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Nintendo Has Something to Sell You

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Nintendo Has Something to Sell You

After spending the past two decades cultivating a market for casual gamers, Nintendo is relying on star power in its latest advertising campaign.

“Let me show you a little something something that I learned in the 1900s,” the actor Paul Rudd says in one commercial, failing to impress a girl named Lisa who thinks it is strange he is dressed as his 22-year-old self, complete with an indie-rock hairstyle and wearing beads.

Lisa is not the only person who thinks her “Uncle Paul” is being weird in the marketing for Nintendo’s newest console, the Switch 2, which is being released on Thursday after a monthslong promotional cycle focused on its graphical power and livestreaming capabilities. The ad is intentionally cringe-worthy — a throwback to early 1990s commercials for the Super Nintendo in which Rudd made his acting debut within a thick fog of smoke machines and strobe lights.

“You boomers are cute, but you are going to lose,” Lisa announces as she zooms past Rudd and other racers within Mario Kart World, the franchise’s first brand-new game in about a decade.

Behind the lines of cheesy dialogue is a greater story about how Nintendo, which declined to comment about its marketing, wants potential customers to see its products.

The company has guarded its brand identity for the last 136 years, rarely making public comments outside shareholder meetings and prepared remarks, so the substance of its ad campaign when it releases a new console offers some of the clearest views of the company’s business strategy.

How Nintendo’s marketing has evolved since it entered the home video game business in the 1970s shows how the playing-card company became a global entertainment brand that combines the nostalgic appeal of Disney with the design simplicity of Apple.

The Promise of Power

Nintendo’s early advertisements targeted young boys, showing its first game console emerging from control panels in a spaceship where children were dressed like Sith lords from the latest “Star Wars” movie. In addition to the gray rectangular controller that would become ubiquitous, an accessory known as the Robotic Operating Buddy, or ROB, made frequent appearances. A 1986 study commissioned by Nintendo had found that children who asked for the console were most intrigued by the robot.

ROB was also central to one of Nintendo’s main slogans, “Now you’re playing with power,” which often featured at the end of its commercials. In one 1986 ad, a child holds the robot into the air as someone rips a rock guitar tune. Lightning strikes the toy shortly before a cut to Nintendo’s logo flying through space.

Five years later, Nintendo recognized that its initial audience of boys had grown into teenagers and young adults. Ads for the Super Nintendo like the one featuring Rudd were moodier; the synth music was heavier and the lighting was darker.

The setting is spooky, appearing to take inspiration from the secluded street where Michael Jackson danced to “Thriller.” It provides a sense that video games are, by extension, dark and mysterious.

Looking for an Edge

History seemed to repeat itself when the Nintendo 64 arrived in 1996. The initial marketing was geared toward a new generation of young gamers, this time carrying the optimistic vision of the can-do attitude that followed the end of the Cold War.

“Yo, listen up, we will not live in a two-dimensional world. We won’t go in one direction or zig where we can zag,” a voice said in a television ad for the console’s premier release title, Super Mario 64, which emphasized the company’s shift to three-dimensional graphics. “We will be in control of something. We will change the system.”

Some ads from this era have aged poorly in their attempts to echo the edgy sitcom humor of the time. One commercial for Nintendo’s line of best-selling games — including Mario Kart 64 and Star Fox 64 — showed young boys looking through a peephole into the girls’ locker room. When an angry coach inspected the view, he found only a stack of monitors displaying video games in the showers.

In 2001, Nintendo opted for a more serious campaign to attract teenagers and young adults. The GameCube looked like a toy next to competitors like Microsoft’s Xbox and Sony’s PlayStation 2, requiring marketers to amplify its cool factor.

One of the resulting commercials was practically avant-garde. It included goth girls, formal dinnerware and bucket hats. Inside one glass cube, two samurai faced off; in another, a watercraft spun in circles. The camera jumped from scenes of older people slurping soup to men bobbing their heads in a convertible before concluding with an image of a half-naked man playing Pikmin in a luxury hotel and the slogan, “Life’s a game.”

This was a bold tagline for a disaffected audience, coming at the onset of the war on terrorism and the dashed hopes of globalization. Both the hardware and the commercials failed to resonate with audiences, however, leaving Nintendo with poor sales and good reason to reinvent itself in the next generation of consoles.

Japanese Wonder

Investing more than $200 million into its advertising campaign, Nintendo hired the filmmaker Stephen Gaghan (“Traffic,” “Syriana”) to market the Wii in 2006 — not as the purveyor of futuristic technology geared almost exclusively to a male audience but as an export of Japanese imagination.

Arriving to the American suburbs via smart car in one ad, two salarymen rang the doorbell of a curious family. “We would like to play,” one of them said as they bow and present the Wiimote controller. Riffs from the electric guitar were replaced with the acoustic sounds of a Japanese biwa as the family learned to use the console’s innovative motion controls. The salarymen, having successfully reintroduced Nintendo to America, drove off into the sunset.

There was intense debate within Nintendo about releasing that commercial, according to a memoir by Reggie Fils-Aimé, the president of Nintendo of America at the time. In his book, the executive recalled having to convince his Japanese counterparts that it would not be considered inappropriate by Western audiences if businessmen approached a family’s home. He also persuaded leaders to package Wii Sports with the console for free in a successful effort to hook consumers.

The massive success of the Wii’s marketing campaign was followed in 2012 by the commercial failure of the Wii U, which Nintendo struggled to present as an entirely new console rather than a modest change. The console’s first commercials focused mainly on its controller’s functionality instead of actual games. It did not help that other ads referred to the Wii U as an upgrade, showcasing elaborate living room presentations where children tried to explain the difference to their parents.

Together Again

Nintendo needed another refresh.

Marketing for the Switch in 2017 pivoted away from the family-friendly Old Navy style of commercials that defined the Wii U era. The advertisements emphasized coming together with friends or strangers — sweaty basketball teammates or bundled-up bus riders — by bringing the portable console anywhere. There is a sleekness to the commercials, underscored by the song “Let’s Switch It Up,” by the Texas rock band White Denim.

Nintendo’s branding became more consistent during the Switch’s life cycle, using the same bold red colors from its logo in marketing and the snappy “click” sound of the controllers snapping into place. Many of those visual and audio cues are being used in marketing for the Switch 2, indicating that the company is going for consistency, aware that shifts in its branding have caused confusion in the past.

The Switch commercials conveyed a message of coming together over video games, but marketing for the Switch 2 seems to be adding an asterisk: come together, alone.

Nintendo has been promoting the console’s online streaming functionality, which includes voice chat and the option to connect with a separate webcam, allowing gamers to play together from the comfort of their own homes. It is a sense of communal isolation that was most likely born out of the livestreaming industry that grew through online platforms like Twitch during the coronavirus pandemic.

The Switch 2 has just arrived in stores, so the effectiveness of the company’s latest marketing campaign is yet to be determined. At the very least, it has given Rudd a full-circle moment as a celebrity spokesman, drawing a line between decades of Nintendo consoles.

“You know guys, it’s nice playing with power but this is better because now we are playing together,” Rudd said in his Switch 2 ad before switching to a dramatic low voice. “Super together.”