KT for iPhone is in beta. Tap to install with TestFlight →

How Nintendo Started as a Playing Card Company

Katy & TheoEpisode 1 of How They Made It6 min

Hand-painted gambling cards, a love hotel, and the toy that saved a company from the brink.

Transcript

Katy

Kyoto. Nineteen sixty-five. A man sits in an office doing the math on everything he owns. A taxi company. A television network. A food line selling individually packaged instant rice. And a chain of love hotels, rooms rented by the hour, which by several accounts he was known to visit himself. Every single one of them is failing. His company's share price has fallen to sixty yen. Sixty. And the thing that will save him is sitting in the back of his own factory... in the hands of a maintenance man who's supposed to be fixing conveyor belts. Rewind. September, eighteen eighty-nine. A craftsman named Fusajiro Yamauchi buys an empty house in Kyoto and turns it into a workshop. He grinds mulberry bark into paper. Mixes clay. Feeds sheets through a wood-block press he designed himself. Then he paints them. Forty-eight little cards. Flowers, birds, moons. Twelve suits, one for every month of the year. He calls the shop Nintendo Koppai. Beautiful work. And it exists because of a fight. Japan had banned Western playing cards. Then banned the replacements. Then banned those too. Every time gambling with a deck got popular, the government outlawed it, and somebody invented a new one. Hanafuda won that cat-and-mouse game. Pictures instead of numbers. And Yamauchi's decks became the ones the serious players wanted... in yakuza gaming parlors, where, according to David Sheff's book Game Over, a new game meant a brand-new deck. Every single time. Nineteen forty-nine. A law student at Waseda University gets a message. His grandfather, the man running the family card business, has had a stroke. There's no successor. Come home. Now. Hiroshi Yamauchi is twenty-one years old. And he says yes... with conditions. He will take the job only if he is the only family member working at Nintendo. Which means his own cousin gets fired. His grandfather reluctantly agrees, and dies shortly after. The staff revolt. They strike. So the twenty-one-year-old fires the ringleaders. And then he's brilliant at it. Nineteen fifty-three: Nintendo becomes the first company in Japan to mass-produce plastic playing cards. He licenses Disney, puts Mickey Mouse on a deck, and reportedly sells six hundred thousand packs in a single year. He owns the market. He's done the thing his great-grandfather dreamed of. And he is restlessly, miserably unhappy. Because of something he'd seen in America. He had visited the United States Playing Card Company. The biggest playing card maker on Earth. And it was running out of a tiny little office. That was the moment. This business has a ceiling. So Yamauchi takes Nintendo public, raises real money, and goes shopping for a future. Instant rice. A taxi company called Daiya. A TV network. The hotels. The man was nothing if not hands-on. And every one of those ventures collapses. Not slowly. Not gracefully. Then the floor gives way underneath the one thing that actually worked. After the nineteen sixty-four Tokyo Olympics, playing card sales slump. Seventy-five years of flower cards. Nobody's buying. So picture him in that building. Fourth generation of a family business, holding a taxi fleet he doesn't want, a hotel he can't explain to his board, and a warehouse of moons and birds and chrysanthemums. This is where the story should end. A footnote. A nice old Kyoto workshop that overreached. Except. Back in nineteen sixty-five, Nintendo had hired an electronics graduate named Gunpei Yokoi to maintain the machines on the hanafuda assembly line. Conveyor belts. Yokoi found it boring. So in his downtime, he built things out of the parts lying around. One of them was a lattice arm that shot out when you squeezed the handles. A toy. Made purely for his own amusement. And then the president walked the factory floor... and caught a maintenance man playing with it. He didn't fire him. He said: make it real. By Christmas. They called it the Ultra Hand. It sold over one point two million units. Yokoi got pulled off the assembly line into a brand-new products department, and he kept going. The Love Tester. Light guns that shot at solar cells. Later, the Game and Watch. The directional pad on every controller you have ever held. The Game Boy. The company that failed at rice and taxis and hourly hotels had finally found the only thing it was ever genuinely great at. Not cards. Play. And here's the useful part. Yamauchi's expensive failures weren't random flailing. He was right that cards had a ceiling. He was just wrong about the direction, four times in a row, until the answer turned up in the hands of the guy who fixed the machines. So the lesson isn't chase everything. It's this: what your people do when they're bored, for free, for fun... that's data. Look at it. Nintendo still prints hanafuda in Kyoto today. Same forty-eight flowers. Some of them have Mario on them now. That company never changed business. It just changed what it hands you to play with.

Sources

Katy and Theo researched this episode from these sources.

  1. Nintendo Corporate Information: Company History
  2. Fusajiro Yamauchi – Wikipedia
  3. Hiroshi Yamauchi – Wikipedia
  4. Nintendo – Britannica Money
  5. Gunpei Yokoi – Wikipedia
  6. Nintendo Research & Development 1 – Wikipedia
  7. Hanafuda: Japanese 'Flower Cards' Designed to Circumvent Ban on Western Decks – 99% Invisible
  8. Nintendo before the NES: A history of play – TechRadar
  9. Nintendo Wouldn’t Exist Today Without the Japanese Yakuza – NextShark
  10. 23 September 1889: Nintendo starts making playing cards – MoneyWeek
  11. Sekiryo Kaneda – Wikipedia
  12. Ultra Hand – Wikipedia