In this episode, Ben Gilbert and David Rosenthal of "Acquired" delve into the tumultuous journey of Nintendo from the 1990s to the present day. They discuss Nintendo's fall from market dominance due to strategic missteps with the Super Nintendo and N64, as well as its resurgence with the innovative Wii console, which redefined gaming with motion controls. Despite the Wii's success, Nintendo struggled with the Wii U's failure and the threat posed by the rise of smartphone gaming. The episode highlights Nintendo's handheld market triumphs with the Game Boy and DS, which capitalized on the casual gaming segment and children's market, keeping the company afloat. They also touch on Nintendo's recent success with the Switch, a hybrid console that has reinvigorated their position in the gaming industry. The episode concludes with speculation on Nintendo's future strategies, emphasizing the importance of maintaining the Switch's momentum and leveraging their iconic IP across various platforms.
I feel like I got to warm up physically before acquired episodes. These days, it's like a marathon.
The quote highlights the physical preparation David feels is necessary for recording lengthy podcast episodes, likening it to a marathon.
Yeah, we should figure out, like, recording on the peloton or something.
David jests about combining exercise with recording, suggesting a Peloton as a possible method.
Welcome to season twelve, episode four of acquired, the podcast about great technology companies and the stories and playbooks behind them. I'm Ben Gilbert.
Ben introduces the podcast, its theme, and himself as the host.
Indeed they did. And then they won, and then they lost, and then they won, and then they lost, and then they won again.
David summarizes Nintendo's fluctuating success in the gaming market.
We last left our Nintendo heroes in 1990 when they single handedly revived the video game industry and captured 95% of the market share globally.
Ben recounts Nintendo's dominant market position in 1990, emphasizing their role in reviving the video game industry.
The Slack community has become a critical research tool for David and I since so many of you have insights and real work experience in the areas that we are covering.
Ben expresses the importance of the Slack community in contributing to their research and understanding of topics.
It'll be very fun at the end of the episode to talk about whether we think Nintendo is a good stock to own at this point in time or not here in 2023. But before we talk about all that, we first need to talk about one more giant success from Nintendo in the 1980s. A very small giant success that we intentionally left off in the last episode, because it's going to be very, very important here in part two. And that is, of course, the Game Boy.
David introduces the topic of the Game Boy, hinting at its critical role in Nintendo's history and its relevance to the current discussion.
So we talked last time all about Gunpei Yukoi, Nintendo's effectively chief engineer and his genius behind building everything from the ultra hand to the light gun shooting range to mentoring Shigaro Miyamoto and everything he did for Nintendo. One of his first early successes that we kind of glossed over last time was the game and watch business.
David highlights Gunpei Yukoi's contributions to Nintendo, including the creation of the Game & Watch.
And the gaming Watch actually sold a ton of units. I think 43 million units got sold before it end of life. Yes.
Ben acknowledges the commercial success of the Game & Watch, with substantial unit sales.
And Goonpei's technology philosophy is lateral thinking with withered technology.
David explains Yukoi's philosophy of innovating with established technology, which was key to Nintendo's product development strategy.
And in April 1989, they release this device in Japan, followed shortly in the US for $89.95. And this device, of course, is named the Game Boy.
David marks the release of the Game Boy, setting up the discussion for its impact on the gaming market.
So in the US, 46% of Game Boy players are adults. This is so different from the NES market. It becomes this businessman status symbol.
David discusses the Game Boy's unexpected popularity with adult consumers, highlighting its broad appeal.
Sega's response to the NES. In Japan, they release a home video game console called the SG 1000. It does okay, but also only sells about a million units.
Ben begins the narrative of Sega's efforts to challenge Nintendo in the console market.
Yeah, back in the day they were actually made by different studios and there were some things about the Super Nintendo architecture that limited the frame rate that it could run at. So basically it was always better on the Genesis.
The quote explains that the technical limitations of the Super Nintendo's architecture resulted in a lower frame rate for games compared to the Genesis, affecting overall game performance.
And it's worth saying point one, in eliminating the backwards compatibility, it made Nintendo have to fight Sega on an even playing field. That negated their advantage of large previous install base.
Ben Gilbert notes that by not including backwards compatibility, Nintendo lost its advantage of a large install base, leveling the competition with Sega.
On the surface it is much more compelling.
David Rosenthal agrees that Sega's marketing made Sonic appear more compelling than Mario, emphasizing the impact of presentation in consumer appeal.
So .4 punching Nintendo in the mouth. Kalinsky goes out and brings on a guy named Steve Race who had masterminded Reeboks resurgence against Nike in the pump sneakers.
David Rosenthal highlights Tom Kalinske's aggressive marketing strategy for Sega by hiring Steve Race, who had a successful marketing background with Reebok.
They also invent the term blast processing. If folks remember this, the genesis has blast processing and that's what makes sonic fast. It's a completely made up marketing term.
David Rosenthal explains that "blast processing" was a fabricated term used to market the Sega Genesis, demonstrating the power of marketing in shaping consumer perception.
Before this era of Sega, there weren't actually release dates for video games. When new Nintendo games would come out, they'd just start showing up at retailers and not even on the same day, just like some regions of the country would get them before others. There was no organization.
David Rosenthal describes how Sega of America revolutionized the video game release process by implementing organized worldwide release dates, a practice that is now standard in the industry.
So they take trucks like 18 wheelers. And they outfit them with Super Nintendo's and Sega Genesis in the back and they drive them around to malls across America and they invite kids in to play head to head Sonic versus Super Mario world.
David Rosenthal shares Sega's strategy of mobile comparison tests that showcased their product's strengths, which effectively influenced consumer preferences.
You play the Mario game for it, you're like, okay, yes, it's Mario again. And it's nice. I like Mario, but this isn't new.
Ben Gilbert critiques Nintendo's lack of innovation with the Super Nintendo, suggesting that it contributed to their declining market position against Sega's more aggressive tactics.
By God, they do it. So it's tough to tell exactly, because both companies, Nintendo and Sega, were highly incentivized at this time to be creative in what they were reporting as their console sales data, shall we say?
David Rosenthal acknowledges the difficulty in assessing exact sales figures due to the creative reporting by both Nintendo and Sega, but recognizes Sega's success in competing with Nintendo.
Starting in 1988, they actually get embroiled in two separate antitrust lawsuits with each of the successor Atari entities both the hardware side and the game side.
David Rosenthal points out that Nintendo's involvement in antitrust lawsuits and aggressive legal battles damaged their public image, which had been perceived as family-oriented and friendly.
"Nintendo had this lane wide open because everyone else who's trying to come into the industry is coming after the core gaming segment or the serious gaming segment or the high ARPU, the high average revenue per user people that are buying $60 DVD discs to play."
This quote highlights Nintendo's strategic positioning in the gaming market, targeting a different audience compared to competitors who focus on hardcore gamers with high spending habits.
"Nintendo is kind of always doing a solid four to 5 billion in revenue a year, call it, and maybe half a billion to a billion dollars in operating income. Like, there's no gun to their head."
This quote indicates that Nintendo's financial performance remained consistent over the years, with handheld consoles playing a key role in their revenue stream.
"Crusoe's data centers are nothing but racks and racks of AI."
This quote describes Crusoe's focus on AI workloads and their specialized infrastructure designed to efficiently handle such tasks.
"And right around this same time in 2003, ish Reggie Fisame works his way up the ranks and comes in as the president of Nintendo of America."
This quote marks a pivotal moment in Nintendo's history, with new leadership poised to bring fresh ideas and change to the company.
"The Wii is such an enormous success on basically every level, but it really is the triumph now fully across all of Nintendo as a company and all their product lines of the Goompei Yukoi lateral thinking with withered technology, Maxim infrared motion sensing, which is what the Wiimote uses, is an incredibly novel technology to bring to video games."
This quote emphasizes the innovative approach Nintendo took with the Wii, utilizing established technology in a groundbreaking way to revolutionize gaming.
"There are many segments of games, but it's worth breaking it down to three. There's casual, there's mid-core in the middle, and then there's a core gaming audience."
This quote categorizes the gaming market into distinct segments, each with its own characteristics and business opportunities.
"So they rush out the three ds. They rush out the Wii U as the successor to the Wii. Oh, the Wii U is a piece of garbage. The thing sucked."
This quote reflects the difficulties Nintendo faced with the Wii U, which failed to resonate with consumers and contributed to the company's financial struggles.
"The Switch is an evolution of that. The fact that you can play something at home and take it outside, this is the gamer's dream."
This quote captures the core appeal of the Nintendo Switch, fulfilling a long-standing desire among gamers for a versatile and portable gaming experience.
"So once they launch the switch, it is an immediate hit. Nintendo plans an initial 2 million unit worldwide production run... They have to airship more units from their production lines to retailers across the world at a cost of $45 per unit just to get more in the hands of demand out there, which was a brilliant move that the old Nintendo never would have done."
The quote highlights the successful launch of the Nintendo Switch and Nintendo's proactive approach to meet consumer demand, marking a strategic shift from previous practices.
"Yes. Although I wonder if they still have some of that in them. I mean, it's the 6th year of the switch and I was backed up to a month to get one online and I drove to a target and got the last one in."
Ben Gilbert's experience reflects ongoing consumer challenges in obtaining the Switch, suggesting Nintendo may still be controlling supply to some degree.
"It launches with Zelda breath of the Wild, which originally was supposed to be a Wi U game... You can't separate out Breath of the Wild from the Switch's initial success in that first year or two."
The quote emphasizes the critical role of The Legend of Zelda: Breath of the Wild in the Switch's early success, highlighting its exceptional sales and impact on the gaming industry.
"The Switch sells over 15 million units in the first year. So, like, more than the Wi U just in the first year goes on, as you say, to sell 123,000,000 units."
This quote details the impressive sales figures of the Nintendo Switch, outperforming the Wii U and contributing to Nintendo's financial success.
"The first Super Nintendo world opened at Universal Studios Japan in 2021, and the first american one opened at Universal Studios Hollywood just a couple of months ago."
The quote illustrates Nintendo's efforts to diversify and leverage its IP through theme parks, indicating a strategic move beyond traditional gaming products.
"I think the additional goal is generational management, that, frankly, the Pokemon company has done so well, every year is a new cohort of children in the world who can and should be brought into the Nintendo fold."
David Rosenthal explains that Nintendo's strategy involves engaging new generations with its IP, similar to the Pokemon company's successful approach.
"With the Nintendo Switch online, there are 40 million people who are your current customers who are paying you money."
Ben Gilbert points out the significant number of subscribers to Nintendo Switch Online, highlighting its contribution to Nintendo's recurring revenue stream.
"My money's on Switch two in the next six months."
Ben Gilbert expresses his expectation for the release of the next iteration of the Nintendo Switch, reflecting industry anticipation and consumer interest.
"If they don't get things right, consumers will just leave and go back to mobile. They can't do another Wi U now."
David Rosenthal emphasizes the precarious position Nintendo faces, where a significant misstep could lead to loss of consumer loyalty, underscoring the importance of strategic decisions for the company's future.