi.[70] Keyingi yil, NES-da bo'lgani kabi, Nintendo ham Super Famicom-ning o'zgartirilgan versiyasini Amerika Qo'shma Shtatlari bozoriga tarqatdi, uning nomi Super Nintendo Entertainment System (SNES).[71] Super Famicom va SNES uchun o'yinlarni boshlang Super Mario World, F-nol, Uchuvchi qanotlar, SimCity va Gradius III.[72] 1992 yil o'rtalariga kelib 46 milliondan ortiq Super Famicom va SNES konsollari sotildi.[3] Konsolning hayot tsikli Qo'shma Shtatlarda 1999 yilgacha davom etdi,[73] va 2003 yilgacha Yaponiyada.[59]

1990 yil mart oyida birinchi Nintendo bo'yicha jahon chempionati bo'lib o'tdi, unda Amerikaning 29 shahridan ishtirokchilar "dunyoning eng yaxshi Nintendo o'yinchisi" unvoni uchun raqobatlashdilar.[67][74] 1990 yil iyun oyida Evropaning Nintendo sho'ba korxonasi ochildi Grossostheim, Germaniya; 1993 yilda Gollandiyada keyingi sho'ba korxonalar tashkil etildi (qaerda Bandai ilgari Nintendo mahsulotlarini tarqatgan), Frantsiya, Buyuk Britaniya, Ispaniya, Belgiya va Avstraliya.[3] 1992 yilda Nintendo aksiyalarning aksariyat qismini sotib oldi Sietl Mariners beysbol jamoasi va 2016 yilda o'z aktsiyalarini sotgan.[75][76] Nintendo 1992 yil sentyabr oyida arkad o'yinlar va tizimlarni ishlab chiqarishni to'xtatdi.[77][78] 1993 yilda, Yulduz tulki chiqdi, bu birinchi bo'lib video o'yinlardan foydalangan holda sanoatning muhim bosqichi bo'ldi Super FX chip.[3]

Kabi grafik zo'ravonlikdagi video o'yinlarning ko'payishi Mortal Kombat, munozaralarga sabab bo'ldi va yaratilishiga olib keldi Interfaol raqamli dasturiy ta'minot assotsiatsiyasi va Ko'ngilochar dasturiy ta'minotni baholash kengashi 1994 yilda Nintendo bilan hamkorlik qilgan. Ushbu chora-tadbirlar Nintendo-ni NES chiqarilgandan beri amalga oshirgan tarkibidagi ko'rsatmalardan voz kechishga undaydi.[79][80] Shu vaqt ichida Nintendo tomonidan amalga oshirilgan tijorat strategiyalari quyidagilarni o'z ichiga oladi Nintendo shlyuz tizimi, aviakompaniyalar, kruiz kemalari va mehmonxonalar uchun parvozdagi ko'ngilochar xizmat,[81] va "Ovozni baland ovoz bilan o'ynang!" turli xil rangli korpusli Game Boys uchun reklama kampaniyasi. Kompyuter modellashtirishning zamonaviy grafikalari Eshak Kong mamlakati SNES uchun va Donkey Kong Land Game Boy uchun bo'lgani kabi, texnologik yangilik edi Satellaview sun'iy yo'ldosh modem Super Famicom uchun periferik, bu ma'lumotlarning raqamli uzatilishini a aloqa sun'iy yo'ldoshi.[3]

1993-1998: Nintendo 64, Virtual Boy va Game Boy Color

1993 yil o'rtalarida Nintendo va Silikon grafikalar rivojlantirish uchun strategik ittifoq e'lon qildi Nintendo 64.[82][83] NEC, Toshiba va Sharp konsolga texnologiyani ham qo'shdi.[84] Nintendo 64 ishlab chiqarilgan birinchi konsollardan biri sifatida sotuvga chiqarildi 64-bit me'morchilik.[85] Bilan kelishuvning bir qismi sifatida Midway o'yinlari, Arja o'yinlari Qotil instinkti va Cruis'n AQSh konsolga o'rnatildi.[86][87] Nintendo 64 1995 yilda chiqarilishi rejalashtirilgan bo'lsa-da, uchinchi tomon ishlab chiqaruvchilarining ishlab chiqarish jadvallari kechikishga ta'sir qildi,[88][89] va konsol 1996 yil iyun va sentyabr oylarida Yaponiyada va Qo'shma Shtatlarda, 1997 yil martda Evropada chiqarildi. 2002 yilda ishlab chiqarilishining oxiriga kelib dunyo bo'ylab 33 million Nintendo 64 konsollari sotildi,[60] va u tarixdagi eng taniqli videoo'yin tizimlaridan biri hisoblanadi.[90] Jami Nintendo 64 uchun 388 ta o'yin ishlab chiqarilgan,[91] ulardan ba'zilari - ayniqsa Super Mario 64, Zelda afsonasi: Vaqt Ocarina va GoldenEye 007 Sifatida ajratilgan barcha zamonlarning eng zo'rlari.[92]

1995 yilda Nintendo Virtual bola, tomonidan ishlab chiqilgan konsol Gunpei Yokoi bilan Virtual reallik texnologiya va stereoskopik grafikalar. Odatda tanqidchilar o'yinlarning sifati va qizil rangli grafikalardan hafsalasi pir bo'lgan va o'yin tufayli yuzaga keladigan bosh og'rig'idan shikoyat qilishgan.[93] Tizim yomon sotildi va jimgina to'xtatildi.[94] Tizim ishdan chiqqanligi sababli Yokoi rasmiy ravishda Nintendodan iste'foga chiqdi.[95] 1996 yil fevralda, Pocket Monsters Red va Yashil, xalqaro sifatida tanilgan Pokemon qizil va Moviytomonidan ishlab chiqilgan O'yin g'alati Yaponiyada Game Boy uchun chiqarilgan va mashhur bo'lgan Pokemon franchayzing.[96]:191 O'yin 31,37 million donani sotdi,[97] video o'yinlar seriyasi 2017 yilga kelib jami 300 million donadan oshdi.[98] 1997 yilda Nintendo Rumble Pak, Nintendo 64 boshqaruvchisiga ulanadigan va o'yinning ma'lum daqiqalarida tebranish hosil qiladigan plagin qurilmasi.[3]

1998 yilda O'yin bola rangi ozod qilindi. Ruxsat berishdan tashqari orqaga qarab muvofiqligi Game Boy o'yinlari bilan konsolning NESga o'xshash imkoniyatlari ushbu kutubxonadagi o'yinlarning tanlab olinishiga olib keldi, masalan. Super Mario Bros. Deluxe.[99] O'shandan beri butun dunyo bo'ylab 118,6 milliondan ortiq Game Boy va Game Boy Color konsollari sotildi.[100]

1999–2003: Game Boy Advance va GameCube

1999 yil may oyida, kelishi bilan PlayStation 2,[101] Nintendo bilan shartnoma tuzdi IBM va Panasonic rivojlantirish 128 bit Gekko protsessori va DVD drayveri Nintendoning navbatdagi uy konsolida ishlatilishi kerak.[102] Shu bilan birga, 2000 yilda bir qator ma'muriy o'zgarishlar yuz berdi, Nintendoning korporativ ofislari Kioto shahridagi Minami-ku mahallasiga ko'chirildi va Nintendo Benilux Gollandiya va Belgiya hududlarini boshqarish uchun tashkil etildi.[3]

2001 yil Nintendo-ning ikkita yangi konsollari paydo bo'ldi: Game Boy Advance Gvinel Nikolas tomonidan ishlab chiqilgan va stilist tarzda avvalgilaridan ajralib chiqqan,[103][104] va GameCube.[105] 2001 yil iyun oyida Game Boy Advance-ning Shimoliy Amerikada chiqarilgan birinchi haftasida 500 mingdan ortiq dona sotildi va bu o'sha paytda AQShda eng tez sotilgan videoo'yin konsoliga aylandi.[106] 2010 yilda ishlab chiqarish tsiklining oxiriga kelib dunyo bo'ylab 81,5 million donadan ko'proq sotilgan.[100] Kabi farqli xususiyatlarga qaramay, GameCube-ga kelsak miniDVD uning o'yinlari formati va cheklangan miqdordagi o'yinlar uchun internetga ulanish,[107][108] uning savdosi avvalgilariga qaraganda pastroq bo'lgan va ishlab chiqarilgan olti yil davomida dunyo bo'ylab 21,7 million dona sotilgan.[109] Shu vaqt ichida Nintendo tomonidan ishlab chiqilgan innovatsion mahsulot Nintendo e-Reader, bir qator kartalarda saqlangan ma'lumotlarni konsolga uzatish imkonini beradigan Game Boy Advance periferiyasi.[3]

2002 yilda, Pokémon Mini ozod qilindi. Uning o'lchamlari Game Boy Advance-dan kichikroq edi va vazni 70 grammni tashkil etdi, bu tarixdagi eng kichik video o'yin konsoliga aylandi.[3] Nintendo bilan hamkorlik qildi Sega va Namko rivojlantirmoq Triforce, arcade nomlarini GameCube-ga aylantirishni osonlashtirish uchun arkad taxtasi.[110] 2002 yil may oyida GameCube-ning Evropada chiqarilishidan so'ng,[111] Xiroshi Yamauchi Nintendo prezidenti lavozimidan ketishini e'lon qildi va Satoru Ivata kompaniyasi tomonidan uning vorisi sifatida tanlangan. Yamauchi 2005 yilgacha kompaniyaning maslahatchisi va direktori bo'lib qolaveradi,[112] va u 2013 yilda vafot etdi.[113] Ivataning prezident etib tayinlanishi Yamauchi merosxo'rligini kompaniya boshida tugatdi va bu asos solingan paytdan beri amal qilib kelmoqda.[114][115]

2003 yilda Nintendo Game Boy Advance SP, katlanadigan dizayni, yoritilgan displeyi va qayta zaryadlanuvchi batareyasini o'z ichiga olgan Game Boy Advance-ning takomillashtirilgan versiyasi. 2010 yilda ishlab chiqarish tsiklining oxiriga kelib dunyo bo'ylab 43,5 million donadan ko'proq sotilgan.[100] Nintendo shuningdek Game Boy Player, GameCube-da Game Boy va Game Boy Advance o'yinlarini o'ynashga imkon beradigan atrof-muhit.

2004-2009: Nintendo DS va Wii

Xabarlarga ko'ra, 2004 yilda Nintendoning asl qarorgohining so'nggi qoldiqlari buzilgan.[116] O'sha yilning oxirida Nintendo Nintendo DS, dual ekranlar kabi yangiliklarni namoyish etdi - ulardan biri a sensorli ekran - va ko'p o'yinchi o'ynash uchun simsiz ulanish.[3][117] Uning hayoti davomida 154 million donadan ko'proq sotilgan, bu uni eng muvaffaqiyatli qo'l konsoli va tarixdagi eng ko'p sotilgan ikkinchi konsolga aylantirdi.[100] 2005 yilda Nintendo Game Boy Micro, oxirgi tizim O'g'il bola chizig'i.[3][99] Savdolar Nintendo kutgan natijalarga javob bermadi,[118] 2007 yilga kelib 2,5 million dona sotilgan.[119] 2005 yil o'rtalarida Nintendo Jahon do'koni Nyu-York shahrida ochilgan.[120]

Nintendoning navbatdagi uy konsoli 2001 yilda ishlab chiqilgan edi, garchi loyihalash 2003 yilda boshlangan bo'lsa ham, Nintendo DS dan ilhomlanib.[121] The Wii 2006 yil noyabrda chiqarilgan,[122] jami 33 ta unvon bilan.[123] Wii bilan Nintendo unga qaraganda kengroq demografik ko'rsatkichga erishishga intildi ettinchi avlod raqobatchilar,[124] "iste'molchi bo'lmagan" sektorni ham qamrab olish niyatida.[125] Shu maqsadda Nintendo 200 million dollarlik reklama kampaniyasiga sarmoya kiritdi.[126] Wii-ning yangiliklariga quyidagilar kiradi Wii masofadan boshqarish bilan jihozlangan tekshirgich akselerometr sensorli chiziq yordamida uch o'lchovli muhitda o'z o'rnini aniqlashga imkon beruvchi tizim va infraqizil sensorlar;[127][128] analog tekshirgich va akselerometrni o'z ichiga olgan Nunchuk periferik;[129] va Wii MotionPlus yordamida asosiy tekshirgichning sezgirligini oshiradigan kengayish giroskoplar.[130] 2016 yilga kelib, dunyo bo'ylab 101 milliondan ortiq Wii konsollari sotilgan,[131] uni o'z avlodining eng muvaffaqiyatli konsoliga aylantirib, 1990 yillardan beri SNES bilan Nintendo erishmagan farq.[132]

2007 yildan 2010 yilgacha Wii uchun bir qator aksessuarlar chiqarildi, masalan Wii balans kengashi, Wii Wheel va WiiWare yuklab olish xizmati. 2009 yilda Nintendo Iberica S.A tijorat faoliyatini kengaytirdi Portugaliya yangi ofis orqali Lissabon.[3] O'sha yilga kelib Nintendo butun dunyo bo'ylab qo'l o'yin bozorining 68,3% ulushiga ega edi.[133] 2010 yilda Nintendo Marioning debyut ko'rinishining 25 yilligini nishonladi, buning uchun ba'zi alusiv mahsulotlar sotuvga qo'yildi. Tadbirda nashrning chiqarilishi Super Mario 25-yilligi nashri ning maxsus nashrlari Nintendo DSi XL va Wii.[134]

2010–2016: Nintendo 3DS, Wii U va mobil korxonalar

Nintendo-3DS-XL-angled.jpg

2010 yil mart oyida e'lon qilinganidan so'ng,[135] Nintendo Nintendo 3DS 2011 yilda. Konsol ishlab chiqarishga qodir stereoskopik 3D ko'zoynaklarsiz effektlar.[136] 2018 yilga kelib dunyo bo'ylab 69 milliondan ortiq dona sotilgan;[137] 2019 yil boshiga kelib bu ko'rsatkich 75 millionga etdi.[131] 2011 yilda Nintendo 25-yilligini nishonladi Zelda afsonasi orkestr kontsert safari bilan Zelda afsonasi: Ma'buda simfoniyasi va video o'yin Zelda afsonasi: Skyward qilichi.[138]

2012 va 2013 yillarda ikkita yangi Nintendo o'yin konsollari paydo bo'ldi: the Wii U, yuqori aniqlikdagi grafikani o'z ichiga olgan va GamePad bilan boshqaruvchi yaqin atrofdagi aloqa texnologiya,[139][140] va Nintendo 2DS, Nintendoning oldingi qo'l konsollari va 3DS-ning stereoskopik effektlarini qopqoqqa o'xshash dizayni yo'q 3DS versiyasi.[141] Dunyo bo'ylab 13,5 million dona sotilgan,[131] Wii U Nintendo tarixidagi eng kam muvaffaqiyatli video o'yin konsolidir.[142] 2014 yilda Nintendo belgilarining raqamlaridan tashkil topgan yangi mahsulotlar chiqarildi amiibos.[3]

2013 yil 25 sentyabrda Nintendo PUX korporatsiyasining 28 foiz ulushini sotib olganligini e'lon qildi. Panasonic, rivojlantirish maqsadida yuz, ovoz va uning video o'yinlari uchun matnni aniqlash.[143] 2013 yil aprel va dekabr oylari oralig'ida kompaniya daromadlarining 30 foizga kamayganligi sababli, Ivata ish haqini vaqtincha 50 foizga qisqartirishni e'lon qildi, boshqa rahbarlar esa 20 foizdan 30 foizgacha pasaygan.[144] 2015 yil yanvar oyida Nintendo qisman yuqori import tufayli Braziliya bozoridagi faoliyatini to'xtatdi vazifalar. Juegos de Video Latinoamérica bilan ittifoq tufayli bu Nintendo Lotin Amerikasi bozorining qolgan qismiga ta'sir qilmadi.[145] Nintendo NC Games bilan Nintendo mahsulotlarini 2017 yilgacha Braziliyada tarqatishni qayta boshlash uchun kelishuvga erishdi,[146] va 2020 yil sentyabrga qadar Switch Braziliyada chiqarildi.[147]

2015 yil 11-iyulda Ivata vafot etdi o't yo'llari saratoni va Miyamoto va Takeda kompaniyasini birgalikda boshqargan bir necha oydan so'ng, Tatsumi Kimishima 2015 yil 16 sentyabrda Ivataning vorisi deb nomlangan.[148] Boshqaruvni qayta qurish doirasida Miyamoto va Takeda mos ravishda ijodiy va texnologik maslahatchilar deb nomlanishdi.[149]

Bilan uyali telefon Pokémon Go ro'yxatdan o'tish menyusida

Wii U tomonidan yuzaga kelgan moliyaviy zararlar, shuningdek Sony o'zining video o'yinlarini boshqa platformalarga chiqarish niyatida aqlli televizorlar, Nintendo-ni o'z xususiyatlarini ishlab chiqarish va taqsimlash bo'yicha strategiyasini qayta ko'rib chiqishga undadi.[150] 2015 yilda Nintendo bilan shartnomalarni rasmiylashtirdi DeNA va Universal bog'lar va dam olish maskanlari uning mavjudligini kengaytirish aqlli qurilmalar va o'yin parklari navbati bilan.[151][152][153] 2016 yil mart oyida Nintendo birinchi mobil ilova uchun iOS va Android tizimlar, Miitomo, ozod qilindi.[154] O'shandan beri Nintendo shunga o'xshash boshqa dasturlarni ishlab chiqardi, masalan Super Mario Run, Yong'in gerbi qahramonlari, Hayvonlarni kesib o'tish: cho'ntak lageri, Mario Karta safari va Pokémon Go, oxirgi tomonidan ishlab chiqilgan Niantik va Nintendo uchun 115 million dollar daromad keltirdi.[155] Park parki maydoni Super Nintendo dunyosi da ochish uchun o'rnatildi Universal Studios Yaponiya 2020 yilda.[156] 2016 yil mart oyida sadoqat dasturi Mening Nintendoim almashtirildi Nintendo klubi.[157]

The NES Classic Edition 2016 yil noyabr oyida chiqarilgan. Konsol NES-ning qayta ishlangan versiyasidir HDMI interfeys va Wiimote muvofiqligi.[158] Uning vorisi, Super NES Classic Edition, 2017 yil sentyabr oyida chiqarilgan.[159] 2018 yil oktyabr oyiga qadar butun dunyo bo'ylab har ikkala konsolning o'n millionga yaqin qismi sotildi.[160]

2017 yil - hozirgi kun: Nintendo Switch

Wii U ning vorisi sakkizinchi avlod video o'yin konsollari, Kommutator, 2017 yil mart oyida chiqarilgan. Switch uyda va qo'lda ishlaydigan konsol sifatida mustaqil ishlaydigan gibrid dizaynga ega Joy-Con har birida akselerometr va giroskopni o'z ichiga olgan nazoratchilar va bir vaqtning o'zida sakkiztagacha konsolning simsiz ulanishi.[161] Kutubxonasini kengaytirish uchun Nintendo bir nechta uchinchi va mustaqil ishlab chiquvchilar bilan ittifoq tuzdi;[162][163] 2019 yil fevraliga qadar Switch uchun 1800 dan ortiq o'yinlar chiqarildi.[164] Switch-ning dunyo bo'ylab sotuvi 2020 yil martiga qadar 55 million donadan oshdi.[165] 2018 yil aprel oyida Nintendo Labo Switch va Joy-Con kontrollerlari bilan o'zaro aloqada bo'lgan karton aksessuarlardan iborat chiziq chiqarildi.[166] Bozorda birinchi yilda Nintendo Labo Variety Ki-ning bir milliondan ortiq qismi sotildi.[167]

2018 yilda, Shuntaro Furukava Kimishima o'rniga kompaniya prezidenti etib,[168] va 2019 yilda, Dag Bowser Amerika prezidenti Nintendoning o'rnini egalladi Reggi Fils-Aymé.[169] 2019 yil aprel oyida Nintendo bilan ittifoq tuzdi Tencent dekabrdan boshlab Xitoyda Nintendo Switch-ni tarqatish.[170] 2020 yil aprel oyida ValueAct Capital Partners Nintendo aktsiyalarini sotib olishda 1,1 milliard dollar sotib olganligini e'lon qildi va ularga Nintendo-ning umumiy ulushini 2 foizga etkazdi.[171] 2020 yil 6-yanvar kuni mehmonxonalar va restoranlarni rivojlantirish bo'yicha Plan See Do kompaniyasi Marufuku Nintendo Card Co kompaniyasining sobiq bosh qarorgohini mehmonxona sifatida ta'mirlashni rejalashtirganini e'lon qildi. 2021 yil o'rtalarida rejalashtirilgan ochilish sanasi. Bino Nintendoning asoschilar oilasining aktivlarini boshqarish bilan shug'ullanuvchi Yamauchi Co., Ltd.ga tegishli.[23] Keyinchalik, 19-asrning asl bosh qarorgohi buzilganligi va avtoturargohga aylangani haqida xabar berildi.[23] Garchi Covid-19 pandemiyasi Nintendo mahsulotlarining bir qismini ishlab chiqarish va tarqatishda sustkashlikka olib keldi, vaziyat "biznes natijalariga cheklangan ta'sir ko'rsatdi". 2020 yil may oyida Nintendo o'tgan moliya yiliga nisbatan daromadlarning 75 foizga ko'payganligi haqida xabar berdi, asosan Nintendo Switch Onlayn xizmat.[172] 2020 yil avgust oyida Nintendo Yaponiyaning eng boy kompaniyasi deb topildi.[173]

Mahsulotlar

Nintendo markaziy diqqat markazida ko'ngilochar mahsulotlarni tadqiq qilish, ishlab chiqish, ishlab chiqarish va tarqatish - birinchi navbatda videoo'yin dasturlari va apparat va karta o'yinlari mavjud. Uning asosiy bozorlari Yaponiya, Amerika va Evropadir va umumiy savdo hajmining 70% dan ortig'i oxirgi ikki hududga to'g'ri keladi.[174]

Kartalar o'ynash

O'yinchoqlar

Video o'yin konsollari

Ishga tushirilgandan beri Rangli televizion o'yin 1977 yilda Nintendo uy, qo'l, maxsus va gibrid konsollarni ishlab chiqardi va tarqatdi. Ularning har birida turli xil aksessuarlar va tekshirgichlar mavjud NES Zapper, O'g'il bola kamerasi, Super NES sichqonchasi, Rumble Pak, Wii MotionPlus, Wii U Pro tekshiruvi, va Pro Controller-ni almashtiring.

Video O'yinlar

Nintendoning birinchi elektron o'yinlari bu arkad o'yinlar. EVR poygasi (1975) kompaniyaning birinchi elektromexanik o'yin va Eshak Kong (1981) birinchi platforma o'yini tarixda. O'shandan beri Nintendo va boshqa ishlab chiqaruvchi kompaniyalar Nintendo konsollari uchun video o'yinlarning keng katalogini ishlab chiqdilar va tarqatdilar. Nintendo o'yinlari ham jismoniy, ham raqamli formatda sotiladi; ikkinchisi tarqatildi kabi xizmatlar orqali Nintendo eShop va Nintendo tarmog'i.

Marketing

Amerikaning Nintendo o'z brendini aniqlash va joylashtirish uchun bir nechta mashhur marketing kampaniyalarida qatnashdi. Uning eng qadimgi va doimiy shiorlaridan biri "Endi siz kuch bilan o'ynayapsiz!" Edi Nintendo ko'ngilochar tizimi.[175] Bu shiorni "SUPER quvvat" ni o'z ichiga olgan holda o'zgartirdi Super Nintendo ko'ngilochar tizimi, va "PORTABLE power" uchun O'yin bolasi.[176]

Uning 1994 yildagi "Ovozini baland ovoz bilan ijro et!" kampaniya o'spirinlarning qo'zg'oloniga qarshi o'ynadi va g'azablangan obro'ga ega bo'ldi.[iqtibos kerak ] Davomida Nintendo 64 davr, shiori "N olish yoki tashqariga chiqish" edi.[iqtibos kerak ] GameCube davrida "Siz kimsiz?" o'yinlar va o'yinchilarning o'ziga xosligi o'rtasidagi bog'liqlikni taklif qildi.[iqtibos kerak ] Kompaniya o'z qo'lidagi Nintendo DS-ni "Touching is good" yorlig'i bilan ilgari surdi.[iqtibos kerak ] For the Wii, they used the "Wii would like to play" slogan to promote the console with the people who tried the games including Super Mario Galaxy va Super Paper Mario. The Nintendo 3DS used the slogan "Take a look inside."[iqtibos kerak ] The Wii U used the slogan "How U will play next."[iqtibos kerak ] The Nintendo Switch uses the slogan "Switch and Play" in North America, and "Play anywhere, anytime, with anyone" in Europe.[iqtibos kerak ]

Savdo belgisi

During the peak of Nintendo's success in the video game industry in the 1990s, their name was ubiquitously used to refer to any video game console, regardless of the manufacturer. To prevent their trademark from becoming umumiy, Nintendo pushed usage of the term "game console", and succeeded in preserving their trademark.[177][178]

Logotiplar

Used since the 1960s, Nintendo's most recognizable logo is the racetrack shape, especially the red-colored wordmark typically (though not always) displayed on a white background, primarily used in the Western markets from 1985 to 2006. In Japan, a monochromatic version that lacks a colored background is on Nintendo's own Famicom, Super Famicom, Nintendo 64, GameCube, and handheld console packaging and marketing. Since 2006, in conjunction with the launch of the Wii, Nintendo changed its logo to a gray variant that lacks a colored background inside the wordmark, making it transparent. Nintendo's official, corporate logo remains this variation.[179] For consumer products and marketing, a white variant on a red background has been used since 2015, and has been in full effect since the launch of the Nintendo Switch in 2017.

Kompaniya tarkibi

Boshliqlar kengashi

Longtime employees Takashi Tezuka, Shigeru Miyamoto va Koji Kondo 2015 yilda.

Vakil direktorlar

Direktorlar

Ijroiya xodimlari

  • Satoshi Yamato, senior executive officer, president of Nintendo Sales Co., Ltd
  • Hirokazu Shinshi, senior executive officer, chief director of manufacturing
  • Yoshiaki Koizumi, senior executive officer, deputy general manager of Ko'ngil ochishni rejalashtirish va rivojlantirish
  • Takashi Tezuka, executive officer, senior officer of Entertainment Planning & Development
  • Hajime Murakami, executive officer, general Manager of Finance Administration Division
  • Yusuke Beppu, executive officer, deputy general manager of Business Development Division
  • Kentaro Yamagishi, executive officer, chief director of General Affairs
  • Dag Bowser, executive officer, president and COO of Nintendo of America
  • Stephan Bole, executive officer, president and COO of Nintendo of Europe

Ichki bo'linmalar

Nintendo's internal tadqiqot va rivojlantirish operations are divided into three main divisions:

  1. Nintendo Entertainment-ni rejalashtirish va rivojlantirish (or EPD), the main software development and production division of Nintendo, which focuses on video O'YIN va dasturiy ta'minot development, production and supervising;
  2. Nintendo platformasi texnologiyasini ishlab chiqish (or PTD), which focuses on uy va handheld video game console hardware development; va
  3. Nintendo Business Development (or NBD), which focuses on refining business strategy and is responsible for overseeing the aqlli qurilma arm of the business.

Entertainment Planning & Development (EPD)

The Nintendo Entertainment-ni rejalashtirish va rivojlantirish division is the primary software development, production and supervising division at Nintendo, formed as a merger between their former Ko'ngil ochishni tahlil qilish va ishlab chiqish va Software Planning & Development divisions in 2015. Led by Shinya Takahashi, the division holds the largest concentration of staff at the company, housing more than 800 engineers, producers, directors, coordinators, planners and designers.

Platform Technology Development (PTD)

The Nintendo platformasi texnologiyasini ishlab chiqish division is a combination of Nintendo's former Integrated Research & Development (or IRD) and System Development (or SDD) divisions. Led by Ko Shiota, the division is responsible for designing hardware and developing Nintendo's operatsion tizimlar, developer environment and internal network as well as maintenance of the Nintendo tarmog'i.

Business Development (NBD)

The Nintendo Business Development division was formed following Nintendo's foray into software development for smart devices kabi mobil telefonlar va planshetlar. They are responsible for refining Nintendo's business model for the dedicated video game system business, and for furthering Nintendo's venture into development for smart devices.

Filiallar

Although most of the research and development is being done in Japan, there are some Ilmiy-tadqiqot ishlari facilities in the United States, Europe and China that are focused on developing software and hardware technologies used in Nintendo products. Although they all are subsidiaries of Nintendo (and therefore first-party), they are often referred to as external resources when being involved in joint development processes with Nintendo's internal developers by the Japanese personal involved. Buni ko'rish mumkin Iwata asks... interview series.[182] Nintendo dasturiy ta'minot texnologiyasi (NST) and Nintendo Technology Development (NTD) are located in Redmond, Vashington, United States, while Nintendo European Research & Development (NERD) is located in Paris, France, and Nintendo Network Service Database (NSD) is located in Kioto, Yaponiya.

Most external first-party software development is done in Japan, since the only overseas subsidiary is Retro studiyalari Qo'shma Shtatlarda. Although these studios are all subsidiaries of Nintendo, they are often referred to as external resources when being involved in joint development processes with Nintendo's internal developers by the Nintendo Entertainment-ni rejalashtirish va rivojlantirish (EPD) division. 1-Up Studio va Nd kub are located in Tokyo, Japan, while Monolit Soft has one studio located in Tokyo and another in Kioto. Retro studiyalari ichida joylashgan Ostin, Texas.

Nintendo also established Pokemonlar kompaniyasi yonma-yon Maxluqot va O'yin g'alati in order to effectively manage the Pokemon tovar belgisi. Similarly, Warpstar Inc. was formed through a joint investment with HAL laboratoriyasi, which was in charge of the Kirby: Ya-da darhol qaytib keling! animatsion seriyalar. Both companies are investments from Nintendo, with Nintendo holding 32% of the shares of The Pokémon Company and 50% of the shares of Warpstar Inc.

In total there's 27 subsidiaries reported by the company with 20 being known as of Nintendo's Annual Report in 2020:[183]

Additional distributors

Bergsala

Bergsala, a third-party company based in Sweden, exclusively handles Nintendo operations in the Scandinavian region. Bergsala's relationship with Nintendo was established in 1981 when the company sought to distribute O'yin va tomosha units to Sweden, which later expanded to the NES console by 1986. Bergsala were the only non-Nintendo owned distributor of Nintendo's products,[184] up until 2019 when Tor Gaming gained distribution rights in Israel.

Tencent

Nintendo has partnered with Tencent to release Nintendo products in China, following the lifting of the country's console ban in 2015. In addition to distributing hardware, Tencent will help bring Nintendo's games through the governmental approval process for video game software.[185]

Tor Gaming

2019 yil yanvar oyida bu haqda xabar qilindi ynet va IGN Isroil that negotiations about official distribution of Nintendo products in the country were ongoing.[186] After two months, IGN Israel announced that Tor Gaming Ltd., a company that established in earlier 2019, gained a distribution agreement with Nintendo of Europe, handling official retailing beginning at the start of March,[187] followed by opening an official online store the next month.[188][189] In June 2019, Tor Gaming launched an official Nintendo Store at Dizengoff Center yilda Tel-Aviv, making it the second official Nintendo Store worldwide, 13 years after NYC.[190]

Filiallar

Nintendo Co., Ltd.

The exterior of Nintendo's main headquarters in Kioto, Yaponiya.
Nintendo's Tokyo office.

Headquartered in Kyoto, Japan since the beginning, Nintendo Co., Ltd. oversees the organization's global operations and manages Japanese operations specifically. The company's two major subsidiaries, Nintendo of America and Nintendo of Europe, manage operations in North America and Europe respectively. Nintendo Co., Ltd.[191] moved from its original Kyoto location to a new office in Higashiyama-ku, Kioto, in 2000, this became the tadqiqot va rivojlantirish building when the head office relocated to its present joylashuvi Minami-ku, Kioto.[192]

Amerikaning Nintendo

Nintendo of America headquarters in Redmond, Vashington.

Nintendo founded its North American subsidiary in 1980 as Nintendo of America (NoA). Xiroshi Yamauchi appointed his son-in-law Minoru Arakava as president, who in turn hired his own wife and Yamauchi's daughter Yoko Yamauchi as the first employee. The Arakawa family moved from Vankuver to select an office in Manxetten, New York, due to its central status in American commerce. Both from extremely affluent families, their goals were set more by achievement than money—and all their seed capital and products would now also be automatically inherited from Nintendo in Japan, and their inaugural target is the existing $8 billion-per-year tanga-op Arja video o'yini market and largest entertainment industry in the US, which already outclassed movies and television combined. During the couple's arcade research excursions, NoA hired gamer youths to work in the filthy, hot, ratty warehouse in Nyu-Jersi for the receiving and service of game hardware from Japan.[193]:94–103

In late 1980 NoA contracted the Seattle-based arcade sales and distribution company Far East Video, consisting solely of experienced arcade salespeople Ron Judy and Al Stone. The two had already built a decent reputation and a distribution network, founded specifically for the independent import and sales of games from Nintendo because the Japanese company had for years been the under-represented maverick in America. Now as direct associates to the new NoA, they told Arakawa they could always clear all Nintendo inventory if Nintendo produced better games. Far East Video took NoA's contract for a fixed per-unit commission on the exclusive American distributorship of Nintendo games, to be settled by their Seattle-based lawyer, Howard Lincoln.[193]:94–103

Based on favorable test arcade sites in Seattle, Arakawa wagered most of NoA's modest finances on a huge order of 3,000 Radar doirasi shkaflar. He panicked when the game failed in the fickle market upon its arrival from its four-month boat ride from Japan. Far East Video was already in financial trouble due to declining sales and Ron Judy borrowed his aunt's life savings of $50,000, while still hoping Nintendo would develop its first Pac-Man -sized hit. Arakawa regretted founding the Nintendo subsidiary, with the distressed Yoko trapped between her arguing husband and father.[193]:103–5

Amid financial threat, Nintendo of America relocated from Manhattan to the Seattle metro to remove major stressors: the frenetic New York and New Jersey lifestyle and commute, and the extra weeks or months on the shipping route from Japan as was suffered by the Radar doirasi falokat. With the Seattle harbor being the US's closest to Japan at only nine days by boat, and having a lumber production market for arcade cabinets, Arakawa's real estate scouts found a 60,000-square-foot (5,600 m2) warehouse for rent containing three offices—one for Arakawa and one for Judy and Stone.[193]:105–6 This warehouse in the Tukvila shahar atrofi ga tegishli edi Mario Segale kimdan keyin Mario character would be named, and was initially managed by former Far East Video employee Don James.[193]:109 After one month, James recruited his college friend Xovard Fillips as assistant, who soon took over as warehouse manager.[194][195][196][197][198][199] The company remained at fewer than 10 employees for some time, handling sales, marketing, advertising, distribution, and limited manufacturing[200]:160 of arcade cabinets and O'yin va tomosha handheld units, all sourced and shipped from Nintendo.

Arakawa was still panicked over NoA's ongoing financial crisis. With the parent company having no new game ideas, he had been repeatedly pleading for Yamauchi to reassign some top talent away from existing Japanese products to develop something for America—especially to redeem the massive dead stock of Radar doirasi shkaflar. Since all of Nintendo's key engineers and programmers were busy, and with NoA representing only a tiny fraction of the parent's overall business, Yamauchi allowed only the assignment of Gunpei Yokoi 's young assistant who had no background in engineering, Shigeru Miyamoto.[193]:106

NoA's staff—except the sole young gamer Howard Phillips—were uniformly revolted at the sight of the freshman developer Miyamoto's debut game, which they had imported in the form of emergency conversion kits for the overstock of Radar doirasi shkaflar.[193]:109 The kits transformed the cabinets into NoA's massive kutilmagan daromad ning 280 million dollar from Miyamoto's smash hit Eshak Kong in 1981–1983 alone.[193]:111[201] They sold 4,000 new arcade units each month in America, making the 24-year-old Phillips "the largest volume shipping manager for the entire Port of Seattle".[198] Arakawa used these profits to buy 27 acres (11 ha) of land in Redmond in July 1982[193]:113 and to perform the $50 million launch of the Nintendo ko'ngilochar tizimi in 1985 which revitalized the entire video game industry from its devastating 1983 crash.[202][203] A second warehouse in Redmond was soon secured, and managed by Don James. The company stayed at around 20 employees for some years.

The organization was reshaped nationwide in the following decades, and those core sales and marketing business functions are now directed by the office in Redvud Siti, Kaliforniya. The company's distribution centers are Nintendo Atlanta in Atlanta, Gruziya va Nintendo North Bend yilda North Bend, Vashington. 2007 yildan boshlab, the 380,000-square-foot (35,000 m2) Nintendo North Bend facility processes more than 20,000 orders a day to Nintendo customers, which include chakana savdo do'konlari that sell Nintendo products in addition to iste'molchilar JSSV do'kon Nintendo's website.[204] Nintendo of America operates two retail stores in the United States: Nintendo Nyu-York kuni Rokfeller Plazmasi in New York City, which is open to the public; and Nintendo Redmond, co-located at NoA headquarters in Redmond, Washington, which is open only to Nintendo employees and invited guests. Nintendo of America's Canadian branch, Nintendo of Canada, is based in Vankuver, Britaniya Kolumbiyasi bilan distribution center yilda Toronto, Ontario.[iqtibos kerak ] Nintendo Treehouse is NoA's localization team, composed of around 80 staff who are responsible for translating text from Japanese to English, creating videos and marketing plans, and quality assurance.[205]

Evropaning Nintendo

Nintendo's European subsidiary was established in June 1990,[206] asoslangan Grossostheim, Germaniya.[207] The company handles operations across Europe excluding Skandinaviya, shu qatorda; shu bilan birga Janubiy Afrika.[206] Nintendo of Europe's United Kingdom branch (Nintendo UK)[208] handles operations in that country and in Ireland from its headquarters in Vindzor, Berkshir. In June 2014, NOE initiated a reduction and consolidation process, yielding a combined 130 layoffs: the closing of its office and warehouse, and termination of all employment, in Großostheim; and the consolidation of all of those operations into, and terminating some employment at, its Frankfurt location.[209][210] As of July 2018, the company employs 850 people.[211] In 2019, NoE signed with Tor Gaming Ltd. for official distribution in Israel.[186]

Nintendo Avstraliya

Nintendo's Australian subsidiary is based in Melburn. It handles the publishing, distribution, sales, and marketing of Nintendo products in Australia, New Zealand, and Oceania (Kuk orollari, Fidji, Yangi Kaledoniya, Papua-Yangi Gvineya, Samoa va Vanuatu ). It also manufactures some Wii games locally. Nintendo Australia is also a third-party distributor of some games from Rising Star Games, Bandai Namco Entertainment, Atlus, Tetris kompaniyasi, Sega, Koei Tecmo va Capcom.

Koreyalik Nintendo

Nintendo's South Korean subsidiary was established on 7 July 2006, and is based in Seoul.[212] In March 2016, the subsidiary was heavily downsized due to a corporate restructuring after analyzing shifts in the current market, laying off 80% of its employees, leaving only ten people, including Bosh ijrochi direktor Hiroyuki Fukuda. This did not affect any games scheduled for release in South Korea, and Nintendo continued operations there as usual.[213][214]

Siyosat

Kontent bo'yicha ko'rsatmalar

For many years, Nintendo had a policy of strict content guidelines for video games published on its consoles. Although Nintendo allowed grafik zo'ravonlik in its video games released in Japan, nudity and sexuality were strictly prohibited. Former Nintendo president Xiroshi Yamauchi believed that if the company allowed the licensing of pornografik games, the company's image would be forever tarnished.[193] Nintendo of America went further in that games released for Nintendo consoles could not feature nudity, sexuality, haqoratli so'zlar (shu jumladan irqchilik, seksizm yoki sharmandalar ), blood, graphic or oiladagi zo'ravonlik, giyohvand moddalar, political messages or diniy belgilar (with the exception of widely unpracticed religions, such as the Yunon panteoni ).[215] The Japanese parent company was concerned that it may be viewed as a "Japanese Invasion" by forcing Japanese jamoat standartlari on North American and European children. Past the strict guidelines, some exceptions have occurred: Bionik qo'mondonlik (Garchi svastikalar were eliminated in the US version), Smash TV va Golgo 13: Top Secret Episode contain human violence, the latter also containing implied jinsiylik va tobacco use; River Siti to'lovi va Taboo: The Sixth Sense contain nudity, and the latter also contains religious images, as do Castlevania II va III.

A known side effect of this policy is the Ibtido versiyasi Mortal Kombat having more than double the unit sales of the Super NES version, mainly because Nintendo had forced publisher Qabul qiling 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 it less violent.[216] Aksincha, Sega allowed blood and gore to remain in the Genesis version (though a code is required to unlock the gore). Nintendo allowed the Super NES version of Mortal Kombat II to ship uncensored the following year with a content warning on the packaging.[217]

Video game ratings systems were introduced with the Ko'ngilochar dasturiy ta'minotni baholash kengashi 1994 yil va Pan Evropa o'yinlari haqida ma'lumot of 2003, and Nintendo discontinued most of its censorship policies in favor of consumers making their own choices. Today, changes to the content of games are done primarily by the game's developer 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,[218] a practice which is also enforced by Sony va Microsoft, its two greatest competitors in the present market. Nintendo has since allowed several mature-content games to be published on its consoles, including these: Perfect Dark, Conker's Bad Fur Day, Qiyomat, Qiyomat 64, BMX XXX, Yovuzlik qarorgohi seriya, Qotil7, Mortal Kombat seriya, Abadiy zulmat: aql-idrokning talablari, BloodRayne, Geist, Demans: palata, Bayonetta 2, Iblisning Uchinchisi va Halokatli kadr: Qora suv qizi. Certain games have continued to be modified, however. Masalan, Konami was forced to remove all references to cigarettes in the 2000 O'yin bola rangi o'yin Metall tishli qattiq (although the previous NES version of Metall Gear and the subsequent GameCube game Metal Gear Solid: egizak ilonlar both included such references, as did Wii game MadWorld ), and maiming and blood were removed from the Nintendo 64 port ning Cruis'n USA.[219]

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 European releases, was renamed Devilbat Schilt in the North American mahalliylashtirish. In North America releases of the Mega Man Zero games, enemies and bosses killed with a saber attack do not gush blood as they do in the Japanese versions. However, the release of the Wii was accompanied by a number of even more controversial games, such as Manhunt 2, Boshqa qahramonlar yo'q, O'liklarning uyi: haddan tashqari ko'plik va MadWorld, the latter three of which were published exclusively for the console.[iqtibos kerak ]

License guidelines

Nintendo of America also had guidelines before 1993 that had to be followed by its licensees to make games for the Nintendo ko'ngilochar tizimi, in addition to the above content guidelines.[193] Guidelines were enforced through the 10NES lockout chip.

  • Licensees were not permitted to release the same game for a competing console until two years had passed.
  • Nintendo would decide how many cartridges would be supplied to the licensee.
  • Nintendo would decide how much space would be dedicated such as for articles and advertising in the Nintendo Power jurnal.
  • There was a minimum number of cartridges that had to be ordered by the licensee from Nintendo.
  • There was a yearly limit of five games that a licensee may produce for a Nintendo console.[193]:215 This rule was created to prevent market over-saturation, which had contributed to the 1983 yildagi Shimoliy Amerikadagi videoo'yin halokati.

The last rule was circumvented in a number of ways; for example, Konami, wanting to produce more games for Nintendo's consoles, formed Ultra o'yinlar va keyinroq Palcom to produce more games as a technically different publisher.[193] This disadvantaged smaller or emerging companies, as they could not afford to start additional companies. In another side effect, Square Co. (hozir Square Enix ) executives have suggested that the price of publishing games on the Nintendo 64 along with the degree of censorship and control that Nintendo enforced over its games, most notably Final Fantasy VI, were factors in switching its focus towards Sony "s O'yinlar markazi konsol.[iqtibos kerak ]

1993 yilda, a sinf harakati suit was taken against Nintendo under allegations that their lockout chip enabled adolatsiz biznes amaliyotlari. The case was settled, with the condition that California consumers were entitled to a $3 discount coupon for a game of Nintendo's choice.[220]

Intellectual property protection

Nintendo has generally been proactive to assure its intellektual mulk in both hardware and software is protected. With the NES system, Nintendo employed a lock-out system that only allowed authorized game cartridges they manufactured to be playable on the system.

Nintendo has used taqlid qilish by itself or licensed from third parties to provide means to re-release games from their older platforms on newer systems, with Virtual konsol, which re-released classic games as downloadable titles, the NES and SNES library for Nintendo Switch Onlayn subscribers, and with dedicated consoles like the NES Mini va SNES Mini.[iqtibos kerak ] However, Nintendo has taken a hard stance against unlicensed emulation of its video games and consoles, stating that it is the single largest threat to the intellektual mulk rights of video game developers.[221] Further, Nintendo has taken action against fan-made games which have used significant facets of their IP, issuing cease & desist letters to these projects or Raqamli Mingyillik mualliflik huquqi to'g'risidagi qonun -related complaints to services that host these projects.[222]

In recent years, Nintendo has taken legal action against sites that knowingly distribute ROM rasmlari of its games. On 19 July 2018, Nintendo sued Jacob Mathias, the owner of distribution websites LoveROMs and LoveRetro, for "brazen and mass-scale infringement of Nintendo's intellectual property rights".[223] Nintendo settled with Mathias in November 2018 for more than 12 million AQSh dollari along with relinquishing all ROM images in their ownership. While Nintendo is likely to have agreed to a smaller fine in private, the large amount was seen as a to'xtatuvchi to prevent similar sites from sharing ROM images.[224] Nintendo filed a separate suit against RomUniverse in September 2019 which also offered infringing copies of Nintendo DS and Switch games in addition to ROM images.[225] Nintendo also successfully won a suit in the United Kingdom that same month to force the major Internet-provayderlar in the country to block access to sites that offered copyright-infringing copies of Switch software or hacks for the Nintendo Switch to run unauthorized software.[226] Ironically, individuals who hacked the Wii Virtual Console version of Super Mario Bros. discovered that the ROM image Nintendo used had likely been downloaded from a ROM distribution site.[227] In a related action, Nintendo send a cease and desist letter to the organizers of the 2020 Katta uy Super Smash Bros. tournament while was held entirely online due to the Covid-19 pandemiyasi o'sha yili. Nintendo had taken issue with the tournament using emulated versions of Super Smash Bros. Melee which had included a foydalanuvchi rejimi for networked play, as this would have required ripping a copy of Uchrashuv to play, an action they cannot condone.[228]

Nintendo sought enforcement action against a hacker that for several years had infiltrated Nintendo's internal database by various means including fishing to obtain plans for games and hardware for upcoming shows like E3. This was leaked to the Internet, impacting how Nintendo's own announcements were received. Though the person was a minor when Nintendo brought the United States Federal tergov byurosi (FBI) to investigate, and had been warned by the FBI to desist, the person continued over 2018 and 2019 as an adult, posting taunts on social media. The perpetrator was arrested in July 2019, and the FBI found documents confirming the hacks, many unauthorized game files, and child pornography, leading to the perpetrator's admission of guilt for all crimes in January 2020.[229] Similarly, Nintendo alongside Pokemonlar kompaniyasi spent significant time to identify who had leaked information about Pokémon Sword va Qalqon several weeks before its planned Nintendo Directs, ultimately tracing the leaks back to a Portugal game journalist who leaked the information from official review copies of the game and subsequently severed ties with the publication.[230]

In May 2020, a major leak of documents, including source code, designs, hardware drawings and documentation and other internal information primarily related to the Nintendo 64, GameCube, and Wii. The leak may have been related to BroadOn, a company that Nintendo had contracted to help with the Wii's design,[231] but also may have been through Zammis Clark, a Zararli dasturlar employee and hacker who pleaded guilty to infiltrating Microsoft and Nintendo's servers between March and May 2018.[232][233]

A second and larger leak occurred in July 2020, which has been called the "Gigaleak" as it contains gigabayt of data, and is believed related to the May 2020 leak.[234] The leak includes the source code and prototypes for several early 1990s SNES games including Super Mario Kart, Yoshi oroli, Yulduz tulki va Star Fox 2, as well as internal development tools and system software components. The veracity of the material was confirmed by Dilan Kutbert, a programmer for Nintendo during that period.[235][236] The leak has the source to several Nintendo 64 games including Super Mario 64 va Zelda afsonasi: Vaqt Ocarina, and the console's operating system.[237] The leak contains personal files from Nintendo employees, raising concerns about its origins and spread.[234]

Seal of Quality

Nintendo Seal of Quality
Seal in NTSC mintaqalar.
Seal of Quality in PAL mintaqalar.

The gold sunburst seal was first used by Amerikaning Nintendo, and later Nintendo of Europe. It is displayed on any game, system, or accessory licensed for use on one of its video o'yin konsollari, denoting the game has been properly approved by Nintendo. The seal is also displayed on any Nintendo-licensed merchandise, such as trading cards, game guides, or apparel, albeit with the words "Official Nintendo Licensed Product."[238]

In 2008, game designer Sid Meier cited the Seal of Quality as one of the three most important innovations in video game history, as it helped set a standard for game quality that protected consumers from shovelware.[239]

NTSC mintaqalari

Yilda NTSC regions, this seal is an elliptical starburst named the "Official Nintendo Seal". Originally, for NTSC countries, the seal was a large, black and gold circular starburst. The seal read as follows: "This seal is your assurance that NINTENDO has approved and guaranteed the quality of this product." This seal was later altered in 1988: "approved and guaranteed" was changed to "evaluated and approved." 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."[238]

The seal currently reads:[240]

The official seal is your assurance that this product is licensed or manufactured by Nintendo. Always look for this seal when buying video game systems, accessories, games and related products.

PAL mintaqalari

Yilda PAL regions, the seal is a circular starburst named the "Original Nintendo Seal of Quality." Text near the seal in the Avstraliyalik Wii manual states:

This seal is your assurance that Nintendo has reviewed this product and that it has met our standards for excellence in workmanship, reliability and entertainment value. Always look for this seal when buying games and accessories to ensure complete compatibility with your Nintendo product.[241]

Charitable projects

1992 yilda Nintendo Starlight bolalar jamg'armasi Starlight Fun Center mobil ko'ngilochar bo'linmalarini qurish va shifoxonalarga o'rnatish.[242] 1000 ta Starlight Nintendo Fun Center jihozlari 1995 yil oxiriga qadar o'rnatildi.[242] Ushbu bo'limlar multimediya o'yin-kulgining bir nechta shakllarini, shu jumladan o'yinlarni birlashtiradi va kasalxonada yotish vaqtida kayfiyatni ko'tarish va bolalarning ruhiyatini ko'tarish uchun chalg'ituvchi vazifani bajaradi.[243]

Atrof-muhit bo'yicha rekord

Nintendo doimiy ravishda oxirgi o'rinni egallab turibdi Greenpeace Nintendo ma'lumotni nashr eta olmaganligi sababli "Greener Electronics uchun qo'llanma".[244] Xuddi shunday, ular Loyiha etarli Nintendoning ma'lumot olish uchun bir nechta so'rovlariga javob berishdan bosh tortganligi sababli "Conflict Minerals Company Rankings".[245]

Boshqa ko'plab elektronika kompaniyalari singari, Nintendo ham qaytarib olishni taklif qiladi qayta ishlash mijozlarga endi foydalanmayotgan eski mahsulotlarini pochta orqali yuborish imkoniyatini beruvchi dastur. Amerikaning Nintendo kompaniyasi 2011 yilda 548 tonna qaytarilgan mahsulotni qabul qildi, ularning 98% qayta ishlatilgan yoki qayta ishlangan.[246]

Shuningdek qarang

Izohlar

  1. ^ Shundan 2493 nafari to'g'ridan-to'g'ri Nintendo Co., Ltd kompaniyasida ishlaydi. Qolgan 3707 kishi uning sho'ba korxonalarida ishlaydi.
  2. ^ Yapon: 任天堂 株式会社 Xepbern: Nintendō Kabushiki-gaisha
  3. ^ Yapon: 任天堂 骨牌 Xepbern: Nintendō Karuta, '骨牌' belgilarini 'koppai' deb o'qish ham mumkin.
  4. ^ 任天堂 骨牌 Nintendō Karuta, '骨牌' belgilarini 'koppai' deb o'qish ham mumkin.
  5. ^ 花 札, 'gul kartalari'

Adabiyotlar

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