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— CH. 1 · INTRODUCTION —

Namco

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  • Namco started with two hand-cranked rocking horses on a department store rooftop in Yokohama. Masaya Nakamura, the son of a shotgun repair business owner, had failed to find work in the shipbuilding trade in postwar Japan. He spent his entire starting budget of 300,000 yen installing those horses on the roof garden of a Matsuya store, watching children line up to ride them. From that modest beginning in 1955, Nakamura built one of the most consequential companies in the history of electronic entertainment.

    How does a man who started with fairground rides end up shaping the global video game industry? What led Namco to acquire Atari's struggling Japanese division, to pioneer 3D graphics, and to create Pac-Man? And what finally brought this giant low, after decades of dominance, into a merger that ended its independent existence? Those questions run through the full arc of Namco's story.

  • The Mitsukoshi department store chain noticed Nakamura's success in 1963 and invited him to build a rooftop amusement space at its Nihonbashi store in Tokyo. That space included horse rides, a picture viewing machine, a goldfish scooping pond, and a moving train called Roadaway Race. Mitsukoshi was impressed enough to request rooftop parks for all its stores.

    Nakamura Seisakusho, as the company was then called, grew alongside Taito, Rosen Enterprises, and Nihon Goraku Bussan as one of Japan's leading amusement companies. The business bought machines in bulk at discount and sold them to smaller outlets at full price, but it lacked the manufacturing lines and distribution networks of its competitors. Other manufacturers already held exclusive rights to the best in-store locations, locking Nakamura out.

    The company's answer was to build its own. In February 1966, Nakamura Seisakusho opened a production plant and moved its corporate offices into a four-story building in Ota, Tokyo. A licensing deal with Walt Disney Productions let the company produce children's rides in the likenesses of Disney characters, alongside rides featuring anime characters such as Q-Taro. That deal opened doors across the Japanese coin-op market.

    The manufacturing facility also gave Nakamura room to think bigger. The first electro-mechanical game it built there was a submarine warfare shooting gallery called Torpedo Launcher in 1965, later titled Periscope. Ultraman-themed gun games and Osomatsu-kun pinball-style games followed. The company even established a robotics division that built pamphlet-distributing robots, ribbon-making machines, and a maze-solving robot named Putan for entertainment centers and festivals. The name Namco was introduced in 1971 as a brand for several of these machines.

  • In August 1973, Atari began establishing divisions across Asia, one of which it named Atari Japan. Its president, Kenichi Takumi, approached Nakamura in early 1974 to make his company the Japanese distributor of Atari games. Nakamura, already planning global expansion, agreed. Atari Japan turned out to be a financial disaster, undone in part by employee theft, and nearly collapsed in its first few years.

    When Takumi stopped showing up to work, the division passed to Hideyuki Nakajima, a former employee of the Japan Art Paper Company. Atari co-founder Nolan Bushnell, whose company was struggling in America as well, decided to sell the Japanese division. His fixer, Ron Gordon, approached Sega and Taito first; both declined. Nakamura accepted the offer at 296 million yen, the equivalent of roughly 1.18 million US dollars, but told Bushnell he could not pay by the deadline. With no other buyers in sight, Bushnell settled for 550,000 dollars upfront and 250,000 dollars a year for three years.

    The purchase was not an immediate success. A fad for medal games dominated Japanese arcades in the mid-1970s, and the video game market had weakened. When the Japanese government imposed restrictions on medal games in 1976, the market for video games recovered, and Namco's import of Atari's Breakout became so popular it triggered rampant piracy across the industry. By the end of that year, the company renamed from Nakamura Seisakusho to Namco, was among Japan's leading video game companies. Nakamura opened a US office, Namco-America, in Sunnyvale, California, on the 1st of September 1978, with Nakajima as president and Satashi Bhutani as vice president.

  • Taito's Space Invaders transformed the Japanese video game industry during the 1970s, and Namco watched carefully. Its licensed Atari games were still selling, but hardware quality was deteriorating and sales were slipping. On the recommendation of company engineer Shigekazu Ishimura, Namco converted part of its Ota facility into a small game division and bought old NEC computers for employees to study.

    The first original game out of that division was Gee Bee, released in October 1978. Designed by new hire Toru Iwatani, it was a video pinball game drawing on Breakout's mechanics. Gee Bee fell short of sales expectations but gave Namco its first toehold as a game developer. Galaxian followed in 1979. It was among the first games to use RGB color graphics, score bonuses, and a tilemap hardware model, and it became one of Midway Manufacturing's best-selling titles in North America, forging a lasting relationship between the two companies.

    Iwatani then set out to make a game aimed primarily at women, at a time when the industry was almost entirely focused on shooting and a predominately male audience. Working with a small team, he created Puck Man: a maze game where players guided a character eating dots while four ghosts pursued them. Iwatani based the gameplay on the act of eating and gave the characters soft colors and simple facial features. Puck Man was test-marketed in Japan on the 22nd of May 1980 and given a wide release in July. It was only a modest success there, where players were accustomed to Galaxian's shooting style. In North America, released as Pac-Man in November 1980, it became a fixture in popular culture and spawned a multi-million-selling media franchise.

    Galaga, Pac-Man's follow-up in the fixed-shooter lineage, arrived in 1981 and surpassed Galaxian in popularity through faster action and power-ups. Pole Position launched in 1982, the first racing game to model a real circuit, the Fuji Speedway, and helped establish the conventions of the racing genre. The vertical-scrolling shooter Xevious, designed by new hire Masanobu Endo and released in 1983, recorded sales figures in Japan not seen since Space Invaders. Its success produced merchandise, tournament play, and what is cited as the first video game soundtrack album. That same year, Endo's The Tower of Druaga helped establish the template for the action role-playing game, later influencing Nintendo's The Legend of Zelda.

  • Nintendo released the Family Computer in July 1983, and Namco's first ports for home platforms like the Sord M5 had flopped, so the company held back. Nakamura instead tasked his son-in-law, Shigeichi Ishimura, to lead a team in reverse-engineering the Famicom's hardware. The team produced a conversion of Galaxian that outperformed every previous home version of the game.

    Namco presented that port to Nintendo president Hiroshi Yamauchi and informed him the company intended to release it with or without Nintendo's approval. That demonstration became the direct impetus for Nintendo creating a third-party licensing program for the console. Namco signed a five-year royalties contract that included preferential terms, among them the right to manufacture its own cartridges.

    A new subsidiary was established in 1984 to act as the home game division, operating under a name whose "T" stood for "Tomorrow," itself derived from EPCOT's full title, Experimental Prototype Community of Tomorrow. Its first four September releases were Galaxian, Pac-Man, Xevious, and Mappy. Xevious sold over 1.5 million copies and became the Famicom's first widely recognized killer application. When Namco moved its headquarters to Ota, Tokyo in 1985, it funded the new building's construction from the profits generated by the Famicom conversion of Xevious; staff nicknamed the building "Xevious" as a result.

    On the 4th of February 1985, Namco America purchased a 60% stake in Atari Games, the arcade and software remnant left after Warner Communications sold Atari's consumer divisions to Jack Tramiel. The acquisition gave Namco the exclusive right to distribute Atari games in Japan. Nakamura grew disenchanted quickly, viewing Atari as a competitor rather than an asset, and Nakajima clashed repeatedly with him over strategy. In 1987, Namco America sold 33% of its stake to a group of Atari Games employees led by Nakajima, who resigned from Namco America to become president of Atari Games. He went on to found Tengen, a publisher that challenged Nintendo's licensing restrictions by releasing unlicensed games, including ports of Namco arcade titles.

  • Final Lap, released in 1987, is credited as the first arcade game to link multiple cabinets together for additional players. It ranked among the most profitable coin-operated games in Japan for the remainder of the decade. Namco used the revenue from its arcade division to fund research and development at a scale few competitors could match.

    In early 1989, Namco unveiled its System 21 arcade board, one of the earliest to use true 3D polygonal graphics and nicknamed "Polygonizer." The company demonstrated its power with the Formula One racer Winning Run, whose cabinet shook and swayed the player as they drove. Press coverage described it as a breakthrough in programming technique.

    Namco also built physical spaces around its games. At the 1990 International Garden and Greenery Exposition in Japan, it debuted Galaxian3: Project Dragoon, a 3D rail shooter that supported 28 simultaneous players, alongside a dark ride based on The Tower of Druaga. Both were among the exposition's most popular exhibitions. In February 1992, Namco opened Wonder Eggs in the Futakotamagawa Time Spark area of Setagaya, Tokyo. Described as an "urban amusement center," it was the first amusement park operated by a video game company. Wonder Eggs drew 500,000 visitors in its first few months and over one million by the end of its first year. It contributed to a 34% increase in Namco's revenue by December 1992.

    Namco enlisted Evans and Sutherland, a designer of combat flight simulators for the Pentagon, to help develop its next-generation System 22 arcade board. That board powered Ridge Racer in 1993, a racing game whose use of 3D textured polygons and drifting mechanics made it one of Namco's most celebrated releases and is cited as a milestone in 3D computer graphics. Tekken, designed by Seiichi Ishii, who had co-created Sega's Virtua Fighter, followed in 1994. Its wide roster of playable characters and consistent frame rate helped it outperform Virtua Fighter in popularity and launched a multi-million-selling franchise.

  • Sony announced the 32-bit PlayStation in early 1994. The console had begun as a collaboration with Nintendo over a CD-based peripheral for the Super Nintendo Entertainment System back in 1988; Nintendo quietly abandoned the project fearing Sony would gain too much control. Namco, frustrated with the licensing conditions of both Nintendo and Sega, agreed to support the PlayStation and became its first third-party developer. Its chosen launch title was a conversion of Ridge Racer.

    The PlayStation launched in Japan on the 3rd of December 1994, with Sony moving 100,000 units on launch day. Publications attributed Ridge Racer to the console's early advantage over the Sega Saturn. For a period, it was the best-selling PlayStation game in Japan. Tekken, built on Namco's System 11 arcade board which was itself based on raw PlayStation hardware, became the first PlayStation game to sell one million copies. Sony acknowledged Namco's commitment with the tagline "PlayStation: Powered by Namco" in early promotional material and granted Namco rights to produce controllers, including the NeGcon.

    Namco's US subsidiary Namco Cybertainment filed for Chapter 11 bankruptcy protection on the 29th of January 1998, citing reduced mall traffic. In its 1998 annual report, Namco recorded a 26.3% drop in net sales, which it attributed in part to low consumer spending driven by the Japanese recession. A further 55% drop was reported in November 1999 as home console game output decreased. In October 2000, the Nihon Keizai Shimbun reported Namco projected a loss of 2.1 billion yen for the fiscal year ending March 2001. By February 2001, updated projections put the net loss at 6.5 billion yen, a 95% drop in revenue. The company laid off 250 employees in what it described as "early retirement" and closed Wonder Eggs on the 31st of December 2000 after six million total visitors.

    Nakamura explored merging with Square and Enix, proposing a three-way combination. Square's president, Yoichi Wada, rejected the offer based on Namco's financial position. Namco then approached Sega, whose game catalog and development teams Nakamura admired, but Sega was already in talks with pachinko manufacturer Sammy Corporation and ultimately declined. The Idolmaster rhythm game, released as finances continued to deteriorate, became a widely successful franchise in Japan and offered a rare bright spot before the company's final chapter.

  • Bandai, a toy and anime production company, approached Namco about a merger in early 2005. The two had collaborated previously on Mobile Suit Gundam: One Year War, an arcade and PlayStation 2 game developed with Bandai subsidiary Banpresto. Bandai believed that pairing its character library, which included properties like Sailor Moon and Tamagotchi, with Namco's game development expertise would strengthen both companies. Nakamura and Namco's content advisors pushed back, arguing that Bandai's corporate culture, which they saw as prioritizing marketing over quality, would not fit Namco's more production-focused environment. As Namco's finances kept deteriorating, Shigeichi Ishimura, who had succeeded Kyushiro Takagi as company president on the 1st of April 2005, pressured Nakamura into accepting.

    Bandai's offer was accepted on the 2nd of May 2005. The acquisition, in which Bandai purchased Namco for 175.3 billion yen, the equivalent of roughly 1.7 billion US dollars, was finalized on the 29th of September. An entertainment conglomerate named Namco Bandai Holdings was established that same day. Its combined revenues were estimated at 458 billion yen, making it the third-largest Japanese game company after Nintendo and Sega Sammy Holdings. Namco's console game, mobile, and research divisions merged with Bandai's console division to create Namco Bandai Games on the 31st of March 2006, at which point Namco as a standalone company effectively ceased to exist.

    The name persisted, repurposed across successor entities. The Namco Cybertainment division became Namco Entertainment in January 2012 and Namco USA in 2015 before being absorbed into Bandai Namco Amusement's North American branch in 2021. Bandai Namco Amusements, the second Namco successor, continues operating arcade and entertainment venues internationally.

    Namco's catalog of over 300 arcade games published since 1978 includes titles that critics and journalists have placed among the greatest games ever made. Pac-Man sold over 300,000 arcade units and grossed over one billion dollars in quarters globally, according to Guinness World Records in 2005. In an obituary for Masaya Nakamura in 2017, a writer for Nintendo Life observed that without Namco and Pac-Man, the video game industry would look very different today. Staff at IGN wrote in 1997 that tracing Namco's history is like tracing the history of the industry itself, from the roof of a Yokohama department store to the global reach of franchises still active today.

Up Next

Common questions

Who founded Namco and when was it established?

Masaya Nakamura founded Namco on the 1st of June 1955 in Ikegami, Tokyo, under the original name Nakamura Seisakusho. Nakamura started the business with 300,000 yen spent on two hand-cranked rocking horses installed on the roof of a Matsuya department store in Yokohama.

How did Namco acquire Atari Japan?

Atari co-founder Nolan Bushnell sold the struggling Atari Japan division to Nakamura after Sega and Taito both declined the offer. Nakamura agreed to pay 296 million yen but could not meet the deadline, so Bushnell accepted 550,000 dollars upfront and 250,000 dollars a year for three years. The acquisition was completed in 1974.

Who designed Pac-Man and what was its original name?

Toru Iwatani designed Pac-Man, which was originally called Puck Man. It was test-marketed in Japan on the 22nd of May 1980 and released in North America under the name Pac-Man in November 1980. Pac-Man sold over 300,000 arcade units and grossed over one billion dollars in quarters globally.

What was Namco's relationship with Sony and the PlayStation?

Namco became the PlayStation's first third-party developer in 1994, contributing Ridge Racer as a launch title when the console released in Japan on the 3rd of December 1994. Tekken, also from Namco, became the first PlayStation game to sell one million copies. Sony acknowledged the partnership with early promotional material carrying the tagline "PlayStation: Powered by Namco."

Why did Namco merge with Bandai in 2005?

Namco pursued the merger with Bandai primarily because of severe financial difficulties, including a projected net loss of 6.5 billion yen for the fiscal year ending March 2001 and a near 95% drop in revenue. Bandai acquired Namco for 175.3 billion yen, finalized on the 29th of September 2005, creating Namco Bandai Holdings as the third-largest Japanese game company by combined revenue.

What was Namco's Wonder Eggs theme park?

Wonder Eggs was an amusement park Namco opened in February 1992 in the Futakotamagawa Time Spark area of Setagaya, Tokyo. It was the first amusement park operated by a video game company and drew over one million visitors in its first year of operation. Namco closed Wonder Eggs on the 31st of December 2000, by which point it had hosted six million total visitors.

All sources

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  124. 162Namco Expects Massive LossesShahed Ahmed — May 24, 2000
  125. 163Namco Incurs LossesAnoop Gantayat — February 28, 2001
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  134. 177Taking it easy in the urban jungleTomoko Otake — July 17, 2005
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