Since 1985, the American video game market and its consumers have acknowledged the significance of Nintendo on the broader development of the industry; however, the place of Nintendo in the North American history primarily focuses on the company’s most successful hardware in their catalogue. This study takes a multidisciplinary approach to reconceptualise the popularized history of Nintendo and challenge the positivistic narrative that privileges the most profitable innovations. While the Nintendo Entertainment System and the Wii are influential hardware creations worthy of their dedicated literature, the generalized history of interim consoles lacks necessary critical analysis; and formal literature on the company tends to discuss failed consoles in relation to their popularized predecessors or successors. Inspired by Deleuzoguattarian theory, Nintendo’s creative ideology of lateral thinking and repurposing of outdated technology is examined through a temporal synthesis of deterritorialized and reterritorialized innovative design. This theoretical framework takes consideration of the connectivity and flows of ideas in an experimental milieu, rather than focusing on their most profitable developments. Perceiving the video game industry and Nintendo, within a rhizomatic space, informs a different perspective of Nintendo’s hardware and software history. Overall, this reconceptualization of Nintendo allows for an alternative understanding of the video game industry as a rhizomatic network of creative and experimental thought, which can emphasize a non-linear approach to the history of video game products.