The Wii is a home video game console released by Nintendo on November 19, 2006. As a seventh-generation console, the Wii competed with Microsoft's Xbox 360 and Sony's PlayStation 3. Nintendo states; as of the first quarter of 2016, the Wii led its generation over the PlayStation 3 and Xbox 360 in worldwide sales, with more than 101 million units sold. The Wii introduced the Wii Remote controller, which can be used as a handheld pointing device and which detects movement in three dimensions; the console runs games supplied on Wii optical discs. It supported the now discontinued WiiConnect24 service, which enabled Wii to receive messages and updates over the Internet while in standby mode. Like other seventh-generation consoles it supported a service, called "Virtual Console", that downloaded emulated games from past Nintendo consoles, support for online video streaming such as BBC iPlayer, other services provided by Nintendo over the Internet. Internet services were withdrawn. Wii Points could no longer be purchased after March 2018, could not be used and were permanently lost from 31 January 2019.
The Wii succeeded the GameCube. Nintendo first spoke of the console at the E3 2004 press conference and unveiled it at E3 2005. Nintendo CEO Satoru Iwata revealed a prototype of the controller at the September 2005 Tokyo Game Show. At E3 2006, the console won the first of several awards. By December 8, 2006, it had completed its launch in the four key markets. Models are no longer compatible with Nintendo GameCube. In late 2011, Nintendo released a reconfigured model, the "Wii Family Edition", not released in Japan; the Wii Mini, Nintendo's first major console redesign since the compact SNES, succeeded the standard Wii model and was released first in Canada on December 7, 2012. The Wii Mini can only play Wii optical discs, as it has neither GameCube compatibility nor any networking capabilities; the Wii's successor, the Wii U, was released on November 18, 2012. On October 20, 2013, Nintendo confirmed it had discontinued production of the Wii in Japan and Europe; the console was conceived in 2001.
According to an interview with Nintendo game designer Shigeru Miyamoto, the concept involved focusing on a new form of player interaction. "The consensus was. Too many powerful consoles can't coexist. It's like having only ferocious dinosaurs, they might fight and hasten their own extinction."In 2003, game engineers and designers were brought together to develop the concept further. By 2005 the controller interface had taken form, but a public showing at that year's Electronic Entertainment Expo was canceled. Miyamoto stated. So we decided not to reveal the controller and instead we displayed just the console." Nintendo president Satoru Iwata unveiled and demonstrated the Wii Remote at the September Tokyo Game Show. The Nintendo DS is said to have influenced the Wii's design. Designer Ken'ichiro Ashida noted, "We had the DS on our minds as we worked on the Wii. We thought about copying the DS's touch-panel interface and came up with a prototype." The idea was rejected because of the notion that the two gaming systems would be identical.
Miyamoto stated, " if the DS had flopped, we might have taken the Wii back to the drawing board." In June 2011 Nintendo unveiled the prototype of its successor to the Wii, to be known as the Wii U. The console was known by the code name "Revolution" from May 11, 2004 when its codename was announced at Nintendo's 2004 pre-Electronics Entertainment Expo press conference in Los Angeles, California until April 27, 2006 before E3. Before the Wii's codename was announced, the media referred to the console as "GCNext" or Gamecube Next and "N5" or Nintendo's fifth major home console. Nintendo's spelling of "Wii" is intended to resemble two people standing side-by-side and to represent the Wii Remote and Nunchuk. One reason the company has given for this name choice since the announcement is: Some video game developers and members of the press stated that they preferred "Revolution" over "Wii". Forbes expressed a fear "that the name would convey a continued sense of'kidiness' to the console." The BBC reported the day after the name was announced that "a long list of puerile jokes, based on the name," had appeared on the Internet.
Nintendo of America's Vice President of Corporate Affairs Perrin Kaplan defended the choice of "Wii" over "Revolution" and responded to critics of the name, stating "Live with it, sleep with it, eat with it, move along with it and they'll arrive at the same place." Nintendo of America's president Reggie Fils-Aime acknowledged the initial reaction and further explained the change: The Nintendo Style Guide refers to the console as "simply Wii, not Nintendo Wii", making it the first home console Nintendo has marketed outside Japan without the company name in its trademark. The Wii's successor, the Wii U, was marketed without Nintendo in its name, although its successor, the Nintendo Switch, brought back the Nintendo name in marketing. On September 14, 2006 Nintendo announced release information for J
Tinker Bell (film)
Tinker Bell is a 2008 computer animated film and the first installment in the Disney Fairies franchise produced by DisneyToon Studios. It revolves around Tinker Bell, a fairy character created by J. M. Barrie in his play Peter Pan, or The Boy Who Wouldn't Grow Up, featured in the 1953 Disney animated film, Peter Pan and its 2002 sequel Return to Never Land. Unlike Disney's two Peter Pan films featuring the character, which were produced using traditional animation, Tinker Bell was produced using digital 3D modeling; the film was released on DVD and Blu-ray by Walt Disney Home Video on September 18, 2008. Tinker Bell is the first Disney film to feature Tinker Bell in a speaking role. Actress Brittany Murphy was selected for the part, before the role went to Mae Whitman. Tinker Bell is born from the first laugh of a baby, is brought by the winds to Pixie Hollow, she learns that her talent is to fix things. Two other tinker fairies and Clank, teach her their craft, tell her about the fairies who visit the mainland to bring each season.
Tinker Bell can not wait to go to the mainland for spring. While out working, she meets a water fairy. After meeting them, she notices Vidia, a fast-flying fairy who dislikes her because of her unusually strong talent. Vidia challenges her to prove she will be able to go to the mainland, Tinker Bell creates several inventions, which she shows to the Minister of Spring, but Tinker Bell soon learns from Queen Clarion. She tries her hand at nature skills. Meanwhile and Clank cover for Tinker Bell when questioned by Fairy Mary, the tinker fairy overseer; when Tinker Bell returns, she tries to explain, but Mary responds that she knows, expresses her disappointment with Tinker Bell's actions. On the beach, Tinker Bell finds parts of figures out how to put them together. Iridessa, Fawn and Rosetta witness her doing this tell her that she was tinkering and that she should be proud of her talent—if this is what she's good at, the mainland should not matter, but Tinker Bell still wants to go to the mainland.
She asks Rosetta if she will still teach her to be a garden fairy, but Rosetta says she thinks that tinkering is Tinker Bell's talent. As a last resort, Tinker Bell asks Vidia for help in becoming a garden fairy. Vidia craftily tells her. However, once she sees Tinker Bell making progress, she lets the captured thistles loose, in attempting to recapture them, Tinker Bell destroys all the preparations for spring. Tinker Bell decides to leave, but after talking with the light-keeper, about how important his job is, she realizes the importance of a tinker. Tinker Bell redeems herself by inventing machines that quicken the process of decorating flowers, etc; this allows the other fairies to get back on schedule. Vidia is punished for prompting her to cause the chaos, Queen Clarion allows Tinker Bell to join the nature-talent fairies when they bring spring to the mainland. Tinker Bell is given the task of delivering the music box to its original owner; the narrator ends by saying that when lost toys are found or a broken clock starts to work, "it all means that one special fairy might be near."
Mae Whitman as Tinker Bell, a tinker fairy born of a baby's first laugh. She is fascinated by stories about the mainland, is thus discouraged to learn that tinkers do not go there, she tries to learn various other skills before accepting, with the help of her friends, that she is a tinker. She helps to repair the massive damage she created and is rewarded, as she is allowed to join the nature fairies on their trip, where she delivers Wendy her lost toy. Kristin Chenoweth as Rosetta, a garden fairy who at first agrees to teach Tinker Bell how to garden, but changes her mind after seeing Tinker Bell fix a music box. Raven-Symoné as Iridessa, a light fairy who tries to teach Tinker Bell to light fireflies, she is the first to voice discomfort about Tinker Bell not wanting to accept her job as a tinker. Lucy Liu as Silvermist, a water fairy who tries to teach Tinker Bell to make dewdrops, she is possessed of a sassy sense of humor. America Ferrera as Fawn, an animal fairy who tries to teach Tinker Bell to get baby birds to fly.
She is the closest to Tinker Bell, expresses her desire for her to be happy, which she suggests is in tinkering. Jane Horrocks as Fairy Mary, the overseer of the tinker fairies, who expresses high hope for Tinker Bell, she is disappointed to learn that Tinker Bell does not like being a tinker, but is pleased to see her accept her job and help repair the damage caused to Spring. Mary charges her with delivering the toy. Jesse McCartney as Terence, the pixie-dust keeper, surprised to find out that Tinker Bell knows his name. In mentioning how his job is unimportant, he causes Tinker Bell to remark just how important it is, realize her own importance. Jeff Bennett as Clank, a large tinker fairy with a booming voice, he is found with Bobble or Tinker Bell. Rob Paulsen as Bobble, a wispy tinker fairy with large gla
The Pokémon Company
The Pokémon Company is a Japanese company, responsible for brand management, production and licensing of the Pokémon franchise, consisting of video game software, a trading card game, anime television series, manga, home entertainment products and other ventures. It was established through a joint investment by the three businesses holding the copyright on Pokémon: Nintendo, Game Freak, Creatures, it began operating in 1998 and adopted the moniker Pokémon Ltd. in October 2000. The company is headquartered in the Roppongi Hills Mori Tower in Roppongi, Tokyo; the company has separate divisions that handle operations in different areas of the world, with The Pokémon Company International supporting the territories outside Asia. In South Korea, the operations are handled by Inc.. In other Asian territories such as Thailand and Vietnam, the operations are handled by Pokémon Asia; the Pokémon Company handles publishing of all Pokémon videogames since 2001 in Japan, while in other territories Nintendo acts as the publisher.
In 1998, Nintendo and Game Freak established The Pokémon Center Company in order to manage the Pokémon Center stores in Japan. After the popularity of Pokémon Gold and Silver, they received many merchandising proposals from around the world. Companies were interested in working with the Pokémon brand. At that time, Tsunekazu Ishihara of Creatures was the person in charge of approving licensed products; because of the sheer volume of products, Ishihara thought it was too much work for one person to handle. At the same time, in order for the franchise to continue, Ishihara wished to further expand the franchise with long-term goals, such as continuing the anime series and releasing a movie every year, it was decided that a new organization was needed in order to gather together all the strands of brand management. This led the three companies to turn The Pokémon Center Company into The Pokémon Company and further expand its responsibilities and areas of business. According to Satoru Iwata, establishing The Pokémon Company was one of his first projects at Nintendo.
Managing the Pokémon Center stores is still a pillar for the company. In total, there are stores in 11 locations: Sapporo, Tokyo, Skytree Town, Tokyo-Bay, Nagoya, Osaka and Fukuoka; the United States branch opened in 2001 to handle licensing overseas. Nintendo Australia does all licensing and marketing of Pokémon products in Australia and New Zealand, as The Pokémon Company does not have an Australian branch. Since 2001, nearly all licensed Pokémon products have "©Pokémon" in the copyright acknowledgments with the usual three of "©Nintendo", "©GAME FREAK inc." and "©Creatures Inc." Despite this, Nintendo is the sole owner of the Pokémon trademark. The video games, Pokémon Trading Card Game and licensed toys are still being made by third- and second-party companies such as Tomy. In October 2001, 4Kids Entertainment acquired a 3% stake in The Pokémon Company for an undisclosed sum, they liquidated this stake 4 years for US$960,000. In 2006, Pokémon Korea, Inc. was founded to manage the company's operations in South Korea.
Its headquarters are located in Seoul. In 2009, Pokémon USA and Pokémon UK merged to become The Pokémon Company International, which handles American and European Pokémon operations under the administration of Kenji Okubo; the company's offices in the United States are in Bellevue and its offices in the United Kingdom are in London. Australian operations are controlled by Nintendo Australia. Pokémon video game series List of Pokémon video games Pokémon Trading Card Game Pokémon Trading Figure Game Pokémon anime television series Pokémon anime film series Pokémon manga series Pokémon Junior book series Pokémon anime film series Pokémon: Detective Pikachu Official website
Mother (video game series)
The Mother series, known as EarthBound outside Japan, is a video game series that consists of three role-playing video games: the 1989 Mother for the Famicom, the 1994 Mother 2, known as EarthBound outside of Japan, for the Super NES, the 2006 Mother 3 for the Game Boy Advance. Written by Shigesato Itoi and published by Nintendo, featuring game mechanics modeled on the Dragon Quest series, the Mother series is known for its sense of humor and parody; the player uses weapons and psychic powers to fight hostile enemies, which include animated everyday objects and brainwashed people. Signature elements of the series include a lighthearted approach to plot, battle sequences with psychedelic backgrounds, the "rolling HP meter": player health ticks down like an odometer rather than being subtracted, allowing the player to take preventative action, such as healing or finishing the battle, before the damage is dealt. While the franchise is popular in Japan, in the Anglosphere it is best associated with the cult following behind EarthBound.
While visiting Nintendo for other business, Itoi approached Shigeru Miyamoto about making Mother. When approved for a sequel, Itoi increased his involvement in the design process over the five-year development of EarthBound; when the project began to flounder and Nintendo president Satoru Iwata rescued the game. EarthBound's English localizers were given great liberties when translating the Japanese game's cultural allusions; the American version sold poorly despite a multimillion-dollar marketing budget. Mother 3 was slated for release on the Nintendo 64 and its 64DD disk drive accessory, but was cancelled in 2000. Three years the project was reannounced for the Game Boy Advance alongside a rerelease of Mother and Mother 2 in a combined cartridge: Mother 1 + 2, released in 2003; the new Mother 3 abandoned the 3D graphics progress for a 2D style, became a bestseller upon its release. EarthBound was rereleased for the Wii U Virtual Console in 2013, Mother received its English-language debut in 2015 for the same platform, retitled EarthBound Beginnings.
EarthBound is regarded as a video game classic, is included in multiple top ten lists. In absence of continued official support for the series, members of the EarthBound fan community organized online to advocate for further series releases through petitions and fan art, their projects include a full fan translation of Mother 3, a full-length documentary, a fan sequel to Mother 3. The protagonist of EarthBound, received exposure from his inclusion in all six entries of the Super Smash Bros. series. Other Mother series locations and characters have made appearances in the fighting games. While visiting Nintendo for other work, celebrity copywriter Shigesato Itoi pitched to the company's lead designer Shigeru Miyamoto, his idea for a role-playing game set in contemporary times; the modern setting worked against role-playing genre norms, while Miyamoto liked the idea, he was hesitant until Itoi could show full commitment to the project. Itoi reduced his workload, formed a team, began development in Ichikawa, Chiba.
Nintendo tried to accommodate Itoi's ideal work environment to feel more like an extracurricular club of volunteers. Itoi wrote the game's script. Mother was developed by Ape, published by Nintendo, released in Japan on July 27, 1989 for the Famicom; the game was slated for an English-language localization as Earth Bound, but was abandoned when the team chose to localize Mother 2 instead. Years the complete localization was recovered by the public and distributed on the Internet, where it became known as EarthBound Zero. Mother received its English language debut in June 2015 as EarthBound Beginnings for the Wii U Virtual Console. Mother is a single-player, role-playing video game set in a "slightly offbeat", late 20th century United States. Unlike its Japanese role-playing game contemporaries, Mother is not set in a fantasy genre; the player fights in warehouses and laboratories instead of in standard dungeons, with baseball bats and psychic abilities instead of swords and magic. Mother follows the young Ninten as he uses psychic powers to fight hostile inanimate objects and other enemies.
The game uses random encounters to enter a first-person perspective battle system. Mother 2 was made with a development team different from that of the original game, most of its members were unmarried and willing to work through nights on the project. Itoi again served as a designer; the game's five-year development exceeded time estimates and came under repeated threat of cancellation. It was in dire straits. Mother 2 was developed by Ape and HAL, published by Nintendo, released in Japan's Super Famicom on August 27, 1994; the game was localized into English in the United States for Western audiences whereupon it became the only Mother series game to be released in North America until the localization of Mother as EarthBound Beginnings. The localizers were given liberties to translate the Japanese script's cultural allusions as they pleased. Symbolism was modified between the versions to adapt to Western sensitivities. To avoid confusion about the series' numbering, its English title was changed to EarthBound, was released on June 5, 1995 for the North American Super Nintendo Entertainment System.
Though Nintendo spent about $2 million on marketing, the American release was viewed as unsuccessful within Nintendo. EarthBound was released when RPGs were not popular in the United States, visual taste in RPGs was closer to Chrono Trigger and Final Fantasy VI; the game's atypic
Pokémon Battle Trozei
Pokémon Battle Trozei, released as Pokémon Link: Battle! in Europe and Australia, is a Pokémon-themed puzzle video game for the Nintendo 3DS and is the sequel to the 2005 Nintendo DS title Pokémon Trozei!. It was released in the Nintendo eShop in Japan on 12 March 2014, in Europe on 13 March 2014, in Australia on 14 March 2014, in North America on 20 March 2014; the game includes all 718 Pokémon. The gameplay of Pokémon Battle Trozei is similar to the Japanese mobile game Dragons. In the game, players engage in a Pokémon battle depicted on the top screen of the handheld device. To battle the enemy Pokémon, players create groups of three or more identical Pokémon icons on the grid in the bottom screen; the battles are fought using a rock-paper-scissors style system where each Pokémon has different elemental types assigned to it, the outcome is based on the strengths and weaknesses that these types have on each other. This mechanic of elemental strengths and weaknesses borrows from the main Pokémon role-playing games.
This is the first Pokémon puzzle game to borrow rules from the main series. In addition to the matching mechanic, the game requires strategy when considering which Pokémon types to use in battle; this strategy element puts players that are unfamiliar with the Pokémon series at a disadvantage because they may not know the element types of each of the game's 718 Pokémon. The game supports cooperative multiplayer for up to four players; the game features the same Pokémon from Pokémon Trozei! but features Pokémon from Sinnoh and Kalos, except Diancie and Volcanion. The game was revealed on 13 February 2014 in a Nintendo Direct, was released in the Nintendo eShop in Japan on 12 March 2014, in Europe on 13 March 2014, in Australia on 14 March 2014, in North America on 20 March 2014; the game includes all 718 Pokémon. A Nintendo 3DS XL game system with a decorative Pokémon Battle Trozei theme was released in Japan, but the special edition handheld was only given to winners of competitions held by the Pokémon Daisuki Club, a Japanese club for Pokémon fans.
Upon the game's release, customers in Japan could purchase a set of kuji cards which came with a chance to win a Trozei themed cushion, pencil case, or other item. The Japanese Pokémon Center had Trozei merchandise for sale including stickers, jigsaw puzzles, notebooks; the game received average reviews upon release, garnering a score of 70 out of 100 on the review aggregation website Metacritic. IGN reviewer Scott Thompson commended the game for using the strategic combat system from the Pokémon RPG series rather than creating a puzzle game with a Pokémon theme, he praised the game's local cooperative multiplayer as well. Kinja.com criticized the game's lack of online multiplayer and its ho-hum music, but praised its solid gameplay mechanics and art style. Official website Official page on Nintendo Europe's website
Pokémon Shuffle is a freemium puzzle video game developed by Genius Sonority and published by The Pokémon Company for the Nintendo 3DS. The game, a spin-off of the Pokémon series and is similar in gameplay to Pokémon Battle Trozei, was released worldwide on the Nintendo eShop on February 18, 2015. Pokémon Shuffle Mobile, a version for Android and iOS devices, was released in August 2015. Pokémon Shuffle, similar to Pokémon Battle Trozei, is a puzzle game in which players fight against various Pokémon by matching three or more of the same Pokémon from Kanto, Hoenn, Unova and Alola on their bottom of their screen. Players accomplish this by swapping around Pokémon on the bottom of their screen. Players can take up to four support Pokémon with them, some of which can deal additional damage depending on their type. Players progress through each stage by defeating the opposing Pokémon within a set number of moves, after which the player receives in-game coins and their Pokémon gain experience. Upon clearing a stage, players will have a chance to catch the Pokémon.
If the player fails to catch it with their first Pokéball, they can spend coins to use Great Balls with a doubled chance of success, or retry the stage at a date. Defeating Pokémon trainers earns Mega Stones, which allow certain Pokémon to undergo Mega Evolution once a player has matched enough of them during a stage, granting bonus effects when matched. Players can unlock Expert levels, which require the player to defeat a Pokémon within a time limit using unlimited moves; the game follows a freemium format in which the player requires hearts to attempt each stage, with the player able to recover up to five hearts by waiting a certain amount of time. Players can use coins to purchase power-ups, such as extra moves, prior to entering a stage. Extra hearts and coins can be purchased with jewels, which are either earned by defeating trainers or purchased using Nintendo eShop funds; the game supports internet connectivity which offers bonus items and special limited-time stages to those who check in, as well as StreetPass functionality.
On January 14, 2015, Pokémon Shuffle was announced by Nintendo as a free-to-play game for the Nintendo 3DS. The game was developed by Japanese studio Genius Sonority; the title was released on February 2015, via download through the Nintendo eShop. In June 2015, a mobile version of the game was announced for Android and iOS, it released in Japan on August 24, 2015, other territories on August 31, 2015. Post-release, the game has been supported with updates adding obtainable Pokémon. Pokémon Shuffle received mixed reviews from scoring 56/100 on Metacritic. Chris Carter from Destructoid was critical of the game, rating it 3.5/10. In particular he criticized the Hearts system, which requires 30 minutes for a single heart to regenerate, he criticized the microtransactions, saying, "Anything enjoyable about the game is ruined by the microtransactions." Jacob Whritenour of Hardcore Gamer gave the game a more mixed review, scoring it a 3.5 out of 5 and saying "It’s fun and challenging enough to keep Pokémon and puzzle fans entertained," while criticizing the microtransactions.
Morgan Sleeper of Nintendo Life was praising of the game, stating it as "a fantastic match-three puzzle game marred by an uncharacteristically sleazy suite of microtransactions", explaining that "they're not worth buying". He did, praise the strategy element of the game; as of July 2017, Pokémon Shuffle has been downloaded 6.5 million times. In July 2018, the last Pokémon, was released. Genius Sonority has no plans to add more content. Official website
Hiroshi Yamauchi was a Japanese businessman. He was the third president of Nintendo, joining the company in 1949 until stepping down on May 31, 2002, to be succeeded by Satoru Iwata. During his 53-year tenure, Yamauchi transformed Nintendo from a hanafuda card-making company, active in Japan, into the multibillion-dollar video game publisher and global conglomerate that it is today; as of April 2013, Forbes estimated Yamauchi’s net worth at $2.1 billion. In 2008, Yamauchi was Japan’s wealthiest person with a fortune at that time estimated at $7.8 billion. At the time of his death, Yamauchi was the largest shareholder at Nintendo. Yamauchi was born in Kyoto, he planned to study law or engineering. Since he was too young to fight, he was put to work in a military factory. Once the war ended in 1945, Yamauchi went to Waseda University to study law, he married Michiko Inaba. With the absence of Yamauchi’s father, who had abandoned his son and wife, his grandparents met to arrange the marriage. In 1949, Yamauchi's grandfather and president of Nintendo, Sekiryo Yamauchi, suffered a stroke.
As he had no other immediate successor, he asked Yamauchi to come to Nintendo to assume the job of president. He had to leave Waseda University to do so. Yamauchi would only accept the position. Reluctantly, Yamauchi's grandfather agreed, died shortly thereafter. Under the agreement, his older cousin had to be fired. Due to his young age and total lack of management experience, most employees did not take Yamauchi and resented him. Soon after taking over, he had to deal with a strike by factory employees who expected him to cave in easily. Instead, he asserted his authority by firing many long-time employees, he established its new headquarters in Kyoto. Yamauchi led Nintendo in a "notoriously imperialistic style", he was the sole judge of potential new products, only a product that appealed to him and his instincts went on the market. He was the first to introduce the plastic Western playing card into the Japanese market. Western playing cards were still a novelty in Japan and the public associated them with Western-styled gambling games such as poker and bridge.
Most gambling activities were technically illegal by default with only a few sanctioned exceptions. Therefore, the market for anything, associated with gambling, including Hanafuda, was limited. Yamauchi’s first "hit" came when he made a licensing agreement with Walt Disney in 1959 for his plastic playing cards. Nintendo targeted its playing cards as a tool for party games that the whole family could enjoy, a foreshadowing of the company’s approach going into the 21st century. Disney’s tie-in was made towards that end. Nintendo’s Disney playing card was accompanied by a small, thin booklet with many tutorials for different card games; the strategy succeeded and the product sold 600,000 units in one year, soon gracing Nintendo with the domination of Japanese playing card market. With this success, Yamauchi once again changed the company name to Nintendo Company Limited and took the company public and became the chairman, he decided to travel to the U. S. to visit the United States Playing Card Company, the world’s biggest manufacturer of playing cards.
Upon arriving in Cincinnati, Yamauchi was disappointed to see a small-scale factory. This led to the realisation that card manufacturing was an limited venture. Upon his return to Japan, Yamauchi decided to diversify the company; some of the new areas he ventured into included a taxi company called Daiya, a love hotel with rooms rented by the hour, individually portioned instant rice. All of these ventures failed and brought the company into the brink of bankruptcy. However, one day, Yamauchi spotted a factory engineer named Gunpei Yokoi playing with a simple extendable claw, something Yokoi made to amuse himself during his break. Yamauchi ordered Yokoi to develop the extendable claw into a proper product; the product was an instant hit. It was that Yamauchi decided to move Nintendo’s focus into toy making. With an established distribution system into department stores for its playing cards, the transition was a natural one for Nintendo. Yamauchi created a new department called Games and Setup, manned by only Yokoi and another employee who looked after the finances, was situated in a warehouse in Kyoto for the purpose of research and development.
Gunpei Yokoi was assigned to develop new products. Yokoi utilised his degree in engineering by developing what is now known as electric toys such as the Love Tester and a light gun using solar cells for targets; these electric toys were quite a novelty in the 1960s when most other toys were simple in origin, such as toy blocks or dolls. Nintendo succeeded in establishing itself as a major player in the toy market. Yamauchi realised that technological breakthroughs in the electronic industry meant that electronics could be incorporated into entertainment products since the prices were decreasing. Atari and Magnavox were selling gaming devices for use with television sets. Yamauchi negotiated a license with Magnavox to sell the Magnavox Odyssey. After hiring several Sharp Electronics employees, Nintendo launched the Color TV Game 6 in Japan, followed by several revisions and updates of this series. Yamauchi had Nintendo expand into th