Context: Document [1](Title: Half-Life 2: Episode Two) the series separated. It was originally rumored that "Episode Two" would be delayed until 2008. On June 14, 2007, however, Valve confirmed the release date for "Episode Two" to be October 9, 2007 for all announced platforms. Valve handled the development of the game for the PC and Xbox 360, while Electronic Arts British office in Chertsey worked on the PlayStation 3 version of the game. It was announced on September 7, 2007 that the PlayStation 3 version of the game would be delayed because the development studio behind the game was in the United Kingdom, away from Valve's development

Context: Document [2](Title: Half-Life 2) the "Half-Life 2" "episodes" are essentially "Half-Life 3". He reasons that rather than force fans to wait another six years for a full sequel, Valve Corporation would release the game in episodic installments. Newell stated that a more accurate title for these episodes would have been ""Half-Life 3: Episode One"" and so forth, having referred to the episodes as "Half-Life 3" repeatedly throughout the interview. In a May 2011 interview with Develop, Newell stated that the episodic model had been replaced by even shorter development cycles and continuous updates via Steam. Half-Life 2 Half-Life 2 (stylized as HλLF-LIFE) is a

Context: Document [3](Title: Half-Life 2: Episode One) Half-Life 2: Episode One Half-Life 2: Episode One (stylized as HλLF-LIFE: EPISODE ONE) is a first-person shooter video game, the first in an intended series of episodes that would serve as the sequels to "Half-Life 2" (2004). It was developed by Valve Corporation and released on June 1, 2006. Originally called "Half-Life 2: Aftermath", the game was renamed "Episode One" after Valve became confident in using an episodic structure for the game. "Episode One" uses the same game engine, Source, as "Half-Life 2". The game debuted new lighting and animation technologies, as well as AI sidekick enhancements. The game's events

Context: Document [4](Title: Half-Life 2: Episode Two) body. "Episode Two" was developed simultaneously with "Episode One" by a development team led by David Speyrer. This schedule of simultaneous development aided them in streamlining the story between the two games to create an immersive story. The technology used was the same for both games, allowing the development teams to quickly fix any technical problems that might arise from either game; this happened often because of the multi-platform release. An announcement was made on July 13, 2006 stating that "Episode Two" would be released on Xbox 360 and PlayStation 3 in addition to the PC, where previous iterations of

Context: Document [5](Title: Half-Life 2) Half-Life 2 Half-Life 2 (stylized as HλLF-LIFE) is a first-person shooter video game developed and published by Valve Corporation. It is the sequel to 1998's "Half-Life" and was released in November 2004 following a five-year $40 million development. During development, a substantial part of the project was leaked and distributed on the Internet. The game was developed alongside Valve's Steam software and the Source engine. Taking place some years after the events of "Half-Life", protagonist Gordon Freeman is awakened by the enigmatic G-Man to find the world has been taken over by the alien Combine. Joined by allies including resistance

Context: Document [6](Title: Half-Life 2: Episode Two) aggregator GameRankings. On Metacritic, the game had an average score of 90 out of 100, based on 21 reviews. Dan Adams of IGN rated the game 9.4 out of 10 and praised its improved visuals and expansive environments, but cited the short six-hour length as a drawback. He said: "Any way you look at it, Episode Two stands out, even among the Half-Life series, as something special ... a burly experience packed into roughly six hours or so that offers up all the diversity, level design, and thoughtful gameplay we've known while making sure to propel the story forward and

Context: Document [7](Title: Half-Life 2) judge took into account such factors as Gembe's difficult childhood and the fact that he was taking steps to improve his situation. A 1 GB portion of "Half-Life 2" became available for pre-load through Steam on August 26, 2004. This meant that customers could begin to download encrypted game files to their computer before the game was released. When the game's release date arrived, customers were able to pay for the game through Steam, unlock the files on their hard drives and play the game immediately, without having to wait for the entire game to download. The pre-load period lasted

Context: Document [8](Title: Half-Life 2: Episode One) companion. A common criticism of the game is its short length. "Episode One" takes roughly 4–6 hours to complete, which raises the issue of whether the game justifies its price. "Computer Games Magazine" argued the futility of reviewing the game due to its episodic nature; as the first part of a three-part story arc, it is difficult to judge it when divorced from the final product. Game Revolution expressed disappointment at a lack of new features such as environments and weapons. Half-Life 2: Episode One Half-Life 2: Episode One (stylized as HλLF-LIFE: EPISODE ONE) is a first-person shooter video game,

Context: Document [9](Title: The Orange Box) "Half-Life" have come to bear fully upon human society, and he is forced to fight against increasingly unfavorable odds in order to survive. In his struggle, he is joined by various acquaintances, including former Black Mesa colleagues, oppressed citizens of City 17, and the Vortigaunts, all of whom later prove to be valuable allies. "Half-Life 2" received critical acclaim, including 35 Game of the Year awards, when it was originally released for Windows in 2004. , over 6.5 million copies of Half-Life 2 have been sold at retail. Although Steam sales figures are unknown, their rate surpassed retail's in mid-2008

Context: Document [10](Title: Half-Life 2) for "Team Fortress 2" was added on June 10, 2010, completing the package. In May 2013, Valve released a beta update to "Half-Life 2" which included support for the Oculus Rift virtual reality headset, with a full release of the feature coming later that year in June. An NVIDIA Shield-exclusive port for Android was released on May 12, 2014. Purchasers of the Gold Package of the game were given (among other things) a CD soundtrack, titled The Soundtrack of Half-Life 2, containing nearly all the music from the game, along with three bonus tracks. This CD was available for separate

Context: Document [11](Title: Half-Life 2: Episode One) Citadel as it detonates. The resulting shockwave catches the train, derailing it. "Half-Life 2: Episode One" is the first in a trilogy of episodes serving as the sequel of the 2004 first-person shooter video game "Half-Life 2". In February 2006, Valve announced that they would be releasing a trilogy of episodes covering the same story arc. While the plots and dialogue of "Half-Life" and "Half-Life 2" were written solely by Valve's in-house writer Marc Laidlaw, the "Half-Life 2" Episodes were collaboratively written by Laidlaw, Chet Faliszek, and Erik Wolpaw, with Laidlaw retaining overall leadership of the group. Valve explained that

Context: Document [12](Title: Half-Life 2: Episode One) in City 17. Likewise, City 17 has been altered to reflect the aftermath of the resistance's open rebellion, with vast swathes of destroyed buildings, and the introduction of foes previously kept outside its confines in "Half-Life 2" to emphasize the scale of the uprising. Upon release, "Episode One" was sold in both retail stores and Valve's online Steam distribution system, where it was sold at a discount price. The game was also distributed by Electronic Arts as both a standalone release and as part of "Half-Life 2: Platinum Collection". It was available for pre-load and pre-purchase through Steam on May

Context: Document [13](Title: Half-Life 2: Episode Two) the Russian edition of "The Orange Box" and is also sold separately. An audio commentary is also featured, as in "" and "". A notable change to the vocal cast is the inclusion of actor Tony Todd as the voice of the Vortigaunts. He replaces Louis Gossett, Jr. in the role. Actor Adam Baldwin voices several of the civilian and rebel NPCs, most notably the character who informs the player of the Striders' locations in the penultimate chapter. "Half-Life 2: Episode 2" received critical acclaim. The game had an average score of 90.68% based on 22 reviews on the review

Context: Document [14](Title: Half-Life 2: Episode Two) team, and therefore lagged behind in its schedule. Valve's marketing director, Doug Lombardi, gave assurance that the Xbox 360, PlayStation 3, and PC versions of the game would be identical in functionality and performance. "Episode Two"s soundtrack was composed by Kelly Bailey, who also composed the music for the "Half-Life" series' other installments. The music is used sparingly throughout, played primarily during scenes of major plot development or particularly important action sequences, such as an early fight with a massive wave of Antlions or speeding down train tracks while being fired on by a helicopter. The soundtrack is included in

Context: Document [15](Title: Half-Life 2: Episode Two) Half-Life 2: Episode Two is a first-person shooter video game, the second in a series of episodic sequels to the 2004 Half-Life 2. It was developed by Valve Corporation in tandem with Episode One, the first game in the series, and released in 2007 via Valve's Steam content distribution platform. The episode was released both separately and as a part of a bundled package, The Orange Box.

Context: Document [16](Title: Half-Life 2) purchase via the Valve online store. The soundtrack was re-released in 2014 for use in Steam Music. Tracks 15, 16, 18 and 42 are bonus tracks that are exclusive to the CD soundtrack. Many of the tracks were retitled and carried over from the "Half-Life" soundtrack; the names in parentheses are the original titles. Tracks 34, 41, and 42 are remixes. The composer of the soundtrack is Kelly Bailey. "Half-Life 2" received critical acclaim upon release, gaining an aggregated score of 96/100 on Metacritic. Sources, such as GameSpy, "The Cincinnati Enquirer", "The New York Times", and "VideoGamer.com", have given perfect

Context: Document [17](Title: Half-Life (series)) a journalist attempting to infiltrate the Black Mesa Research Facility and discover what was happening there. In early 2009, the Purchase Brothers, a Toronto-based film company, released a five-minute film based on "Half-Life 2: Episode One," "". The film combines live-action footage with 3D animation created using the Source SDK. It was well received by Valve. On August 25, 2010 they released a nearly 15-minute long sequel. In late 2010 a trailer for a "Half-Life" inspired independent short film, "Beyond Black Mesa," was released. Directed by Brian Curtin, it follows the character Adrian Shephard. The full short film was released

Context: Document [18](Title: The Orange Box) against the Combine. The game was originally released in 2006 for Windows as a standalone game and was generally well received. "Half-Life 2: Episode Two" was first available as part of "The Orange Box" and focuses on expansive environments, travel, and less linear play. In the game, Gordon Freeman and the series' other major characters move away from City 17 to the surrounding wilderness following the closing events of "Episode One". The game was praised for its new environments and features and was well received by critics. "Portal" is a single-player first-person action/puzzle game that was first available as part

Context: Document [19](Title: Half-Life (series)) all use Valve's GoldSrc game engine, a heavily modified "Quake" engine. The later games accompanying the sequel all use Valve's proprietary Source engine. "Half-Life" is the first game in the series, and was the debut game of Valve Software, released on November 19, 1998. "Half-Life" follows Gordon Freeman, a theoretical physicist, after the Black Mesa Research Facility accidentally causes a dimensional rift which allows the facility to be invaded by aliens. Freeman consequently attempts to survive the slaughter and resolve the situation. The game was originally published by Sierra Studios and released for Windows, although Gearbox Software would later port

Context: Document [20](Title: Half-Life 2: Deathmatch) Half-Life 2: Deathmatch Half-Life 2: Deathmatch is a multiplayer first-person shooter video game developed by Valve Corporation. Released on Steam on November 30, 2004, it uses many of the assets from "Half-Life 2" and its Source engine. It features new levels, optimized for multiplayer arena play, and a few new weapons. Also included are portions of the game's source code, which were the basis for many early Source-based multiplayer modifications. The game is the successor to the popular multiplayer component of the original "Half-Life", but is offered as a separate product from "Half-Life 2". "Deathmatch", like "Half-Life"s multiplayer, does not

Question: when was half life 2 episode 2 released?

Answer: in 2007

Answer: October 10, 2007


Context: Document [1](Title: Half-Life 2: Episode Two) the series separated. It was originally rumored that "Episode Two" would be delayed until 2008. On June 14, 2007, however, Valve confirmed the release date for "Episode Two" to be October 9, 2007 for all announced platforms. Valve handled the development of the game for the PC and Xbox 360, while Electronic Arts British office in Chertsey worked on the PlayStation 3 version of the game. It was announced on September 7, 2007 that the PlayStation 3 version of the game would be delayed because the development studio behind the game was in the United Kingdom, away from Valve's development

Context: Document [2](Title: Half-Life 2) the "Half-Life 2" "episodes" are essentially "Half-Life 3". He reasons that rather than force fans to wait another six years for a full sequel, Valve Corporation would release the game in episodic installments. Newell stated that a more accurate title for these episodes would have been ""Half-Life 3: Episode One"" and so forth, having referred to the episodes as "Half-Life 3" repeatedly throughout the interview. In a May 2011 interview with Develop, Newell stated that the episodic model had been replaced by even shorter development cycles and continuous updates via Steam. Half-Life 2 Half-Life 2 (stylized as HλLF-LIFE) is a

Context: Document [3](Title: Half-Life 2: Episode One) Half-Life 2: Episode One Half-Life 2: Episode One (stylized as HλLF-LIFE: EPISODE ONE) is a first-person shooter video game, the first in an intended series of episodes that would serve as the sequels to "Half-Life 2" (2004). It was developed by Valve Corporation and released on June 1, 2006. Originally called "Half-Life 2: Aftermath", the game was renamed "Episode One" after Valve became confident in using an episodic structure for the game. "Episode One" uses the same game engine, Source, as "Half-Life 2". The game debuted new lighting and animation technologies, as well as AI sidekick enhancements. The game's events

Context: Document [4](Title: Half-Life 2: Episode Two) body. "Episode Two" was developed simultaneously with "Episode One" by a development team led by David Speyrer. This schedule of simultaneous development aided them in streamlining the story between the two games to create an immersive story. The technology used was the same for both games, allowing the development teams to quickly fix any technical problems that might arise from either game; this happened often because of the multi-platform release. An announcement was made on July 13, 2006 stating that "Episode Two" would be released on Xbox 360 and PlayStation 3 in addition to the PC, where previous iterations of

Context: Document [5](Title: Half-Life 2) Half-Life 2 Half-Life 2 (stylized as HλLF-LIFE) is a first-person shooter video game developed and published by Valve Corporation. It is the sequel to 1998's "Half-Life" and was released in November 2004 following a five-year $40 million development. During development, a substantial part of the project was leaked and distributed on the Internet. The game was developed alongside Valve's Steam software and the Source engine. Taking place some years after the events of "Half-Life", protagonist Gordon Freeman is awakened by the enigmatic G-Man to find the world has been taken over by the alien Combine. Joined by allies including resistance

Context: Document [6](Title: Half-Life 2: Episode Two) aggregator GameRankings. On Metacritic, the game had an average score of 90 out of 100, based on 21 reviews. Dan Adams of IGN rated the game 9.4 out of 10 and praised its improved visuals and expansive environments, but cited the short six-hour length as a drawback. He said: "Any way you look at it, Episode Two stands out, even among the Half-Life series, as something special ... a burly experience packed into roughly six hours or so that offers up all the diversity, level design, and thoughtful gameplay we've known while making sure to propel the story forward and

Context: Document [7](Title: Half-Life 2) judge took into account such factors as Gembe's difficult childhood and the fact that he was taking steps to improve his situation. A 1 GB portion of "Half-Life 2" became available for pre-load through Steam on August 26, 2004. This meant that customers could begin to download encrypted game files to their computer before the game was released. When the game's release date arrived, customers were able to pay for the game through Steam, unlock the files on their hard drives and play the game immediately, without having to wait for the entire game to download. The pre-load period lasted

Context: Document [8](Title: Half-Life 2: Episode One) companion. A common criticism of the game is its short length. "Episode One" takes roughly 4–6 hours to complete, which raises the issue of whether the game justifies its price. "Computer Games Magazine" argued the futility of reviewing the game due to its episodic nature; as the first part of a three-part story arc, it is difficult to judge it when divorced from the final product. Game Revolution expressed disappointment at a lack of new features such as environments and weapons. Half-Life 2: Episode One Half-Life 2: Episode One (stylized as HλLF-LIFE: EPISODE ONE) is a first-person shooter video game,

Context: Document [9](Title: The Orange Box) "Half-Life" have come to bear fully upon human society, and he is forced to fight against increasingly unfavorable odds in order to survive. In his struggle, he is joined by various acquaintances, including former Black Mesa colleagues, oppressed citizens of City 17, and the Vortigaunts, all of whom later prove to be valuable allies. "Half-Life 2" received critical acclaim, including 35 Game of the Year awards, when it was originally released for Windows in 2004. , over 6.5 million copies of Half-Life 2 have been sold at retail. Although Steam sales figures are unknown, their rate surpassed retail's in mid-2008

Context: Document [10](Title: Half-Life 2) for "Team Fortress 2" was added on June 10, 2010, completing the package. In May 2013, Valve released a beta update to "Half-Life 2" which included support for the Oculus Rift virtual reality headset, with a full release of the feature coming later that year in June. An NVIDIA Shield-exclusive port for Android was released on May 12, 2014. Purchasers of the Gold Package of the game were given (among other things) a CD soundtrack, titled The Soundtrack of Half-Life 2, containing nearly all the music from the game, along with three bonus tracks. This CD was available for separate

Context: Document [11](Title: Half-Life 2: Episode One) Citadel as it detonates. The resulting shockwave catches the train, derailing it. "Half-Life 2: Episode One" is the first in a trilogy of episodes serving as the sequel of the 2004 first-person shooter video game "Half-Life 2". In February 2006, Valve announced that they would be releasing a trilogy of episodes covering the same story arc. While the plots and dialogue of "Half-Life" and "Half-Life 2" were written solely by Valve's in-house writer Marc Laidlaw, the "Half-Life 2" Episodes were collaboratively written by Laidlaw, Chet Faliszek, and Erik Wolpaw, with Laidlaw retaining overall leadership of the group. Valve explained that

Context: Document [12](Title: Half-Life 2: Episode One) in City 17. Likewise, City 17 has been altered to reflect the aftermath of the resistance's open rebellion, with vast swathes of destroyed buildings, and the introduction of foes previously kept outside its confines in "Half-Life 2" to emphasize the scale of the uprising. Upon release, "Episode One" was sold in both retail stores and Valve's online Steam distribution system, where it was sold at a discount price. The game was also distributed by Electronic Arts as both a standalone release and as part of "Half-Life 2: Platinum Collection". It was available for pre-load and pre-purchase through Steam on May

Context: Document [13](Title: Half-Life 2: Episode Two) the Russian edition of "The Orange Box" and is also sold separately. An audio commentary is also featured, as in "" and "". A notable change to the vocal cast is the inclusion of actor Tony Todd as the voice of the Vortigaunts. He replaces Louis Gossett, Jr. in the role. Actor Adam Baldwin voices several of the civilian and rebel NPCs, most notably the character who informs the player of the Striders' locations in the penultimate chapter. "Half-Life 2: Episode 2" received critical acclaim. The game had an average score of 90.68% based on 22 reviews on the review

Context: Document [14](Title: Half-Life 2: Episode Two) team, and therefore lagged behind in its schedule. Valve's marketing director, Doug Lombardi, gave assurance that the Xbox 360, PlayStation 3, and PC versions of the game would be identical in functionality and performance. "Episode Two"s soundtrack was composed by Kelly Bailey, who also composed the music for the "Half-Life" series' other installments. The music is used sparingly throughout, played primarily during scenes of major plot development or particularly important action sequences, such as an early fight with a massive wave of Antlions or speeding down train tracks while being fired on by a helicopter. The soundtrack is included in

Context: Document [15](Title: Half-Life 2) purchase via the Valve online store. The soundtrack was re-released in 2014 for use in Steam Music. Tracks 15, 16, 18 and 42 are bonus tracks that are exclusive to the CD soundtrack. Many of the tracks were retitled and carried over from the "Half-Life" soundtrack; the names in parentheses are the original titles. Tracks 34, 41, and 42 are remixes. The composer of the soundtrack is Kelly Bailey. "Half-Life 2" received critical acclaim upon release, gaining an aggregated score of 96/100 on Metacritic. Sources, such as GameSpy, "The Cincinnati Enquirer", "The New York Times", and "VideoGamer.com", have given perfect

Context: Document [16](Title: Half-Life (series)) a journalist attempting to infiltrate the Black Mesa Research Facility and discover what was happening there. In early 2009, the Purchase Brothers, a Toronto-based film company, released a five-minute film based on "Half-Life 2: Episode One," "". The film combines live-action footage with 3D animation created using the Source SDK. It was well received by Valve. On August 25, 2010 they released a nearly 15-minute long sequel. In late 2010 a trailer for a "Half-Life" inspired independent short film, "Beyond Black Mesa," was released. Directed by Brian Curtin, it follows the character Adrian Shephard. The full short film was released

Context: Document [17](Title: The Orange Box) against the Combine. The game was originally released in 2006 for Windows as a standalone game and was generally well received. "Half-Life 2: Episode Two" was first available as part of "The Orange Box" and focuses on expansive environments, travel, and less linear play. In the game, Gordon Freeman and the series' other major characters move away from City 17 to the surrounding wilderness following the closing events of "Episode One". The game was praised for its new environments and features and was well received by critics. "Portal" is a single-player first-person action/puzzle game that was first available as part

Context: Document [18](Title: Half-Life (series)) all use Valve's GoldSrc game engine, a heavily modified "Quake" engine. The later games accompanying the sequel all use Valve's proprietary Source engine. "Half-Life" is the first game in the series, and was the debut game of Valve Software, released on November 19, 1998. "Half-Life" follows Gordon Freeman, a theoretical physicist, after the Black Mesa Research Facility accidentally causes a dimensional rift which allows the facility to be invaded by aliens. Freeman consequently attempts to survive the slaughter and resolve the situation. The game was originally published by Sierra Studios and released for Windows, although Gearbox Software would later port

Context: Document [19](Title: Half-Life 2: Deathmatch) Half-Life 2: Deathmatch Half-Life 2: Deathmatch is a multiplayer first-person shooter video game developed by Valve Corporation. Released on Steam on November 30, 2004, it uses many of the assets from "Half-Life 2" and its Source engine. It features new levels, optimized for multiplayer arena play, and a few new weapons. Also included are portions of the game's source code, which were the basis for many early Source-based multiplayer modifications. The game is the successor to the popular multiplayer component of the original "Half-Life", but is offered as a separate product from "Half-Life 2". "Deathmatch", like "Half-Life"s multiplayer, does not

Context: Document [20](Title: Half-Life 2: Episode Two) Half-Life 2: Episode Two is a first-person shooter video game, the second in a series of episodic sequels to the 2004 Half-Life 2. It was developed by Valve Corporation in tandem with Episode One, the first game in the series, and released in 2007 via Valve's Steam content distribution platform. The episode was released both separately and as a part of a bundled package, The Orange Box.

Question: when was half life 2 episode 2 released?

Answer: in 2007

Answer: October 10, 2007


Context: Document [1](Title: Nintendo) company headquartered in Kyoto. Nintendo is one of the world's largest video game companies by market capitalization, creating some of the best-known and top-selling video game franchises, such as Mario, The Legend of Zelda, and Pokémon. Founded on 23 September 1889 by Fusajiro Yamauchi, it originally produced handmade hanafuda playing cards. By 1963, the company had tried several small niche businesses, such as cab services and love hotels. Abandoning previous ventures in favor of toys in the 1960s, Nintendo then developed into a video game company in the 1970s, ultimately becoming one of the most influential in the industry and

Context: Document [2](Title: Satoru Iwata) in 1993 at the insistence of Nintendo President Hiroshi Yamauchi and brought financial stability to the company. In the following years, he assisted in the development of the "Pokémon" and "Super Smash Bros." series. Iwata joined Nintendo as the head of its corporate-planning division in 2000. Nintendo soon saw notable growth with Iwata's assistance and, when Yamauchi retired, he became the company's president in May 2002. Under Iwata's direction, Nintendo developed the Nintendo DS and Wii video game consoles, helping the company achieve financial success. As a self-declared gamer, he focused on expanding the appeal of video games across all

Context: Document [3](Title: Fusajiro Yamauchi) Fusajiro Yamauchi Fusajiro Yamauchi (山内 房治郎 "Yamauchi, Fusajirō", November 22, 1859 – January 1, 1940) was a Japanese entrepreneur who founded the company that is now known as Nintendo. Yamauchi lived in Kyoto, Japan and had a wife and a daughter, Tei Yamauchi (who later married future Nintendo president and Fusajiro Yamauchi's successor, Sekiryo Kaneda). On November 6, 1889, Fusajiro Yamauchi opened the first “"Hanafuda"” (flower cards) card shop called “"Nintendo Koppai"” during a time when the Japanese government was banning playing cards from the hands of the public, due to them being tied to gambling, with the exception of

Context: Document [4](Title: History of Nintendo) History of Nintendo The history of Nintendo traces back to 1889, when it was founded to produce handmade hanafuda. is a Japanese multinational consumer electronics company headquartered in Kyoto, Japan. It eventually became one of the most prominent figures in today's video game industry, being the world's largest video game company by revenue. Nintendo started out as a small Japanese company, founded by Fusajiro Yamauchi on September 23, 1889, as Nintendo Koppai. Based in Kyoto, Japan, the business produced and marketed "hanafuda". The name "Nintendo" is commonly assumed to mean "leave luck to heaven", but there are no historical records

Context: Document [5](Title: History of games) founder of Nintendo, Fusajiro Yamauchi, initially created Japanese flower cards. These became a huge hit in the western world. Yamauchi Nintendo & Co. was their first company name, then in 1951, the company changed their name to Nintendo Playing Card Co. Ltd. The company created a laser clay shooting system which many took on as a hobby. Nintendo then developed a 16mm projection system in 1974 which also became a huge hit in the western world. Six years later, Nintendo created “Donkey Kong”, a game in which the “Jumpman” has to rescue his girlfriend from the ape. They later named

Context: Document [6](Title: Good-Feel) Good-Feel In 2008 the company transitioned into mainstream video games by becoming the developer for the Wii game "" from the large publisher Nintendo. This marks Good-Feel's first entry into the home console market. The company was founded by former Konami employee Etsunobu Ebisu on October 3, 2005. He told Nintendo about the new company and asked if they could work on a game. Long-time Nintendo employee Takahiro Harada asked Ebisu if he would like to make a new "Wario Land" title, since Harada learned before the meeting that Ebisu was involved in the development of a Nintendo DS platform

Context: Document [7](Title: Level-5 (company)) Level-5 (company) Level-5 Inc. is a Japanese video game developer and publisher based in Fukuoka, who are best known for their "Professor Layton", "Inazuma Eleven", "Ni no Kuni", and "Yo-kai Watch" franchises. The company was founded in October 1998 by Akihiro Hino after he departed from the now defunct Riverhillsoft. Early in its history, the company enjoyed a close relationship with Sony Computer Entertainment, with many of its titles funded by and produced in conjunction with them. Starting in 2007, the company started self-publishing its titles in Japan, while Nintendo took over publishing on their systems internationally. By the early

Context: Document [8](Title: Shuntaro Furukawa) Shuntaro Furukawa Shuntaro Furukawa (born January 10, 1972) is a Japanese businessman and executive. He is the 6th and current president of the video game company Nintendo. He took over as company president in June 2018, succeeding Tatsumi Kimishima. Furukawa was born in Tokyo, Japan on January 10, 1972 to illustrator Taku Furukawa. He grew up playing the "Famicom" system made by Nintendo. Furukawa is a graduate of Kunitachi Senior High School, and graduated from Waseda University's School of Political Science and Economics in 1994. In April that same year, he joined Nintendo and worked as an accountant in Germany

Context: Document [9](Title: 1-Up Studio) 2013, the company announced on their original official website that due to their recent co-development efforts with Nintendo, Brownie Brown had undergone a change in internal structure, which includes officially changing the name of their company to 1-Up Studio. 1-Up Studio , formerly , is a Japanese Nintendo-funded and owned video game developer founded on June 30, 2000 in Tokyo, Japan. On February 1, 2013, the company announced that due to their recent co-development efforts with Nintendo, that they were undergoing a change in internal structure, which included changing the name of their company to 1-Up Studio. The company consists

Context: Document [10](Title: Marigul Management) Marigul Management Marigul was a Japanese corporation created and jointly owned by video game company Nintendo Co., Ltd. (40%) and media company Recruit (60%). Its name is a combination of Nintendo's mascot Mario and Recruit's mascot Seegul. Marigul was founded because the Nintendo 64 was not getting enough third-party support. Marigul would provide financing, to let game studios focus on making games. The only condition was that the studios would have a game ready in five years. Marigul provided services for the video game studios Ambrella, Clever Trick, Noise, Param, and Saru Brunei. Although Marigul was liquidated in May 2003,

Context: Document [11](Title: Magical Company) Magical Company , also known as Mahō, is a Japanese entertainment company. Established in Kobe in 1983 to design and develop video games, the company was incorporated on May 29, 1985 as Home Data. During the 80's they developed and published various mahjong games for the Arcades. They developed "Last Apostle Puppet Show" (known in Japan as "Reikai Dōshi: Chinese Exorcist"), released in September 1988. It was the first fighting game to use digitized sprites and motion capture animation, and was the first claymation fighting game. They also created "Battlecry" among many other titles for different console systems. In 1993,

Context: Document [12](Title: Nintendo) market, although a version of the Nintendo 3DS XL was released in 2012. As of 2013, it is a 100% Nintendo-owned subsidiary. Nintendo's South Korean subsidiary was established on 7 July 2006, and is based in Seoul. In March 2016, the subsidiary was heavily downsized due to a corporate restructuring after analysing shifts in the current market, laying off 80% of its employees, leaving only ten people, including CEO Hiroyuki Fukuda. This did not affect any games scheduled for release in South Korea, and Nintendo continued operations there as usual. Although most of the Research & Development is being done

Context: Document [13](Title: History of Nintendo) "Marufuku Co. Ltd." to "Nintendo Playing Card Co., Ltd." In 1953, Nintendo became the first company in Japan to produce playing cards from plastic. In 1956, Yamauchi visited the U.S., to engage in talks with the United States Playing Card Company, the dominant playing card manufacturer in the United States. He was shocked to find that the world's biggest company in his business was relegated to using a small office. This was a turning point for Yamauchi, who then realized the limitations of the playing card business. In 1959, Nintendo struck a deal with Disney to allow the use Disney's

Context: Document [14](Title: Shigeru Miyamoto) Shigeru Miyamoto Miyamoto originally joined Nintendo in 1977, when the company was beginning its foray into video games and starting to abandon the playing cards it had made since 1889. His games have been prominently showcased and widely anticipated as flagship titles of every Nintendo video game console, with his earliest work appearing on arcade machines in the late 1970s. He managed Nintendo's Entertainment Analysis & Development software division, which developed many of the company's first-party titles. As a result of Nintendo president Satoru Iwata's death in July 2015, Miyamoto fulfilled the role of acting president alongside Genyo Takeda until

Context: Document [15](Title: Satoru Iwata) Japanese release. Additionally, he assisted Masahiro Sakurai in the development of "Super Smash Bros." for the Nintendo 64. In 2000, Iwata took a position at Nintendo as the head of its corporate planning division and took a seat on the board of directors. Over the next two years, he sought to reduce the cost and length of game development while preserving quality. During his first two years at Nintendo, the company saw profit increases of 20 and 41 percent, values which are at least partially attributable to his work. When Yamauchi, the company's president since 1949, retired on May 24,

Context: Document [16](Title: Good-Feel) the GFDL by its authors." Good-Feel In 2008 the company transitioned into mainstream video games by becoming the developer for the Wii game "" from the large publisher Nintendo. This marks Good-Feel's first entry into the home console market. The company was founded by former Konami employee Etsunobu Ebisu on October 3, 2005. He told Nintendo about the new company and asked if they could work on a game. Long-time Nintendo employee Takahiro Harada asked Ebisu if he would like to make a new "Wario Land" title, since Harada learned before the meeting that Ebisu was involved in the development

Context: Document [17](Title: 1-Up Studio) 1-Up Studio , formerly , is a Japanese Nintendo-funded and owned video game developer founded on June 30, 2000 in Tokyo, Japan. On February 1, 2013, the company announced that due to their recent co-development efforts with Nintendo, that they were undergoing a change in internal structure, which included changing the name of their company to 1-Up Studio. The company consists of many ex-Square Co., Ltd. 2D artists. At least two of its founders (Kameoka Shinichi and Kouji Tsuda) had previously worked on the award-winning "Mana" series on the Game Boy and Super NES platforms. The founders left Square due

Context: Document [18](Title: Hiroshi Yamauchi) changed the company name to Nintendo Company Limited and took the company public (listed on stock market) and became the chairman. He then 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 office and factory. This led to the realisation that card manufacturing was an extremely 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

Context: Document [19](Title: History of Nintendo) year that Nintendo purchased part of Rare. In 1994, after many years of Nintendo's products being distributed in Australia by Mattel since the NES in 1985, Nintendo opened its Australian headquarters and its first Managing Directors were Graham Kerry, who moved along from Mattel Australia as Managing Director and Susumu Tanaka of Nintendo UK Ltd. In 1995, Nintendo released the Virtual Boy in Japan. The console sold poorly, but Nintendo still said they had hope for it and continued to release several other games and attempted a release in the US, which was another disaster. Also in 1995, Nintendo found

Context: Document [20](Title: Video gaming in Japan) Video gaming in Japan Video gaming in Japan is a major industry. Japanese game development is often identified with the golden age of video games, including Nintendo under Shigeru Miyamoto and Hiroshi Yamauchi, Sega during the same time period, Sony Computer Entertainment when it was based in Tokyo, and other companies such as Taito, Namco, Capcom, Square Enix, Konami, NEC, and SNK, among others. In 1966, Sega introduced an electro-mechanical game called "Periscope" - an submarine simulator which used lights and plastic waves to simulate sinking ships from a submarine. It became an instant success in Japan, Europe, and North

Question: when was the japanese videogame company nintendo founded?

Answer: 23 September 1889


Context: Document [1](Title: Satoru Iwata) in 1993 at the insistence of Nintendo President Hiroshi Yamauchi and brought financial stability to the company. In the following years, he assisted in the development of the "Pokémon" and "Super Smash Bros." series. Iwata joined Nintendo as the head of its corporate-planning division in 2000. Nintendo soon saw notable growth with Iwata's assistance and, when Yamauchi retired, he became the company's president in May 2002. Under Iwata's direction, Nintendo developed the Nintendo DS and Wii video game consoles, helping the company achieve financial success. As a self-declared gamer, he focused on expanding the appeal of video games across all

Context: Document [2](Title: Fusajiro Yamauchi) Fusajiro Yamauchi Fusajiro Yamauchi (山内 房治郎 "Yamauchi, Fusajirō", November 22, 1859 – January 1, 1940) was a Japanese entrepreneur who founded the company that is now known as Nintendo. Yamauchi lived in Kyoto, Japan and had a wife and a daughter, Tei Yamauchi (who later married future Nintendo president and Fusajiro Yamauchi's successor, Sekiryo Kaneda). On November 6, 1889, Fusajiro Yamauchi opened the first “"Hanafuda"” (flower cards) card shop called “"Nintendo Koppai"” during a time when the Japanese government was banning playing cards from the hands of the public, due to them being tied to gambling, with the exception of

Context: Document [3](Title: History of Nintendo) History of Nintendo The history of Nintendo traces back to 1889, when it was founded to produce handmade hanafuda. is a Japanese multinational consumer electronics company headquartered in Kyoto, Japan. It eventually became one of the most prominent figures in today's video game industry, being the world's largest video game company by revenue. Nintendo started out as a small Japanese company, founded by Fusajiro Yamauchi on September 23, 1889, as Nintendo Koppai. Based in Kyoto, Japan, the business produced and marketed "hanafuda". The name "Nintendo" is commonly assumed to mean "leave luck to heaven", but there are no historical records

Context: Document [4](Title: History of games) founder of Nintendo, Fusajiro Yamauchi, initially created Japanese flower cards. These became a huge hit in the western world. Yamauchi Nintendo & Co. was their first company name, then in 1951, the company changed their name to Nintendo Playing Card Co. Ltd. The company created a laser clay shooting system which many took on as a hobby. Nintendo then developed a 16mm projection system in 1974 which also became a huge hit in the western world. Six years later, Nintendo created “Donkey Kong”, a game in which the “Jumpman” has to rescue his girlfriend from the ape. They later named

Context: Document [5](Title: Nintendo) company headquartered in Kyoto. Nintendo is one of the world's largest video game companies by market capitalization, creating some of the best-known and top-selling video game franchises, such as Mario, The Legend of Zelda, and Pokémon. Founded on 23 September 1889 by Fusajiro Yamauchi, it originally produced handmade hanafuda playing cards. By 1963, the company had tried several small niche businesses, such as cab services and love hotels. Abandoning previous ventures in favor of toys in the 1960s, Nintendo then developed into a video game company in the 1970s, ultimately becoming one of the most influential in the industry and

Context: Document [6](Title: Good-Feel) Good-Feel In 2008 the company transitioned into mainstream video games by becoming the developer for the Wii game "" from the large publisher Nintendo. This marks Good-Feel's first entry into the home console market. The company was founded by former Konami employee Etsunobu Ebisu on October 3, 2005. He told Nintendo about the new company and asked if they could work on a game. Long-time Nintendo employee Takahiro Harada asked Ebisu if he would like to make a new "Wario Land" title, since Harada learned before the meeting that Ebisu was involved in the development of a Nintendo DS platform

Context: Document [7](Title: Level-5 (company)) Level-5 (company) Level-5 Inc. is a Japanese video game developer and publisher based in Fukuoka, who are best known for their "Professor Layton", "Inazuma Eleven", "Ni no Kuni", and "Yo-kai Watch" franchises. The company was founded in October 1998 by Akihiro Hino after he departed from the now defunct Riverhillsoft. Early in its history, the company enjoyed a close relationship with Sony Computer Entertainment, with many of its titles funded by and produced in conjunction with them. Starting in 2007, the company started self-publishing its titles in Japan, while Nintendo took over publishing on their systems internationally. By the early

Context: Document [8](Title: Shuntaro Furukawa) Shuntaro Furukawa Shuntaro Furukawa (born January 10, 1972) is a Japanese businessman and executive. He is the 6th and current president of the video game company Nintendo. He took over as company president in June 2018, succeeding Tatsumi Kimishima. Furukawa was born in Tokyo, Japan on January 10, 1972 to illustrator Taku Furukawa. He grew up playing the "Famicom" system made by Nintendo. Furukawa is a graduate of Kunitachi Senior High School, and graduated from Waseda University's School of Political Science and Economics in 1994. In April that same year, he joined Nintendo and worked as an accountant in Germany

Context: Document [9](Title: 1-Up Studio) 2013, the company announced on their original official website that due to their recent co-development efforts with Nintendo, Brownie Brown had undergone a change in internal structure, which includes officially changing the name of their company to 1-Up Studio. 1-Up Studio , formerly , is a Japanese Nintendo-funded and owned video game developer founded on June 30, 2000 in Tokyo, Japan. On February 1, 2013, the company announced that due to their recent co-development efforts with Nintendo, that they were undergoing a change in internal structure, which included changing the name of their company to 1-Up Studio. The company consists

Context: Document [10](Title: Marigul Management) Marigul Management Marigul was a Japanese corporation created and jointly owned by video game company Nintendo Co., Ltd. (40%) and media company Recruit (60%). Its name is a combination of Nintendo's mascot Mario and Recruit's mascot Seegul. Marigul was founded because the Nintendo 64 was not getting enough third-party support. Marigul would provide financing, to let game studios focus on making games. The only condition was that the studios would have a game ready in five years. Marigul provided services for the video game studios Ambrella, Clever Trick, Noise, Param, and Saru Brunei. Although Marigul was liquidated in May 2003,

Context: Document [11](Title: Magical Company) Magical Company , also known as Mahō, is a Japanese entertainment company. Established in Kobe in 1983 to design and develop video games, the company was incorporated on May 29, 1985 as Home Data. During the 80's they developed and published various mahjong games for the Arcades. They developed "Last Apostle Puppet Show" (known in Japan as "Reikai Dōshi: Chinese Exorcist"), released in September 1988. It was the first fighting game to use digitized sprites and motion capture animation, and was the first claymation fighting game. They also created "Battlecry" among many other titles for different console systems. In 1993,

Context: Document [12](Title: Nintendo) market, although a version of the Nintendo 3DS XL was released in 2012. As of 2013, it is a 100% Nintendo-owned subsidiary. Nintendo's South Korean subsidiary was established on 7 July 2006, and is based in Seoul. In March 2016, the subsidiary was heavily downsized due to a corporate restructuring after analysing shifts in the current market, laying off 80% of its employees, leaving only ten people, including CEO Hiroyuki Fukuda. This did not affect any games scheduled for release in South Korea, and Nintendo continued operations there as usual. Although most of the Research & Development is being done

Context: Document [13](Title: History of Nintendo) "Marufuku Co. Ltd." to "Nintendo Playing Card Co., Ltd." In 1953, Nintendo became the first company in Japan to produce playing cards from plastic. In 1956, Yamauchi visited the U.S., to engage in talks with the United States Playing Card Company, the dominant playing card manufacturer in the United States. He was shocked to find that the world's biggest company in his business was relegated to using a small office. This was a turning point for Yamauchi, who then realized the limitations of the playing card business. In 1959, Nintendo struck a deal with Disney to allow the use Disney's

Context: Document [14](Title: Shigeru Miyamoto) Shigeru Miyamoto Miyamoto originally joined Nintendo in 1977, when the company was beginning its foray into video games and starting to abandon the playing cards it had made since 1889. His games have been prominently showcased and widely anticipated as flagship titles of every Nintendo video game console, with his earliest work appearing on arcade machines in the late 1970s. He managed Nintendo's Entertainment Analysis & Development software division, which developed many of the company's first-party titles. As a result of Nintendo president Satoru Iwata's death in July 2015, Miyamoto fulfilled the role of acting president alongside Genyo Takeda until

Context: Document [15](Title: Satoru Iwata) Japanese release. Additionally, he assisted Masahiro Sakurai in the development of "Super Smash Bros." for the Nintendo 64. In 2000, Iwata took a position at Nintendo as the head of its corporate planning division and took a seat on the board of directors. Over the next two years, he sought to reduce the cost and length of game development while preserving quality. During his first two years at Nintendo, the company saw profit increases of 20 and 41 percent, values which are at least partially attributable to his work. When Yamauchi, the company's president since 1949, retired on May 24,

Context: Document [16](Title: Good-Feel) the GFDL by its authors." Good-Feel In 2008 the company transitioned into mainstream video games by becoming the developer for the Wii game "" from the large publisher Nintendo. This marks Good-Feel's first entry into the home console market. The company was founded by former Konami employee Etsunobu Ebisu on October 3, 2005. He told Nintendo about the new company and asked if they could work on a game. Long-time Nintendo employee Takahiro Harada asked Ebisu if he would like to make a new "Wario Land" title, since Harada learned before the meeting that Ebisu was involved in the development

Context: Document [17](Title: 1-Up Studio) 1-Up Studio , formerly , is a Japanese Nintendo-funded and owned video game developer founded on June 30, 2000 in Tokyo, Japan. On February 1, 2013, the company announced that due to their recent co-development efforts with Nintendo, that they were undergoing a change in internal structure, which included changing the name of their company to 1-Up Studio. The company consists of many ex-Square Co., Ltd. 2D artists. At least two of its founders (Kameoka Shinichi and Kouji Tsuda) had previously worked on the award-winning "Mana" series on the Game Boy and Super NES platforms. The founders left Square due

Context: Document [18](Title: Hiroshi Yamauchi) changed the company name to Nintendo Company Limited and took the company public (listed on stock market) and became the chairman. He then 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 office and factory. This led to the realisation that card manufacturing was an extremely 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

Context: Document [19](Title: History of Nintendo) year that Nintendo purchased part of Rare. In 1994, after many years of Nintendo's products being distributed in Australia by Mattel since the NES in 1985, Nintendo opened its Australian headquarters and its first Managing Directors were Graham Kerry, who moved along from Mattel Australia as Managing Director and Susumu Tanaka of Nintendo UK Ltd. In 1995, Nintendo released the Virtual Boy in Japan. The console sold poorly, but Nintendo still said they had hope for it and continued to release several other games and attempted a release in the US, which was another disaster. Also in 1995, Nintendo found

Context: Document [20](Title: Video gaming in Japan) Video gaming in Japan Video gaming in Japan is a major industry. Japanese game development is often identified with the golden age of video games, including Nintendo under Shigeru Miyamoto and Hiroshi Yamauchi, Sega during the same time period, Sony Computer Entertainment when it was based in Tokyo, and other companies such as Taito, Namco, Capcom, Square Enix, Konami, NEC, and SNK, among others. In 1966, Sega introduced an electro-mechanical game called "Periscope" - an submarine simulator which used lights and plastic waves to simulate sinking ships from a submarine. It became an instant success in Japan, Europe, and North

Question: when was the japanese videogame company nintendo founded?

Answer: 23 September 1889


Context: Document [1](Title: Satoru Iwata) in 1993 at the insistence of Nintendo President Hiroshi Yamauchi and brought financial stability to the company. In the following years, he assisted in the development of the "Pokémon" and "Super Smash Bros." series. Iwata joined Nintendo as the head of its corporate-planning division in 2000. Nintendo soon saw notable growth with Iwata's assistance and, when Yamauchi retired, he became the company's president in May 2002. Under Iwata's direction, Nintendo developed the Nintendo DS and Wii video game consoles, helping the company achieve financial success. As a self-declared gamer, he focused on expanding the appeal of video games across all

Context: Document [2](Title: Fusajiro Yamauchi) Fusajiro Yamauchi Fusajiro Yamauchi (山内 房治郎 "Yamauchi, Fusajirō", November 22, 1859 – January 1, 1940) was a Japanese entrepreneur who founded the company that is now known as Nintendo. Yamauchi lived in Kyoto, Japan and had a wife and a daughter, Tei Yamauchi (who later married future Nintendo president and Fusajiro Yamauchi's successor, Sekiryo Kaneda). On November 6, 1889, Fusajiro Yamauchi opened the first “"Hanafuda"” (flower cards) card shop called “"Nintendo Koppai"” during a time when the Japanese government was banning playing cards from the hands of the public, due to them being tied to gambling, with the exception of

Context: Document [3](Title: History of Nintendo) History of Nintendo The history of Nintendo traces back to 1889, when it was founded to produce handmade hanafuda. is a Japanese multinational consumer electronics company headquartered in Kyoto, Japan. It eventually became one of the most prominent figures in today's video game industry, being the world's largest video game company by revenue. Nintendo started out as a small Japanese company, founded by Fusajiro Yamauchi on September 23, 1889, as Nintendo Koppai. Based in Kyoto, Japan, the business produced and marketed "hanafuda". The name "Nintendo" is commonly assumed to mean "leave luck to heaven", but there are no historical records

Context: Document [4](Title: History of games) founder of Nintendo, Fusajiro Yamauchi, initially created Japanese flower cards. These became a huge hit in the western world. Yamauchi Nintendo & Co. was their first company name, then in 1951, the company changed their name to Nintendo Playing Card Co. Ltd. The company created a laser clay shooting system which many took on as a hobby. Nintendo then developed a 16mm projection system in 1974 which also became a huge hit in the western world. Six years later, Nintendo created “Donkey Kong”, a game in which the “Jumpman” has to rescue his girlfriend from the ape. They later named

Context: Document [5](Title: Good-Feel) Good-Feel In 2008 the company transitioned into mainstream video games by becoming the developer for the Wii game "" from the large publisher Nintendo. This marks Good-Feel's first entry into the home console market. The company was founded by former Konami employee Etsunobu Ebisu on October 3, 2005. He told Nintendo about the new company and asked if they could work on a game. Long-time Nintendo employee Takahiro Harada asked Ebisu if he would like to make a new "Wario Land" title, since Harada learned before the meeting that Ebisu was involved in the development of a Nintendo DS platform

Context: Document [6](Title: Level-5 (company)) Level-5 (company) Level-5 Inc. is a Japanese video game developer and publisher based in Fukuoka, who are best known for their "Professor Layton", "Inazuma Eleven", "Ni no Kuni", and "Yo-kai Watch" franchises. The company was founded in October 1998 by Akihiro Hino after he departed from the now defunct Riverhillsoft. Early in its history, the company enjoyed a close relationship with Sony Computer Entertainment, with many of its titles funded by and produced in conjunction with them. Starting in 2007, the company started self-publishing its titles in Japan, while Nintendo took over publishing on their systems internationally. By the early

Context: Document [7](Title: Shuntaro Furukawa) Shuntaro Furukawa Shuntaro Furukawa (born January 10, 1972) is a Japanese businessman and executive. He is the 6th and current president of the video game company Nintendo. He took over as company president in June 2018, succeeding Tatsumi Kimishima. Furukawa was born in Tokyo, Japan on January 10, 1972 to illustrator Taku Furukawa. He grew up playing the "Famicom" system made by Nintendo. Furukawa is a graduate of Kunitachi Senior High School, and graduated from Waseda University's School of Political Science and Economics in 1994. In April that same year, he joined Nintendo and worked as an accountant in Germany

Context: Document [8](Title: 1-Up Studio) 2013, the company announced on their original official website that due to their recent co-development efforts with Nintendo, Brownie Brown had undergone a change in internal structure, which includes officially changing the name of their company to 1-Up Studio. 1-Up Studio , formerly , is a Japanese Nintendo-funded and owned video game developer founded on June 30, 2000 in Tokyo, Japan. On February 1, 2013, the company announced that due to their recent co-development efforts with Nintendo, that they were undergoing a change in internal structure, which included changing the name of their company to 1-Up Studio. The company consists

Context: Document [9](Title: Marigul Management) Marigul Management Marigul was a Japanese corporation created and jointly owned by video game company Nintendo Co., Ltd. (40%) and media company Recruit (60%). Its name is a combination of Nintendo's mascot Mario and Recruit's mascot Seegul. Marigul was founded because the Nintendo 64 was not getting enough third-party support. Marigul would provide financing, to let game studios focus on making games. The only condition was that the studios would have a game ready in five years. Marigul provided services for the video game studios Ambrella, Clever Trick, Noise, Param, and Saru Brunei. Although Marigul was liquidated in May 2003,

Context: Document [10](Title: Nintendo) company headquartered in Kyoto. Nintendo is one of the world's largest video game companies by market capitalization, creating some of the best-known and top-selling video game franchises, such as Mario, The Legend of Zelda, and Pokémon. Founded on 23 September 1889 by Fusajiro Yamauchi, it originally produced handmade hanafuda playing cards. By 1963, the company had tried several small niche businesses, such as cab services and love hotels. Abandoning previous ventures in favor of toys in the 1960s, Nintendo then developed into a video game company in the 1970s, ultimately becoming one of the most influential in the industry and

Context: Document [11](Title: Magical Company) Magical Company , also known as Mahō, is a Japanese entertainment company. Established in Kobe in 1983 to design and develop video games, the company was incorporated on May 29, 1985 as Home Data. During the 80's they developed and published various mahjong games for the Arcades. They developed "Last Apostle Puppet Show" (known in Japan as "Reikai Dōshi: Chinese Exorcist"), released in September 1988. It was the first fighting game to use digitized sprites and motion capture animation, and was the first claymation fighting game. They also created "Battlecry" among many other titles for different console systems. In 1993,

Context: Document [12](Title: Nintendo) market, although a version of the Nintendo 3DS XL was released in 2012. As of 2013, it is a 100% Nintendo-owned subsidiary. Nintendo's South Korean subsidiary was established on 7 July 2006, and is based in Seoul. In March 2016, the subsidiary was heavily downsized due to a corporate restructuring after analysing shifts in the current market, laying off 80% of its employees, leaving only ten people, including CEO Hiroyuki Fukuda. This did not affect any games scheduled for release in South Korea, and Nintendo continued operations there as usual. Although most of the Research & Development is being done

Context: Document [13](Title: History of Nintendo) "Marufuku Co. Ltd." to "Nintendo Playing Card Co., Ltd." In 1953, Nintendo became the first company in Japan to produce playing cards from plastic. In 1956, Yamauchi visited the U.S., to engage in talks with the United States Playing Card Company, the dominant playing card manufacturer in the United States. He was shocked to find that the world's biggest company in his business was relegated to using a small office. This was a turning point for Yamauchi, who then realized the limitations of the playing card business. In 1959, Nintendo struck a deal with Disney to allow the use Disney's

Context: Document [14](Title: Shigeru Miyamoto) Shigeru Miyamoto Miyamoto originally joined Nintendo in 1977, when the company was beginning its foray into video games and starting to abandon the playing cards it had made since 1889. His games have been prominently showcased and widely anticipated as flagship titles of every Nintendo video game console, with his earliest work appearing on arcade machines in the late 1970s. He managed Nintendo's Entertainment Analysis & Development software division, which developed many of the company's first-party titles. As a result of Nintendo president Satoru Iwata's death in July 2015, Miyamoto fulfilled the role of acting president alongside Genyo Takeda until

Context: Document [15](Title: Satoru Iwata) Japanese release. Additionally, he assisted Masahiro Sakurai in the development of "Super Smash Bros." for the Nintendo 64. In 2000, Iwata took a position at Nintendo as the head of its corporate planning division and took a seat on the board of directors. Over the next two years, he sought to reduce the cost and length of game development while preserving quality. During his first two years at Nintendo, the company saw profit increases of 20 and 41 percent, values which are at least partially attributable to his work. When Yamauchi, the company's president since 1949, retired on May 24,

Context: Document [16](Title: Good-Feel) the GFDL by its authors." Good-Feel In 2008 the company transitioned into mainstream video games by becoming the developer for the Wii game "" from the large publisher Nintendo. This marks Good-Feel's first entry into the home console market. The company was founded by former Konami employee Etsunobu Ebisu on October 3, 2005. He told Nintendo about the new company and asked if they could work on a game. Long-time Nintendo employee Takahiro Harada asked Ebisu if he would like to make a new "Wario Land" title, since Harada learned before the meeting that Ebisu was involved in the development

Context: Document [17](Title: 1-Up Studio) 1-Up Studio , formerly , is a Japanese Nintendo-funded and owned video game developer founded on June 30, 2000 in Tokyo, Japan. On February 1, 2013, the company announced that due to their recent co-development efforts with Nintendo, that they were undergoing a change in internal structure, which included changing the name of their company to 1-Up Studio. The company consists of many ex-Square Co., Ltd. 2D artists. At least two of its founders (Kameoka Shinichi and Kouji Tsuda) had previously worked on the award-winning "Mana" series on the Game Boy and Super NES platforms. The founders left Square due

Context: Document [18](Title: Hiroshi Yamauchi) changed the company name to Nintendo Company Limited and took the company public (listed on stock market) and became the chairman. He then 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 office and factory. This led to the realisation that card manufacturing was an extremely 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

Context: Document [19](Title: History of Nintendo) year that Nintendo purchased part of Rare. In 1994, after many years of Nintendo's products being distributed in Australia by Mattel since the NES in 1985, Nintendo opened its Australian headquarters and its first Managing Directors were Graham Kerry, who moved along from Mattel Australia as Managing Director and Susumu Tanaka of Nintendo UK Ltd. In 1995, Nintendo released the Virtual Boy in Japan. The console sold poorly, but Nintendo still said they had hope for it and continued to release several other games and attempted a release in the US, which was another disaster. Also in 1995, Nintendo found

Context: Document [20](Title: Video gaming in Japan) Video gaming in Japan Video gaming in Japan is a major industry. Japanese game development is often identified with the golden age of video games, including Nintendo under Shigeru Miyamoto and Hiroshi Yamauchi, Sega during the same time period, Sony Computer Entertainment when it was based in Tokyo, and other companies such as Taito, Namco, Capcom, Square Enix, Konami, NEC, and SNK, among others. In 1966, Sega introduced an electro-mechanical game called "Periscope" - an submarine simulator which used lights and plastic waves to simulate sinking ships from a submarine. It became an instant success in Japan, Europe, and North

Question: when was the japanese videogame company nintendo founded?

Answer: 23 September 1889


Context: Document [1](Title: Satoru Iwata) in 1993 at the insistence of Nintendo President Hiroshi Yamauchi and brought financial stability to the company. In the following years, he assisted in the development of the "Pokémon" and "Super Smash Bros." series. Iwata joined Nintendo as the head of its corporate-planning division in 2000. Nintendo soon saw notable growth with Iwata's assistance and, when Yamauchi retired, he became the company's president in May 2002. Under Iwata's direction, Nintendo developed the Nintendo DS and Wii video game consoles, helping the company achieve financial success. As a self-declared gamer, he focused on expanding the appeal of video games across all

Context: Document [2](Title: Fusajiro Yamauchi) Fusajiro Yamauchi Fusajiro Yamauchi (山内 房治郎 "Yamauchi, Fusajirō", November 22, 1859 – January 1, 1940) was a Japanese entrepreneur who founded the company that is now known as Nintendo. Yamauchi lived in Kyoto, Japan and had a wife and a daughter, Tei Yamauchi (who later married future Nintendo president and Fusajiro Yamauchi's successor, Sekiryo Kaneda). On November 6, 1889, Fusajiro Yamauchi opened the first “"Hanafuda"” (flower cards) card shop called “"Nintendo Koppai"” during a time when the Japanese government was banning playing cards from the hands of the public, due to them being tied to gambling, with the exception of

Context: Document [3](Title: History of Nintendo) History of Nintendo The history of Nintendo traces back to 1889, when it was founded to produce handmade hanafuda. is a Japanese multinational consumer electronics company headquartered in Kyoto, Japan. It eventually became one of the most prominent figures in today's video game industry, being the world's largest video game company by revenue. Nintendo started out as a small Japanese company, founded by Fusajiro Yamauchi on September 23, 1889, as Nintendo Koppai. Based in Kyoto, Japan, the business produced and marketed "hanafuda". The name "Nintendo" is commonly assumed to mean "leave luck to heaven", but there are no historical records

Context: Document [4](Title: History of games) founder of Nintendo, Fusajiro Yamauchi, initially created Japanese flower cards. These became a huge hit in the western world. Yamauchi Nintendo & Co. was their first company name, then in 1951, the company changed their name to Nintendo Playing Card Co. Ltd. The company created a laser clay shooting system which many took on as a hobby. Nintendo then developed a 16mm projection system in 1974 which also became a huge hit in the western world. Six years later, Nintendo created “Donkey Kong”, a game in which the “Jumpman” has to rescue his girlfriend from the ape. They later named

Context: Document [5](Title: Good-Feel) Good-Feel In 2008 the company transitioned into mainstream video games by becoming the developer for the Wii game "" from the large publisher Nintendo. This marks Good-Feel's first entry into the home console market. The company was founded by former Konami employee Etsunobu Ebisu on October 3, 2005. He told Nintendo about the new company and asked if they could work on a game. Long-time Nintendo employee Takahiro Harada asked Ebisu if he would like to make a new "Wario Land" title, since Harada learned before the meeting that Ebisu was involved in the development of a Nintendo DS platform

Context: Document [6](Title: Level-5 (company)) Level-5 (company) Level-5 Inc. is a Japanese video game developer and publisher based in Fukuoka, who are best known for their "Professor Layton", "Inazuma Eleven", "Ni no Kuni", and "Yo-kai Watch" franchises. The company was founded in October 1998 by Akihiro Hino after he departed from the now defunct Riverhillsoft. Early in its history, the company enjoyed a close relationship with Sony Computer Entertainment, with many of its titles funded by and produced in conjunction with them. Starting in 2007, the company started self-publishing its titles in Japan, while Nintendo took over publishing on their systems internationally. By the early

Context: Document [7](Title: Shuntaro Furukawa) Shuntaro Furukawa Shuntaro Furukawa (born January 10, 1972) is a Japanese businessman and executive. He is the 6th and current president of the video game company Nintendo. He took over as company president in June 2018, succeeding Tatsumi Kimishima. Furukawa was born in Tokyo, Japan on January 10, 1972 to illustrator Taku Furukawa. He grew up playing the "Famicom" system made by Nintendo. Furukawa is a graduate of Kunitachi Senior High School, and graduated from Waseda University's School of Political Science and Economics in 1994. In April that same year, he joined Nintendo and worked as an accountant in Germany

Context: Document [8](Title: 1-Up Studio) 2013, the company announced on their original official website that due to their recent co-development efforts with Nintendo, Brownie Brown had undergone a change in internal structure, which includes officially changing the name of their company to 1-Up Studio. 1-Up Studio , formerly , is a Japanese Nintendo-funded and owned video game developer founded on June 30, 2000 in Tokyo, Japan. On February 1, 2013, the company announced that due to their recent co-development efforts with Nintendo, that they were undergoing a change in internal structure, which included changing the name of their company to 1-Up Studio. The company consists

Context: Document [9](Title: Marigul Management) Marigul Management Marigul was a Japanese corporation created and jointly owned by video game company Nintendo Co., Ltd. (40%) and media company Recruit (60%). Its name is a combination of Nintendo's mascot Mario and Recruit's mascot Seegul. Marigul was founded because the Nintendo 64 was not getting enough third-party support. Marigul would provide financing, to let game studios focus on making games. The only condition was that the studios would have a game ready in five years. Marigul provided services for the video game studios Ambrella, Clever Trick, Noise, Param, and Saru Brunei. Although Marigul was liquidated in May 2003,

Context: Document [10](Title: Magical Company) Magical Company , also known as Mahō, is a Japanese entertainment company. Established in Kobe in 1983 to design and develop video games, the company was incorporated on May 29, 1985 as Home Data. During the 80's they developed and published various mahjong games for the Arcades. They developed "Last Apostle Puppet Show" (known in Japan as "Reikai Dōshi: Chinese Exorcist"), released in September 1988. It was the first fighting game to use digitized sprites and motion capture animation, and was the first claymation fighting game. They also created "Battlecry" among many other titles for different console systems. In 1993,

Context: Document [11](Title: Nintendo) market, although a version of the Nintendo 3DS XL was released in 2012. As of 2013, it is a 100% Nintendo-owned subsidiary. Nintendo's South Korean subsidiary was established on 7 July 2006, and is based in Seoul. In March 2016, the subsidiary was heavily downsized due to a corporate restructuring after analysing shifts in the current market, laying off 80% of its employees, leaving only ten people, including CEO Hiroyuki Fukuda. This did not affect any games scheduled for release in South Korea, and Nintendo continued operations there as usual. Although most of the Research & Development is being done

Context: Document [12](Title: History of Nintendo) "Marufuku Co. Ltd." to "Nintendo Playing Card Co., Ltd." In 1953, Nintendo became the first company in Japan to produce playing cards from plastic. In 1956, Yamauchi visited the U.S., to engage in talks with the United States Playing Card Company, the dominant playing card manufacturer in the United States. He was shocked to find that the world's biggest company in his business was relegated to using a small office. This was a turning point for Yamauchi, who then realized the limitations of the playing card business. In 1959, Nintendo struck a deal with Disney to allow the use Disney's

Context: Document [13](Title: Shigeru Miyamoto) Shigeru Miyamoto Miyamoto originally joined Nintendo in 1977, when the company was beginning its foray into video games and starting to abandon the playing cards it had made since 1889. His games have been prominently showcased and widely anticipated as flagship titles of every Nintendo video game console, with his earliest work appearing on arcade machines in the late 1970s. He managed Nintendo's Entertainment Analysis & Development software division, which developed many of the company's first-party titles. As a result of Nintendo president Satoru Iwata's death in July 2015, Miyamoto fulfilled the role of acting president alongside Genyo Takeda until

Context: Document [14](Title: Satoru Iwata) Japanese release. Additionally, he assisted Masahiro Sakurai in the development of "Super Smash Bros." for the Nintendo 64. In 2000, Iwata took a position at Nintendo as the head of its corporate planning division and took a seat on the board of directors. Over the next two years, he sought to reduce the cost and length of game development while preserving quality. During his first two years at Nintendo, the company saw profit increases of 20 and 41 percent, values which are at least partially attributable to his work. When Yamauchi, the company's president since 1949, retired on May 24,

Context: Document [15](Title: Nintendo) company headquartered in Kyoto. Nintendo is one of the world's largest video game companies by market capitalization, creating some of the best-known and top-selling video game franchises, such as Mario, The Legend of Zelda, and Pokémon. Founded on 23 September 1889 by Fusajiro Yamauchi, it originally produced handmade hanafuda playing cards. By 1963, the company had tried several small niche businesses, such as cab services and love hotels. Abandoning previous ventures in favor of toys in the 1960s, Nintendo then developed into a video game company in the 1970s, ultimately becoming one of the most influential in the industry and

Context: Document [16](Title: Good-Feel) the GFDL by its authors." Good-Feel In 2008 the company transitioned into mainstream video games by becoming the developer for the Wii game "" from the large publisher Nintendo. This marks Good-Feel's first entry into the home console market. The company was founded by former Konami employee Etsunobu Ebisu on October 3, 2005. He told Nintendo about the new company and asked if they could work on a game. Long-time Nintendo employee Takahiro Harada asked Ebisu if he would like to make a new "Wario Land" title, since Harada learned before the meeting that Ebisu was involved in the development

Context: Document [17](Title: 1-Up Studio) 1-Up Studio , formerly , is a Japanese Nintendo-funded and owned video game developer founded on June 30, 2000 in Tokyo, Japan. On February 1, 2013, the company announced that due to their recent co-development efforts with Nintendo, that they were undergoing a change in internal structure, which included changing the name of their company to 1-Up Studio. The company consists of many ex-Square Co., Ltd. 2D artists. At least two of its founders (Kameoka Shinichi and Kouji Tsuda) had previously worked on the award-winning "Mana" series on the Game Boy and Super NES platforms. The founders left Square due

Context: Document [18](Title: Hiroshi Yamauchi) changed the company name to Nintendo Company Limited and took the company public (listed on stock market) and became the chairman. He then 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 office and factory. This led to the realisation that card manufacturing was an extremely 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

Context: Document [19](Title: History of Nintendo) year that Nintendo purchased part of Rare. In 1994, after many years of Nintendo's products being distributed in Australia by Mattel since the NES in 1985, Nintendo opened its Australian headquarters and its first Managing Directors were Graham Kerry, who moved along from Mattel Australia as Managing Director and Susumu Tanaka of Nintendo UK Ltd. In 1995, Nintendo released the Virtual Boy in Japan. The console sold poorly, but Nintendo still said they had hope for it and continued to release several other games and attempted a release in the US, which was another disaster. Also in 1995, Nintendo found

Context: Document [20](Title: Video gaming in Japan) Video gaming in Japan Video gaming in Japan is a major industry. Japanese game development is often identified with the golden age of video games, including Nintendo under Shigeru Miyamoto and Hiroshi Yamauchi, Sega during the same time period, Sony Computer Entertainment when it was based in Tokyo, and other companies such as Taito, Namco, Capcom, Square Enix, Konami, NEC, and SNK, among others. In 1966, Sega introduced an electro-mechanical game called "Periscope" - an submarine simulator which used lights and plastic waves to simulate sinking ships from a submarine. It became an instant success in Japan, Europe, and North

Question: when was the japanese videogame company nintendo founded?

Answer: 23 September 1889


Context: Document [1](Title: Satoru Iwata) in 1993 at the insistence of Nintendo President Hiroshi Yamauchi and brought financial stability to the company. In the following years, he assisted in the development of the "Pokémon" and "Super Smash Bros." series. Iwata joined Nintendo as the head of its corporate-planning division in 2000. Nintendo soon saw notable growth with Iwata's assistance and, when Yamauchi retired, he became the company's president in May 2002. Under Iwata's direction, Nintendo developed the Nintendo DS and Wii video game consoles, helping the company achieve financial success. As a self-declared gamer, he focused on expanding the appeal of video games across all

Context: Document [2](Title: Fusajiro Yamauchi) Fusajiro Yamauchi Fusajiro Yamauchi (山内 房治郎 "Yamauchi, Fusajirō", November 22, 1859 – January 1, 1940) was a Japanese entrepreneur who founded the company that is now known as Nintendo. Yamauchi lived in Kyoto, Japan and had a wife and a daughter, Tei Yamauchi (who later married future Nintendo president and Fusajiro Yamauchi's successor, Sekiryo Kaneda). On November 6, 1889, Fusajiro Yamauchi opened the first “"Hanafuda"” (flower cards) card shop called “"Nintendo Koppai"” during a time when the Japanese government was banning playing cards from the hands of the public, due to them being tied to gambling, with the exception of

Context: Document [3](Title: History of Nintendo) History of Nintendo The history of Nintendo traces back to 1889, when it was founded to produce handmade hanafuda. is a Japanese multinational consumer electronics company headquartered in Kyoto, Japan. It eventually became one of the most prominent figures in today's video game industry, being the world's largest video game company by revenue. Nintendo started out as a small Japanese company, founded by Fusajiro Yamauchi on September 23, 1889, as Nintendo Koppai. Based in Kyoto, Japan, the business produced and marketed "hanafuda". The name "Nintendo" is commonly assumed to mean "leave luck to heaven", but there are no historical records

Context: Document [4](Title: History of games) founder of Nintendo, Fusajiro Yamauchi, initially created Japanese flower cards. These became a huge hit in the western world. Yamauchi Nintendo & Co. was their first company name, then in 1951, the company changed their name to Nintendo Playing Card Co. Ltd. The company created a laser clay shooting system which many took on as a hobby. Nintendo then developed a 16mm projection system in 1974 which also became a huge hit in the western world. Six years later, Nintendo created “Donkey Kong”, a game in which the “Jumpman” has to rescue his girlfriend from the ape. They later named

Context: Document [5](Title: Good-Feel) Good-Feel In 2008 the company transitioned into mainstream video games by becoming the developer for the Wii game "" from the large publisher Nintendo. This marks Good-Feel's first entry into the home console market. The company was founded by former Konami employee Etsunobu Ebisu on October 3, 2005. He told Nintendo about the new company and asked if they could work on a game. Long-time Nintendo employee Takahiro Harada asked Ebisu if he would like to make a new "Wario Land" title, since Harada learned before the meeting that Ebisu was involved in the development of a Nintendo DS platform

Context: Document [6](Title: Level-5 (company)) Level-5 (company) Level-5 Inc. is a Japanese video game developer and publisher based in Fukuoka, who are best known for their "Professor Layton", "Inazuma Eleven", "Ni no Kuni", and "Yo-kai Watch" franchises. The company was founded in October 1998 by Akihiro Hino after he departed from the now defunct Riverhillsoft. Early in its history, the company enjoyed a close relationship with Sony Computer Entertainment, with many of its titles funded by and produced in conjunction with them. Starting in 2007, the company started self-publishing its titles in Japan, while Nintendo took over publishing on their systems internationally. By the early

Context: Document [7](Title: Shuntaro Furukawa) Shuntaro Furukawa Shuntaro Furukawa (born January 10, 1972) is a Japanese businessman and executive. He is the 6th and current president of the video game company Nintendo. He took over as company president in June 2018, succeeding Tatsumi Kimishima. Furukawa was born in Tokyo, Japan on January 10, 1972 to illustrator Taku Furukawa. He grew up playing the "Famicom" system made by Nintendo. Furukawa is a graduate of Kunitachi Senior High School, and graduated from Waseda University's School of Political Science and Economics in 1994. In April that same year, he joined Nintendo and worked as an accountant in Germany

Context: Document [8](Title: 1-Up Studio) 2013, the company announced on their original official website that due to their recent co-development efforts with Nintendo, Brownie Brown had undergone a change in internal structure, which includes officially changing the name of their company to 1-Up Studio. 1-Up Studio , formerly , is a Japanese Nintendo-funded and owned video game developer founded on June 30, 2000 in Tokyo, Japan. On February 1, 2013, the company announced that due to their recent co-development efforts with Nintendo, that they were undergoing a change in internal structure, which included changing the name of their company to 1-Up Studio. The company consists

Context: Document [9](Title: Marigul Management) Marigul Management Marigul was a Japanese corporation created and jointly owned by video game company Nintendo Co., Ltd. (40%) and media company Recruit (60%). Its name is a combination of Nintendo's mascot Mario and Recruit's mascot Seegul. Marigul was founded because the Nintendo 64 was not getting enough third-party support. Marigul would provide financing, to let game studios focus on making games. The only condition was that the studios would have a game ready in five years. Marigul provided services for the video game studios Ambrella, Clever Trick, Noise, Param, and Saru Brunei. Although Marigul was liquidated in May 2003,

Context: Document [10](Title: Magical Company) Magical Company , also known as Mahō, is a Japanese entertainment company. Established in Kobe in 1983 to design and develop video games, the company was incorporated on May 29, 1985 as Home Data. During the 80's they developed and published various mahjong games for the Arcades. They developed "Last Apostle Puppet Show" (known in Japan as "Reikai Dōshi: Chinese Exorcist"), released in September 1988. It was the first fighting game to use digitized sprites and motion capture animation, and was the first claymation fighting game. They also created "Battlecry" among many other titles for different console systems. In 1993,

Context: Document [11](Title: Nintendo) market, although a version of the Nintendo 3DS XL was released in 2012. As of 2013, it is a 100% Nintendo-owned subsidiary. Nintendo's South Korean subsidiary was established on 7 July 2006, and is based in Seoul. In March 2016, the subsidiary was heavily downsized due to a corporate restructuring after analysing shifts in the current market, laying off 80% of its employees, leaving only ten people, including CEO Hiroyuki Fukuda. This did not affect any games scheduled for release in South Korea, and Nintendo continued operations there as usual. Although most of the Research & Development is being done

Context: Document [12](Title: History of Nintendo) "Marufuku Co. Ltd." to "Nintendo Playing Card Co., Ltd." In 1953, Nintendo became the first company in Japan to produce playing cards from plastic. In 1956, Yamauchi visited the U.S., to engage in talks with the United States Playing Card Company, the dominant playing card manufacturer in the United States. He was shocked to find that the world's biggest company in his business was relegated to using a small office. This was a turning point for Yamauchi, who then realized the limitations of the playing card business. In 1959, Nintendo struck a deal with Disney to allow the use Disney's

Context: Document [13](Title: Shigeru Miyamoto) Shigeru Miyamoto Miyamoto originally joined Nintendo in 1977, when the company was beginning its foray into video games and starting to abandon the playing cards it had made since 1889. His games have been prominently showcased and widely anticipated as flagship titles of every Nintendo video game console, with his earliest work appearing on arcade machines in the late 1970s. He managed Nintendo's Entertainment Analysis & Development software division, which developed many of the company's first-party titles. As a result of Nintendo president Satoru Iwata's death in July 2015, Miyamoto fulfilled the role of acting president alongside Genyo Takeda until

Context: Document [14](Title: Satoru Iwata) Japanese release. Additionally, he assisted Masahiro Sakurai in the development of "Super Smash Bros." for the Nintendo 64. In 2000, Iwata took a position at Nintendo as the head of its corporate planning division and took a seat on the board of directors. Over the next two years, he sought to reduce the cost and length of game development while preserving quality. During his first two years at Nintendo, the company saw profit increases of 20 and 41 percent, values which are at least partially attributable to his work. When Yamauchi, the company's president since 1949, retired on May 24,

Context: Document [15](Title: Good-Feel) the GFDL by its authors." Good-Feel In 2008 the company transitioned into mainstream video games by becoming the developer for the Wii game "" from the large publisher Nintendo. This marks Good-Feel's first entry into the home console market. The company was founded by former Konami employee Etsunobu Ebisu on October 3, 2005. He told Nintendo about the new company and asked if they could work on a game. Long-time Nintendo employee Takahiro Harada asked Ebisu if he would like to make a new "Wario Land" title, since Harada learned before the meeting that Ebisu was involved in the development

Context: Document [16](Title: 1-Up Studio) 1-Up Studio , formerly , is a Japanese Nintendo-funded and owned video game developer founded on June 30, 2000 in Tokyo, Japan. On February 1, 2013, the company announced that due to their recent co-development efforts with Nintendo, that they were undergoing a change in internal structure, which included changing the name of their company to 1-Up Studio. The company consists of many ex-Square Co., Ltd. 2D artists. At least two of its founders (Kameoka Shinichi and Kouji Tsuda) had previously worked on the award-winning "Mana" series on the Game Boy and Super NES platforms. The founders left Square due

Context: Document [17](Title: Hiroshi Yamauchi) changed the company name to Nintendo Company Limited and took the company public (listed on stock market) and became the chairman. He then 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 office and factory. This led to the realisation that card manufacturing was an extremely 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

Context: Document [18](Title: History of Nintendo) year that Nintendo purchased part of Rare. In 1994, after many years of Nintendo's products being distributed in Australia by Mattel since the NES in 1985, Nintendo opened its Australian headquarters and its first Managing Directors were Graham Kerry, who moved along from Mattel Australia as Managing Director and Susumu Tanaka of Nintendo UK Ltd. In 1995, Nintendo released the Virtual Boy in Japan. The console sold poorly, but Nintendo still said they had hope for it and continued to release several other games and attempted a release in the US, which was another disaster. Also in 1995, Nintendo found

Context: Document [19](Title: Video gaming in Japan) Video gaming in Japan Video gaming in Japan is a major industry. Japanese game development is often identified with the golden age of video games, including Nintendo under Shigeru Miyamoto and Hiroshi Yamauchi, Sega during the same time period, Sony Computer Entertainment when it was based in Tokyo, and other companies such as Taito, Namco, Capcom, Square Enix, Konami, NEC, and SNK, among others. In 1966, Sega introduced an electro-mechanical game called "Periscope" - an submarine simulator which used lights and plastic waves to simulate sinking ships from a submarine. It became an instant success in Japan, Europe, and North

Context: Document [20](Title: Nintendo) company headquartered in Kyoto. Nintendo is one of the world's largest video game companies by market capitalization, creating some of the best-known and top-selling video game franchises, such as Mario, The Legend of Zelda, and Pokémon. Founded on 23 September 1889 by Fusajiro Yamauchi, it originally produced handmade hanafuda playing cards. By 1963, the company had tried several small niche businesses, such as cab services and love hotels. Abandoning previous ventures in favor of toys in the 1960s, Nintendo then developed into a video game company in the 1970s, ultimately becoming one of the most influential in the industry and

Question: when was the japanese videogame company nintendo founded?

Answer: 23 September 1889