2023-03-16 03:25:20
Every company has a story. Learn the playbooks that built the world’s greatest companies — and how you can apply them as a founder, operator, or investor.
Oh, have I ever done my Mario impression for you?
No, I would not expect you to have a Mario impression.
I don't know where this came from, maybe all the super smash I was playing in college on N64, but here goes.
That is amazing, no idea you had that in you. I'm very impressed, Oh.
See that I've been storing that up for this episode. Wow.
When Charles Martin moves on from this mortal coil, I think Nintendo knows who the replacement is gonna be.
I'm never gonna be able to look at you the same good. That was the goal, all right, let's do it, let's go.
You sit me down, say it straight, another story.
Welcome to season 12, episode 3 of Acquired, the podcast about great technology companies and the stories and playbooks behind them. I'm Ben Gilbert, I'm David Rosenthal and we are your hosts. Video games are an absolutely enormous industry, with a market size of over a hundred billion dollars of consumer spend every year. That makes it bigger than Hollywood and the music industry combined.
Today, in 2023. And while we are all aware that games are a fixture of life today. From your kids playing Minecraft on an Xbox to you popping open Candy Crush on your phone for a flight. This phenomenon of humans spending all this time playing video games is actually pretty new. Once upon a time, video games were a tiny niche market aimed at just teenage boys as a subset of the toys category that had fits and starts. It was not all up and to the right. And in the early 1980s, the video game industry in the U.S had some dire straits and nearly evaporated entirely. Until Nintendo made a huge bet and changed history forever. Oh man.
I've been a gamer all my life, I love video game history. I was so looking forward to doing this episode and covering Nintendo. And I had no idea what an incredible story it is of how Nintendo single-handedly resuscitated this industry and achieved 95 global market share and dominated this multi-billion dollar industry. That was left for dead. That is the story we're gonna tell today, like, we're not gonna get to the switch, we're not gonna get to the Wii, we're barely even gonna get to the Super Nintendo.
Yes, on this episode, we'll be covering Nintendo's early years, or at least the first hundred years of the company, up until about 1990. And then I think we have a part two in the works, because the story of Nintendo after 1990 is like a completely different company and a completely different set of analyses. To do so, consider this a part one and truly a story all to its own. Well, listeners, we have a big announcement we are renaming the LP show.
The LP show has been public for the last year and has effectively served as acquired ESPN 2 channel. The Deuce Yes, so we're gonna make it official. The LP show is now known as AC Q2. It still has the same great expert interviews with founders and investors like Vijay Raji, the former Facebook exec who founded Stats IG, and Megan Reynolds, the head of capital formation. At Altimeter. You can still find it in every single podcast player, whether you are an LP or not.
So if you've never given it a shot, there is no better time. Just search AC Q2 in any podcast player. And we have some Banger episodes coming up in the next couple months on the calendar for our LPS. Just so you're not confused, we will keep updating your old feed with all these new episodes just so you don't miss them. And speaking of the LP program, we are revamping it.
It is not going away. We want to basically shift away from it being about these episodes and make it more about bringing you closer into the acquired kitchen. So for our limited partners, we're bringing back private Zoom calls that will email you about the next one soon. And we'll be adding a new feature. You can help us pick future episodes, so LPs look out for an email on that and more stuff to come.
You can join at Acquired dot FM Slash LP.
Okay, listeners, now is a great time to thank one of our big partners here at Acquired Service Now.
Yes, Service Now is the AI platform for business transformation, helping automate processes, improve service delivery, and increase efficiency. 85 of the Fortune 500 runs on them, and they have quickly joined the Microsoft's at the Nvidia's as one of the most important.
Enterprise technology vendors in the world, and just like them, Service now has AI baked in everywhere. In their platform, they are also a major partner of both Microsoft and Nvidia. I was at Nvidia's GTC earlier this year, and Jensen brought up Service Now and their partnership many times throughout the keynote. So why is service now so important to both Nvidia and Microsoft companies? We've explored deeply in the last year on the show.
Well, AI in the real world is only as good as the bedrock platform it's built into. So, whether you're looking for AI. To supercharge developers and IT and power and streamline customer service, or enable HR to deliver better employee experiences, Service Now is the platform that can make it possible.
Interestingly, employees can not only get answers to their questions, but they're offered actions that they can take immediately. For example, smarter self-service for changing 401K contributions directly through AI powered chat, or developers building apps faster with AI powered code generation. Or service agents that can use AI to notify you of a product that needs replacement before people even chat with you. With service now as platform, your business can put AI to work today.
It's pretty incredible that service now built AI directly into their platform, so all the integration work to prepare for it that otherwise would have taken you years is already done. So, if you want to learn more about the Service Now platform and how it can turbocharge the time to deploy AI for your business, go over to Service Now. Comm, slash, acquired. And when you get in touch, just tell them Ben and David sent you.
Thanks, service. Now, after you finish this episode, come discuss it with the other 14,000 smart, thoughtful, kind, curious members of the Acquired community at Acquired FM. Slash, slack and without further ado. David, take us in, and listeners, this is not investment advice. David and I may have investments or make investments soon in the companies that we discuss. And this show is for informational and entertainment purposes only.
So there are quite a lot of books written about the history of Nintendo, some of which are very good, and we've read basically all of them. At this point in particular, I would highly recommend Game Over and.
Power up, yep, and I read Super Mario also great.
But the thing that we realized, and Ben and I were texting about this as we were doing the research. All these books either focus on the Nintendo Japan Story, or the Nintendo America Story, or the Video Games in America story, or the Video Games in Japan Story. And they keep them separate, and it's super weird to us. I think that kind of misses the point of the story here, which is that the rise of video games and the rise of Nintendo is this incredible, interwoven global tale. Nintendo of America wouldn't have happened without Nintendo of Japan, and Nintendo of Japan would not at all be what it is without Nintendo of America. So what we're gonna try to do here is unite these stories and tell them together as one canonical Nintendo story.
I think maybe for the first time, I don't know, at least that we found, so this is gonna be fun. So speaking of this, we start our story appropriately enough. Not in Japan in the late 1800s, when Nintendo was founded, but in California in the 1970s. With friend of the show and one of, if not maybe the original father of Silicon Valley, Nolan Bushnell of.
Atari, and certainly the father of the video games industry.
We had a chance to interview Nolan back in 2019 on the show. You can find that episode in our back catalog. He is such a character, you can't understand him without listening to him, and he is one of a kind. So Nolan grows up in Utah of all Places in the 1950s. And he's just from birth this incredible hustler and entrepreneur. And one of the jobs that he gets growing up is working at carnivals.
He's literally a Carny, and he keeps referring to himself as a Carny in our interview with him, which is fun. Arcade games back then, in the 50s and 60s, were not what we think of arcade games today, they were what's called electromechanical games. So these are things like everything from you shoot the water gun to, like, make the balloons pop to little lights and stuff going on. You swing the hammer to hit the bell. They were games and they might have involved some circuitry components, lights and sounds, but they were not video games. And lots of bars had games like this.
They were something to do at bars. In fact, one of the leading companies that made these electromechanical games back in the day was a little company called Sega, which will come up later. So Nolan, in addition to having this incredible entrepreneurial streak and background in Arcades, he does something pretty unique. He goes to college at the University of Utah and majors in electrical engineering. And this was a pretty special place and department to be in at that time.
Other folks who came out of the University of Utah Engineering School around this time Alan Kay, Jim Clark of Silicon Graphics and Netscape, Ed Catmull of Pixar.
All of which have been protagonists of acquired episodes. I know, I know it, just incredible.
Silicon Valley DN.A. That comes out of that time and specifically focused on graphics and innovating there, which, of course, Nolan becomes part of this tradition. So while he's there, he programs on a Dec PDP one. This is one of the original old-school computers from the 50s and 60s. They MIT and several others had one of these devices, and folks at MIT had, in their spare time, created a game for it. The very first video game played on a programmable computer, which was called Space War. And it was a very, very early, rudimentary, you know, kind of like asteroids.
They're not not quite space invaders or galaga, yeah.
It's funny how many early video games were space games because of space war, they were inspired by and derivatives of space war.
And of course, what's like a really easy graphical game that you could put on a black screen, that you had green little lines that you can manipulate on? Well, space, there's a lot of black in space. Yep, so when Nolan sees this, he's like, Whoa, holy crap, you know? And nobody else who is playing space war in the entire world or using a PDP.
One has also worked at Carnival arcades and Nolan's like, man, this would kill it if I could bring it back to the Arcades. But of course, at the time, I think a deck PDP one cost over a hundred thousand dollars, which is over a million dollars today. So like the idea that you could domesticate this animal, not even bring it into homes. But get the price point down to a point where bars or arcades or carnivals could afford to buy these things like no way.
Totally, I mean that it just literally never pays back. When you're thinking about if it was nickels or quarters, but whatever you're putting in the arcade machines, it's just never gonna pencil.
So when Nolan graduates, he comes out to Proto Silicon Valley, and he gets a job as an engineer at one of the leading companies there. At the time, a company called Ampex, their main market was making tape recorders that were used for movies, television, music, recording industries. But all the time that no one's working there, he can't really get both his entrepreneurial and carnival master DNA and this idea out of his heads. Of like, if you could domesticate video games and bring them to the consumer market?
They would do really well. So finally, after a couple years, by 1969, he thinks, you know, thanks to Fairchild and National Semiconductor and now Intel. At this point, Silicon has gotten cheap enough that maybe you could do this and basically take space war and build a machine cheap enough that you could sell it into arcades and carnivals. It's total Moore's law story.
It's like exactly the way that we opened our Nvidia episode with. Maybe not yet, but I can see it in the next year. That'll get cheap enough to make this new business viable. Yep, so he.
Packs up and leaves. Ampex goes to start a company with fellow Ampex employee Ted Dabney, and their business plan is they're gonna do exactly this. They initially called the company Scissor G, but it turns out that name is already taken by a candle maker. And Mendocino, I think, Nola told us.
I was gonna say, the problem with that name is that it's terrible, not that someone else also decided it was a good name.
Thank God, it was terrible. So Nolan racks his brain that comes up with an alternative idea. He's become a big go player. And he takes the term Atari from the game of go, which Atari basically means check, or the equivalent of check and chess and go. They build a game called Computer Space that's based on space War.
This is the first commercialized programmed video arcade game in history. They put it together, they contract with a arcade distribution firm called Nutting Associates to distribute it, and it's okay. It's not really a profitable enterprise yet. One because the amount of silicon required to run the game. Remember, this is coming from cutting-edge scientific military use. Computers is still enough that it costs too much to make these machines. It's not really economically viable. Yet it has another more important problem, though, which is that consumers in America aren't really ready for space games.
They haven't yet made the leap to. We're gonna live in fantasy worlds, and we could pretend we're piloting a spaceship out in space and blasting enemies. That doesn't compete yet with audiences, right?
It's escapism at its finest, and now we take it for granted that whenever you play a video game, you're entering some escapist fantasy. But that was a brand new, novel idea.
So they get this feedback, Nolan and Ted, and they think, all right, well, one. We need to make this technology simpler so that it's more affordable and cost-effective. So they hire one of the co-workers from Ampex, guy named Al Alcorn, who's an amazing engineer. One of the themes that's going to come up a bunch in this episode is the mythical 10x 100x engineer game designer, somebody who can do things that other people can't. And specifically, what was really valued in Silicon Valley and technology engineering at this time was the ability to design systems with the highest amount of functionality with the fewest number of chips. Because every chip that you put in there added a whole lot of cost to the bill of materials.
Yep, and not just on the raw costs, but on the assembly time. Soldering takes time, and at this point, there's a very little software involved in these games. You're mostly hard-coding the functionality onto the motherboard itself, depending on what chips you put in.
Yeah, to put a finer point on that, I don't think there's any software involved. Like, I think everything is hard-coded in these chips at this point in time.
Right, this is managing to create games using just electrical engineering, right?
And something I hadn't even thought about till now. All of the applications of Silicon to this point in time, they were mostly for military use cases, somewhat for industrial and commercial use cases. But the end products, like the physical devices that were being produced by all these companies, were not meant to be distributed in large numbers to consumers. If you're making systems for the government, you're not making a high number of machines, right?
We were in the like, hundreds, maybe low, thousands of devices. When you're considering military communications equipment, now, with arcades, you're into the thousands and potentially tens of thousands, which is a huge leap.
So all this kind of value engineering, you can see why it's super, super important. So huge win. They bring Al Alcorn over. He is the engineer that can make this happen and to get him started.
Nolan decides that he's gonna give Al because Al's never made a game before, he's gonna give him. Like a training project to get started, and he's thinking about what sort of, like, small toy game could I give out? And it just so happens that. Nolan has recently been to a demonstration by the consumer electronics company Magnavox and Magnavox, which at this point in time, they were one of the companies riding the wave of televisions across America. As we talked about it in the NFL and plenty of other episodes. They were looking for ways to market their televisions as superior to other manufacturers out there, like RCA or What-have-You. And they had come up with this little device that plugged into their televisions, called the Odyssey, and they called this thing a closed-circuit electronic playground.
What it actually was was the very first home video game console. They just didn't think about it that way.
This just goes to show to a lot of the times. Before a category is created, you don't know how to describe the job to be done of the very first product in the category. And so you come up with some really esoteric name like that, and it's only when five other competitors come in after you does the category sort of get a name. Like video game consoles or home video games. And I think this came up way back when we interviewed Vlad from Webflow on one of the earliest acquired LP now ACQ 2 episodes. He brought up the fact that he's like, Oh, people started calling us no code, and he was like, we've been going for five years. We had no idea we were a no-code company. But now, apparently that's a thing. And that's exactly what happened with the Magnavox odyssey.
Yeah, it's even more extreme than that. Not only did they not know what to call it, they had no idea what this market was. They thought this thing was a gee whiz device that they could have their sales reps in their stores around the country demonstrate to consumers to help them sell TVs. That's all that they thought about. They didn't think that this would be a market or a product line in and of itself. But they had created this machine in partnership with guy named Ralph Baer, who really created it.
They licensed it from him, and he's known as the father of home video games. So they had game cards that you would plug into the odyssey, and depending on which game cards you had plugged in, you could play different games. We'll see as we go along here. But it wouldn't be for several more years until that idea would come back and people would realize, Oh, hey, there's actually value to selling. Not dedicated hardware into the home of, like, this console only plays this game, but you want interchangeable software here. So this odyssey, like we said Magnavox, has no idea what they're doing with it here, and you can't blame them.
There's no roadmap for this. But in what should have been a sign to them, and certainly was a sign to Nolan. Even though they were not marketing this as a standalone device or anything like that, it becomes a pretty big success anyway. Despite Magnavox, they end up selling a couple hundred thousand units of this thing.
The Magnavox odyssey was invented to solve a problem that Magnavox had. And what they sort of failed to realize is that it had a tremendous job to be done for consumers. Where they sort of accidentally fell backwards into a gold mine, but did not feel around enough to sort of grab the gold, yes.
Nolan, though, when he sees a demonstration of this. Probably the most compelling game on the Odyssey was called table tennis. And it was like a very, very rudimentary approximation of either tennis or ping-pong. You know, table tennis that you could play with the odyssey on your computer. So he brings this back to Atari and to Al, and says, Make something like this as your test project here. Al, of course, does, does it brilliantly. And they start playing around with it at the office and they're like.
Dang, this thing's kind of fun. And wasn't it like a proof-of-concept game? It was basically a demo to show off the potential of what they could do as Atari. And they didn't realize. In creating Pong right there on the spot, they invented a mega hit as the proof of concept.
Yes, that was the thing.
So famously, they take the first cabinet to Andy Capps Tavern in Sunnyvale, California, and they convinced the owner there to set up this pong machine as they start calling it at Andy Capps. And it just becomes like a quarter vacuum, like a magnet, literally all of the pieces of coin in customers pockets just gets sucked right into pong. It's incredibly compelling and the thing that makes it so accessible to just average people who are going to the bar is it's relatable.
You don't have to make the leap that you're a pilot of a spaceship out in space. Everybody knows what table tennis is, you know how to play this game, you know what you're doing and that gets you in to try it. And once you start playing this thing and you get engrossed in it and pong. At this point, time is only two player. There's no way I hear you have to play against somebody else. You get the competitive factor going, especially in a bar, and they're like, Oh, we got something good here, yep.
So they start producing these cabinets, selling them to bars and arcades around the country. It's going really well, so well that a certain newly minted venture capitalist comes and seeks out Nolan and Atari, the legendary Don Valentine.
When you say newly minted, you know it's funny. In today's terms, he'd be like an emerging manager. I think he had raised what five million dollar fund, and this is effectively like Sequoia Fund one.
Looking to make its first investment? yes, and Atari becomes Sequoia Capitals very first investment, and it goes even deeper than that. With the money, Nolan and the team at Atari start bringing on additional folks to build an engineer games that they can sell. You know, this pond thing worked out pretty well. They hire a young kid named Steve Jobs. Amazing to come in and design a one-player, a solo version of Pong that you can play, which ends up being called breakout.
He does with his buddy, Steve Wozniak. This is, like, my favorite.
Hidden Atari story is that freakin Steve Jobs was the designer and the creator with Steve Wozniak of Breakout.
So just like that, not one, not two, but three industries are born. You've got the home video game console business with Magnavox and the odyssey that Atari copied with Pong, you've got the arcade video game business that Atari is really entering. Here. It starts to take off faster than anything, and then you've got the personal home computer business that Steve and was start with Apple.
And it all comes out of this one moment, which is incredible. So, unlike today with games or any type of software, there's no App store out there. Turns out that distribution is a critical element to building a technology company. So the arcade business with Atari starts to really take off companies. Both existing electromechanical games companies like Sega and others get into the video game business. Atari's out there, obviously, the leader.
By the mid to late 70s, the top arcade games out there were making billions of dollars in annual revenue. Like Space Invaders, which was launched by the Japanese company Taito in 1978, it does two billion dollars in annual revenue in the U.S. alone. Whoa, what year is this? This is in 1978.
I don't think I realized how big the arcade market, God before there were even video game consoles in the home. I've done all this research and I did not realize how big the arcade market was.
Yeah, this industry not only was it, did it dwarf the home console industry that the Odyssey started, it dwarf the personal computer industry. This was the main application of Silicon for the 1970s, for consumer markets by the end of the 70s. The total video game arcade market is five billion dollars a year, which is already by then. You said in the intro, you know, today video games are bigger than movies and music.
It was already bigger than movies and music by the end of the 70s, huh? That's a narrative violation. I thought this notion of eclipsing Hollywood and music was a recent phenomena to show how much time people spend in games. But what you're pointing out is that it was a different form factor and it was a physical location at Arcades. But, like, that's basically always been true.
Well, it was this ultimate hack to get distribution of this new technology and business into the mass consumer market. People already went to bars and arcades, and this was a better product of what they already did.
So the industry just took off like wildfire. The fascinating thing about this pre home console era is that there's basically no intellectual property yet, because there's no stories yet. These video games are so basic with pong with breakout. It feels silly to compare it to Hollywood, because there's not real franchises and characters and stories, and anything you can repurpose.
You're not gonna figure out how to make pong into a movie or a TV show. There's nothing there, right? You could, but it would probably be pretty bad, right? It's a false comparison at this point in history.
Yeah, but again, it makes total sense. This came out of arcades carnivals. You don't need a story here. This is about competition in a public environment, right?
So as Atari really starts to take off through the early and mid 70s, Nolan decides that, hey, they should probably get into the home video game business to.
Moore's law keeps happening. We can now create what used to take a whole cabinet into a small box that you plug into your TV. That's purchasable by a consumer rather than costing tens or hundreds of thousands of dollars, it's finally happening.
Yep, so they start working on a programmable machine that can play versions of popular arcade hits at the time, and they codename it the VCS, the video computer system. Now, as they start working on this, he and the board of Atari realize this is gonna be a very different business, with different dynamics than the arcade business. And the first and most visceral thing they realize is this is very capital intensive. It takes a lot of firepower to bring a home console to market in the right way with arcade games. You make the game, you work with a distributor like Midway or Bali, or something like that.
You get it into arcades and bars and the money comes in, like, the cash flow cycle is very quick.
And you make one of the machines and, like, a thousand people can play it. The way to address a thousand consumers is make a machine and let them flock to the bar to drop quarters in. Yeah, but in the consumer market.
Things are very different. You need to get machines into retail, and then you need to get retailers and marketers behind what you're doing and build demand amongst consumers. For people that, you know, have a reason to go to the store and buy.
Your thing and bring it home. And you need to build a hundred, a thousand times more machines to address that same set of consumers.
In their home, right? Toys R Us isn't gonna buy your product for their stores. If you only have ten of them, they're gonna buy your product if you have at least a million of them. Yep, so Silicon Valley has not evolved to the point yet. Where there are like big growth funds out there that could come in and give Atari a couple hundred million dollars to build up this inventory. So they decide the right thing to do is sell the company. They end up selling it to Warner Brothers in 1976 for 28 million dollars, and this becomes one of the greatest acquisitions of all time for a very brief period.
But during that brief period, the payback on Warner Brothers 28 million dollar investment is pretty incredible.
Yeah, that ubiquitous Atari 2600 system that everybody sort of has a fond memory for and recognizes pretty instantly. Basically, all the value of that accrued to Warner brothers, not the founders and investors in Atari, the independent company.
Yes, so they acquired the company in 1976 1977. They released the VCS, which gets renamed Just the 2600. It's a smash hit. It sells a million units in the first year, and then sales double every single year for the next three years. It's so huge that by 1980, just like three years after the 2600 launches. The Atari division of Warner Brothers does 415 million dollars in revenue, which is one-third of all of the revenue that Warner Brothers does.
Basically, Warner Brothers, the publicly traded, you know, Hollywood studio becomes a video game company for a couple years.
That's insane. I had no idea it was that meaningful to Warner.
This is the thing that has just gotten lost to history is that the video game industry took off like almost nothing we've ever even seen to this day.
Right, I mean, we're building up to this impending crash here. But boy, those first five years were incredible.
Yeah, it is a total gold rush, so much so that Atari's not the only ones making money here. Lots of other toy companies, other media companies decide, hey, they want to get in on this home console video game business, too. So Mattel enters the market. A toy company called Coleco enters the market, which actually has its roots in the leather business, it's the Connecticut Leather Company.
Oh, wow, yeah. So everybody's coming into market here. And it quickly became a.
Subcategory of toys in the sort of American consumer psyche, the way that people thought to spend on this is. Oh, my 8-18 year old son needs a toy and it's a big birthday or something, so I'm gonna get him a really nice toy. Which is gonna be one of these video game things.
Yep, and specifically, the magic to this and why these became so popular as toys. And what informs the whole business model for decades to come is the swappable game cartridges. So if you buy an Atari 2600, you're not just buying a toy for this year or this birthday or this holiday.
You're buying toys for the next several years to come. And this is like a full lean in on the Razor Blades Razors model. Where I'm pretty sure Warner's wasn't actually generating gross margin on the Atari 2600s they were selling, they would make all the money on the games, which has been true even in the modern gaming era. I mean, you look at the incredible amount of firepower in the PlayStations and Xboxes of the last 10 years. Those things sell for the very cheapest they possibly can in order to get an install base so that they can make money on the games. That's what was happening with Atari here, too.
Totally everybody's figuring this out all at once. So much so that a few engineers at Atari after the acquisition they start to realize this. And they think, man, all the money, all the profits are in the software here. What if we leave Atari and we set up a new company? That's just gonna make games? We're not gonna make hardware, we're gonna make games for the 2600.
So they leave, they actually don't set up a deal with Atari, these guys, they start publishing their own games, they make the cartridges.
They sell them on the market themselves because Atari didn't require you to do a deal with them.
Nobody was thinking about third-party developers yet these guys who left, they knew how to do it because they were Atari employees. So the company they start is a little company called Activision, which is now in the process of being acquired by Microsoft for just about 80 billion dollars. Just as a third-party publisher. So Atari ends up suing this new Activision. Like, Hey, you can't do this.
They're like fighting it out in court.
And by the way, the reason they name it Activision is, so it comes before Atari in the phone book. I'm pretty sure accolade. There were a handful of a publishers at the time that all had the same idea. Yeah, while they're fighting it out in court, which is just so funny.
Somebody must have taken a step back at some point and realize, Hey, wait a minute, what are we fighting about? There is so much money to be made here. What if we activision just pay you guys Atari like a royalty fee? For every cartridge that we sell, you get 10, 20, 30 percent away.
It doesn't even matter, we're all making so much money. Atari's like, Oh yeah, you mean, you make the games, you sell them, and we just get money, Okay, cool.
Oh, and we have to take no capital risk on you developing that game, we just make money only if it works. Got it, got it, Yes, please.
Yes, please, indeed, and obviously that works out very, very well for all involved.
For a time for Atari? Yes, for a time. So you've got this rush of competition coming in for the video game consoles.
Yes, and the problem was it worked too well. Got the parallels to, like, Web 3 and Crypto here just all over this episode. But there was so much money to be made, everybody rushed in with a game game. Quote-unquote here, like people were just shoveling any kind of software that they could. Both the first parties, like Atari, like Mattel, and third parties like Activision. They were just trying to get games into stores because people parents would buy them without knowing what they were. And like, it didn't matter if they were crap.
It was just a license to print money, and it wasn't just the games. Once people realized the power of this royalty model, they wanted to come out with systems too. And so you had 15 different companies rushed to market in the U.S. With consoles. And so suddenly these toy stores got flooded, both with games and consoles. And as you would imagine, there's intense concentration in the consoles that got selected.
There's a real ecosystem effect and network effects that need to be developed for these things to work. And so for a console to be successful, you need a bunch of people buying the console. And once you have a reason for people to develop for your thing, then suddenly you actually get the good games, not all the shovel where crap that's hitting the shelves. And so you kind of needed the market to suss out. Hey, can we consolidate down to just a few game devices, a few consoles?
Because otherwise, nobody knows what to buy, nobody knows what to develop for. And it's just a big mess, and the whole thing's gonna be a failure as a category.
Yep, the problem was it was so overcrowded and so overfunded, just like things in recent history here in 2023, that didn't happen. Nobody could figure out what was the crap, there was just too much out there, right?
The laws of economic physics were broken, and instead of free market dynamics playing out, there was just tons of incentive to just go make more stuff and get it out there.
Even if it may or may not work. Yep, so remember, I said. By 1980, the arcade video game business was a five billion dollar annual industry in the United States. By the end of 1982, just two years later, the home video game business is a 3.2 billion dollar industry.
Almost as big and combined, you've got a 10 billion dollar industry that just sprung up overnight.
Incredible and just to paint where we're going here. That 3.
2 billion dollar video game market that home video game console market in 1982. By 1985 would be worth 100 million dollars, a reduction of 32 x in the market size. Because the entire category just went away, just.
Disappeared. To put that differently, a 97 drop in market size within two years. So everybody who came into this industry, the third-party independent software, game developers, the hardware guys, Atari, Warner brothers, Mattel, they just lose their shirts. Because, remember, this is still the 1980s. Software has real cogs to it. These are physical packaged goods, these are cartridges and systems with silicon and chips in them, and supply chains and labor.
There's billions of dollars of inventory tied up in these companies, in all these systems and games that all of a sudden now is sitting on shelves and can't sell. So all these companies have huge losses, Warner Brothers publicly traded Warner Brothers company, like, has to report massive losses. So much so that to appease Wall Street, they have to break up Atari and sell it off. They sell the console business and the games business separately, and Coleco and Mattel completely exit the video game business. The whole industry, the home video game industry, is just decimated.
It's dead. This is when I'm the famous E.T. Atari game. The cartridge burial happens in New Mexico.
Atari made so many of these ET games that they jointly developed with Universal. And, in fact, Steven Spielberg himself was involved in approving the concept of yes, let's turn ET into a game. The game was so poorly made, and the actual game mechanics were so not fun, much like basically every other game at the time. Because you're trying to figure out what console to make it for, you make it for, like five consoles. You're rushing to market with this and 16 other games at the same time. Eventually, the quality of every single thing that's hitting the market is so low. Because all the incentives were to just get crap out there, that consumers just stop buying, and so stores just stop buying upstream, specifically consoles.
They kind of stop buying games, but they really stop buying consoles, except for the one or two or three that are the leading consoles. But even then, they're not placing big orders anymore. And that's sort of how you have this whole whip crack effect. All the way back upstream. To the game makers and the newfound publishers, these third-party developers, that the whole thing kind of collapses. The interesting thing with ET is, to your point, they didn't want people discovering the buried games and then reselling them for cheap and compounding the problem even worse.
So they, like, literally took wrecking balls and they're like smashing the cartridges and they bury them in a landfill and they pour concrete on top. And people have gone and like, excavated this and looked, and this is a real thing that they had to bury all this inventory.
Point is, it was brutal. Now, like you said, Ben, this was the way this industry went to market, was as part of the toy industry, so this is actually not anything new for the toy industry. Toys are so cyclical, they're fads. And so the mental model that everybody here in America has for what just happened is, oh, the home video game console was like the hula hoop.
Specifically, you know, I mentioned Coleco, which entered the industry. When they get out of the video game industry, the next thing they do is cabbage patch. Kids dolls. This is just how the toy industry works. You move on to the next thing, you make as much money out of it as you can before the fad.
The kids move on.
And the generation changes, its fad based, and it's super seasonal. Basically, like Q3, Q4 matters, and you're not selling anything Q3, Q1. It's like just the rush up to Christmas, and so everyone's sort of viewing it as, Oh, 1982's Christmas toy was the video game console. And oh, yeah, it didn't really pan out. That people would want those in more future years, but I'm sure we'll find something else.
So here's this opportunity of a lifetime sitting right there, in plain sight, for anybody who has the foresight to actually realize this. Which is the video game industry, specifically, the home video game industry is not like toys. There actually was incredible product, market fit and demand for good games out there. There's a reason why kids wanted this stuff, and the business model of a home video game system is one of the best of all time. We talk on this show about how. The software business model is the best business model of all time, and the media business model is the second best business model of all time. Video games are software.
That is media, it doesn't get any better than that. You sell a console, whatever, you lose money on the console, who cares? You sell games into homes across America and across the world at 50 bucks a pop.
That even with all the manufacturing costs, you're still making 80 gross margin on this stuff. That's pretty incredible. And you can sell three, four or five, ten of them a year.
Especially once you flash way forward to games today, there's zero marginal cost to make another copy of the game, there's zero distribution cost. Because you just ship bits over the internet, and to your point on top, it's media that is software, it's also IP.
We're about to tell the Nintendo story here as we transition to Nintendo. And how they really find story and characters in an industry that just had, you know, non-human characters, spaceships and sort of inanimate objects. You have a whole new level on top, which is the durability of IP franchises that is about to come into view for the first time. So, you're right, unbelievable business model to produce these games. And if you can be sort of the platform maker and get all of the platform network effects that accrue when you are the game console manufacturer. God, you put those two things together, that is a pretty great combo.
So.
Enter Nintendo.
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Okay, David. As we get into the Nintendo story here, there is one thing I think that's important listeners to know before we flash back and tell Nintendo. From day one, which is, the U.S. video game market is decimated, but in Japan, for home game consoles that were just starting to really find their footing around 1983. They kind of resisted the urge to import all of these American consoles that were flying off shelves. And so in Japan, you had a completely different dynamic, which was there were only a few consoles, but they were selling quite well and they didn't have a ton of competition. So there actually was a moment in the Japanese market to look around and observe. When we make high quality games, people totally want to buy them and pay for them. And knowing that might give us an advantage in entering other markets, too.
Totally so nintendo we go back to.
1889 A hundred years earlier in Kyoto, Japan, when one. Fusajiro Yamauchi, who was the head of a cement company at the time in Kyoto, Yamauchi, was actually not his original family name. He had become the head of the cement company because he had worked in it and the person who ran and owned the cement company. But it was ready to retire. He didn't have any male heirs to take over the company, which is how companies transitioned in Japan.
And so what you did in that case was you adopted a male heir to take over the company. Whoa? So, Fusajiro was actually born Fusajiro Fuki, but he took on the Yamauchi family name to inherit this cement company. Now. Similar to Nolan. Many, many years later in America, Fusajiro was looking around for interesting new technologies and how he might apply it to a market that he knew had universal appeal, which was playing games, and specifically playing games for money. He saw that there was an opportunity to get out of the cement business, the boring cement business, and enter the playing card business, so he sets up a new company. He names it Nintendo, and the name Nintendo is actually a multiple entendre.
So the Kanji characters Nintendo can be interpreted as Leave luck to heaven, which, of course, references luck in playing cards. It also may be the entrepreneurial spirit of a new venture.
But definitely plays on the fact that they're a gambling company. Well, that's what I was gonna say.
Specifically, the character ten at the time was a clear reference to the sort of mythical spirit. Tengu, which was a coded reference for gambling and casinos, which were very, very, very much still illegal at the time. Now, why did Fusajiro see the opportunity here? Playing cards and card games had originally entered Japan from the West in the 1500s, but then they'd been banned for hundreds of years. When Japan's rulers followed a strict isolationist policy and basically kicked all Western influence out of the country. I think I knew this, but I had forgotten till doing the research. You know how they did that, the rulers of Japan for this multiple hundred year period from the 1500s to the 1800s.
No, they institute the death penalty for any foreigners who entered Japan and any Japanese who leave the country. Whoa, So, like, they meant it all Western influence out of Japan.
This goes on for hundreds of years. Wait, if you entered the country, it was just so illegal that they would kill you. Yes, oh my god, yeah, I.
Feel like I missed this part of world history, yeah, but human nature is human nature. And even despite this very strict effort to eliminate Western influence from Japanese society, the allure of playing games and gambling for money is too strong to resist. And so during that time, the playing card system developed a kind of substitute parallel track. In Japan, called instead of the Western deck, the Hanafuda cards, and instead of four suits, these cards had four seasons, and instead of 13 numbers and faces on the cards, they had 12 months of the year. But used for basically the same purpose, which is games of gambling. So by the late 1880s, after the Meiji restoration, the government had finally removed the official ban on playing cards.
So Hanafuda cards existed for hundreds of years, but even they were like, underground. Finally, now you could legally produce these things. And so that's why Yamauchi starts. Nintendo, So Nintendo becomes quite successful in this new industry, so successful in fact that they become the largest playing card manufacturer in Japan.
You think, like, Cool, that's great, interesting business, you know, playing cards, fun games. I can see maybe how that leads to, you know, what Nintendo becomes, if you think about it a little more, though, playing cards are now legal in Japan.
Gambling is not, though, and what is the main use of playing cards? Well, it's gambling. Who are the primary customers for playing cards, It's not households.
Okay, so anybody who's operating an illegal casino, basically it's organized crime. It's the Yakuza in Japan, the Japanese mafia, whoa. I had heard whispers that there was some Yakuza involvement in Nintendo's history, but I didn't find anything about it. What do you got?
Well, so. The Yakuza operated gambling parlors and casinos all throughout the country, and they're just like at casinos in America. When they play games with cards, they use a fresh pack of cards for every game. Because you don't want to have cheating. This is an incredible business, what an incredible customer for Nintendo, these gaming parlors run by the Yakuza, who need thousands and thousands of packs of cards. Wow. Very, very successful business and a quite interesting distribution capability that Nintendo builds up over these 50 plus years. That they're just a playing cards company.
Wow, so on this show we talked a lot about value chain and where power accrues in a value chain, and how you get power as a company. It doesn't feel like you want your biggest customer to be the Yakuza, and it doesn't feel like you want them controlling your destiny.
Maybe maybe not. I mean, if you can navigate that successfully, you can really develop quite a lot of power within a market.
It's so interesting because in the U.S. the early arcade games industry was sort of the same way. It was also a mafia thing. We talked about this with Nolan, Yeah, and.
That is a hundred percent the roots of Nintendo, so Fusajiro Yamauchi runs this business for a number of decades quite successfully. He ends up having the same problem that his adopted father, the original cement entrepreneur, had before him, which is when it comes time for him to retire. He doesn't have a male heir, so he arranges for his daughter to marry a promising local young man named Sekiro Kaneda, and Sekiro also changes his name to Yamauchi.
He becomes the at this point now, third coming of the mythical Yamauchi and the second president of actual Nintendo itself. Sekiro also doesn't have any male heirs, so for the third time, the Yamauchi Patriarch arranges to adopt an heir to run the business in the future. And specifically, Sekiro arranges for his eldest daughter, Kimi, to marry. Another promising young local man, Shigenojo Inaba Shigenojo, also adopts the Yamauchi name.
He starts being groomed to take over the business. And then, finally, in 1927, he and Kimi have a son, the first Yamauchi son in three generations, and they name him Hiroshi Yamauchi. Unfortunately, here's where things start to go pretty terribly wrong for Nintendo. And what year are we in? We're in 1932, so this is before the war.
Hiroshi is five years old. Shigenojo walks out on the family and abandons the business, the family wow, son, and leaves nobody knows exactly why. This is kind of lost to history. But I got to imagine between all the pressure, the family, the business, the Yakuza connections, there's a lot going on here. His mother, Kimi, also kind of never recovers from this incident.
She basically also leaves the family, so Hiroshi Yamauchi, the first actual Yamauchi born in generations, it's pretty much orphaned. At this point. His grandparents, Sekiro, and his wife, adopt him, but they're not parenting him. Not to mention that World War Two happens when he's an early teenager. The life that he grows up in is quite, quite, quite difficult. Finally, when he's 18, the war is over. He makes what I assume must have maybe been like a deal with his family and his grandfather.
He escapes Kyoto and goes to Tokyo to study law at Waseda University. But in exchange for being able to do that, the family and his grandfather arranges a marriage for him as well. To the daughter of a formerly high-ranking Samurai family. And then, pretty much right after this happens, a couple years later, in 1948, Sekiro suddenly has a massive stroke and.
Is completely incapacitated. This is Hiroshi's grandfather.
This is Hiroshi's grandfather and can no longer run the business. And so he summons Hiroshi back from Tokyo, from law school, to Kyoto, and commands him to take over the family business to become the next Yamauchi.
Running Nintendo Wow, and this is pretty young to take over the family business.
He's 21 years old because his father had walked out on him and the family. There was this missing generation here. And then his grandfather, who has this very complicated relationship with, has this sudden stroke. And all of a sudden.
Hiroshi has to come back and take over the business now. Listeners, the crazy thing is, you might be thinking, Wow, so this guy probably has no idea how to run this business. It's unlikely that it would be successful. Interestingly, he develops into a leader who has an unbelievable eye. This killer taste.
We're gonna flash way forward, like what games are fun and what games are not fun by not even playing them. Like observing them for like a half hour. And he's like, This is gonna be a winner. It's amazing that out of basically no training and no real apprenticeship in the business turns into this.
Oracle of fun, He comes back to Kyoto, he takes over the family business, he waits until Sekiro finally dies, which the writing was on the wall happens in 1949. As soon as that happens, he institutes a massive purge.
He fires not just anyone who was loyal to Sekiro in the company, fires every single manager in Nintendo, just decapitates everybody. He doesn't literally burn the company to the ground, but he just about burns the company to the ground.
So there's basically, like, no more institutional memory of a leader other than him in the entire organization.
Yes, and there is no question who the new Yamauchi is going forward and who is in charge here. Wow.
Yeah, totally crazy. And so we're in what 1950 ish when he takes over.
1948 1949.
Okay, when this happens. So Hiroshi, though, like you said for the first time, he's 21 years old. Like he's a young man, he doesn't want his life to be shackled by. Like what Nintendo and the Yamauchi family has always been, historically so, he's looking around for ways to make Nintendo his own. And finally, in 1959, the perfect opportunity arises the Walt Disney company is looking to enter Japan.
It's crazy that Disney comes into this story. Especially because there's so many parallels between Nintendo's identity as a business and the thing that makes them great. And Disney. It's crazy that what lands on his doorstep is Walt Disney calling, also given what Nintendo's business is.
We just spent 20 minutes describing Disney's like, Oh yeah, these are the guys we're gonna work with in Japan, right? Oh yeah.
We're a family-friendly brand that has to protect our brand safety above all else. How about these guys that do business with the mob?
But the reason they do it is the way that they want to enter. Japan is with playing cards, so Nintendo licenses, walt Disney characters and puts them on playing cards, and they sell playing cards to kids in Japan.
I gotta buy some of these, if these still exist somewhere on eBay, I gotta go find some.
Oh, I bet they do. Some of the documentaries I watched, there's, you know, photos and video footage of them, so you can probably find them somewhere. We got to put these in the acquired museum, wow.
Nintendo branded Japanese Disney cards.
So this is what Yamauchi, the I guess fourth at this point in time Hiroshi is looking for. This is the opportunity. Not only does this open up a new market and a new distribution channel, the kids market, the toys market, the legitimate retail. For Nintendo, there's just an incredible opportunity to draft off the Disney brand. So they start with playing cards, then they start licensing from Disney. Other kids toys to sell in Japan, and then they go to the retailers and they say, Hey, you like carrying these Disney toys?
If you're gonna carry the Disney toys, you need to carry some Nintendo branded toys along with them. It is amazing.
It's this story that we tell over and over and over again on Acquired, where you acquire something, some asset, that then gives you a leg up in a different part of your business. And now it's a self-fulfilling prophecy, where that other part of your business is made better. And so by having a scarce commodity, Disney branded cards, they get power over the distributors, so now you actually have a reason to be in stores.
And now that you're in stores, it doesn't matter how you got there. You have that channel, you have those relationships. And especially if you can hold them captive and say you have to distribute our stuff with Disney stuff, then it's a pretty good bargaining position.
So during the 1960s, Nintendo transforms itself into a Japanese toy company. They are making things like the Ultra hand, which is like a extended grabber. I know you did some research on this, this is awesome.
So this guy, Gunpei Yokoi in 1970, comes up with an idea. And we're like, breezing through history here, but we kind of have to. It's a hundred years, so, you know, we went from 1949, with Hiroshi taking over to 1959, when the Disney comes in flash-forward down to 1970. Yokoi comes up with this telescoping fake hand basically as a gag, and Hiroshi Yamauchi looks at it and he goes. That looks like a winner. Because this guy, he's just so good at identifying things that consumers are gonna love. And so they mark it as the ultra hand. I mean, truly, he made it as like a gag.
Around the office, they sell 1.2 million products of this ultra hand. Of course, then they're all looking around, they're like, Oh, we should become a novelty toy company, all out, like, that's what we should do.
So they come up with, I think, the 10 billion barrel maze. They have a love tester device that they market, they have a remote control vacuum, like 30 years before Roomba. And so they're just coming up with crazy toys in the lab and bring it in the market, all these zany gadgets. And because they.
Have this Disney sort of damocles that they can hang over retailers heads, they know they're gonna get the retailers to carry all this stuff. It's amazing. So you mentioned Gunpei Yokoi, he was a tech on the playing card assembly line, maintaining the machines within Nintendo.
And to your point about Yamauchi just has this sixth sense for products and for talent. He plucks him off the assembly line and says, You are now the chief designer, the chief engineer for Nintendo, that's crazy. Gunpei would go on to design the game boy and the virtual boy. He would run the Metroid series, and he would be the first boss and mentor of one, Shigeru Miyamoto.
So amazingly, now, by the late 60s, early 70s, Nintendo has become a toy company and a very profitable one at that. So Yamauchi starts investing in a whole bunch of other stuff, and one of the things he invests in is failed bowling alleys.
What?
Bowling was this incredible fad that had taken Japan by hold in the late 60s. And so all these bowling alleys got built, but then society lost interest in them. And so there are all these empty bowling alleys. Yamauchi goes and buys up these bowling alleys. And he directs Gunpei to say, like, hey, come up with some gadgets that we can put in here and we can attract people to these bowling alleys. And they decide that they can use some of the technology that Gunpei is building for toys to make. Indoor shooting ranges light-gun shooting ranges like not laser tag, more like clay pigeons, but like simulating shooting ranges indoor.
In these former bowling alleys, they do this, this goes pretty well, this becomes another big thing. So this is kind of random Nintendo getting into indoor light gun shooting ranges. But actually, this becomes the critical thing that pushes them into the video game market. For a bunch of reasons. One, this gets Nintendo into the arcade business, because what else do you put in bowling alleys and indoor shooting ranges?
But arcade machines? So Gunpei and Yamauchi, and the rest of the company start making their own arcade games that they can put into their shooting ranges and bowling alleys. At first, these are electromechanical games like Sega. But once Pong becomes the thing and comes over to Japan and arcade video games, they get into it too. And Nintendo starts making their own arcade video games too. For Nintendo, these light-gun ranges that they start building, they become pretty good at this. And they decide that they can export the technology to North America and Europe. So this is actually the first product that Nintendo starts exporting out of Japan is this technology? And they do it using trading companies to start?
So they're not setting up their own distribution international yet, but they start building relationships with American companies. And three, and this is kind of just unbelievable. Here. The light gun business gets them into a relationship with Magnavox. Remember Magnavox from the beginning of the episode? Yeah, the Odyssey, specifically for the launch of the Odyssey in America, so the Odyssey came with a bunch of peripherals for use in the games on the console.
One of the peripherals was a light gun whoa? and who made the light gun for the Magnavox Odyssey Nintendo?
That is the most circuitous path to fighting their way into American home video consoles.
But it makes sense, right? You cannot script this any better. Nintendo, who single-handedly in a minute comes in and dominates not just the American but the worldwide market for home video game consoles and builds this incredible juggernaut around the world. They were right there, part of the very first home video game console launched in America by Magnavox.
Wow, but in a way that sort of lets them observe this market without having to push their chips in on this market.
Well, let's take the story from there. So they build this relationship with Magnavox, they see that the odyssey, despite Magnavox, is having no idea how to market. This thing is succeeding despite itself. In America. They're like, Well, we're in the toy business in Japan.
This thing might actually do decently here in Japan. So they license the Odyssey from Magnavox and Nintendo Rebrands, and starts distributing the Magnavox Odyssey through its toy retailer channels in Japan.
Oh, I had no idea that before the NES, they had their own Japanese.
Distribution of a home video console. This all from these crazy light gun ranges. This is what gets Nintendo into the video game business. So they start selling the Odyssey in Japan, and then pretty quickly they actually just license a bunch of the tech from Magnavox and start making their own modified consoles. So in 1975 is when they licensed the Odyssey.
The next year, in 1976. They take a bunch of that tech and they make their own Nintendo home video game console, the very first one that they make, the Color TV Game. 6. And it's just kind of a Odyssey knockoff, just more localized for Japan and maybe a little better tech. But the same thing. It only plays a couple of simplistic games, one of which is table tennis. It becomes a huge hit, just like the Odyssey.
That color TV Game 6 sells a million units in Japan. Oh wow, this is like, transformative for a Nintendo. And what year is this?
1976.
Okay, so this is kind of before the success of the U.S. based home console rush.
100 Nintendo is very early to the market, just in their own unique way, isolated to Japan, but they're learning everything along the way. The next year, they follow the Color TV Game 6 up with a new model the Color TV Game 15 plays 15 games instead of 6 games. I was like, why are they calling it the 6??
Okay, yeah, because, remember, these are not cartridge based consoles yet. Oh, you're not selling programmable software for them, huh? So that sells another 1 million units, and together these consoles, like I said, totally transform the company. They're making much better margins on these things.
They can sell them for a higher sticker price than the Ultra Hand and the other toys that they're selling, right? The shooting gun ranges. That's a fad that goes the way of the bowling alley in Japan. So this is what Nintendo becomes. Kind of inadvertently, they become a Japanese video game business.
Pseudo importer reseller? Yep, it's crazy, by the way. Do you know how the light gun works and why that was such a leap forward? No, so, this was a very clever invention by Nintendo's engineers. You could imagine that the way a light gun, the most intuitive way for it to work, would be. Well, you take a regular gun that shoots bullets out of it, and instead you make it shoot some kind of laser out of it.
But what that would require is for the TV, the target to have a detector on it. Which you really don't want to have to force that constraint. That sounds really hard, especially when you're trying to work with a lot of different TVs. Ironic that later, Nintendo would force that constraint with the Wii. Right, right, isn't that funny? So they flipped it on its head. They figured out that actually what we should be doing is we should make the gun, the detector, and we should specialize what's coming on the screen.
Oh.
That's super cool.
There's like a one frame thing that happens, and I think that you can still see this in the early Duck Hunt games. But basically, the screen flashes one frame where only the target is lit up and the gun is the detector. And if in the guns site, it sees the set of pixels that are lit on the one frame. Then it knows it got a hit, and if it doesn't detect those pixels, then it's a miss.
No way. I always wondered how Duck Hunt worked. I had no idea. Yeah, pretty cool, that's amazing. So Nintendo, thanks to this relationship with Magnavox, is in this incredibly privileged position in this new industry.
They have a bird's-eye view into the American home video game industry, and they're learning all the lessons from what's happening there. Mm-hmm. They're also pioneering and establishing themselves as the leader in the Japanese video game industry, so they're in a great spot through all this they see. Come 1977, when Atari and Warner Brothers releases the VCS 2600 in America. The Yamauchi, even despite not being an engineer, is like, Clearly, this is the future.
Yeah, this piece of hardware not only is so much better than all this dedicated stuff. That's like the Odyssey. And like, what we've been doing that came before. But the business model implications of this, you know, the razor and blades model, the interchangeable cartridges selling software. We got to get into this game. Yep, but they also see things are crazy over in America.
Everybody's rushing into this industry.
Yeah, they gotta be very judicious here, it's a very attractive market to enter, but they have to figure out a way to differentiate. And not make all the same exact mistakes that everyone else is making. And rush in with crap products that eventually people are gonna stop buying. They have to figure out how to sell something interesting, durable and unique.
So Yamauchi makes an incredibly foresighted decision. Here, he says. We Nintendo need to build a programmable home video game console like the Atari 2600. But whereas Atari and all these other American companies, they're rushing their consoles to market, this is, if not shoddy hardware. Like the development cycles for these consoles are like maybe a year, a year and a half. We have the luxury here in Japan because there's not direct competition. Let's take our time and let's make something.
Really amazing, yep. Not to mention that by taking a long cycle development time, they actually get the benefit of Moore's law. They get to come out with something a few years later that is much, much better.
Exactly so. He starts a project in the late 70s within Nintendo to develop their first programmable ROM cartridge swappable software home video game console. But he's willing to take a very long view and he instructs the team. I want this device that we produce to be at least one year ahead of any competitors on the market anywhere in the world. And I want us to be able to sell this thing for the equivalent of $75. And on top of that.
I want us to be.
Unit Economic positive on these machines. I want every game system that we sell to be profitable for us. And this is completely contrary to the rest of the industry. Who's like, Oh yeah, this is a razors and blades thing. We're happy to subsidize so that we can sell more games. He's like, we're gonna do it all on hard mode and we're just gonna take years to do it. Because this is 77 when he's saying this. The N.E.S. won't debut in the U.S. until 1985, and not in Japan until 1983.
So it kind of reminds me of the old saying you can have high quality, you can have cheap and good prices, and you can have something done quickly. But you can only choose two out of three, and so Yamauchi says the constraint, I'm gonna relax here is time, which is what nobody else in the video game market is doing so. It's 1977..
What are they gonna do in the meantime?
Well, R&D is super, you know, heads down and secretive on.
Building what becomes the Famicom and the NES. Yep, Yamauchi splits Nintendo's R&D teams from one singular team that's working on all of their video game business into multiple teams. And he takes the new team, the r&d to team, and he dedicates them to this home console project. And says, You have years, you don't have unlimited budget, you have a lot of constraints, but make this thing amazing. The original R&D team, the R&D one team.
He says, You guys keep working on the line of tech that we already have the dedicated home consoles. And let's explore some other ways to use this technology to make money. That leads to the game and watch business, which is this total dead end in video games and technology, but was insanely profitable for Nintendo. For a couple years, I played one dedicated game per machine.
It actually comes from the calculator industry, is where they take this tech. It becomes the spiritual forerunner of the game boy. But this type of product is particularly suited to the Japanese and broader Asian markets. Like it's portable, you can play it anywhere, you can play it on the go.
It does really well for Nintendo. Much lower price point, much lower price point. They sell millions of these things in the late 70s and early 80s in Japan, which keeps financing the other R&D team. Yep, also, they haven't forgotten about the arcade side of the business, to Yamauchi spins up a third R&D team just to focus on making arcade titles. Because he also knows that software is gonna be really important for this eventual home console.
Yep.
They're basically saying, we want to learn what games are great, and once we have a stable of those great games, then we can unleash them on whatever our next generation console ends up being. But for now, we kind of need to, like, create a bunch of games in the arcades, in cabinets. So we can know what the hits are gonna be, and I will say, to know what the hits are gonna be. Basically, none of them were at first.
So I imagine there was like, a year at Nintendo over in Japan, where they're hitting that, oh, crap button, where they're like, Uh, we may not have any good games to put on this thing.
Fortunately, the console wasn't ready yet. There's one more piece of the puzzle, though, and that's that he needs to get a foothold in the American market. So that they can get distribution relationships there and actually be able to enter it, and, ideally, in his mind, to be their own distributor.
Nintendo is really obsessed, especially at this point in history, with not getting commoditized and not having to fork over. 50 to this middleman and then another 50 to that middleman. It's like, No, no, we need to get directly to customers, right?
They've been using trading companies to export the light gun tech and other things they want to set up their own distribution.
Begrudgingly, the Yamauchi family cycle, it's gonna repeat itself. As much as Hiroshi hates it, he knows the perfect person to set up Nintendo of America. His son-in-law who does not want to work in Nintendo. Who definitely doesn't want to do it, and whose wife, Hiroshi's daughter, absolutely does not want him to do it. Minoru Arakawa.
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All right, we're heading into the 80s, it's gonna be Nintendo's decade. Over there, they have a four-pronged strategy. Bring me to RadarScope David, I'm jonesing for it, and listeners, unless you're like Nintendo history buffs, you're like Radar Scope.
But radar scope would be the ashes from which all of the Phoenix's, you know about, rise.
So Arakawa Yamauchi's chosen son-in-law, begrudgingly who he sends over to set up Nintendo of America, unlike other son-in-laws in the Nintendo family. History, has a bit of a different background, so he's also from a very prominent, high society, well-respected family in Kyoto. But he left Japan and went to America for his education. He went to MIT, where he was educated as an engineer, and he fell in love with.
America, and he may have fallen in love with. The distance from his father-in-law to a whole ocean in the way is pretty nice.
Well, this is before he met Yoko, his wife, Okay? When he comes back to Japan, he meets Yoko at a Christmas ball while Yoko's in college. And Yoko wants nothing to do, just like Hiroshi before her, wants nothing to do with Nintendo, nothing to do with her father, nothing to do with the family business. And she's kind of taken by Arakawa, in part because he loves America, he's so different. Like, there's no way that history is gonna repeat itself here, right?
If I don't want to be involved with Nintendo, then this guy's probably that ticket, he's my ticket.
So they get married and they move to Vancouver in Canada, where Arakawa becomes a very successful real estate developer. Yoko loves it. There, they come back home to Kyoto to visit family, and Yamauchi makes his pitch, so Arakawa's intrigued. But, you know, he's got a successful business of his own right, and he loves his wife. His marriage is very important to him and he knows that if he accepts here, he's gonna be in a real tough spot. But Yamauchi says, Hey, I'm not asking here, you kind of need to do this and there's a little negotiation.
I think they strike an economic deal that makes it very much worth Arakawa's time, and Arakawa's strong belief is. I have to be in America and do it my own way, rather than me sort of starting to take over the company in Japan. This is part of the deal that.
Convinces both Yoko and Minoru to do this, Yamauchi says I'll let you run things your way in America. Big concession, but I know you live in Vancouver. I want you to move to New York City because New York City is where the toy industry is headquartered in America. And you got to go build relationships there. So they have a mandate to set up Nintendo America in New York, which they do. And at first, you know, there's no console yet. They're not ready to enter the home video game market. But they've got these arcade machines, and so the way that they're gonna build up Nintendo of America is through the arcade business.
They do the obvious first thing that makes sense. They hire the guys who had been running the trading company that was importing Nintendo's arcade machines in the past.
And I think they were importing, used Nintendo arcade games from Japan and like refurbishing them and then selling them into U.S. Bars and arcades. Like it was this very almost like gray market way to acquire.
Nintendo's cabinets that was run by two young guys at the time who were from Seattle University of Washington Alums Al Stone and Ron Judy. That becomes the initial Seattle link for Nintendo of America. So they hire Stone and Judy to sell Nintendo's arcade games that they're producing back in Japan. And, to no one's surprise, they don't sell very well. The games just weren't very good, yeah, and there was pretty robust competition.
Of course, as we talked about in the American market, so our account was like, Guys, why are these not selling? Ron and I like, they're not selling because the games suck. You need to call up Yamauchi-san and be like, Hey, send us some better product, they say, you know what is selling here?
We're now in 1978 1979. In America, what is selling is Space invaders that's made by a Japanese arcade company, Taito. Why don't you get the guys back in Japan to make something like Space Invaders and send it over to us? So Minoru calls up Yamauchi.
It is like, Hey, can you send us something like space invaders? Yamauchi doesn't really want to do it because he's like, Look, you're just supposed to be building relationships over there. Can't you just use our games? And Arca was like, No, no, I really think this is gonna sell.
I'm gonna place a really, really big order. I want you to send me 3,000 cabinets of a space Invaders knockoff. Like, I really know that this is gonna work, yep.
We are your boots on the ground. We know this market, it has to work, yep.
I'm putting my reputation with you on the line. I know you don't know me that well as you know a business partner yet. But I really think this is gonna work, Yamauchi says. Okay, he directs the R&D3 team to come up with a space invaders knockoff, which they do they make radar scope.
It's innovative, it has a different perspective. It's not the top-down space invaders, it's got like a three-quarters view, quasi 3D twist on the Space Invaders mechanic. They start producing them in Japan.
Unfortunately, to make the games from scratch, build them in Japan and then ship them over to New York, which takes a long time on the water. To ship them, it takes four months. During this time, the American Space Invaders mania peaks and.
Starts to die off. And this is pretty much the last time that Nintendo will pursue the strategy of Something is hot. Every single success that Nintendo has from here on out is from their own discovery of something fun, from being inventive and from taking risk. And that means it will come with failures, too. But from this point forward, they never try the fast follow clone copy thing again, totally.
So when the cabinets show up, Nintendo of America can't sell them, and they've got all this capital tied up in this inventory. They only managed to sell about 1,000 of the 3,000 cabinets.
So they got 2,000 radarscope cabinets sitting in a warehouse in New Jersey at the current headquarters of Nintendo of America, collecting dust. So Minoru now needs to call up Yamauchi again. It'd be like you were right.
Like, So about, you know, when I kind of put my neck on the line with these radarscope cabinets, I was wrong. You can only imagine how this conversation went. And he's like, we gotta do something like, we can't, you know?
Nintendo of America is gonna go bankrupt. With all this inventory and these cabinets just sitting here, can you get somebody to reprogram some new chips that we can insert into these cabinets and just try and move this inventory, right?
So Radarscope is this game that has, I think, one joystick and maybe two buttons. And like, can somebody come up with a game that leverages that? And like most of the same chips that are on the motherboard and leverage basically the assets? We've got to create a new game out of this thing. Yep, and things are so bad.
Yoko, at this point, is so pissed, she takes the kids and basically moves back to Japan. She's like, I can't believe this has happened, like, we're out of here.
This is a pretty constrained problem, too.
Because you basically are saying, hey, create a different shooting game, because when you only have the joystick and a couple buttons, basically, every game at the time is okay. Use that to sort of move the gun to where you're gonna shoot it and then press shoot, and then maybe you have a different button. And so you're giving a pretty prescriptive order, and you're giving a pretty narrow set of things you could turn this into.
Yep, and less so. Yamauchi is so pissed he can't take anybody off the console project. Those are his best engineers who could maybe pull some rabbit out of the hat. Here. He goes to Gunpei and he's like my dumbass son-in-law over in America, I.
Gotta give him something, can you give me, like a janitor or somebody to like, make a game here? Good face. Like, I literally can't take any engineers. And at the time, only engineers made games, like there was no game designer role, it was just the engineers who made the games.
I can't give you engineers. We do have this young kid who I brought on to the team, who is our design guy. He's here to help with the hardware design. He'd worked on the color TV game designs of the hardware and some of the user interface.
He's pretty talented, he's not an engineer, but he's been wanting to make a game. I can give you that guy. Yamauchi's like, Fine, whatever, and.
Importantly, this isn't the B team, this is the unknown, right? This is literally like the janitor, right? And that guy's name.
Is Shigeru Miyamoto? And this is how he comes to make his first video game. Yes, and if you?
Don't know that name, which I suspect 90 of you don't. Oh, I suspect 90 of people do know that name.
That's the thing.
I'm really curious if people are like, this is Miyamoto, or if people are like, What the hell are you talking about? And I think, like, for those of you who know your Nintendo history, David just said, And this is how God is discovered, but for those of you who don't, this is how God is discovered.
The tablets come down from the Mount, Moses, brings them down.
Miyamoto Moses Well, the game that young Shigeru Miyamoto makes. To replace the radar scope software on these cabinets, it's called Donkey Kong, and Donkey Kong. Would itself go on turn hundreds of millions of dollars immediately in North America alone. It totally saves Nintendo of America.
Skin earns a hundred and eighty million dollars the first year, another hundred million dollars the second year. In Arcades, it becomes such an incredible franchise and IP, which we'll get into in a second that just this game. The original Donkey Kong has grossed over five billion dollars alone in the decades since on all the platforms it's been released.
David. The year that it was released in 1982, it made more money than any film release that year, except for ET. Even more importantly, though.
I'm so curious what percentage of our audience already knows this and what percentage doesn't. The playable character that the game Donkey Kong is actually named after the villain, the playable character in this game.
Is this very small, big-headed, wearing a hat, sort of innocent? Nameless carpenter? Yes, listeners, you might have thought that I was going for Italian plumber named Mario, but here we have Proto Mario, we have Jump man, jump man, the carpenter.
So what's going on here? Like I said, up into this point, everywhere in America, in Japan, the only people who made games were engineers, and Miyamoto has this incredible quote about this, he says. Until Donkey Kong, programmers and engineers were responsible for game design, these were the days when engineers were even drawing the pictures and composing the music themselves.
They were pretty terrible, weren't they? And specifically, like we've been talking about all episode, there was no story. The whole point of making the game was to make it technically competent and something competitive that would have enjoyable gameplay for mostly to suck up quarters in arcades.
It's also a frickin miracle that they work at all. You think about the very early technology involved to, like, layer on more hard things on top of making this thing work. Like, make it, make people enter a flow state when they're playing it, and make it repeatable over and over again. And add story like, No. Arrange the chips in a way that it works and doesn't break quickly, right?
Miyamoto, on the other hand, he's not an engineer, he's a designer, and he thinks games can be an art form. So when Yamauchi gives him the chance to make a game, he's like, Finally, I can bring my genius to me.
He's not a very self-conceited man. I'm sure he didn't think of it that way, but he has a very different vision for what a game can be. Here's what David Schaaf, who writes Game Over Which is Great Book, writes about the conversation that Miyamoto and Yamauchi have. When he gets assigned to make the game, Miyamoto boldly told the Nintendo chairman that he would enjoy creating a game. However, he said the shoot-em-up and tennis, like games that were in the Arcades at the time, were unimaginative, simply uninteresting to many people.
He had always wondered why video games were not treated more like books or movies. Why couldn't they draw on the great stories, some of his favorite legends, fairy tales and fiction, King Kong, Jason and the Argonauts, even Macbeth? And this is exactly what Miyamoto does.
He makes the first narrative driven video game now it's a super simple narrative and a very thin character. I mean, this notion of jump man running around at the bottom, trying to save this nameless princess from an ape that's throwing barrels, like, it's not a lot of story.
It's his girlfriend. Oh, really, yeah. Originally, it was not a princess.
Well, so here's the story that Miyamoto comes up with for the video game. A regular every man jump man has a pet gorilla who he keeps in his house. He's not very nice to this pet gorilla, he doesn't treat him very well. So one day, the gorilla escapes and kidnaps our protagonist's girlfriend as revenge for not being treated.
Well, now it's important.
The gorilla does not want to hurt the girl. Oh, that's right, her name is just like Lady, right?
Yeah, like, they don't even name her, she was Pauline in the American version. Okay, yeah. The gorilla this is important, does not want to hurt the girlfriend. He actually likes her quite a bit.
He just wants to stick it to the protagonist. So he runs with the girlfriend into a skyscraper construction site, climbs up to the top of this half-constructed skyscraper and starts throwing barrels and construction equipment. Down at the protagonist as he tries to chase him up. And your goal, as the player, is to reach the top of the construction site. Defeat the gorilla and save the girlfriend, which is incredibly simplistic.
Today. But nothing like this had ever existed before. And so like, wonderfully innocent and kind of convoluted to, like everything about that. You're like, what that worked? That was the best story you could come up with. Yep, but.
Despite its kind of wackiness and simplicity, it's a classic three-act story. Totally. There's a beginning, dramatic tension is introduced, there's a middle and a struggle, and there's an end and a victory in a resolution.
Yep, it's also worth saying Miyamoto came up with all this within the constraints of what radar Scopes hardware was right. So he managed to figure out a way to retrofit this hardware to create a non-shooting game and come up with a completely new game mechanic of climbing these ladders and avoiding the barrels using the same controls originally intended for radar Scope.
So while Miyamoto, like you said, not even the B team or the C team, just the unknown team, is working on this game. Back in Japan. Wild card, Team, wild card. Arakawa is totally freaking out. Back in New York, his wife has gone back to Japan taking their kids. He's like, Alright, I don't know if this is gonna pan out here, but I know one thing if we're gonna save both the business for Nintendo in America and my marriage. We got to leave New York, we got to go to the west coast of America because the shipping times. That's what the fatal mistake that we made with Radar Scope is. We placed this huge order with a four-month lag time.
We couldn't get any feedback, we couldn't get any test machines into the market.
I assume they had to go through the Panama Canal.
I assume, so, right, you can't just put all this stuff on an airplane and send it there. So, he says, we got to leave New York for business reasons. We loved being in Vancouver, we don't like New York. We can't move to Vancouver because we got to be in the United States for what we're trying to do here.
But we can move to Seattle, yep, nice and close to Japan, easy shipping times, easy drive to Vancouver.
Yoko can hang out with all our old friends back there.
This will be great. And Microsoft was seven, eight years old at this point, and so, you know, they're starting to be some tech talent. There's the former Boeing engineers.
Absolutely, and it's even more perfect. Our distribution guys who we hired and brought in-house, they're from Seattle, it's perfect. We need to move there.
So while all this is going on back in Japan, they move the company to Seattle. They lease a warehouse space in Tukwila for folks who don't know Seattle Real Estate. Tukwila is just south of the city, kind of by the airport. It's very like industrial. It's a great place for your video game warehouse. great place for your video game warehouse.
Exactly, they ship the cabinets across the country by railroad from New Jersey to Tukwila. They're all hanging out there, Yoko, and the kids come back, they're like, Okay, great. And then the Roms show up with the replacement game for Radar Scope with Donkey Kong.
They plug them in, they all huddle around, they start playing and they're like, wtf, what is this?
We're screwed, it's super different. They weren't really told what to expect. They basically get these conversion kits, you know, that show up via freight over the ocean it's got instructions of.
Here's all the ways to replace all the components with these other components. Here's the way to load the new music on. In fact, there were rumors that this was gonna be some like really great. Recognizable IP to help with sales. That Nintendo actually had some pre-existing relationship with the owners of the Popeye IP.
Yes, they were working on a Popeye license with King features. Yes, this wasn't gonna be like.
Jumpman and Lady and Donkey Kong is a nonsensical name for a gorilla, right? This was gonna be Popeye, and that was gonna be olive oil instead of Lady, and that was gonna be Brutus. The kidnapping character that would sell well to an American audience. And this thing arrives with these brand new characters that no one's ever heard of, and they're.
Crap, we are totally screwed. So Stone and Judy threatened to quit. They're like, Well, this is not gonna go anywhere, but they've got this kid.
They've got a hired a couple kids in Seattle to work in the warehouse. You know, move stuff around, get it chipped out. And there's this one kid named Howard Phillips working there. He's just a total arcade nut, loves video games, he plays it in the warehouse and he's like, guys, this is the greatest game I've ever played.
This is a work of genius, and the game mechanics are a work of genius. Even though at first blush you're like, this is not the type of thing that is selling well, once you start playing it, you're like, Oh, everything about it is thoughtful. It doesn't get boring right away, the music is continuous and recognizable without getting repetitive.
There's random variables, so you can't just beat it the exact same way every single time if you memorize all the right things to press. It actually has a lot of art to it, exactly what Miyamoto set out to do.
Yep, and not only does it have that narrative and art, it's exactly what you're describing. This thing is really fun if you pick up and play it, you can intuit really quickly how it works, how to play it, and you can just start having.
Fun There's a maxim in the video game industry that a great game is easy to play but hard to master, and that is exactly.
What this is? Yep, so Philips is a warehouse. Is like, really pleasing. Guys like this is really good, and they're like, Okay, well, let's take it to a couple bars around Seattle and just set it up and see what happens. And just like Pong back at the day, this thing becomes a quarter magnet.
Philips's intuition was right. None of the senior guys, none of the older guys are Kala, Stone and Judy. They didn't get it, but the kids did. And on the back of that, Philips ends up becoming our cows kind of most trusted advisor. About games. And he becomes Nintendo's game master, he becomes a hero in Nintendo Power, all of this like a national celebrity.
It's incredible. The Nintendo of America management, though, does decide. One thing. They're like, we get okay that there's this narrative revolution here with this game, I don't think it's gonna work here. If we call the protagonist Jump man, we need to give him a little more of an identity than that. And so they're casting about, trying to decide what to name this character.
And by the way, I should say I was shocked that Donkey Kong predated Mario. His name is not on the cover art in the very first game he appears in, of course, he doesn't have a name, but yeah.
So the legend goes that as they're debating this, the landlord of their warehouse in Tequila either shows up or sends a letter.
It's unclear. Shows up because they were way behind on rent, because this freaking company didn't make any money, it demands the rent because they're late. And the way I know he shows up is because he starts jumping around and ranting and raving and waving his arms in the air. And he's like, super animated and they can see him there.
And he's got this big, bushy mustache, he's this Italian guy named Mario Sagale, and this is how Super Mario gets his name. Amazing, totally amazing. They named the girlfriend Pauline, I think was the either wife or girlfriend, or of one of the guys working at the company at Nintendo of America at the time.
Yes, so they never Pauline, because the warehouse manager. Who was taking a lot of the heat from Mario Sagale and directing it away from the Nintendo guys and sort of like, taking the hits for them. His wife was named Polly, so they named the character, Pauline after her, as a thank you to him. Nice.
Nintendo has a history of doing this with their characters. Well, one more thank you naming of a character is going to come up in just a second here. So the game sounds like wildfire. Like we said, all the two thousand, you know, former radarscope machines fly out of the warehouse.
They order more, like they end up selling thousands and thousands of this. It expands the tam of who plays video games, too. That's the other thing. It's like, it's not just for boys anymore, it's not just teenage boys anymore or people in bars.
Irony of ironies, Taito, the Japanese company that made space invaders, they call up Yamauchi. And they're like, Hey, we're like, the really good Japanese arcade game manufacturer. Now you've made this hit arcade game. Can we buy the rights to it from you to distribute it for Nintendo around the world? We'll pay you a ton of money for it.
Yamauchi is kind of inclined to sell because Memory doesn't really care about the arcade business. He really just wants to set up Nintendo of America to get the distribution arm for the console that's coming. But he lets our cow and make the final call. Our cow says, Nope, we're gonna keep it, we're gonna distribute it in-house at Nintendo America.
Of course, that ends up being totally the right decision and kind of re-earns Yamauchi's trust from him. Like a multi-billion dollar correct decision, multi-billion dollar correct decision. The other hilarious thing that happens is MCA Universal and the legendary Sid Sheinberg, who we talked about with Michael Ovitz with Michael Ovitz over at MC Universal. Of course, he's what's going on with Donkey Kong, and he's like, I'm gonna make some money on this.
He's like, way, way, way, way, way big gorilla thing all the way at the top of a building named Kong.
That sounds like King Kong, which I think I own the rights to. This is my circus and this is my monkey. I think we talked about this with Michael, this is where it comes out. In the court case, SID would refer to the legal arm of MCA Universal and their legal suit activities as a profit center for the company. God. He filed suit against Nintendo America for infringing on his King Kong trademark Nintendo, led by Seattle lawyer Howard Lincoln. Who would go on to succeed our cow as the president of Nintendo America?
And I think Howard Lincoln was the personal lawyer first of the two guys who ran the import distribution business.
That's right. So Lincoln sets Nintendo of America up with a great antitrust lawyer to fight off MCA, which is a crazy decision, like they should have just settled with MCA, right?
Tiny companies that are not doing well, getting sued by very dominant global entities like MCA, Universal, you roll over.
Yep, Lincoln sets up Nintendo with a great antitrust lawyer, John Kirby, and he and Lincoln together team up. And they fight off Sid Sheinberg and MCA Universal, and they end up winning in court the case. And it hinges on they discover that Universal doesn't actually have the trademark for King Kong.
Because it was public domain.
Exactly, and they knew it to Sheinberg knew it. Yeah, that's the thing. And the judge.
Slaps him across the face, he's like, You guys knew you were in the wrong here. You've been suing this company and all their partners just to try to be extractive, even though you know you don't have a case.
I can't believe you followed up with this. This is where the profit center language comes out. Yep.
They're wrong on a bunch of vectors, too. They're like, wait, wait, once a gorilla, ones an ape. And then the other argument that John Kirby finds what? Cuz John Kirby flies to Japan and starts interviewing a bunch of people at Nintendo to try and like, Mount? The argument of like it, they didn't know, of course.
They didn't reference King Kong IP. And he's in Japan and he's looking around and he's like, Wait, in Japan, they use Kong to describe big monkeys. Generally, that's like a word that's commonly used, and so he uses that too. He's like, this thing was invented very quickly by this small team in Japan, using common parlance. And so the judge just serves MCA Universal.
He's like, You guys are dicks. I knew it and you were wrong and you owe all their legal fees.
Amazing, which is not normally. What happens when MCA Universal goes to court? No. And so, as a thank-you.
Nintendo goes to John Kirby a few years later and says, We've got this great game in development. And we're gonna name the protagonist after you, and that is how Kirby got his name. Great smash character. Yes, oh yeah, a lot of jumps, okay? So we're at this point in time where Donkey Kong sold like gangbusters.
They know they've got a hit on their hands. There's potential for these characters to really embrace their own storylines and they're strong. Incentive by Nintendo, the parent company in Japan, to really flesh this all out because they've got the Famicom nearing release. And so they're trying to figure out, is this thing that Miyamoto came up with on a lark? Can he keep doing it? Should we turn the keys over to him creatively and say, Hey, see if there's a there there? For this to be like the centerpiece of our launch of our console, which?
They do so. Miyamoto makes a couple more games, he makes the sequel Donkey Kong Jr. that also does really well, he makes an actual Popeye game.
They finally get the license, got it in the same vein, that's a footnote in history. And then, in 1983, he makes the first dedicated Mario game, Mario Brothers, as an arcade game. Super Mario Brothers. Right? Well, no, they're different games.
Mario Brothers was an arcade game that Miyamoto made, and that's what introduced Luigi. And you had two plumbers. This is what canonically made them plumbers. The setting was underground and they green pipes and.
That's how they became plumbers. Side note When they came out with this game, the Mario Brothers people were like, Oh wait, the Mario brothers, so Mario is the last name. And Nintendo confirmed it. And so they're like, Wait, so that guy's name is Luigi Mario, and that guy's name is Mario Mario. Nintendo was like, correct. And I think they've maybe changed their stance on that over time, but amazing.
What a Nintendo of Japan thing to do.
But yes, it's clear that Miyamoto's got the golden touch here. Yes, and has created this whole new discipline of game design, where the same principles as engineering apply. And Yamauchi completely understands this, just like he understood with Kumbaya Koi. That there are these certain engineers out there who are so talented and so creative that they can do things and enable things with technology that nobody else can do. The same dynamics apply to game designers that there are very few Shigeru Miyamoto's out there. And the value of what they make is worth many, many multiples of what every other game designer out there makes. Yeah, so after Miyamoto proves that he wasn't just a flash in the pan. Yamauchi creates a fourth R&D division within Nintendo, puts Miyamoto in charge. And the sole purpose of this new R&D for unit, which would later become the legendary entertainment analysis and development group within Nintendo.
The sole goal is to make games and to make the very best games in the world. And.
Their manifesto really ends up becoming fun first, and that sounds obvious, but in a way, they're sort of zigging where everyone else is zagging. Where a lot of other game designers, at this point in history, are starting from a place of. We need to make a game that's in this category, or other people have made this game and it is successful, or games that are great. Today. Involve this set of things that everybody thinks you need for a game and what the team that Miyamoto is leading is saying. We are on a quest to be inspired and find fun. And then we will build exactly the right window dressing around that fun, that real kernel, that core mechanic that we love. And no more. We don't need to do any of the other stuff on top of that. If it's fun and if it continues to be fun and it's super replayable, then our mission is accomplished. And it is a very, very, very different approach to how other people were designing games.
Yes, exactly. Yamaguchi has this great quote about Miyamoto and the Nintendo philosophy of what makes for a great game designer. He says an ordinary man cannot develop good games. No matter how hard he tries. A handful of people in this world can develop games that everybody wants.
Those are the people we want at Nintendo. It's just so wild that Yamaguchi.
He's never played a game in his life and that is actually true. We haven't really harped on this yet. But like this guy led Nintendo through its heyday, invented the modern Nintendo, found the talent to design and market all these games and never played any of them.
Yes, but he totally intuitively grasped all these principles. That would just come to define not just the video game industry, but all technology industries. Yeah, amazing, and that's right.
That quote is less about fun and what defines fun and their philosophy of building, and more about, like. Most people don't have what it takes, and Miyamoto has what it takes, and we've got Miyamoto, so good luck.
Well, it's true. I mean, I think fun. And that brand of fun is the Miyamoto and Nintendo style of game design. There are other brands of game design. I mean, folks like over at Square and Enix. In Japan. With the Dragon Quest series and the Final Fantasy series, Hironobu Satoguchi, who was the father of the Final Fantasy series, would probably have a very different take on that. But he's equally a genius. Like, there are these few people who are just the very best in the world at what they do, and nobody else can match them.
Yep, so we're now in.
1983 and all the pieces are coming together. Nintendo's got the games, they've got the IP, they've got the creative genius in Miyamoto running R&D for. They've got the distribution network that they've always had in Japan. And now they've got it set up in North America as well. And the technology is just about ready.
So the R&D 2 team has accomplished something nobody else can or would for years in the industry. Yep, they've created a home video game console that is not just a year, many years ahead of the competition, and will sell for cheaper and profitably. There's so many of these unbelievable moments in the Nintendo story. The way they do it, it takes them years to come up with, is they realize that? The brute-force way of accomplishing the year plus ahead of the competition directive that Yamauchi gave them would be to get the fanciest, fastest, most. Moore's law enabled ahead of the curve processor out there. But that would kill the bill of materials that would make it way too expensive.
Yep, so they come up with this incredible innovation. They realize, okay, we're constrained on cost, we can only use cheap, off-the-shelf. You know, at this point. Dated technology for the CPU of this machine, and up until now, the CPU was everything. The CPU was the brain of the computer. You know, we're in the 80s, even through to the 90s.
Remember Intel's marketing, and, like the PC industry, and the CPU was so important? What the Nintendo team realizes, because even though this is a programmable console, we're doing specialized applications for gaming. This doesn't have to be a machine that can also do your spreadsheets. We can pair a cheap CPU with a secondary processing unit within the machine that they dub the PPU the picture processing unit. And I think, maybe I'm wrong, and this is why nobody talks about this. Or maybe like, we've stumbled on to something like incredible in history that just everybody overlooked. I think this might be the first example of a dedicated GPU in a piece of hardware.
Oh.
Interesting, I wonder if that's right a programmable GPU.
So let's unpack this a little bit. The Atari 2600 had a CPU that did most of the work. And then it also did have another chip that interfaced with the television. And Atari called this the TIA, the Television Interface Adapter. But there was no memory on this TIA chip. It was literally just there to, like, draw the graphics that the CPU was outputting to put on the television screen. The PPU that Nintendo designs and develops is its own programmable chip that sits next to the CPU within the NES. And it has 8 bytes of memory, and it's dedicated to processing the graphics that get output on the television.
So that has specialized circuitry, both for doing the backgrounds of the games and for processing the sprites. So which are the like characters, the movable items on the screen? Wow. And I think this was the first example of a machine and an architecture in history where, like, the workload was split up like this. Because it was a decade later when Nvidia came around and invented the GPU.
Which is farcical.
Of course, they didn't. But you know, it would be until that time when people would think about using this architecture in computers, in PCs, right? But in this subset of the computing market, it was Nintendo.
I think you're right. I mean, I can't think of a counterexample off the top of my head, or where a counterexample would even exist.
Right, that's what I thought about, too. I'm like, I can't think of anything else. And again, like, it is technically true that the Atari and other consoles had chips that handled the graphics output from the CPU. But they weren't programmable. They didn't have onboard memory, and they weren't doing any of the processing of the graphics.
Hmm, the PPU at the NES is actually doing a lot of work. And it all came about as this, dissuscitated by this constraint that Yamauchi put on, the team of. Like this has got a sell for less than a hundred bucks.
Super clever, I mean, the famous thing that Nintendo also went on to do. And I'm very curious if you know. Sort of how this came to be is that their games are optimized for fun, not to show off the hardware, and so they're always able to do. What translates very poorly to the U.S. as lateral thinking of seasoned technology, that it's about inventiveness, I think the literal translation is withered technology, withered technology. You know, it's not about using the state-of-the-art chips, it's not about using the most expensive hardware.
It's about how clever and inventive and fun can you be with it. It sounds like the first example of cost savings was around this PPU.
Well, it actually was the game watch Gunpei Yokoi's work on the Game Watch, which he's the author of, this philosophy within Nintendo, and that's what led him to that. He's like, Oh, we'll take this calculator technology and apply it to games. And we can use this kind of lateral technology to make something fun while keeping the cost down. But it's the same thought here, I mean, the CPU that they end up using in the NES is a slightly customized, but basically off-the-shelf MOS technology. 6502, which, by this point in time, is like a very standard off-the-shelf CPU used in thousands of applications around the world. It's like how the switch processor is like a circa.
2014 Android phone chip. And a crappy one at that, huh? Okay? So they already were fully embracing the idea that we actually don't need the most expensive hardware to create the most fun experiences.
Yeah, and in this case, it was really interesting in that the NES had graphical capability literally years beyond any of its competitors. Hmm, but it did it with cheaper technology, hmm, and that was the amazing innovation, and that enabled a bunch of things. Most importantly, at the outset. For the Famicom and NES, it meant that this new console would be able to have totally 100 accurate ports of arcade games.
When arcade games would come to other home consoles, like the Atari 2600, they had to be dumbed down a little bit because the hardware, like, couldn't handle it. When you're making an arcade cabinet, you can have dedicated, customized chips and systems and circuit boards for that game, which allow you to do better graphics, more fancier stuff. Right then, if you're then trying to bring it to something like the 2600, you're gonna have to make a bunch of compromises. The NES was able to have the best ports of Donkey Kong, Mario Brothers. You know, the Nintendo titles, but then the third-party titles, too.
Right, so interesting. I mean, it makes a lot of sense with the way that cartridges work, too. Because, unlike CDs, where, you know, in the modern era, you're reading a game off of some media. Loading it into memory and then executing it on the hardware of the actual platform of the console. In the cartridge era, the circuitry was in the console, and so everything kind of like loads instantly, because you are literally playing the game on the hardware within the cartridge. And it's this perfect marriage of the circuitry in the cartridge and the circuitry in the console itself. That creates exactly enough resources to play that game, and nothing more. Yeah, the.
Wild innovation technology wise, that comes out of Nintendo in this time, it's just incredible. They do stuff like later in the Famicom and NES's lifecycle, I think with Super Mario 3, the NES is kind of like old in the tooth. The genesis is out at this point, and, like, the graphics aren't industry-leading like they used to be. They start putting computing chips on the cartridges to help the console, because it like, marries together in the same system when the cartridge is in the console.
They do some similar stuff with Zelda.
Okay, so take us to 1983, take us to launching the Famicom in Japan.
So on July 15th, 1983, after years of work, Nintendo finally launches the Famicom, the family computer Famicom, for short in.
Japan because they had broader ambitions than gaming, right? They had zany stuff.
They thought, like, Oh, this is so powerful, what we can do with these two chips? We're gonna give it a keyboard, we're gonna like, be a Trojan horse into the home. Like all the stuff that Sony would do, sort of stupidly later, Nintendo originally wanted to do that.
They ended up cutting all of it to save cost. They still don't get the machine under a hundred dollars. In Japan, it retails for 14,800 yen, which is like 110 120 bucks at the time. But still way below any of the competitors on the market and way, way, way better. The first shipments in Japan immediately sell out.
They sell 500,000 units when they launch, then there's actually they have to do a recall. There's a fault in the motherboard because it's such a like complex system and they hadn't worked out all the kinks when they launched it. It's kind of like the famous tylenol case, they do a nationwide recall.
They recall every Famicom system in Japan, and they don't just replace the one broken chip.
They strip out the entire motherboard and replace every motherboard on every single unit to show people like, we're really serious about quality. Yep.
And so, starting from the summer of 1983 in Japan, right? As the video game industry is dying in America, this rocket ship of Nintendo and the Famicom just takes off in Japan. They sell over the next two years every single unit they can make. They had placed a three million unit order with Ricoh. The Japanese semiconductor manufacturer. Ricoh manufactured them. Oh, my god, and Nintendo became by far their biggest customer.
Huh, I used to have a Ricoh camera, that's right.
So they did a deal with Ricoh to manufacture the CPU and PPU tandem system together. And the only way they could get the price down far enough to hit the price point they wanted at retail was to place a three million unit order up front, which was like, crazy at the time, there's three million units over two years. They couldn't make them fast enough, they sold out the whole thing. It was incredible.
God, Nintendo got so lucky that the Japanese market wasn't saturated the same way that the U.S. market was. They launched into, like the very best conditions in Japan, they could of, frankly, not a lot of competitive consoles at that moment. Yep.
So over the next few years, the Famicom would go on to sell almost 20 million units in Japan. In Japan in the 80s, there were only 38 million households, so they get an almost 50 penetration into the Japanese market. Whoa, isn't that wild? Wow, that is crazy.
It just becomes this enormous juggernaut in Japan. But meanwhile, of course, the big Kahuna market is the U.S. There's 90 million households in the U.S. at the time in the 80s, and not just 90 million households. There are plenty of other countries that have 90 million households. There are 90 million U.S. households that, mostly 100 of them have a television. We're used to playing arcade games.
Knew about the home video game market from everything that had just happened. Has the highest GDP per capita in the world and could afford to buy a console, especially a relatively cheap console like the NES. You know, not a hundred percent, but seventy percent, eighty percent of the U.S. market could afford this. Yep.
Wow, that's crazy.
So by 1983, like, everything's all set up, ready to go in America.
Yamauchi's like, All right, let's go. And like, you got to be wondering, like, should we pull the trigger? This is like a crazy moment to decide, like, yes, let's launch. Let's flash back two hours before the Nintendo story and remember the state that the United States was in. They just went from three point two billion dollars being the home gaming market size to 100 million dollars. And they're burying games in concrete, in landfills and smashing them up and throwing away consoles. And this is 1983, so it's the exact same moment in Japan. That somebody, I don't know exactly who and exactly what the story is. But somebody is deciding to pull the trigger and say, take the Famicom and make an American version of it.
Yes.
So Arikawa is like, I hear you. I don't think this is the right time, so that's the crazy thing.
This is the thing that I think I couldn't tell. Between reading stories from the U.S. perspectives, stories from the Japanese perspective, do you have a sense of how that dynamic went?
I read so many versions of this, so a lot of this is my speculation. I can't a hundred percent say for sure that this is exactly what happened, but this is kind of how I imagine, based on everything I read, I think Yamauchi wanted to do it.
I think Arakawa did not, and I think Yamauchi overruled Arakawa and said, Fine, if you're not gonna do it, we're gonna partner with somebody who will. Even though you set up everything to be in-house with Nintendo, set up this whole Nintendo of America, this distribution arm, we went through all this. You proved yourself with Donkey Kong, even though I saved you, but I wanted to sell to Taito, and you said that was wrong. I want to get this in the U.S. so badly.
I'm gonna go around you.
Nintendo goes to Atari, Remember this? We talked about this with Nolan Bushnell and he was like, Yeah, I wasn't involved. I was really dumb because he had already left Atari at this point and it was owned by Warners. Yamauchi goes to Atari and.
Says Nintendo America is not gonna launch the Famicom. I want you to launch the Famicom now in the U.S. Wow, and they basically have a deal done, they negotiate it. This is gonna be Atari, you know? Under Warners knows that their hardware, the 2600, at this point, is like dead.
It can't compete with the NES. They also know the market is totally going sideways, so they're like, sure, you know. Worst-case scenario, we can just sit on a competitor and tie up Nintendo and not launch this. Best-case scenario. This is the Atari Nintendo entertainment system. Wow, so what happened?
They basically have a deal done, they are all set to sign it at the Summer CES conference in June of 1983. So, Yamauchi directs Arakawa and Howard Lincoln to go down to L.A. and meet with Atari and Warner brothers, start the initial negotiations. They do that, it goes well, and I'm sure our cow is like.
I can't believe this is happening. Then the Atari folks fly out to Japan and meet with Yamauchi. Well, they get a deal basically agreed to, in principle, where Atari is going to distribute the Famicom. Not just in North America, but everywhere in the world, except for Japan. And they're gonna pay Nintendo a per unit royalty fee, Nintendo would still get to sell the game cartridges. So it actually wouldn't have been like a terrible deal. Because all the money and all the profits are in the game cartridges, right?
But still, like, talk about history changing on a knife point, this would have been.
Atari's business, yeah, and Nintendo wouldn't have had the direct relationship with certainly not customers, but not even retailers retailers.
It wouldn't have built the brand. You know, all the IP we're gonna get into, all the amazing stuff.
That really Nintendo of America drive. Oh, it would have been an Atari branded Famicom. Yep.
Whoa, so they're all set to sign this at the June CES show in Chicago in 1983, so summer 1983. But by this point in time, the crash is already underway. And Atari and Warner's are keeping these negotiations going just to keep Nintendo tied up. But they know that they can't actually follow through and, like, deliver on this partnership. Because in the second quarter of 1983, Atari reports a two hundred and eighty three million dollar loss as part of foreigners earnings in the TQ 1983 in the third quarter.
So after CES, that goes up to a five hundred and thirty six million dollar quarterly loss at the Atari division a year before. I think, like we said at the top of the episode, Atari had been half of Warner Brothers entire revenue and 60 of its operating income. And now it's reporting a five hundred and thirty six million dollar quarterly loss. So, like the other shoes about to drop, they have no power, they can't do anything at this point.
It's just a charade. So this probably would have happened, this definitely would have happened if the timing were different. Wow, but well, maybe it would have, maybe it wouldn't have. You know, I think I don't know 100 for sure, but I think Arakawa was like, Yo. The reason I don't want to launch now is like, now is not the time to launch this in America.
I can see what's gonna happen here. So maybe it wouldn't have, like, if things were different, maybe he and Nintendo of America would have let it from the beginning. And in a sense, Arakawa is right the fact that they didn't.
Release what became the NES, the U.S. version, which is a little bit of modified from the the Japanese one for another two years.
In one very key way, it's modified, which we'll get into in a sec.
Two years later is a much better time to launch this system, much better, and.
In the intervening two years, all the revenue and profits that Nintendo of Japan Nintendo Co. Ltd, the parent company was making, allowed the whole company to be in a much better position. To whether the investment they were gonna have to make to re-educate the American market when they do launch, and just to put some numbers on that. For the first couple of years of the Famicom in Japan. Not only are they selling every piece of hardware that they can make, every console that they sell has a what comes to be known in the industry as an attach rate. The number of games that are sold with it going up to like 11 or 12 games per console, not per year, but for the life of the console. And I couldn't actually find what the retail price of Famicom cartridges were in Japan at that time. But let's assume they were comparable to the U.S. Which would be kind of seven to ten thousand yen. Kind of like half ish of the price of the console. If you're selling 12 games at half the price the console, you're making another 6x the console revenue at like 80 gross margins.
That's crazy, it's just a cash flow spigot. And that attach rate is high, even relative to, like the big consoles today, like, I think, yeah, PlayStation and Xbox. It's different with the subscription stuff today. But target like a 7 or 8 game attach rate, what did you say at 11 game attach rate?
11 to 12.
Yeah, yeah, it's nuts, totally nuts. Even more importantly, though, building up to an eventual U.S. launch. It's during those couple years, from 1983 to 1985, that Miyamoto and R&D For start churning out an existing library of just amazing games.
So duck hunt Super Mario Brothers, which is the first, you know, Mario game, like we know it today.
Absolute smash hit, side-scroller platformer. Yes, you know what it is.
The Legend of Zelda, which actually was the launch game for the Famicom disk system in Japan. Which is, we won't get into it here. But, uh, the Legend of Zelda was the best thing to come out of it. Let's put it that way. So Super Mario Brothers for a long time was the top selling video game in history. Over the lifetime of that title, it sold over 60 million copies, obviously, across multiple platforms, not just the Nes of just Super Mario Brothers one.
Super Mario Brothers One Wow 60 million copies. Duck Hunt sells 28 million copies. Later, Super Mario Brothers 3 would sell 24 million copies. Keep in mind, listeners, there are 90 million households in the U.S, right?
So these individual games, this is the point we were making earlier, that Yamamuchi understood they're making billions, billions of dollars per game. You know. That takes Miyamoto and a small team at this point in time, somewhere between six months in a year, to make these games.
Well, there are some games that take four or five years, right?
Right? But even in just those two years, from 1983 to 1985, Duck Hunt Super Mario Brothers Legend of Zelda launched during those two years. Actually, Zelda might have been a little bit later. But like, that's billions and billions of dollars, like, incredible. So when they're finally ready to launch in the U.S. in 1985, they've got so much firepower to bring to bear here.
Yeah, so they do a few things differently. When they're developing the NES, they take away the word computer, which is sort of an important nod to. You know, we wanted this thing to do all sorts of stuff, to just have check stocks and weather, and I even think it did some of that in Japan. By this, they did have the ability to connect to your phone line in sort of like a pre-internet way and get some of these services. But they launched in the U.S. and they're, like this, an entertainment system. Congratulations, you've just bought the very best way in the world to play video games. And for the U.S. version, the NES also had removable controllers.
They were hardwired in on the Famicom in Japan and in the U.S. An important difference the cartridges had a lockout chip. Ah, yes, the critical difference.
That brings up the next pillar of the unbelievable Nintendo business model that we need to talk about.
Third party licensing? And this is probably like a place to talk generally about the role of Nintendo of America versus the Japanese parent company. Because to this point, what we've basically talked about for Nintendo of America is. They were a distributor, they were a regulatory arm, they had to pay payroll and they had to do that in U.S. dollars for U.S. employees. And they set up the distribution network and had some opinions on a go-no-go decision of whether to launch in the U.S. But, like, they aren't doing a lot of product specific work.
Or business model? Or, yeah. Yamauchi definitely thought of Arakawa and Nintendo of America, despite him being his son-in-law for me, because he was his son-in-law. Just thought of them as like my American distribution network. Yes, but here's where things start to change. So Yamauchi did know and had learned from the Atari third party licensing business model. That we talked about with Activision and all that, that that was an incredible cashflow stream and point of power, you know?
He knew that even he wasn't going to be able to get all of the elite game designers in the world to come work for Miyamoto and Nintendo. But he did know that he could get all of the elite game designers in the world to publish on the Famicom. So he sets up third-party licensing in Japan. The first two licensees are Namco, the Japanese arcade game company that made Pac-man and Hudson the first games that those come. They were established companies, especially Namco, like, we're big existing companies, video game companies in Japan. Before publishing on the Famicom. It transforms their business when they publish their first titles as third-party licensees with Nintendo Konami, which is another Japanese game developer that listeners might recognize.
Once they start publishing in Japan on the Famicom, their revenue goes from ten million dollars a year to three hundred million dollars.
This is how powerful what they built is, all right. So this is how consumers want to play video games. So if you make a video game, you should probably figure out a way to go to market on.
This is the power of a platform and a network effect in the video game console business. Yamauchi gets all this, the terms that he sets up for the initial licensees. In Japan, Keaches copies the Atari business model. They pay Nintendo a 20 royalty on their revenues from the games, and that's it. I mean, great cash flow stream for Nintendo.
Wonderful all that. But they could be doing so much more, and indeed, the next set of licensees. In Japan. Nintendo ups the cut to 30 that they take. And says, Oh, by the way, only we can manufacture the cartridges. You got to buy the cartridges from us, you can't make them yourself too. And we're gonna make a profit on that too.
So, like, good, which at this point is just contractual.
It's not a technical limitation. Yes, exactly.
And there's also no legal structure that they've set up in Japan that prevents anyone else from sort of unofficially making and publishing games for Nintendo. And so a gray market emerges of developers who say we're gonna make Famicom games but not work with Nintendo and sell them ourselves. And famously, one specific company from Taiwan, called Hacker International, starts making both pornographic games and gambling games. Super ironic given.
Origins and Nintendo, meanwhile, has drifted like, very Disney, very Apple and their family friendliness. And so this is so like, antithetical.
Strict censorship, like all of this stuff that we think of Nintendo today, has, you know, they've been in the toy business for decades at this point.
By the way, this sounds hard to do like. You have to figure out how to manufacture the like, correct sized plastic and the correct motherboard with all the correct pin connectors. Like, if you don't have a factory set up to make Famicom cartridges, creating that sounds really hard.
But the economic incentive to do so is worth it. This market is so big, so companies like Hacker International are making tons of money, selling their own cartridges directly and not paying a dime to Nintendo. And meanwhile, they've got this brand problem that's emerged and all this stuff. And like, if they're not careful, even though the Famicom is so advanced and so superior, you're not gonna end up with. The same thing has happened in America in 1983 with a video game crash. But you're gonna have some of the same problems if you don't control the ecosystem of publishing around your platform. So Nintendo of America.
When it comes time to launch what would become the NES in the U.S. they come up with maybe the most genius inversion of all time one. They say we should engineer a lockout chip that you were referring to into the hardware and the software. It's actually unclear to me if that idea came from Japan or from America, but the Japanese engineers implemented it. And this is a specific chip in the console that needs to handshake with specific chips in the cartridges. For the new systems in America, that will lock out any not official Nintendo approved cartridges from playing in the console. I don't know if it's actually how it works, but it's effectively a.
Nintendo signed cryptographic thing, so it's like, unless you actually go through Nintendo to make sure you get the specific chip with the specific cryptography and put it in the cartridge. It's not gonna run on them. Yep, totally, and.
Actually, later versions of the Famicom in Japan would also include a lockout chip on them, so they try and retroactively also bring this to the Japanese market. But Nintendo of America is like, obviously a lot of people in the ecosystem are gonna hate this. What if we market it, though?
To consumers, as this is a good thing, we know that you consumers got burned by the glut of mediocre software in the last video game bubble. We Nintendo are on your side, we're gonna make sure that doesn't happen here. This is our seal of quality, the Nintendo seal of quality. That we are promising to you, our customers that only the very best, highest quality software and hardware peripherals are gonna come out for your system.
This is absolute genius, and this is the exact thing that Apple.
Steals from this is the exact party line, this is the exact strategy. When they launched the App Store to this day, this is the exact reason that they have to justify it. Oh my gosh, for privacy, for security.
This is for the benefit of our users. Sideloading is the worst thing ever. I watched Craig Federici give a talk on stage in Lisbon two years ago, talking about how sideloading or external app stores would be the worst possible thing. And Apple generates tens of billions of dollars a year from the 30 of everything that runs through their App store. And they stole it all from Nintendo of America.
It is to the number, the same thing that Nintendo was getting with our 30%.
So, so, so good. And they don't. Nintendo America doesn't stop there. They're so audacious with what they do, but they could get away with it because nobody cared in America.
It was a dead industry and also they had a great device, like again, the iPhone. Parallel here. Steve Jobs always said This is five years ahead of the competition. I think that ended up being around it maybe a year or two. But like, basically right, the Famicom was five years ahead of the competition. And consoles, so they go, and they have the very best device on the market that everyone wants.
You aggregate all the users, you could do whatever the hell you want to your developers.
Oh my gosh, and they just make money six ways from Sunday on this. So it continues the legal innovations of Nintendo of America here. And really, I think Howard Lincoln is behind a lot of this. They say we're gonna go further. Any third party that makes games for the NES in America?
We're gonna limit the number of games that you can make per year. We're only gonna allow you to release a maximum of five games per year. The platform. They're just like Flagrant here. This is like all the DOJ is never gonna come for us, which they didn't.
I don't think no, they did in Europe, I think they got in trouble for this, but somehow they escape in the U.S. There is truth to the promise that Nintendo is making to consumers. If you do this, it does mean that anybody who publishes for the NES can't just offload a ton of crap on the system. They have to pick their five best games, and that's all they can do any year.
And Nintendo is gonna just like, if they feel like someone's game is crap, there's not gonna prove it.
Yep, no chips for you, exactly. And then the third thing that they build into the Nintendo of America licensing program. Your games that you publish on the NES have to be exclusive to the NES for at least two years. Which doesn't matter right now, because there's no viable competition, but will become. The SeGa would come out very important very soon.
Yeah, dirty or clean, Nintendo would say clean, Yes, they would. We are keeping our platform clean. So Nintendo of America and Nintendo Japan finally aligned that. They're gonna launch in North America for the 1985 holiday season, and they're gonna launch in a test market to start the New York City metro market. Super important because this is the epicenter of the toy industry.
So they managed to get relationships with both Fao Schwartz. And Toys r Us and Toys r Us would become huge. Of course, it's already national at this point, the biggest toy chain in America. It's based in New Jersey, so it's very strategic to launch in New York. They convinced the retailers to carry them. And this is where the next set of innovations come from, Nintendo of America. Partially, I think this was necessity because the retailers, even though they know this is an incredible product, they're skeptical.
Like, it's not obvious that this is gonna work. Consumers are way, way, way down on home video games at this point. Even still in 1985, Nintendo says. We will come merchandise this within your stores for you. We'll make it so easy for you to do this test with us. You don't have to take your staff off of other things.
If you can give us space in your stores, how very? LOUIS VUITTON Yeah, exactly, this is, I think the first store within a store in America. Literally, they come in and they set up the Nintendo displays and they do everything.
Eventually, this would evolve and become the world of Nintendo. That is the way that you know. If you were a kid or parents in the 80s and 90s. And you bought Nintendo products in a toy store, you bought them at the world of Nintendo store within the Toys. R Us. Or, you know, the target, or the Babbage's, or whatever, and all of that. That experience was controlled by Nintendo of America, fascinating. And, of course, they could put all sorts of other ancillary merchandise in their Mario backpacks, t-shirts, you know, blah, blah, blah.
What have, god knows? Did they put Mario on backpacks and t-shirts? Oh boy, did they ever.
So they managed to sell 50,000 units during the Christmas season in New York, which is not a Grand Slam success by any means. But like that, they even sold that much, that'd be about five million dollars in total sales again, like, not a lot. But given that the whole industry had shrunk to a hundred million dollars in sales, that they could sell five million in one metro market in one holiday to take 5 of the U.S.'s.
Market share just in that one holiday season, that one metro. Not bad, not bad. It's funny. When you said 50,000, I was like, So it flopped when it launched.
But actually, when you think about it, relative to how terrible the market was.
No, like, everybody was like, Look, do we wish we sold more? Sure, but like, this is actually a success, yeah. So throughout 1986, they start rolling out more metros throughout the U.S. They take a kind of rolling thunder approach, which we're gonna get to in a minute. Also becomes the next innovation from Nintendo of America.
Can you imagine this today if they rolled out the switch like city by city, right?
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