NIGHTMARE IN THE FUN HOUSE
Everyone said Nintendo was zapped for good. Now it's rearmed for Mortal Kombat.
Step by electronic step, you advance through
jungles, oceans, reefs and mines on Donkey Kong Island in the guise of
an amiable ape. You jump off tires, climb vines, throw barrels and even
ride fish and rhinos, all in an attempt to get back those bananas stolen
by the Evil Kremlins. Suddenly the weather turns nasty. A blizzard
howls, and day becomes night. But there's no time to seek shelter or you
will lose your chance to do final battle with the Kremlin leader, King
R. Cool, on his pirate ship.
The plot of Nintendo's new best-selling video
game is just a pale flickering replica of the fierce struggle that video
game king Nintendo itself has been engaged in lately. Four years ago,
$4.7 billion-in-sales Nintendo controlled 90% of the video game business
and was pulling in well over $1 billion a year in pretax profits, more
than all the U.S. movie studios combined. Among American children
Nintendo's main character, Super Mario, has a higher "Q" rating, which
measures the popularity of public figures, than Mickey Mouse.
But these days many do not even expect
Nintendo to make it to the final battle for dominance in the $15 billion
industry it created almost single-handedly. Nintendo has lost half the
European and American markets to its Japanese rival, Sega, and its
mascot, Sonic the Hedgehog, in a brutal discounting war. Worse, Sony,
3DO, NEC, Atari and Philips are now in the field with newer technology.
By November 1994 all of them had powerful new machines (or "platforms,"
in the parlance of video gamers). Except for Atari, all were equipped
with sleek CD-ROMs. Nintendo's new platforms are not due to arrive until
the fall. And they are still going to use cartridges.
"Now it is between us and Sony. Nintendo's window has passed," says Sega Executive Vice President Paul Rioux.
But the victor of this battle may not be
winning much, analysts caution. That's because more and more games are
being played on personal computers, which most analysts predict will
soon replace the dedicated machines Nintendo and Sega sell, stripping
them of their cash cows--royalty payments from software licensees.
Currently, about 35% of the software played on
Nintendo's machines, and about 45% of Sega's software is written
in-house; the rest comes from outside software companies. But Nintendo
and Sega produce all the software cartridges and then sell them back to
the software company with a stiff manufacturing fee. Nintendo derives
almost all of its income from software and half of that from
merchandising fees, which represent 20% of the retail price of a game,
says Morgan Stanley's Mitsuko Morita.
To technology analysts it seems clear that
Nintendo is going to get killed because it is essentially a one-product
company. "They could be the next Wang," predicts Joseph Osha of Baring
Securities. At S.G. Warburg, Barry Dargan agrees. "The future is so
uncertain, I could not even estimate what kind of market share they will
be left with," he says. "But I think anything over 35% is optimistic."
In contrast, Sega will only be bruised by the changes sweeping the
industry, analysts say, because at least it has a profitable arcade
business, and it has been diversifying into such new markets as virtual
reality theme parks, electronic toys for tots and cable gaming channels.
Naturally this talk has knocked Nintendo's
shares down to half what they were worth 18 months ago. They currently
sell at 14 times fiscal (March) 1996 earnings, which makes it one of the
cheapest blue-chip shares in Japan.
And what does Nintendo have to say about all
this? At the company's sterile, white headquarters in Kyoto, Hiroshi
Imanishi, right-hand man to Nintendo's 66-year-old president, Hiroshi
Yamauchi, for the last 32 years, dismisses the talk as nonsense. "The
people who criticize us belong to another world," says Imanishi, who
dresses in the same beige zippered company jacket that young staffers
wear. "In this software-oriented market, it is not important to be
faster with a new platform. The thought is completely ridiculous." In
other words, video games are a razor-and-blade business, in which you
give the machine away to sell the software. Hot software, in turn, sells
the machines. A high installed base of machines attracts the best
software houses. "The nature of Nintendo and these so-called competitors
is completely different," says Imanishi. "Sony is just another hardware
company and Sega is just an arcade company."
Imanishi has reason to be impatient with
Nintendo's critics. While rival Sega's theme parks are indeed a
positive, its shareholders might not be worse off if it stopped making
video games altogether. In 1992, the year Sega smashed Nintendo's
dominance in the U.S., Sega's U.S. video game sales rose 50%, but it
barely made a profit on them. In 1993, Sega's earnings dropped 64%, to
$112 million. In contrast, Nintendo profits fell 40% in 1993, but it
still pulled in $500 million in net profits and over $1 billion in
pretax profits. It also has no debt and $3.3 billion in cash, and
controls 70% of the world video game market. Sega has $700 million in
debt and about 25% of the world market.
While analysts criticize Nintendo for trying
to milk its existing technology, the 16-bit machine, even as others were
leapfrogging that technology by moving to 32-bit machines with a CD-ROM
drive, the best-selling item in the industry this Christmas was Donkey
Kong Country, a game written for that supposedly outmoded 16-bit
platform. In the last 45 days of 1994, Nintendo's new game sold 6.1
million units, making it the fastest-selling game in the 20-year history
of the video game industry and clearly a hotter item than Sega's new
Sonic & Knuckles title. Visually, the game is at least as impressive
as those played on 32-bit machines. Nintendo was able to produce the 3D
graphics for this game with something called advanced computer
modeling, developed by Nintendo's partners, Silicon Graphics and
Britain's Real. Nintendo has an exclusive on the technology.
"I hope Donkey Kong Country has awakened the
financial community to where the momentum is in this business," says
Howard Lincoln, who was named chairman of Nintendo of America in 1994.
"At the end of 1995 we will have the best lineup of software titles in
Nintendo of America's history."
Lincoln has now switched to marketing those
games Sega-style, which is to say in a tasteless manner. Sega was able
to establish itself as the more hip brand in the U.S. by means of
advertising that was truly obnoxious. One commercial Sega is
particularly proud of is a grainy black-and-white video featuring an
obese bully playing a Gameboy (Nintendo's portable monochrome machine)
who has to club himself over the head with a dead squirrel in order to
see color. All the ads end with Sega's trademark screeching scream.
To achieve an equivalent cachet with the
bubble-gum set, Nintendo is lashing back with frenetic commercials
mocking a mother who yearns for a successful kid--"a doctor in the
family"--and a security guard who intones, "No running, no spitting, no
loud music, no skateboarding, no skating." The ads feature rock music
played by bands with kid-pleasing names like Sweaty Nipples, belching
sounds and profound phrases like "hock a loogie."
Lincoln is also taking the wraps off on
violence. Nintendo lost share to Sega in 1993 when it censored a hot new
title by Acclaim called Mortal Kombat, in which players win by ripping
out the hearts and spines of opponents. Nintendo let Mortal Kombat II
run as is. Also, Lincoln finally gave in to Blockbuster and allowed
video games to be rented, something Sega did long ago.
Sega heaps scorn on such me-too efforts by
Nintendo. "There is nothing worse than someone who is not cool trying to
pretend he is," says Sega of America's director of product development,
Steven Payne.
But kids do not seem to have a problem with
the effort, however amateurish it seems to Payne. In the summer, Sega
had 60% of the U.S. market and Nintendo had 40%. Now the breakdown is
50%-50%. This year sales should be flat. But Lincoln predicts that the
bolder approach and revamped product lineup will mean a 28% increase in
sales for the year ending March 1996. Lincoln dismisses skepticism about
Virtual Boy, a soon-to-be released 3D portable machine you look into
like a microscope.
He's convinced that the new Nintendo momentum
will carry over into 1997. "One of the things I find most incredible,"
he says, "is how anyone could possibly conclude that Nintendo will not
have a predominant share of the next-generation platform. We have the
best technology--namely Silicon Graphics' proprietary technology. Mr.
Nakayama [Sega's president] wanted that technology as badly as Yamauchi,
but Yamauchi got it," he says. "Sega and Sony have world-class 32-bit
systems. But unfortunately for them, we will be marketing a world-class
64-bit system at the same time."
No one has yet seen what Nintendo's Ultra 64
looks like. But the company has been quick to form alliances to
codevelop software, something Nintendo never did before. And, more
important, the company has not forgotten who its core customer is. The
platform will be reasonably priced at under $250.
The same cannot be said for the competition.
3DO's machine was supposed to set a new standard for the industry. But
it flopped because it hit the market at $799. It is now selling for
$399. Sony and Sega may be making the same mistake. They released their
new 32-bit products in Japan this fall, and both are now selling well at
about $400 a unit. But it is hard to know how long that will last.
"Don't be mystified by these early numbers," warns Imanishi. "There are
game fanatics who buy every new machine. When 3DO machines first went on
sale in Japan, stores in Akihabara were sold out. But it has not
penetrated the Japanese market at all."
Analysts now agree that in Japan, where
Nintendo still has 90% of the market, most consumers will wait to see
the Ultra 64 before buying a new machine. In the U.S., neither Sony nor
Sega will have a head start. Their new platforms are being released in
the U.S. this fall, the same time as the worldwide release of Ultra 64, a
deadline Nintendo claims it will make.
Sony and Sega are already trying to prepare
customers for high prices. At the consumer electronics show in Las Vegas
in January, both companies emphasized that their new platforms will be
priced between $300 and $500. Instead of marketing the machines as the
replacement for current 16-bit systems, they are positioning the
platforms as high-end machines for twentysomething gamers.
For its core users, Sega is offering a slew of
cheaper transition products. The 32X is an attachment for Sega's 16-bit
machine that gives games a 32-bit effect. It went on sale in the U.S.
before Christmas for $160. The Sega Neptune, a package including the
16-bit system, the Sega CD-player and the 32X, will go on sale this
summer for under $200.
Sega claims it is segmenting the market like
General Motors. "The Saturn [the 32-bit machine] is the Cadillac, the
Neptune is the Oldsmobile and the Genesis is the Chevrolet," says Rioux.
Already analysts are worrying about this wide array of products. "There
are too many planets, it is a confused strategy," says Edward Brogan of
Jardine Fleming.
Baring's Osha also changed his mind about
Nintendo's prospects after the show. "Sega's plan is disconcerting," he
says. "They are not aggressively mass-marketing the Saturn, which will
give Nintendo an advantage."
For Sony, software could also be a stumbling
block. While Sony's Ridge Racer, developed by Namco, is definitely hot,
the number of other titles is limited. Unlike Nintendo and Sega, Sony
will have to rely exclusively on third-party houses. While Sony formed
an internal software development division years ago, it has been
conspicuously unsuccessful.
What makes Nintendo's platform so much cheaper
than competing machines is the lack of a CD-ROM drive. Critics claim
this is a great weakness. Everyone thinks the transition to CD-ROMs is
inevitable because they can be manufactured much more quickly and
inexpensively than cartridges. They also have much more memory, which
allows developers to throw in movie and music clips. There is a problem,
however. There is a difference in data-access speed of 1,000 times. To
get around this, companies have had to build in lots of internal memory
in the machines. But that is expensive. For software houses, it is
cheaper to make CD games but Nintendo says its cartridges will be priced
the same as CDs and that for hot titles there will be plenty of margin
for profit.
Lincoln is convinced that Nintendo will soon
be praised for its courage. "Judgment day will come in the CD-ROM
business," he predicts. "There will be a glut of inferior software."
So at this sitting, it would seem that the
price of Nintendo's system and the cutthroat competition will prolong
the life of dedicated machines. Neither Sega nor Nintendo see PCs
becoming a major threat for years.
The installed base of PCs may be high. But the
installed base of PCs with the power, graphics and sound necessary to
run popular game software is very low, especially outside the U.S. Such
high-powered PCs, costing several thousand dollars, are generally bought
by adults and are placed in a bedroom or study. It is unlikely that
such machines will be willingly turned over to charged-up nine-year-old
boys wanting to play Mortal Kombat for hours on end.
In contrast, Nintendo's new 64-bit platform
will cost under $250 and all you have to do is plug it into the TV. For
kids it is much more exciting to have their own machine and be able to
blow each other away on the large-screen TV in the living room than on a
PC they associate with school.
To keep kids playing games on the TV, Sega and
Nintendo are both investing in on-line delivery channels. In the U.S.,
Sega has already rolled out the Sega Channel, which allows users to
download old games and previews of new games onto their Genesis
platforms. Nintendo will soon start delivering game previews by
satellite in Japan and has established a joint venture in the U.S. with
GTE to explore interactive possibilities.
Be that as it may, in three to eight years the
dominant medium will probably shift to computers. The prices of PCs
will keep falling while their sophistication increases. And since
software houses pay no royalties for PC games, more and more games will
be written for PCs.
What happens to Nintendo then is unclear. But
so is the long-term future for most players on the information highway.
At the very least, Nintendo will remain a top-notch entertainment
software house.
"Nintendo's greatest asset, in addition to all
that money, is its copyright library," says Lincoln. "The video game
business is just like the movies. There is a Spielberg and a Lucas and
there are not a lot of them. We have assembled the people who make great
video games. If you have that, then the medium becomes irrelevant."
PHOTOS: Images courtesy of Nintendo and Sega
~~~~~~~~
by Kathleen Morris
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