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Bringing Video Games Home

Iwata
Today I would like to "ask" two seasoned experts in the video game industry.

This September 13th marked the 25th anniversary of the release of the game Super Mario Bros. Thanks to the continued support of the series by its many fans, Mario is still doing great a quarter of a century after his first appearance. Nintendo is currently holding a 25th anniversary campaign, to show gratitude to everyone who has supported the series over the years.

As part of that campaign, I would like to ask the two of you about what went through your minds as you witnessed the creation of Mario, as two core members of the company who were there when Nintendo turned from a playing card company to, in an unexpected turn of fate, a toy company, and then found electronics, transforming itself further into a video game company. I believe that leaving a record of this in some kind of form for future generations will have important historical significance. That is why I asked you two to join me for this session of "Iwata Asks".
Imanishi
You sure expect a lot from us! (laughs)
Iwata
I am. (laughs) Thank you for coming.
Imanishi
and Uemura
Thank you for inviting us.
Iwata
When the Famicom (Nintendo Entertainment System) came out, Imanishi-san was heading the General Affairs Department, and later he became general manager of the Corporate Communications Division. Uemura-san was in charge of hardware development. The yellow Super Mario cartridge stuck in this white and dark red console set a record for the number of copies sold that has never been beaten in Japan.
Imanishi
Oh, is that so?
Iwata
As far as the number of game consoles goes, the Nintendo DS system has outsold the Famicom, and when it comes to games, Wii Sports1 has sold more copies around the world, but when it comes to the number of packaged copies of a game sold in Japan, Super Mario Bros. still far surpasses all other games.
Imanishi
Hmm.
Uemura
That's amazing.
1 Wii Sports: A sports game including simulations of tennis, golf, bowling, baseball and boxing. In Japan the game was released simultaneously with the Wii console in November 2006.

Iwata
Uemura-san, first I'd like to ask you about the birth of the Famicom. How did development of it begin?
Uemura
It's a long story...
Iwata
Yes, I'm sure it's going to be a long story! (laughs)
Uemura
What a task! (laughs) Hmm... Where should I begin? I suppose it started when former Nintendo president Yamauchi-san called me at home once. This is a fact. He said the good sales of Game & Watch2 wouldn't last very long.
Iwata
At the time, Game & Watch was Nintendo's main product.
Uemura
Yes. Yokoi-san3 was in charge of the Research & Development Department 1, which was developing Game & Watch. The number of workers he had was increasing. Meanwhile, I had the Research & Development Department 2, whose numbers were decreasing, so I had time on my hands and was going home fairly early. (laughs)
Iwata
Even though you were in charge of a development department? (laughs)
Uemura
Yeah. (laughs) But there really wasn't anything to do! I even wondered if Yamauchi-san had called me out of consideration for that. He said the next thing would be video games for play on home television sets and asked if my department would develop them. But such games had been around for awhile.
Iwata
Even Nintendo had released TV Game 6 and TV Game 154, which had built-in games rather than external cartridges.
2 Game & Watch: Beginning with the release of Ball in 1980, and lasting until 1984, 59 titles appeared, selling 43.4 million games worldwide.
3 Gunpei Yokoi (1941-1997): While at Nintendo, he played a central role in developing such products as the Game & Watch handheld electronic games, the Game Boy handheld system, R.O.B. (Robotic Operating Buddy), and the game Dr. Mario.
4 Color TV Game 6 and Color TV Game 15: Released in Japan in July 1977. The consoles held, respectively, 6 and 15 games such as tennis or table tennis.

Uemura
I understood that it would be an extension of those, but Yamauchi-san made various stipulations. He said the games wouldn't be built-in, but rather we would adopt the cartridge system, which was just then becoming mainstream. What's more, he told me to make a machine that wouldn't have any competitors for three years.
Iwata
Wow, he said that from the very...
Uemura
He was clear about that from the start.
Iwata
But holding competitors off for three years is something...
Uemura
Unimaginable, right?
Iwata
It wasn't like Nintendo possessed some secret weapon, so from the point of view of an engineer, it was impossible.
Uemura
Yeah. But even if I had spoken up about that, he wouldn't have listened. (laughs)
Iwata
(laughs)
Uemura
At the time, Nintendo had a competitive advantage with Game & Watch, and he wanted me to create the same situation with home video games.
Iwata
But in order to maintain a competitive advantage for a while, you have to really stretch yourself at the product's launch in order to make lots of people think, "Isn't it a little early for that?"
Uemura
That's right. Besides, computers were being made by semiconductor companies, so I couldn't ask any of them to make something superior only for us. No matter how you look at it, it wasn't going to be easy to achieve. And Nintendo was practically last to enter the market for cartridge-type video games.
Iwata
A number of other companies were already selling home video game consoles.
Uemura
Yeah. But I had time on my hands and Yamauchi-san was telling me to do it, so I didn't have any choice but to agree. (laughs)
Iwata
(laughs) About when did he tell you this?
Uemura
November 1981.
Iwata
Oh, the year after Game & Watch came out.
Uemura
Game & Watch was doing pretty well.
Iwata
Nonetheless, he ordered you to work on the next thing.
Uemura
Right. And he wanted it by mid 1982. There was no way I could do it in such a short time.
Iwata
Because you'd be making it from the integrated circuit on up. By the way, 1982 was when I joined the working world. (laughs)
Imanishi
Really! (laughs)
Uemura
I decided to give it a shot and began research on home video games, but another condition arose. Yamauchi-san said we couldn't make it with Sharp.
Iwata
Oh...
Uemura
That really hurt. (laughs) I had intended to collaborate with Sharp.
Iwata
You worked for Sharp before joining Nintendo. We'd formed a relationship with them for Game & Watch, so working with them seemed the natural thing to do, right?
Uemura
Right. But his reason was simple. He said that if we asked Sharp to put their efforts toward this, they wouldn't be able to keep making Game & Watch games anymore.
Iwata
Oh, I suppose not.
Uemura
Yeah. I knew he was right, so I started looking for someone to cooperate with and contacted many of the major electronics makers, but they all said no.
Iwata
Why did they say that?
Uemura
Their official reason was that the timing was just before a big production increase in RAM for word processors and personal computers, so they didn't have a team free to handle an unknown product like video games.

But I suppose the honest answer would have been, "We don't know what to do," "We don't really understand what it is you want," and "I don't think Nintendo can design something like that." I think those were their real reasons.
Iwata
At the time, no one had any idea what kind of product video games were soon to become, their potential, or the scope of the market.
Uemura
That's right. And then, just when I was wondering what to do, completely by chance, I got a call from Ricoh.