*The title of the article comes from "Southern Weekend" November 14, 2013 article "Nintendo: Can't Pass This Level in China" 1. Pirated version: The mountain that was once insurmountable on both sides of the Taiwan Strait and the Three Places has sold more than 60 million FC red

Introduction: In 1994, Nintendo tried to enter the mainland Chinese market for the first time through Hong Kong Wanxin Toys Co., Ltd. But no one expected that this old host giant would never be able to build its own basic foundation on China's land in the next 25 years. Now, it is 2019. With Tencent officially representing the NS in China, history finally took a new step slowly.

Many people have written about Nintendo's history of entering China. What this article wants to discuss is: Why did Nintendo's first three attempts to enter China ended in failure? What kind of results will the fourth effort to enter China bring?

*The title of the article comes from "Southern Weekend" November 14, 2013 "Nintendo: Can't Pass This Level in China"

1. Pirate: The mountain that was once insurmountable on both sides of the Taiwan Strait and the Three Places

Over the past 30 years, it has sold more than 60 million FC red and white machines worldwide, but no one has been sold in China

If you look back today and look at Nintendo's several attempts to enter China, it is not difficult to find that it is a key to not adapt to the local environment and lack of sufficient understanding of the Chinese market. It cannot be said that Nintendo has gained nothing in its past cooperation, but it is an indisputable fact that "never grasps the initiative in the changing market situation". Among them, the first and biggest enemy is the piracy from hardware to software.

In 1994, Nintendo decided to enter the mainland Chinese market. A big reason was that through a rough market survey, it was learned that the roughly estimated ownership of "FC-compatible phones" in mainland China is about 20 million units. This number is attractive enough even now. It means a huge, endless market and unlimited possibilities.

Since the birth of FC, red and white machines have become popular all over China through various means, but the spread of Nintendo's brand value has been "occupied". For example, Jialinxing, in Taiwan, was both an agent of Sega and a manufacturer of the pirated brand "Shengtian"; and counterfeit red and white machine brands such as "little geniuses" emerged one after another. Even in the 1980s and 1990s, the understanding of game consoles in mainland China can be said to be "only known about Mario, not Nintendo."

The "little genius" game console produced by Jingji Technology was also an integral part of the Chinese game console market

As early as 1986, Nintendo had cooperated with the "Nintendo Grandma" Zeng Aiyu's Boyou company in Taiwan through an agent, successfully opening the door to the Taiwan game market. Following the example, Nintendo has almost completely applied the former model in its cooperation with Hong Kong Wanxin, hoping that Wanxin can become a pioneer in opening up the Chinese market. In order to expand the brand value to the overall market, when Nintendo first entered the Chinese market, he acted in a conscious manner to strengthen its own brand. Since Wanxin’s agent SFC has been promoted in major cities such as Shanghai and Guangzhou, trying to use “stronger functions and more fun games” to open the market and form a virtuous cycle of the game market.

30 years later, Zeng Aiyu and Nintendo had a bad time and had a breakup

However, things didn't go as expected. At that time, consumers had no intuitive understanding of the generational replacement of game consoles, and the price of Wanxin Hong Kong SFC at that time was as high as 1,200 yuan was even more discouraged by ordinary families. Ordinary red and white machines (the market value of genuine parallel goods is about 400 yuan, and the price of counterfeit goods is about 50-60% of parallel goods), Sega MD directly crushes the expensive Wanxin Port Bank SFC to exit the mainland market with low prices and the "counterfeit goods" everywhere. It should be noted that in 1993, Tianjin Xinxing Electronics cracked the Sega MD host and launched a compatible machine with a price of about half of the genuine MD, which is also one of the reasons for the failure of SFC licensed goods.

Although this SFC promotion can be said to be a bleak end, it did not dispel Nintendo's ambitions. In 1996, Lao Ren stepped up his efforts and took the lead, and invited the king Aaron Kwok to star in the themed TV commercial of "GAMEBOY Playing the World". At the same time, he made large-scale investments in the two sides of the Taiwan Strait and the three places, intending to use the appeal of celebrities to inspire players.Frankly speaking, this promotion is a success. Within the four years of Wanxin agent GB , GB sales volume reached millions - the star strategy played a certain role, but more importantly, GB's low price and portability were considered to be the only one at that time, and its popularity in China reached almost a household name.

million letter agents GB

million letter agent GB back-shell manufacturer records

However, simply selling GB cannot support it to form a virtuous ecosystem of self-circulation - even though the Chinese market ate millions of GB, the sales of genuine cartridges at that time were not even comparable to the sales of the host, which was really embarrassing. Can Chinese players just treat it as a decoration after buying GB? Obviously, pirated cassettes are still an obstacle that cannot be avoided. What's worse is that not only consumers vote with their feet in the face of software prices, but even agents Hong Kong Wanxin and Taiwan Boyou tacitly condoned the sales of pirated software while selling hardware, and the promotion of software sales to secondary distributors remained at the same time - after all, they only represent game consoles, and the sales of genuine game software does not help their own performance. Faced with this situation, Nintendo could only do anything, which laid the groundwork for Nintendo to withdraw Wanxin in the mainland and change the signing of Audi. The cooperation between

and Guangdong Audi is Nintendo's second attempt to enter the mainland Chinese market. The sales of GBP and GBC are also unsatisfactory, but this still cannot change the reality that pirated software is rampant on the GB platform. In 2001, a ban on game consoles made Nintendo begin to doubt the effectiveness of the proxy model - the so-called "looking at the mountain and running to death", can the market that cannot be rooted is still called a market?

Game Boy Pockettml2

, represented by Guangdong Audi Toys Co., Ltd., After this, the familiar "Shenyou Era" has arrived. Regarding the ins and outs of Shenyou China, Teacher Dagou's "Records | Shenyou China" has made a comprehensive record of every detail, so I will not repeat it here. Looking back at the history of Shenyou's decline, I think there are two points that are particularly important: First, Mr. Yan Weiqun, who is technically born, did not notice the decisive support role of game software on the hardware platform, which is particularly obvious in the life cycle of "iQue Shenyou Machine" and the small Shenyou GBA/GBA sp - iQue, which is technologically leading in the Chinese market, cannot be favored by the consumer group, while GBA with sufficient software support (pirated version) can return to the end of his life; second, it underestimates the important value of localization of game software to market development. Although the hardware sales of NDS in China's bank exceeded 100 million, its early market expansion lacks sufficient Chinese products to support. Although it was too late (2009) when Nintendo took over Shenyou and tried to make up for the loss.

Reviewing the first three attempts of Nintendo to enter the mainland Chinese market, we can see that the destructive power of piracy to market rules is amazing, even beyond everyone's imagination - including manufacturers, agents and players. At the same time, when the market forms scale and tries to get rid of the original chaos, another less fatal but equally critical factor also emerges: the localization of game software.

2. Chinese culture: It is easy to take or heavy

What is now beginning is the poem of war in the distant era. It is the great empire and the beautiful poem of Avalon.

cracking and Chineseization, and it is a topic of mutual generation and inseparability. To give only one example: Until September 2018, the Tianhuan Chineseization group was still persistently updating the progress of the Chineseization of the SFC game "Romantic Saga 2". This game was released in 1993 - another 25 years, and this Chineseization process, which is completely dominated by folk enthusiasts, has also gone through 5 years.

"Romantic Shaka 2"

"Romantic Shaka 2" is just the latest template. The year it was released was also the year when "Alien Technology", the founder of game cracking and Chineseization, was established. After this, Chinese players' obsession with localization of console game has never stopped.

Although Nintendo entered the Chinese market as early as 1986, the inherent limitations of agents in Taiwan and Hong Kong have made the entire sales channel ignore the role of software localization: the old grandma Zeng Aiyu is a merchant from a convenience store. She is good at opening up retail channels and making all-round distribution. She can be said to have no achievements in Chinese culture; Hong Kong Wanxin has the advantage of flexibility and has a lot of experience in communication and promotion, but she can also be said to be "indifferent" to software localization. Perhaps, it is hoped that retailers realize that the game itself is not only a "sold-out" product, but a requirement of cultural products, which was unrealistic at the time - the type of the game itself has not evolved to be as mature as it is today, and the reactions between the market and users sometimes lack sufficient channels to convey to decision makers. In short, it is regrettable that the demand for Chinese culture was submerged in the early stages of solving the genuine and piracy dispute between "existence or not" and when "existence or not" is no longer a problem, it becomes a proposition that almost makes everyone feel overwhelmed. Among them, the first thing to be affected is Shenyou Company’s experience.

Although the evaluations were mixed later, alien technology is indeed the pioneer of Chinese culture games

Since the official announcement of iQue in 2003, "Culture in the game" and "What kind of Chinese game players want to play" have become the "enemy issues" that lie in front of Shenyou. On the one hand, iQue itself tries to open up the market for mass consumer groups through low prices; on the other hand, as a complete mainland Chinese console, iQue is extremely lacking in software support: the five games at the beginning supported all the lineup for a year, and only 14 models were left until the Shenyou business was completely terminated. On subsequent platforms such as Shenyou GBA and Shenyou DS, the game culture also encountered unimaginable problems: review.

In 2018, the Chinese game industry had experienced the nine-month "version number suspension" window period, which has caused domestic manufacturers, studios and players to complain. But if we compare the difficulty of reviewing game products by Shenyou Times with the cycle, this obstacle is like a breeze blowing on the face, which is not a big deal.

1996, National Press and Publication Administration promulgated the "Interim Provisions on the Management of Electronic Publications", defining games as electronic publications and including them in management specifications; in 1998, the then Ministry of Electronic Industry (later revoked and incorporated into the Ministry of Information Industry) promulgated the "Interim Provisions on the Management of Software Products", and Article 2 includes books, audio-visual and games in the scope of software product definition; what really makes the game review final is the "Interim Provisions on the Management of Internet Publishing" jointly issued by the Office of Press and Publication and the Ministry of Information Industry in 2002, and evolved into the " Online Publishing Service Management Regulations " promulgated in 2016. In the past 20 years, the review of the game has become a long and controversial topic.

The online publications referred to in these regulations refer to digital works provided to the public through information networks and have the characteristics of editing, production, processing, etc. The scope mainly includes: (1) Original digital works such as text, pictures, maps, games, animation, audio and video reading materials in the fields of literature, art, science, etc.;... - "Regulations on the Management of Online Publishing Services", State Administration of Press, Publication, Radio, Film and Television, Ministry of Industry and Information Technology, 2016

Since I have not experienced the review situation, it is difficult to find the corresponding information. In order to verify the specific issues at this stage, I contacted a former employee of Shenyou for a simple interview. According to his description, the review was too simple at that time from Nintendo to Shenyou.

In the early stage, Shenyou Company's benchmark for Chinese game production was to prioritize quality. During the translation of text, due to the underlying design of the software, not only should the text be continuously adjusted, but the game should also be ensured to run smoothly, which involves a lot of testing work. Nintendo's testing requirements are very strict, which has added a lot of man-hours. Chinese game diagram on the back of

iQue packaging box. These include The Legend of Zelda: The Magic Mask, but the game was not released in the end.The internal testing and review of

is just the beginning, and more importantly, the game will be submitted for review. Since the cultural department had no experience in the review of games at that time, it had very limited understanding of consoles and software. While submitting for review, it also had to send several engineering machines and many debug cartridges at one time. The "one thing to do" of game review made these a corresponding cost. As for the period for submission to review...

Shenyou originally planned to launch a Chinese game every month, but soon discovered that this was an impossible task. One of the reasons is that the approval time is too long. After the game is completed, the period for submission is generally three months. If there is any modification, it will still have to wait for another submission to submission to submission. "What is even more incredible is that the staff of relevant departments are usually mainly engaged in the audit of audio-visual products, and are basically in the ignorant stage of game software. Manufacturers need to spend a lot of time and energy on 'training'." ——Dagou "Shenyou China"

Compared with Shenyou, which has been repeatedly frustrated, the pirated market that does not have to consider supervision at all is much faster than that of regular channels. In 2004, the first batch of genuine Chinese culture GBA cartridges from Shenyou were launched, but they were fully cracked in just one month later. What followed was the pirated cartridges swept the entire market and completely smashed the authentic sales channels at low prices. At that time, the host and infrastructure could not support online updates and avoid cracking. Shenyou's expected sales closed loop was ruthlessly broken at the beginning, and there was no possibility of making up for it afterwards. If

is just a pirated cartridge of a single content, Shenyou may still have a way to deal with it; the maturity of dump technology and the rapid development of card burning technology ultimately make large-scale cheap copying of games an irreversible fact. Originally, the cost of Chineseization and review was very high, and now there are two major killing tools: cracking and burning. Shenyou's original intention to transplant a large number of games to the Chinese market immediately became an "impossible task". During the entire life cycle of Shenyou GBA, only 8 Chinese games were released; there were only 6 Chinese games on Shenyou DS, and almost all were lightweight games.

Some GBA burned cards from that year, the image source A9VG

It is worth remembering that in this case, Shenyou and Nintendo have not given up their efforts to build a local game market. In addition to the more than 20 Chinese-style games mentioned in "Shenyou China", Shenyou also spent more than 10 million yuan in 2006 to develop "Shenyou Life English Opening Pass (temporary name)" with RPG role-playing elements. This is also to deal with the ban on console games at that time and cooperate with the "Shenyou Dual Screen Multimedia Learning System" initiative. This software that can interact with voice throughout the process is expensive: According to the description of former Shenyou employees, Shenyou/Nintendo spent 400,000 yuan to purchase Hanwang's handwriting input method for this game, built-in Kingsoft PowerWord cost 350,000 yuan, voice dubbing cost 120,000 yuan, and advanced memory overlay technology, voice real-time comparison and 3D real-time interaction technologies at that time were used.

However, on the eve of the upcoming approval, this project was suspended by the Nintendo headquarters, which fully took over Shenyou in 2009. Perhaps the failed review of NGC and Wii is the key to making Nintendo lose confidence, and there may be other reasons. However, looking back at the past ten years ago, there is only one result that is certain: the project that is most likely based on Shenyou DS, trying to clear the name of the game console and opening the way for the Chinese culture game products has died.

After this, probably realizing that the cost of dealing with various problems was higher than initial expectations and the complexity of localization of the game, Nintendo's enthusiasm for the Chinese market began to gradually cool down until the freezing point. The iQue 3DSXL released in December 2012 is also the most impressive thing in the history of Chinese consoles. If compared with the previously announced Hong Kong version of 3DS and five traditional Chinese games, this may only mean that the Chinese culture game market in mainland China has actually been abandoned by Nintendo, leaving only the Chinese groups who are still tirelessly Chineseizing GBA, SFC and even FC games. The lock zone of 3DS makes this generation of Chinese games ahead of all previous consoles in overall lineup, but they still face the dilemma of insufficient game support.

However, piracy and localization were once the wall of sighs that blocked Nintendo's road to China, but today it doesn't seem so heavy: in 2014, the ban on game consoles was suspended, and game consoles returned to the public's vision; the development of domestic game industry and platforms, including the growth of game manufacturers on PC and mobile, has also made the authentic consciousness of "spend money to buy games and pay to play games" unprecedentedly praised and spread, and the trend of the player group has also changed. These are all signals that Nintendo is more favorable than before - but the cost of trial and error before is too heavy, which makes people feel scared.

However, if Nintendo's first three failures in trying to knock on China's door from the perspective of economic development, there should be deeper reasons, and this reason is by no means explained by the game itself.

3. Economic development, spiritual needs, progress of the times

The main contradiction in our society has transformed into the contradiction between the people's growing needs for a better life and the unbalanced and inadequate development

In 1988, after greedying about the game consoles of other people's families (rich families), my uncle used nearly two years of private money to ask someone to bring back a parallel red and white machine and a plate of white "seven-in-one" pirated cassette from Shanghai . At that time, he was 24 years old and worked as a furnace on the railway. His monthly salary was about less than 100 yuan. Among them, the remaining ones were considered to be a slut, and he gave up drinking, playing cards and other life entertainment. In the end, he received this Japanese version of FC with a market value of about 500 yuan at the time.

Of course, the price my uncle paid was also quite heavy: in addition to being beaten by my grandfather and almost kicked out of the house, my aunt had a fight with him for half a year, and when she saw this FC, she began to scold and even wipe her tears. In the end, she could be said to be a game console PTSD.

, in this way, the only person who benefited from this transaction was me, who was 7 years old at the time. Fortunately, the producer of the pirated "Seven-in-1" is very tasteful, including the "First Four", "Demon World Village", "Future Warrior" and "Castle of Demons". This is my game enlightenment path.

Recalling today, it was indeed a serious Japanese version of FC

The above paragraph mentioned is not just personal experience, but it is actually a portrayal of Chinese players and the entire game market at that time: Perhaps, we were in an era when productivity and consumption capacity did not match games, but we were exposed to high-end consumer goods from the industry and even the post-industrial era in advance. This may also be the core reason for Nintendo's failure in the first three visits to China.

We can do a very superficial and simple derivation of the parametric formula: take 1988 as an example, at that time, China's GDP was only 0.31 trillion US dollars, while the United States' GDP during the same period was 5.25 trillion US dollars and Japan's GDP was 3.07 trillion US dollars. According to the head, China's per capita GDP is only US$283.5, while the United States is US$21,483 and Japan is US$25,051. Intuitively speaking, it was the nearly 100-fold income gap, which made gaming consoles destined to become an extremely luxurious luxury in China at that time.

If calculated according to the statistical records in 1988, the annual per capita disposable income in urban areas was only 1,181 yuan. At that time, the main source of income of urban population was still fixed wages, that is, the average monthly disposable income on each person was less than 100 yuan, which was exactly consistent with my uncle's income at that time. From this point of view, he bought a high-end luxury item that only people in developed countries could enjoy at that time at a price of a hundred times his ability. This fight was indeed not unfair.

Image source: National Bureau of Statistics National Annual Statistics Bulletin 1988 data

If time is pushed back to 1994, which is the time node when Nintendo tried to enter China for the first time, things did not look better: China's GDP that year was US$0.56 trillion, and per capita GDP was US$473.5; the United States' figures during the same period were US$7.31 trillion and US$27,777 respectively; Japan was US$4.91 trillion and US$39,269.If Hong Kong and Taiwan were included in this system at that time, the comparison would be even more obvious: Hong Kong's per capita GDP was US$22,503, and Taiwan was US$12,160.

In this system, we can see that if an SFC is placed in it as the weight of personal consumption, its weight would be unbearable among Chinese families at that time: the price of about US$300 was equivalent to the GDP created by a Chinese for nearly 9 months. In developed countries and regions at the same time, this game console was just an ordinary daily consumer product.

Simple and intuitive data description: Nintendo may have only seen the huge potential of the Chinese market at that time, but did not realize when the consumption capacity of this market itself could support the daily expenses of electronic consumer products. This idea not only led to the failure of the previous two visits to China, but although he had learned from the past when he entered China for the third time, he did not expect that the answer was still "China is not ready to welcome Nintendo."

At the 2003 Tokyo Game Show, Nintendo and Shenyou jointly released iQue Player. Chinese players were upset at the time: Why was the first console released to China actually lagging behind the mainstream model PS2 at that time? Why not use physical cassettes, but use the sales method of digitally erased card "Shenyou Card"?

Why did

launch such a special console in mainland China and adopt such a special game sales method? Nintendo President Iwata Satoshi gave three reasons: has low income level, underdeveloped logistics, and pirated . The retail price of Shenyou Machine is 498 yuan, which is far lower than the PS2, Xbox, NGC in the parallel goods market for one or two thousand yuan, and even lower than the price of parallel goods GBA. The digital version of the game saves the costs of production, packaging, transportation and inventory of physical cassettes. The writing fee for each game is 48 yuan, which is far lower than the price of genuine domestic console games at that time. Satoshi Iwata and Yan Weiqun once said on different occasions that as long as the Shenyou Aircraft is successful in mainland China, it will be promoted to other countries and regions with lower income levels in the future. ——Dagou "The God of Travels in China"

Looking back at the past, we can only say: Although Nintendo did not make the right choice at the right time, who had ever expected that the process of trial and error was so long and painful?

As the times develop, there are also mainland China's industrial and manufacturing capabilities. If you examine the production and manufacturing of Nintendo's consoles in previous generations, it is not difficult to find that Taiwan, China, has always been the core link of Nintendo's console supply chain. As early as the 1980s, Taiwanese businessmen's electronics industry took on the high-tech manufacturing Clippers. The counterfeit machines such as "Shengtian" and "Little Genius" that were popular in Hong Kong and Guangdong in the 1980s actually came from old manufacturers such as Jingji Co., Ltd. and Lianhua Electronics . The latter even contracted almost all the 6502 chip production in the last century. In other words, the core of each counterfeit FC is the masterpiece of Lianhua Electronics. In the first section of this article, the algorithm for inferring the ownership of the mainland Chinese counterfeit FC is also calculated based on the shipment volume of Lianhua Electronics.

UMC UMC is the first integrated circuit and semiconductor company in Taiwan, China. It occupies an important position in the history of Taiwan's electronic industry development

Time has entered the 21st century, and Taiwan's own electronic product manufacturing capabilities are changing with each passing day, and it is rising all the way in the OEM industry. With the progress of cross-strait exchanges and the increase in production costs, industrial manufacturing groups represented by Hon Hai Precision have begun to migrate to the mainland in a large scale. Today, mainland China has become the largest electronic manufacturing core area in the world with the most complete and efficient industrial chain, human resources and surrounding facilities. In addition to the changes, there are comprehensive improvements in industrial, transportation, logistics and other hardware, and of course, the continuous increase in people's income.

Since the GBA era, Nintendo - or RenSoSoft's hardware supply centers have gradually moved from other regions to mainland China. Famous manufacturers such as Qingdao Sanmei Mechanical and Electrical, Yantai Foxconn, etc. have accompanied Nintendo through the research and development and manufacturing of several generations of hosts. Today, when the hardware profits of all hosts are increasingly diluted, the production cost advantage of mainland China can be said to be that no other region can replace it.Even at the moment when the trade war is in full swing, Nintendo can only "consider moving some production lines outside mainland China to avoid punitive tariffs", rather than insisting on leaving it alone - this is not just a problem with the Chinese market, but a problem with the world.

China has indeed become stronger. This strength is all-round, from the national level in the macro sense to the individual level in the micro sense. If it is reflected in it, it is that the income of the mainstream Chinese player group has already made this generation of NS no longer a luxury that costs a year's salary.

You know etiquette when you have enough granaries. A large part of the reason for piracy is that we once could not afford the genuine version, and the development of the times and the awareness of intellectual property protection have gradually increased, including the player group's recognition of the value of the game and the understanding of the game industry circulation system, have gradually made the concept of "playing console games and spending money?", which was once regarded as "common sense", go far away from us. At the same time, games are becoming increasingly part of more people's daily lives. Even though a large part of the share is occupied by web games, mobile games and chess and cards, the growing base of the game population has also changed the state of gathering together to keep warm and cherishing themselves in the era of console ban.

From today's perspective, the several reasons proposed by the old president Mr. Satoshi Iwata that year have gradually disappeared with the loss of time. Things are getting better after all, and the main contradiction in Chinese society has also changed from "the contradiction between the people's growing material and cultural needs and backward social production" to "the contradiction between the people's growing needs for a better life and the unbalanced and inadequate development."

We believe that good games are also an indispensable part of the "needs of a better life", especially Nintendo's games.

4. I wish Nintendo and us good luck

on my business card, I am the president of the company. In my mind, I am a game developer. But in my mind, I am a gamer.

Over the years, the story of Nintendo's entry into China has been described and retold by many people, and there are also many sighs and regrets. Now that the release of the National Bank of China NS is imminent, history is still moving forward in an unstoppable way. Regarding the future, more yearning and guessing is worse than just talking nonsense from the perspective of ordinary players. "The future is bright and the road is tortuous." This sentence also applies to the development of China's own game industry.

Cultural consumption is a particularly important link in modern society, and the production demand of modern cultural consumption is to put it bluntly, an industry like manufacturing. In the current era, what we need is to constantly learn, improve and improve, and truly establish China's game industry. Nintendo's return to the Chinese market in 2019 may be an important node in the development of the game industry - just as China's all-round competitiveness exploded, marked by the GDP value exceeding Japan in 2010, people never expected it to come so quickly, and when they look back, they take it for granted.

However, all the results are not achieved overnight. All the experiences in this, including joy, pain, hope, disappointment, excitement, and setbacks, are historical necessities.

At the end of this article, I want to mention the thought expressed by Nintendo's late former president Satoshi Iwada in an interview with Reuters in May 2014:

If we don't prepare some new products, it will be difficult for us to enter these markets. For the mass market, you need to provide some products that (local) middle class can afford. We believe that the Chinese market is indeed very potential, but lifting the "game console ban" does not mean that all the difficulties in entering the Chinese market are solved. We need to conduct more research. Nintendo will adjust the pricing of its products to meet consumer demand in emerging markets.

We have reason to believe that even when game console manufacturers' confidence in the Chinese market fell to the lowest point, Nintendo, represented by Mr. Satoshi Iwata, still has full confidence and determination for its future advancement.They hope to bring joy to more players, and they also hope that those who have consumption ability can experience the charm of games in this era without any burden and joy.

Tomorrow, Tencent will participate in ChinaJoy 2019 with Nintendo and NS for the first time. After this, there is an unknown future. Unfortunately, Mr. Iwata has not been able to wait for this day, but behind him, Nintendo has taken firm steps again. I hope that this time I entered China is also Nintendo's last visit to China - don't leave again when I come, for Chinese players and for us to experience more and better games in the future.

wishes Nintendo and Tencent good luck in cooperation and all players good luck.

*Because it involves personal privacy and past experience, the respondent who provided information should request it to be anonymous. Thank you for accepting the interview

*The pictures in the article are collected from the Internet except for the source indicated. If there is any infringement, please notify the author to delete some of the information and extended readings of the article:

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02. Machine core: Nintendo and the mainland market these twenty-five years

03. Machine core: years of Nintendo and the mainland market

03. Machine core:

years. Machine core:

years of Nintendo and the mainland market

03. Machine core: Before the mainland lifted the ban on game consoles, some little-known stories in the Chinese TV game market

04. Youyanshe: Taiwan-made "little genius" game consoles were popular all over Russia, and were even officially recruited by Nintendo

05. Internet and entertainment monster thieves group: History of game console war: Giant duel worth 100 billion US dollars

06. I am a metal madman: Review: 20 years of glorious years of Nintendo's struggle in China

07. Southern Weekend: "Nintendo: Can't Pass China's Level" "Nintendo: Can't Pass China" "Nintendo: Can't Pass China" till now on China

08. Nintendo's history of development: History_of_Nintendo

09.Reuters: Nintendo to introduce console for emerging markets as early as 2015/16