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Era 2 · After the crash: new consoles and home computers

1889–1990alive, a public company (Tokyo Stock Exchange), the largest…

Nintendo

A Japanese playing-card company founded in 1889 that, after a hundred years of diversification, failures, and chance discoveries, became a video game platform: after the US market crash of 1983 Nintendo restored the industry's trust through strict control over quality and licensing, and took 94% of the US home console market.

Founders Fusajiro Yamauchi (1889, cards) · Hiroshi Yamauchi (president from 1949, the turn toward games) · Minoru Arakawa (Nintendo of America, 1980) · Gunpei Yokoi (R&D1, Game & Watch) · Shigeru Miyamoto (Donkey Kong, Mario)
Domains —
platformquality-controllicensingconsoles

In brief

Nintendo is not a game startup but a century-old maker of hanafuda cards that came to video games almost by accident: after a series of failed diversifications (taxis, a "love hotel," single-serving instant rice), the company was saved by an engineer who amused himself with an extending arm at his workstation. The company entered video games through the Color TV-Game (1977), Game & Watch (1980), and Donkey Kong (1981), and the defining moment came after the collapse of the US video game market in 1983: Nintendo built a system of platform control (10NES, the Seal of Quality, a cap on games per publisher) that made the industry believe in quality again, and by 1989–90 it had captured 94% of the US home console market.

How it started (the founders)

The company was founded in Kyoto in 1889 by Fusajiro Yamauchi: handmade hanafuda cards, sold through a network of tobacco shops. In 1956 Hiroshi Yamauchi, who had become president at 22 after his grandfather's stroke, traveled to the US to visit the largest card maker there and saw how cramped the market his company was locked into really was. What followed was an almost comic series of diversifications: a taxi company, a "love hotel," single-serving instant rice. All of it nearly bankrupted Nintendo.

Rescue came by chance: Yamauchi noticed a bored engineer on the production line, Gunpei Yokoi, amusing himself with a homemade extending arm. Instead of a reprimand came an order to turn the idea into a product; the "Ultra Hand" sold more than a million units, at a time when a hit meant 100,000. The same pattern would repeat in 1980, when Yokoi saw a bored salaryman on the Shinkansen playing with a calculator and came up with Game & Watch. Shigeru Miyamoto joined the company through his father's connections: in 1977, after showing Hiroshi Yamauchi his wooden toys, he got a job as a staff artist. And it was Yamauchi's son-in-law Minoru Arakawa, who had impressed his father-in-law with real estate development in Vancouver, who brought the company into the US video game business. His Nintendo of America (1980) nearly went bankrupt on Radar Scope arcade machines, and to save a warehouse of two thousand unsold units, the new game was assigned to the newcomer Miyamoto.

Year-by-year timeline

Lesser-known but significant facts

  1. The name "Ultra Hand" was Yamauchi's own idea, not Yokoi's: a reference to the "Ultra C" from the gymnastics broadcasts of the 1964 Olympics. The toy itself was not a work assignment but Yokoi's personal pastime, born of boredom on the line.
  2. Donkey Kong was assembled by hand by Arakawa's family. Japan sent only new boards and bezels: the 2,000 Radar Scope machines were converted by hand by a team of six people, including NOA president Minoru Arakawa and his wife Yoko.
  3. Nintendo did more than fight off Universal's lawsuit; it won money in return. The court found that Universal itself had broken the law by sending threatening letters to Donkey Kong licensees, and awarded Nintendo more than a million dollars in costs.
  4. R.O.B. could play only two games and was dropped by 1988, yet the robot's job was never to entertain: Nintendo avoided the word "video game" in front of buyers and displayed R.O.B. in toy departments next to Transformers and Teddy Ruxpin.
  5. Atari Games' honest reverse engineering of the 10NES failed: the chip was broken by deception, not by technique. In 1986–1987 Atari tried to crack the chip by monitoring signals, etching layers, and examining the silicon under a microscope; it failed and for a time became a Nintendo licensee. The "Rabbit" clone appeared only in 1988, when Atari's lawyers obtained the chip's code from the Copyright Office by lying about a nonexistent lawsuit.

Legend vs. the record

The first growth lever

The lever was not the release of the NES itself but the shift of all the risk onto Nintendo of America at a moment when the market was toxic for consoles. In the fall of 1985 retailers almost universally refused to take video games: the Toys "R" Us buyer said they were unlikely to want to get into it, and Woolworth's was blunter, saying it would not touch them under any circumstances and ending the conversation. Arakawa offered terms with no risk to the store: Nintendo supplied the product itself and installed the displays, and the store paid only for what sold. That persuaded almost 500 stores in New York, New Jersey, and part of Connecticut to give the NES a chance. The second layer was disguise: an "Entertainment System" with a "game pak" instead of a "cartridge," and R.O.B. and the Zapper in toy departments, not game departments. The result was not instant (50,000–90,000 consoles in the first months), but by the end of 1986, with the nationwide launch and Mario in the box, more than a million consoles had been sold in the US: almost ten times the combined sales of the Atari 7800 and the Sega Master System.

The paired story

Nintendo and Sega entered the console war from different positions and chose different weapons. By 1989 Nintendo held 94% of the US home console market by means of control: the 10NES chip kept out unauthorized cartridges, and the Seal of Quality and the limit of five releases per publisher served as a signal of trust for parents and stores. Sega, with 6% at the start, chose a direct attack: the "Genesis does what Nintendon't" campaign, which pointedly named its competitor. The first year of the Genesis (500,000 units, only New York and Los Angeles) was modest; the turning point came with the release of Sonic the Hedgehog in June 1991, an anti-Mario, fast and full of attitude against Nintendo's slow and polite symbol. By January 1992 Sega had taken 65% of the US 16-bit console market. Nintendo restored the industry's trust through quality control; Sega broke through the defenses with marketing and a charismatic mascot.

Parallels today (projects from the catalog)

What a builder can take from this in 2026

  1. Take the risk off your partner's shoulders if you want to enter a category that is toxic for them. Arakawa's consignment deal (stores paid only for what sold) turned the retailer's decision into an almost free experiment.
  2. If a category is toxic, don't call it by name. Nintendo did not say "video game," neither in its terms ("game pak," "Entertainment System") nor on the shelf (the toy department, not the game department).
  3. Gatekeeping works only if it is at once a technical restriction and a signal of trust. The 10NES without the Seal of Quality would have been just DRM; together they became a marketing argument for parents and stores.
  4. A limit on how much product partners can release can be a feature, not a bug. Five games a year per publisher was a bet that a shortage of slots would force publishers to invest in quality, a direct answer to the cause of the crash: a flood of weak content.
  5. A public gesture of goodwill after a failure can pay off more than the failure itself cost. The free replacement of all Famicom boards, including the working ones, cost money right away, but it strengthened retailers' trust within a year.

Discrepancies and what we could not verify

Sources (primary first)

Secondary (context, cross-checking):

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