The Ultimate History of Video Games: From Pong to Pokémon and Beyond—The Story Behind the Craze That Touched Our Lives and Changed the World (47 page)

BOOK: The Ultimate History of Video Games: From Pong to Pokémon and Beyond—The Story Behind the Craze That Touched Our Lives and Changed the World
2.76Mb size Format: txt, pdf, ePub
The Return of Jumpman
 

Shigeru Miyamoto, the man who designed
Donkey Kong
, built the game around two main characters. One was the eponymous villain, a giant ape that stole a woman and hurled barrels at the man trying to save her. The other was Jumpman, the chubby, mustachioed carpenter who leaped barrels, climbed ladders, and saved the day. Over time, Jumpman underwent an interesting evolution.

The first step in Jumpman’s evolution was a name change—he became Mario in his next outing, a game called
Donkey Kong Junior.
Next, Miyamoto gave Mario a brother named Luigi and converted him from a carpenter into a plumber in the 1983 game
Mario Bros.
Up to this point, Mario always appeared in small games in which you could place the entire field of play on a single screen. That changed in 1985, with the release of
Super Mario Bros.

Super Mario Bros.
took Mario out of his single-screen setting and placed him in a huge, vivid world. Instead of simply climbing ladders and moving around on platforms, players now controlled him as he ran through a seemingly endless, brightly colored countryside filled with caverns, castles, and giant mushrooms. The landscape was much too expansive to fit on a screen. In this new game, the camera followed Mario as he ran forward through his two-dimensional world. Arnie Katz, editor of
Electronic Games
, dubbed it a “side-scrolling” game.
*

The goal of the game was to help Mario rescue a princess from a dragon named Bowser. To do this, players had to fight or slip past walking turtles, flying turtles, and little mushroom-shaped men called Goombas.

Super Mario Bros.
contained several elements that attracted attention. It had bright cartoon-like graphics, fast action, and a sense of humor. It also took
Warren Robinett’s concept of hidden “Easter eggs” to a new level with entire hidden worlds.
*
Most people continued playing
Super Mario Bros.
to find all of Miyamoto’s Easter eggs long after they finished the game. If players knew where to look, they could find free men and coins hidden in mid-air, not to mention beanstalks that took Mario into the clouds, mushrooms that made him big, flowers that enabled him to spit fireballs, and stars that made him invulnerable.
Super Mario Bros.
did very well in Japanese arcades and attracted some attention to the failing U.S. arcade industry.

By the end of the year, Nintendo engineers succeeded in creating a home version of
Super Mario Bros.
for the Famicom. This product defined the difference between games for the old Atari systems and games that could be played on Nintendo cartridges. Although the home version of
Super Mario Bros.
was not identical to the arcade game, it was an extremely close approximation.

By the end of 1985, Nintendo began packaging
Super Mario Bros.
with the Famicom. This marketing move was so successful in Japan that Yamauchi and Arakawa decided to do it in the United States. It took a few months to create an American version of the game, and the cartridge was available by the time Nintendo of America went national—the end of 1986.

A Partner
 

Although 1985 was not a great year for video game sales, it was an excellent year for the five ex-Atari executives who had started a toy company called Worlds of Wonder. The head of the company was a man named Don Kingsborough, a former Atari vice president, who decided to start his own business when he ran across an invention that he believed would be a surefire hit as a toy.

There were a lot of former Atari guys putting together this company called Worlds of Wonder. I didn’t really know Don all that well…. He was really on the domestic side of the business, and we had very little interaction.

I joined Worlds of Wonder as the executive vice president of marketing and then eventually the managing director of international. You know, we started the company up literally around Don’s swimming pool.

There were some guys from Disney who did the talking presidents. They wanted to do this talking teddy bear. Well, he was not nearly the incarnation that we finally brought out. When I first saw him, I called him Biafra bear because he was like this little skinny bear that looked like he needed fattening up. He looked like he was a refugee from Biafra or someplace.

—Steven Race, former director of international marketing, Worlds of Wonder

 

Building off the original animatronic technology, Kingsborough and company designed a plush teddy bear with a tape recorder built into its back. Children could place tapes in the recorder, and the bear’s mouth would move as it appeared to tell stories and talk. The bear was named Teddy Ruxpin.

Once they had their product, the founders of Worlds of Wonder next set out to build a sales force. They could have tried to hire salespeople from within the toy industry but instead decided to go with people they knew who would be aggressive. They hired ex-Atari sales representatives.

We hired most of the old Atari reps to represent us because we knew that if we hired the toy reps, we’d have to go through channels. These guys ran Atari.

When it came to selling Teddy Ruxpin, they went right over everyone’s head and got right in to see the senior people. All the key retailers we showed Teddy Ruxpin to, to the man with one exception, all just melted and said, “Holy shit, this is it! This is it. This is the product this year.”

—Jim Whims, former executive vice president, Worlds of Wonder

 

Teddy Ruxpin was the toy sensation of the 1985 holiday season. Stores could not keep it in stock; public demand was too great. The following year, Worlds of Wonder came out with another major hit, Laser Tag. With these two products, the company became a major player in the toy industry and an attractive partner to Minoru Arakawa, who wanted a marketing partner to distribute the NES.

They approached us in 1986. They approached us. Kingsborough and Arakawa got together with Howard [Lincoln] and the senior management team and [they] said, “Listen, Whims and Bradley come from the video game business.
You obviously have a strong relationship with the retailers, both with Teddy Ruxpin and Laser Tag.”

The rumor was that Toys “R” Us gave us a $100,000,000 order at Toy Fair that year…. Actually, they did; it wasn’t a rumor. With that type of clout, we were able to work closely with the buying community to ensure that Nintendo didn’t get put on the back burner and that, in fact, it was a priority for the buying community.

—Jim Whims

 

The offer Arakawa made to Kingsborough bore no resemblance to the one he had made to Atari. The Atari offer involved licensing—Nintendo would allow Atari to manufacture the NES and sell it as an Atari product. Arakawa wanted Worlds of Wonder as distributor. He simply wanted Worlds of Wonder representatives to market the NES, along with Teddy Ruxpin and Laser Tag. He hoped that being associated with the two hottest toys on the market would open doors to stores such as Sears, and he was willing to pay a fee for the help.

As former Atari employees, Kingsborough and many of his executives were very familiar with the NES. They had seen it launched as the Famicom in Japan, and most of them agreed that it was much more powerful than prior console systems. With this in mind, Kingsborough accepted the offer.

I will always remember the first sales meeting we had where we introduced the Nintendo 8-bit to the sales force. Arakawa came down, and we had the Nintendo people presenting the product, and we said, “This is a product we’re going to be supporting on a nationwide basis.”

Everyone was sitting in the bar after dinner that night, and these guys who had been Atari’s three biggest reps grabbed me and said, “Can we talk to you?”

They pulled me aside and said, “We want to let you know that we think you’re making an enormous strategic mistake by getting involved in the video game business again.” Now these are three Atari reps who made millions of dollars in the video game business already. They said, “Listen. WOW is the hottest company in the world right now. You’ve got the hottest toy company in the world right now. The video game business is a black smear and it’s just gonna drag you down into the abyss.”

And I’ll always remember that discussion.

The obvious answer was, “Well, listen, I’m glad you feel that way, but I have to tell you, if you want to sell Teddy Ruxpin and you want to sell Laser Tag, you’re gonna sell Nintendo as well. And if you feel that strongly about it, then you ought to just resign the line now.”

—Jim Whims

 

As Arakawa expected, the association brought new clout to Nintendo. Worlds of Wonder representatives had access to all of the top buyers. Suddenly, demonstrations of Teddy Ruxpin and Laser Tag expanded to include the NES as well. By that time, however, a new competitor had arrived on the scene.

An Old Competitor
 

Yes, the Master System was a better piece of hardware than the NES. Remember, they had two extra years to develop it.

—Peter Main, vice president of marketing, Nintendo of America

 

The NES was not the only Japanese game console introduced in the United States at that time. In October 1986, Sega introduced a console called the Master System that featured the Zilog Z-80 processing chip and 128K (“K” in this case stands for kilobits which are one-eighth the size of the kilobytes normally referred to as “K”.) nearly twice the memory of the NES. The Master System’s additional memory and microprocessor made it more powerful than the NES.

Though it was a more powerful unit, Sega’s Master System, marketed as the Mark III in Japan, had not fared well in that country, where Nintendo controlled more than 90 percent of the market.

Unfortunately, it was probably launched about a year and a half to two and a half years, maybe two years after Nintendo. By that time, it was a Nintendo culture in Japan, and it was very, very difficult to launch a similar technology in Japan.

—David Rosen, chairman, Sega Enterprises, Ltd.

 

The controllers that came with the Master System appeared to be patterned after NES controllers—rectangular, with a directional pad rather than a joystick. In what appears to have been a small concession to the previous generation of game systems, Sega also manufactured tiny joysticks that could be screwed into the center of the directional pads.

Sega planned to market two forms of game media for the Master System. The first was standard cartridges. The other was a plastic card that looked like a credit card with little metal connections on one end. The cards could not store as much data as cartridges, but they sold for less. In the end, however, Sega published very few games on cards.

Like Nintendo, Sega was a company with a strong arcade presence. Sega’s long line of hits included early favorites such as
Astro Blaster, Monster Bash
, and
Turbo
, as well as classics such as
Pengo.
Sega distributed
Frogger
in the United States, though the game was created by Konami. One difference between the two companies is that while Nintendo slowly pulled away from its coin-operated games business, Sega remained very committed to making arcade games. Within the next few years, Nintendo focused all of its development efforts into making cartridges for the NES. Sega, on the other hand, had never launched a consumer product in the United States. Instead, it had licensed games to companies such as Coleco, while continuing to create games for arcades that could then be translated into home games.

To attract consumers, Sega packed a home version of
Hang On
, the number-one game in arcades, with the Master System.
Hang On
was a motorcycle racing game that did not translate well to the constraints of a home system. The arcade game had handlebars for controllers. A deluxe version even had a model of a motorcycle upon which people sat as they played. The home version seemed slow and plain in comparison.

The Battle
 

Now you are playing with power!

—Nintendo’s advertising slogan

 

Now there are no limits!

—Sega’s advertising slogan

 

The marketing arm behind Sega’s American release was considerably smaller than Nintendo’s. Formed in April 1986, Sega’s consumer products division consisted of two men, Bruce Lowry and Bob Harris, working with a couple of administrators out of a small room in the back of the company’s coin-operated games offices.

Lowry and Harris arranged for advertising and set up demonstrations for retailers. Harris, who had come from the J. Walter Thompson advertising agency, helped create the packaging for the Master System. Within two months of joining Sega, Harris and Lowry had to set up and man an 1,800-square-foot booth at the Summer CES in Chicago. Some show attendees had never heard of Sega, and a few mistook the company for Saga Foods, commenting that it was strange that a food distributor would enter the video game business.

Although the Master System was not as widely distributed as the NES, it could be found in most major cities across the country in time for the holidays. Many electronics stores displayed the NES, the Master System, and the recently re-launched Atari 7800 side by side. Of the three game consoles, the Atari 7800 was the least expensive. Since it played both 2600 and 7800 games, it also had the largest library. The problem was that all of the games for the 7800 looked obsolete when compared to the top games for the two newer systems, and the 7800 eventually disappeared from store shelves.

Other books

Triumph and Tragedy in Mudville by Stephen Jay Gould
The Night Hunter by Caro Ramsay
El secreto del Nilo by Antonio Cabanas
The Child in Time by Ian McEwan
Blik-0 1946 by 植松伸夫
Edge of Battle by Dale Brown