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History -
NAMCO ※バンダイナムコ統合前となる2005年までの歴史を記載

2005

  • April

    Shigeichi Ishimura was appointed president and representative director.


  • February

    Opened Tokyo Panya Street in Funabashi City,Chiba Prefecture.


2004

  • December

    Opened Kobe Sweets Harbor in Kobe City,Hyogo Prefecture.


  • October

    Opened Kaikaya day service center in Yokohama City, Kanagawa Prefecture.


  • July

    Introduced Wangan Midnight MAXIMUM TUNE, a racing game machine.


  • Namco Hometek and Flagship Studios concluded a partnership agreement for the development and sales of PC games.


  • March

    Launched Katamari Damashii for the PlayStation 2.


  • February

    Opened Naniwa Gyoza Stadium in Umeda, Osaka.


2003

  • December

    Introduced Dragon Chronicle, a multiplayer fighting video game machine.


  • November

    Opened Jiyugaoka Sweets Forest in Meguro-ku, Tokyo.


  • August

    Launched Tales of Symphonia for the Nintendo GameCube.


  • July

    Introduced Big Sweet Land, a large-size-prize game that could be played by up to six players at once.


  • Simultaneously launched versions of the Soulcalibur 2 home video game for three different platforms.


  • March

    Established NAMCO TALES STUDIO LTD., a home video game development company.


  • Launched Tales of Destiny 2 for the PlayStation 2.


  • Opened Ikebukuro Gyoza Stadium in Namco NAMJATOWN.

    Opened Ikebukuro Gyoza Stadium in Namco NAMJATOWN.


2002

  • May

    Kyushiro Takagi was appointed president and representative director.


  • Opened Namco Wonder Park Sapporo.


  • Introduced Bihada Wakusei, a high-definition seal printing machine.


  • February

    Business tie-up with Nintendo Co., Ltd., in the home video game business.


  • January

    Launched Kotoba no Puzzle: Mojipittan, a home video game.


2001

  • October

    In collaboration with Benesse Corporation,opened Shima-Shima Town, a communication park for preschool children, in Kawasaki City.


  • February

    Introduced the TAIKO: DRUM MASTER amusement machine.


  • Formed Team Namja, a group of producers of commercial spaces.As the first project, opened Yokohama Curry Museum (operator:Matahari Co., Ltd.).


2000

  • Launched MotoGP for the PlayStation 2.


  • Opened the Chi-Kou-Raku Internet facility in Nagoya(closed in 2011).


  • December

    Opened Namco Entertainment World Tokyo Pitan City in Daiba, Tokyo.


  • October

    Obtained license to distribute PAC-MAN for Sharp Corp.’s Zaurus.


  • August

    In cooperation with Sony Computer Entertainment, jointly developed the System 246 board, which was based on PlayStation 2 technology.


  • June

    Simultaneously launched versions of the Mr. Driller home video game for three different platforms.


  • Established Namco Ecolotec Limited to conduct development of environmental machines.


  • April

    Opened the Namco Digital Hollywood Game Lab school in collaboration with Digital Hollywood Co., Ltd.


  • March

    Launched Ridge Racer V for the PlayStation 2 at the same time as the hardware launch.


1999

  • Began to supply LCD units for pachinko machines.


  • December

    Launched Namco Station, a mobile phone site for i-mode service. Expanded content business.


  • November

    Proposed barrier-free entertainment designs. Entered nursing care business with the aim of combining the themes of “play” and “welfare.”


  • October

    Established Monolith Software Inc., a home video game development company.


  • August

    Launched Soulcalibur, a weapon-based fighting game for the Dreamcast.


1997

  • Three CG works selected for prizes by SIGGRAPH,a CG conference in the U.S.


  • August

    Opened Namco Station at the County Hall, a large-scale entertainment facility in a former county hall building in London, U.K.rizes by SIGGRAPH,a CG conference in the U.S.


  • Established XS ENTERTAINMENT INC. to manage multipurpose amusement facilities in the North American market.


  • January

    Capital tie-up with Nikkatsu Corporation(canceled in 2005).


1996

  • Opened Namco Wondertower Kyoto, an urban comprehensive amusement facility.


  • Established subsidiaries in Spain, France, Germany,and Israel.


  • Opened Namco NAMJATOWN, one of Japan’s largest indoor theme parks, in Ikebukuro, Tokyo.
    July

    Opened Namco NAMJATOWN, one of Japan’s largest indoor theme parks, in Ikebukuro, Tokyo.


1995

  • December

    Launched Tales of Phantasia, the first product in the Tales of... series for the Super Famicon.


  • Developed Alpine Racer, an experience game machine.


  • Introduced TEKKEN, a polygon martial arts game using System 11,a 3D CG system board developed jointly with Sony Computer Entertainment Inc.


1994

  • Established NAMCO CYBERTAINMENT INC. through the merger of two NAMCO Group companies in the U.S.


  • Opened Yokohama Creative Center, a development base, in Kanagawa-ku, Yokohama City.


  • Launched Ridge Racer for the PlayStation at the same time as the hardware launch.


1993

  • Opened Tamago Teikoku, which offered a land of entertainment alchemy, on a site adjacent to Namco Wonder Eggs.


  • Established Shanghai Namco Ltd. as a joint venture in China.


  • Acquired Aladdin’s Castle, Inc., the largest amusement facility operator in the U.S.


  • Introduced Ridge Racer, a racing game machine including System 22,a real-time, 3D CG system board.


  • Opened Namco Wonder City Tsurumi, a comprehensive amusement facility in Tsurumi-ku, Yokohama, with NAMCO acting as developer for the first time.


  • Established NAMCO OPERATIONS EUROPE LTD., in the U.K.


1992

  • Established Brent Leisure Ltd. to strengthen manufacturing in Europe and sales in the U.K.


  • Opened Namco Wonder Eggs, the first urban theme park, for a limited time in Futakotamagawa, Tokyo.
    February

    Opened Namco Wonder Eggs, the first urban theme park, for a limited time in Futakotamagawa, Tokyo.


1991

  • Opened Plabo Sennichimae, a large-scale amusement facility.


  • November

    Established NAMCO EUROPE LTD., in London, U.K.


  • September

    Stock listed on the First Section of the Tokyo Stock Exchange. Capital: ¥6,984 million.


1990

  • Developed the Cosmo Gangs action game machine.


  • At the International Garden and Greenery Exposition, exhibited and operated Galaxian3 and The Tower of Druaga—large-scale amusement facilities based on the hyper-entertainment concept.


  • Established Namco Hometek Inc. as a U.S. base for home video games.


  • NAMCO AMERICA INC. acquired Atari Operations Inc. Commenced amusement facility operations in the U.S.


  • Established Namco Hometek Inc. as a U.S. base for home video games.


1989

  • Developed the Wani Wani Panic action game.


  • Jointly developed Eunos Roadstar Driving Simulator in cooperation with Mazda Motor Corp.


1988

  • Developed Winning Run, the first racing game to use polygon technology.


  • Presented first original video product, Mirai Ninja: Keiunkiningaiden,at the Tokyo International Fantastic Film Festival. Also launched as an amusement machine.


  • Tie-up with JCGL, a computer graphics (CG) production company.Entered a wide range of CG video business areas, from acceptance of production orders to the provision of videos.


  • Established Yokohama Future Laboratory in Yokohama City.


  • NAMCO stock listed on the Second Section of the Tokyo Stock Exchange. Capital: ¥5,550 million.


1987

  • Developed Final Lap, the industry’s first driving game with built-in communications functions.


  • Main sponsor of the Japan performance of the musical Starlight Express.


1986

  • Launched Professional Baseball Family Stadium,a Famicon software.


  • Introduced Sweet Land, a candy prize machine.


  • Established the New Technology Foundation with the objective of fostering the development of science and technology.


  • Capital participation in Italian Tomato Ltd.


1985

  • Developed Talking Aid, a mobile communication device.


  • New headquarters building completed in Ota-ku, Tokyo.


1984

  • Introduced the first product in the Tower of Druaga series of RPG game machines.


  • Launched Galaxian, the first home video game for the Famicon.


1983

  • Developed robot for Cosmo Hoshimaru,the mascot character for the International Science Technology Exposition.


  • Introduced the Xevious shooting game machine. Became highly popular due to beautiful graphics and story.


1982

  • Introduced the Pole Position racing game machine.


1981

  • Established the IP Rights Department. Began full-scale initiatives to protect in-house copyrights.


  • Introduced the Mappy maze-solving robot.


1980

  • Introduced the Nyamco maze-solving robot.


  • NAMCO sponsored the micromouse national tournament, which was participated in by amateur robot enthusiasts.


  • Introduced PAC-MAN. Became a major hit in Japan and overseas.

    Introduced PAC-MAN. Became a major hit in Japan and overseas.


1979

  • Developed Pitch In, a machine that measured the speed of a pitched ball.


  • Introduced Galaxian, a shooting game machine.Became popular, centered on young consumers,and became a major hit in Japan and overseas.


1978

  • Introduced Gee-Bee, the first original amusement machine.

    Introduced Gee-Bee, the first original amusement machine.


  • Developed Submarine, a submarine game machine.


  • June

    Established NAMCO AMERICA INC. in California, U.S.


1977

  • Developed Shoot Away, a mirror-projection-type gun hooting game.


  • NAMCO ENTERPRISES ASIA LTD. established.


  • Changed company name to NAMCO LIMITED.


1976

  • Developed F-1 driving simulation game machine. Became popular in Japan and overseas.


1975

  • Began full-scale research into robot technologies.Developed President Lincoln Robot.

    Began full-scale research into robot technologies.Developed President Lincoln Robot.


1974

  • Acquired Atari (Japan) Corp. from Atari Corp., of the U.S. Entered the video game business.


1971

  • Use of NAMCO brand name began.


1970

  • Developed Racer, a driving simulation game. Projection equipment using 3D models that were innovative for the time period became popular, and it became a hit machine.


  • Established Yaguchi plant in Yaguchi, Ota-ku, Tokyo.


1967

  • Opened Osaka office in Namba, Osaka.


1966

  • Began to use Nakamura Manufacturing brand mark.

    Began to use Nakamura Manufacturing brand mark.


  • Established main production facility in Ota-ku, Tokyo. Expanded activities of development and production departments.


1965

  • Established the Production Department. Periscope, eveloped by the Production Department, became a major hit.


1963

  • Installed the Roadway Ride on the rooftop of Mitsukoshi Department Store in Nihonbashi, Tokyo. Subsequently expanded business to each Mitsukoshi store.

    Installed the Roadway Ride on the rooftop of Mitsukoshi Department Store in Nihonbashi, Tokyo. Subsequently expanded business to each Mitsukoshi store.


1959

  • Reorganized to form Nakamura Manufacturing Co., Ltd. Capital:¥5 million.


1957

  • Headquarters office established in Ginza, Tokyo. Started sales of amusement machines.


1955

  • Nakamura Manufacturing Ltd. established in Ikegami, Ota-
ku, Tokyo (President: Masaya Nakamura). Capital:¥300,000. Started in the amusement business with the installation of two children’s mechanical horse rides on the rooftop of a department store in Yokohama.
    June

    Nakamura Manufacturing Ltd. established in Ikegami, Ota- ku, Tokyo (President: Masaya Nakamura). Capital:¥300,000. Started in the amusement business with the installation of two children’s mechanical horse rides on the rooftop of a department store in Yokohama.