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Banpresto

From Wikipedia, the free encyclopedia
Japanese toy company and video game developer

Banpresto Co. Ltd.
The word "BANPRESTO" in red, above a black visor graphic.
A tall glass building
Headquarters in Shinagawa, Tokyo
Native name
株式会社バンプレスト
Kabushiki gaisha Banpuresuto
Formerly
  • Hoei International Co., Ltd. (1977–1982)
  • Coreland Technology Inc. (1982–1989)
Company typeSubsidiary
Industry
FoundedApril 30, 1977; 48 years ago (1977-04-30)[a]
FounderYasushi Matsuda
DefunctApril 1, 2008; 17 years ago (2008-04-01)[b]
FateDissolved; video game operations folded intoNamco Bandai Games. Currently active as a brand forBandai Spirits.
HeadquartersShinagawa, Tokyo
Area served
Japan
Key people
  • Takashi Nakada
  • (president and CEO)
Products
RevenueIncrease¥3.020 billion (2008)
Parent
Subsidiaries
  • Artpresto
  • Banpresoft
  • Banpresto HK
  • Banpresto Sales
  • Hanayashiki
  • PleasureCast
Websitebanpresto.co.jp
Footnotes / references
"English Company Profile". Japan: Banpresto. 2008. Archived fromthe original on March 21, 2008. RetrievedDecember 5, 2020.

Banpresto Co., Ltd.[c] (formerlyCoreland Technology Inc.) was a Japanesevideo game developer andpublisher headquartered inShinagawa, Tokyo. It had a branch in Hong Kong named Banpresto H.K., which was headquartered in theNew Territories. Banpresto was a partly owned subsidiary of toymakerBandai from 1989 to 2006, and a wholly owned subsidiary ofBandai Namco Holdings from 2006 to 2008. In addition to video games, Banpresto produced toys, keyrings, apparel, and plastic models.

Banpresto was founded by Japanese businessman Yasushi Matsuda as Hoei International on April 30, 1977. Its poor reputation led to its name being changed to Coreland Technology in 1982, becoming a contractual developer for companies such asSega. Coreland was majority-acquired by Bandai in 1989 following severe financial difficulties and renamed Banpresto, becoming Bandai's arcade game division. Banpresto focused primarily on producing games with licensed characters, such asUltraman andGundam. Its sharing of Bandai's library of popular characters allowed the company to become one of Japan's largest game publishers in the 1990s.

The company's first hit was theFamily Computer role-playing game (RPG)SD Battle Ōzumō: Heisei Hero Basho in 1990. The tactical RPGSuper Robot Wars became one of Banpresto's biggest hits, spawning an extensive franchise with several sequels, spin-offs, and other forms of media. Banpresto was negatively impacted by theJapanese recession during the late 1990s, as well as a failed merger between Bandai and Sega in 1997, as it began enduring several financial losses. In 2006, Banpresto became a wholly owned subsidiary of the entertainment conglomerateBandai Namco Holdings. It continued producing games until 2008 when it was absorbed byNamco Bandai Games, and its toy and arcade divisions were spun-off into an unrelated company that carried the same name.

Banpresto produced several successful video game franchises, includingSuper Robot Wars,Compati Hero,Sailor Moon,Summon Night, andAnother Century's Episode. It also operated amusement facilities across Japan, includingHanayashiki, as well as producingmodel kits, stuffed toys, andUFO catcher prizes. Banpresto has been credited for contributing to the rise in popularity ofcrossover video games and licensed characters for arcades, though the quality of its creative output has received criticism.

History

[edit]

Origins and acquisition by Bandai (1977–1989)

[edit]

In April 1977, Japanese businessman Yasushi Matsusa established Hoei Sangyo Co. Ltd. (Hoei International) inTanashi, Tokyo.[1][2] His business began as a manufacturer ofarcade cabinets for other companies, as Japan's coin-operated game industry had seen considerable economic growth throughout the decade. In addition to distributing games from other manufacturers across the country, Hoei Sangyo also began production of its own games in-house, the majority being clones of other popular games likeSpace Invaders.[1] Matsusa's business established a relationship with Esco Trading, a company formed bySega presidentHayao Nakayama, which gave the latter the rights to distribute Hoei Sangyo's video games to other parts of Japan.[3] Hoei Sangyo released its first original video game in 1981,Jump Bug, an early side-scrolling platform game released outside Japan byRock-Ola.[4][5]

Bandai acquired Coreland as a way to get a foothold in the arcade game market.

Hoei Sangyo was reorganized into Coreland Technology Inc. in June 1982, where it became a contractor company that developed games for other companies.[1] One of its first projects wasPengo, which was released the same year bySega.Pengo was successful arcades and lead to several sequels and home conversions.[6] Coreland also designed games such as4-D Warriors andI'm Sorry for Sega,[7][8] andBlack Panther forKonami.

In the late 1980s, Coreland established a partnership with toy companyBandai, known for itsmodel kits and action figures based on popular characters likeMobile Suit Gundam.[9] At the time, Bandai was suffering from numerous financial difficulties as a result of the slumping Japanese toy market affecting the demand for its products. Coreland's positive track record was the primary reason for the partnership, as Bandai hoped it would allow itself to secure a stronghold in the coin-op industry.[10] However, Coreland was undergoing its own financial constraints, having accumulated more than¥1.5 billion in debt due to poor sales. As contractual agreements prevented Bandai from backing out of its deal, it chose to majority-acquire the company in February 1989.[10] Coreland was reorganized again into Banpresto; the name came from a portmanteau of "Bandai" and "presto", a word used to describe magic. Yukumasa Sugiara, a member of Bandai's board of directors, became the company's president.[10]

Super Robot Wars and expansion (1989–1996)

[edit]

Banpresto underwent significant changes as a result of Bandai's acquisition of the company. With Banpresto becoming Bandai's arcade game division, Banpresto was given the exclusive rights to use Bandai-owned characters for video arcade games andchildren's rides. It was also allowed to produce games for home video game consoles, such as the successful NintendoFamily Computer (Famicom); Banpresto received strict orders to not release any games that could compete with those from Bandai.[11] One of the company's first projects wasSD Battle Ōzumō: Heisei Hero Basho, a crossover for the Famicom featuring "super-deformed" interpretations of Gundam, Ultraman, and Kamen Rider. It is often credited as the first video game to cross over characters from other forms of media.[12]Heisei Hero Basho was developed by Banpresto staff as a congratulatory gift to Sugiura shortly after assuming role of company president.[11] Beginning April 1990, the company supplied video arcades with prizes forUFO catchers andmerchandiser machines, such as those designed afterUltraman andKamen Rider characters. Over 70 million were sold in the year 1990 and contributed to Banpresto's¥30 million capital increase.

Super Robot Wars for theGame Boy (pictured above) became one of Banpresto's most-successful titles upon its release in 1991.

In April 1991, Banpresto introducedSuper Robot Wars, atactical role-playing game for theGame Boy.[13][14] Developed by external studio WinkySoft,[15] it was a spiritual successor to itsCompati Hero series of games, crossing over popularmecha licenses likeGetter Robo andMazinger-Z.[16]Super Robot Wars was a commercial success, attributed to its release during the popularity of mecha anime in the early half of the decade.[16] It became one of the company's most-successful games, spawning a multi-million-selling franchise with several sequels, remakes, and other forms of media.[16][14]Super Robot Wars is considered important and influential for the genre, and contributed to the early success of theSD Gundam media franchise.[14] As of 2016, theSuper Robot Wars series has sold over 16 million games across all available platforms.[17] Banpresto also began producing children's rides, using the likenesses of characters such asAnpanman,Super Mario, andThomas the Tank Engine.[18]

By 1992, Banpresto was worth¥1.4 billion yen.[2] The company began expanding its operations as a result, starting with the establishment of Sanotawa, a sales and distribution network subsidiary, in February. Banpresto found additional success in arcades with the release of Ugougo Luga, a stuffed toy that sold over 2.6 million by the end of the year. The company continued to develop and publish video games for home consoles. Among its most successful releases wasSuper Puyo Puyo, aSuper Famicom conversion ofCompile'sPuyo Puyo series that sold over one million copies.[19] In February 1994, Banpresto established Banpre Kikaku, Ltd. inKita, Osaka, which became its primary video game development division.[20] As Banpresto was largely a publisher of games by other studios, the move allowed it to experiment with original game concepts and handle development of video games in-house. In addition, Banpre Kikaku also served as a second office, and assisted in its parent company's sales programs and product distribution. Unifive, a producer of merchandiser games, became a wholly owned subsidiary in March as part of the company's continuing expansion in the arcade industry. Banpresto began to spread its operations throughout other parts of Asia; Banpresto H.K. was founded in Hong Kong in June to import and distribute Banpresto-developed goods across the country.

Restructuring and continuing expansion (1996–2005)

[edit]
Banpresto's headquarters inMatsudo,Chiba from 1996 to 2004. The building was later repurposed for theBandai Museum until it moved toMibu, Tochigi in 2007.
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This sectionneeds expansion. You can help byadding to it.(December 2024)

In January 1996, Banpresto assisted in the founding of theComputer Entertainment Software Association (CESA), an organization funded by other game companies to allow for firm communications between each other.[21] The company continued to publish games by external companies, includingGazelle'sAir Gallet andFill-in-Cafe'sPanzer Bandit.

Namco Bandai takeover and dissolution (2005–2008)

[edit]

In September 2005, Bandai merged with fellow game company Namco to establish a new entertainment conglomerate,Namco Bandai Holdings. Namco and Bandai's video game operations were merged and transferred to a new subsidiary,Namco Bandai Games, in March 2006.[22][23] Banpresto became a wholly owned subsidiary of Namco Bandai Holdings upon the formation of Namco Bandai Games,[24] however the merge had little effect on the company itself.[22] The company reported considerable financial success following the merge in April, as its net income forecast exceeded the expected¥1.6 billion to¥2.1 billion.[25] The company continued to produce games based on licensed properties, notablyCrayon Shin-Chan, as well as selling arcade game equipment and maintaining its video arcade chains.[25][26]

In November 2007, Namco Bandai Holdings announced that Banpresto's video game development would be merged with Namco Bandai Games, with the latter assuming control of all Banpresto-owned franchises.[27] The merge took place on April 1, 2008, with Banpresto being reorganized as a producer of toys and prize machines for Japan.[27] Pleasure Cast and Hanayashiki subsequently became subsidiaries ofNamco,[27] while Banpresoft became a wholly owned division of Namco Bandai Games.[citation needed] Until February 2014, Namco Bandai Games continued using the Banpresto label on several of its games to signify the brand's legacy.[28]

The Banpresto name continued to be used as the name of a Bandai Namco division until 2019, when it was absorbed into the then-recently formedBandai Spirits division of Bandai, relegating it into a brand of high-end figures based on licensed products.[citation needed]

Games

[edit]

Hoei/Coreland

[edit]
TitleRelease yearDistributor(s)Platform
Jump Bug1981SegaArcade
Pengo1982
SWAT[29]1984
Gombe's I'm Sorry1985Sega
Seishun Scandal1986
WEC Le Mans1986Konami
Cyber Tank[30][31]1988Taito

Banpresto

[edit]
TitlePlatform(s)Release date
SD Lupin the 3rd: Operation to Break the SafeGame BoyApril 13, 1990
SD Battle Ōzumō: Heisei Hero BashoFamily ComputerApril 20, 1990
SD Hero Soukessen: Taose! Aku no GundanFamily ComputerJuly 7, 1990
Ranma ½Game BoyJuly 28, 1990
SD Sengoku Bushou Retsuden: Rekka no Gotoku Tenka wo Nusure!Family ComputerSeptember 8, 1990
Kininkou Maroku OniGame BoyDecember 8, 1990
Hissatsu ShigotoninFamily ComputerDecember 15, 1990
SD the Great BattleSuper FamicomDecember 29, 1990
Super Robot WarsGame BoyApril 20, 1991
Battle Dodge BallSuper FamicomJuly 20, 1991
Game BoyOctober 16, 1992
Super Puyo PuyoSuper FamicomDecember 10, 1993
Puyo PuyoGame BoyJuly 31, 1994
Battle PinballSuper FamicomFebruary 24, 1995
Super Tekkyuu Fight!Super FamicomSeptember 15, 1995
Hokuto no KenPlayStationAugust 30, 1996
Magna Carta PortablePSPMay 25, 2006
Crayon Shin-chan: Saikyou Kazoku Kasukabe King WiiWiiDecember 2, 2006
Gintama: Gintoki vs. HijikataNintendo DSDecember 14, 2006
Crayon Shin-Chan: Arashi wo Yobu Cinema Land - Kachinko Gachinko Daikatsugeki!Nintendo DSMarch 20, 2008

See also

[edit]

Notes

[edit]
  1. ^Current company established on April 1, 2008
  2. ^Current company dissolved on February 23, 2019
  3. ^Japanese:株式会社バンプレスト,Hepburn:Kabushiki gaisha Banpuresuto

References

[edit]
  1. ^abcHorowitz, Ken (June 22, 2018).The Sega Arcade Revolution: A History in 62 Games.McFarland & Company.ISBN 978-1476672250.
  2. ^ab"Corporate History".www.banpresto.co.jp. Japan: Banpresto. 2004. Archived fromthe original on October 29, 2005. RetrievedAugust 1, 2020.
  3. ^Smith, Alexander (2019).They Create Worlds: The Story of the People and Companies That Shaped the Video Game Industry, Volume I.CRC Press. p. 433.ISBN 9781138389908.
  4. ^"Hoei Grants "Jump Bug" —Rock-Ola for U.S.A. and Sega for Other Areas—".Game Machine (in Japanese). No. 179. Amusement Press. December 15, 1981. p. 30.
  5. ^"Jump Bug - Videogame by Rock-Ola Mfg. Corp".Killer List of Videogames. International Arcade Museum. March 25, 2019. Archived fromthe original on March 25, 2019. RetrievedJuly 31, 2020.
  6. ^Bobinator (August 17, 2015)."Pengo".Hardcore Gaming 101. Archived fromthe original on January 24, 2020. RetrievedAugust 25, 2020.
  7. ^"4-D Warriors - Videogame by Sega".Killer List of Videogames. International Arcade Museum. Archived fromthe original on April 17, 2019. RetrievedAugust 25, 2020.
  8. ^Plasket, Michael (October 16, 2015)."I'm Sorry".Hardcore Gaming 101. Archived fromthe original on January 17, 2020. RetrievedAugust 3, 2020.
  9. ^Wild, Kim (2007). "Retroinspection: WonderSwan".Retro Gamer (36).Imagine Publishing:68–71.ISSN 1742-3155.
  10. ^abc"Bandai Buys Coreland To Make Games"(PDF). No. 351. Japan: Amusement Press. Game Machine. March 1, 1989. p. 30. Archived fromthe original(PDF) on May 22, 2020. RetrievedAugust 1, 2020.
  11. ^ab第一章 拡大するアニメ・ビジネス 二.古いキャラクターの価値 ●版権窓口が異なる新旧のキャラクターを集めてヒット (in Japanese).Nikkei Business Publications. May 17, 1999. p. 28.ISBN 4-8222-2550-X.
  12. ^Lopes, Gonçalo (March 12, 2018)."Zany Super Famicom Great Battle Series Gets Translated Into English".Nintendo Life (in Japanese).Gamer Network.Archived from the original on September 24, 2018. RetrievedJuly 6, 2019.
  13. ^"スーパーロボット大戦 (ゲームボーイ)".Famitsu (in Japanese).Kadokawa Corporation. Archived fromthe original on July 23, 2020. RetrievedAugust 1, 2020.
  14. ^abcBarder, Ollie (April 22, 2014)."All is fair in love and Super Robot Wars".Eurogamer.Gamer Network. Archived fromthe original on November 5, 2019. RetrievedAugust 1, 2020.
  15. ^Barder, Ollie (December 1, 2015)."The End Of An Era As Winkysoft Files For Bankruptcy".Forbes. Archived fromthe original on June 21, 2018. RetrievedAugust 1, 2020.
  16. ^abcHamamura, Hirokazu.『浜村通信 ゲーム業界を読み解く』 (Hanamura Tsūshin: Gēmu Gyōkai o Yomitoku,"Hanamura Journal: Deciphering the Video Game Industry") (in Japanese). Enterbrain. pp. 203–206.
  17. ^"「スーパーロボット大戦」シリーズ累計出荷本数1,600万本突破。第1作のHDリメイク版がPS Storeで販売開始" [Cumulative shipment of "Super Robot Wars" series exceeded 16 million. The first HD remake version is now available on the PS Store].4Gamer.net (in Japanese). Aetas. April 24, 2014. Archived fromthe original on September 22, 2015. RetrievedJuly 5, 2019.
  18. ^"ミニ定置回転式 - バンプレスト「アンパンマン」"(PDF) (in Japanese). No. 497. Amusement Press. Game Machine. June 15, 1995. p. 17. Archived fromthe original(PDF) on May 23, 2020. RetrievedAugust 25, 2020.
  19. ^"Japan Platinum Game Chart".The Magic Box. Archived fromthe original on August 1, 2019. RetrievedAugust 23, 2019.
  20. ^"バンプレソフトとベック、4月1日付で合併しB.B.スタジオに".GameBusiness (in Japanese). IID. April 6, 2011. Archived fromthe original on August 24, 2020. RetrievedAugust 24, 2020.
  21. ^"Home Vid Manufacturers Set Up New Association"(PDF) (in Japanese). No. 510. Amusement Press. Game Machine. January 1, 1996. p. 36. Archived fromthe original(PDF) on May 22, 2020. RetrievedAugust 24, 2020.
  22. ^abNiizumi, Hirohiko (September 13, 2005)."Bandai and Namco outline postmerger strategy".GameSpot.CBS Interactive. Archived fromthe original on July 24, 2020. RetrievedJuly 27, 2020.
  23. ^Karlin, David (March 31, 2006)."Bandai and Namco Finalize Merger Details". 1UP.com. Archived fromthe original on March 12, 2014. RetrievedFebruary 2, 2014.
  24. ^Gantayat, Anoop (February 23, 2006)."Bandai Namco Absorbs Banpresto".IGN. Archived fromthe original on April 7, 2021. RetrievedApril 7, 2021.
  25. ^abTochen, Dan (April 26, 2006)."Banpresto upgrades profit forecast".GameSpot.CBS Interactive. Archived fromthe original on August 26, 2020. RetrievedAugust 26, 2020.
  26. ^"ニユースダイジェスト".Game Machine (in Japanese). Amusement Press. March 23, 2005. Archived fromthe original on December 19, 2018. RetrievedOctober 20, 2020.
  27. ^abcGantayat, Anoop (November 8, 2007)."Sayonara, Banpresto".IGN. Archived fromthe original on December 9, 2007. RetrievedAugust 26, 2020.
  28. ^ITmedia Staff (February 5, 2014)."「バンダイナムコゲームス」にレーベル統一 ゲームから「バンダイ」「ナムコ」「バンプレスト」消滅".ITmedia (in Japanese). Archived fromthe original on August 18, 2016. RetrievedAugust 2, 2020.
  29. ^Sotenga (September 28, 2014)."SWAT".Hardcore Gaming 101. RetrievedNovember 26, 2021.
  30. ^"Cyber Tank".Media Arts Database.Agency for Cultural Affairs. RetrievedSeptember 21, 2021.
  31. ^Openshaw, Mary (March 1990)."Paris Says Oui! Pins, video and — surprise! — poll all shine at best Paris show ever".RePlay. Vol. 15, no. 6. pp. 134–5.

External links

[edit]
Digital Unit
Toy & Hobby Unit
Visual & Music Unit
Amusement Unit
  • Bandai Namco Experience
  • Pleasurecast
Affiliated Companies
  • Bandai Logipal
  • Logipal Express
  • Bandai Namco Business Arc
  • Bandai Namco Will
  • Happinet (27%)
  • J-Broad
Former subsidiaries
Key people
Defunct
Related
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