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.
Thanks to Jesse Smith for this page!!!