These almost certainly aren’t going to be what the hit games of tomorrow are. I’m not a game designer, and perhaps it shows in these examples. But there are currently two warring tribes consuming video games, and there’s no reason for them to be at war. It will take a few years, some olive-branch releases on both sides, before casual players accept a game with a story, and core players accept an activity without a game. And the first few games that try to bridge these camps may crash and burn, like Nintendo’s 64DD.
But I would like to, cautiously, and with a book’s worth of evidence as backup, make a claim about who will be the designers of the unified era’s first blockbuster title. Shigeru Miyamoto, in one of his last great performances for Nintendo, will use the knowledge gleaned from his shuttle diplomacy missions between the core and casual camps. He’ll understand what lizard-brain types of game play appeal to both groups, and what sort of structure that foundation would best support. Satoru Iwata, continuing a tradition, will premiere another new console like the Wii and the 3DS that makes up for in innovation what it lacks in horsepower. Reggie Fils-Aime will continue to merge the roles of hype man and president, tailoring his sales pitch to what people want to buy, not to what he wants to sell.
Nintendo will need a hook for this new console, a specific game that couldn’t be played, or conceived, on any other platform, even with down-to-the-atom motion sensing or a Beowulf cluster of processing power. But they’ll already have their star lined up. Miyamoto and Iwata and Fils-Aime will call up Nintendo’s most famous character, propelling him once more unto the breach. Super Mario will be back. And he will be as big a star as ever, in this new game that will unite the great schism of gaming. It will take a few years, and maybe a few misfires, but the plumber will reclaim his throne.
THANKS, MARIO, BUT OUR NOTES AND ACKNOWLEDGMENTS ARE IN ANOTHER CASTLE
Just kidding.
I hope it doesn’t come off as bragging when I say that this book could have been double in size. There’s a lot of Mario out there, but not all of it moves the Nintendo story forward. Much of my editing work was in snipping out lines, paragraphs, and in two instances entire chapters that were tributaries that diverged too far from the stream. Those two chapters are available at
www.supermariobook.com
, if you want to learn more extensively about Nintendo’s relationship to Japan in its early days, and about the fascinating and very secretive man Mario is named after, Mario Segale. Think of them as downloadable content, to use a gaming term.
I’ve listed most all of my book sources in the bibliography, but the list of Web sites I consulted would probably go on for half the length of the book itself. Just about any possible question I could ask myself, regarding facts or analysis about Nintendo, someone before me had asked and answered. Thanks to them, I had a true surplus of video game heritage and trivia to immerse myself in. The beginning of chapter 23, for instance, grew just about daily. Just because I found a hundred different types of Mario shirts doesn’t mean all hundred have to be described.
There seems to be a pact among Wikipedia users: they’ll use it but never actually cop to doing so. I will gladly cop not only to looking at but to printing out and reviewing (on an hourly basis) two Wikipedia pages: one on Mario’s appearances ordered by year, and one of Miyamoto’s games, arranged the same way. It’s very difficult to find an error on Wikipedia: I became an expert on Mario and Nintendo, and I only found a few minor release-date discrepancies. The stigma persists, though, and thus I didn’t use a Wikipedia source if I could get the same information any other way.
Other Web sites I visited for information include 1up.com, businessweek.com, slate.com, newyorker.com vintagecomputing .com, oxfordamericanmag.org, industrygamers.com, kokatu.com, and joystiq.com. Nintendo fan sites (miyamotoshrine.com, gonintendo .com, n-sider.com, zeldauniverse.net, among others) were great portal sites to find older, Google-ignored coverage of Nintendo moments. I’d like to especially call out GameSpot.com, which ran an exhaustive history-of-Mario series; VGChartz.com, from which I found most all of the sales figures in this book; and Nintendo’s own Iwata Asks series, where I got to be a fly on the wall as Nintendo execs held candid postmortems about what went right and wrong during development.
People were often the best sources. Some lent books, others helped with translations, and others (well, just one) volunteered to put on a mustache and red overalls to make a promotional video. Thanks go to Justin Brennan, Philip Jan, John Merriman, Kristin Linsday, Benj Edwards, Deanna Talamantez, Alison Holt Brummelkamp, Candace Smart, Mikkel Paige Mihlrad, Konstantin Karpenyuk, James Brennan, and Vinnie Nardiello. Jeannette Fee, Sean Ryan, and Cynthia Ryan were early readers, and offered edits so good I felt embarrassed I hadn’t thought of them first. Also there was that one guy at the Gamestop in the mall, and that other guy at the other Gamestop in the same mall . . . People want to talk when they find out you’re writing a Mario book.
My parents could have written off $200 from their 1987 taxes if they knew I’d write this book. Thanks to Kathleen Ryan and Dennis Ryan for resisting the urge to buy an Atari 5200 for Christmas, and thus starting me on my literary endeavor. And to Brendan Ryan, Bridgette Parker, and again Sean Ryan, three siblings I love more every year.
I’ve done my best to make the professionals at Portfolio and Penguin not regret their decision to publish a book about video games. Thanks to Emily Angell, Christy D’Agostini, Maureen Cole, Faren Bachelis, Linda Cowen, Daniel Lagin, Dan Donohue, Jennifer Tait, Eric Meyers, and my editor Courtney Young. Without all of you, the world would never know about
Hotel Mario
. And thanks to my agent Lynn Johnston, who set me up with my first interview, her fifth-grade daughter, soon after we sold the book.
I dedicated this book to Bill Rudowski. Who is he? He’s who won the book dedication auction, with all proceeds going to Child’s Play, which donates toys and games to children’s hospitals. Thanks to him, Laura Whalen, Ed Byrne, Jimi Cullen, Andrew Melzinek, and everyone else who stopped by eBay for a bidding roller-coaster ride.
The various people I’ve met over the years at Nintendo—from the Redmond and Kyoto branches and their Golin Harris press office—have been very generous and helpful, arranging interviews, providing review copies of material, touring me around the facilities, even setting up an interview with Shigeru Miyamoto. But Nintendo is a particular company, and one of those particularities is not cooperating with the press when it comes to books. So most all of that access dried up when I told them I was working on something longer than a magazine article. My time spent embedded in the Mushroom Kingdom was thus unofficial.
I’ve thanked Cindy Ryan for her editing before, which she’s done for my writing projects since before we were married. She’s also responsible for buying me our Wii, defeating the Pit of 100 Trials, outracing me without the aid of any red shells, and winning several NES games in the
Animal Crossing
village of Qwerty. She’s also brought two princesses into our lives, Sylvia and Holly, which makes her twice the hero Mario is. I would say more wonderful things about her, but I’m running out of ways to couch them in video-game argot. Here’s one more: my life is super because of you.
BIBLIOGRAPHY
Ashcraft, Brian, with Jean Snow.
Arcade Mania: The Turbo-Charged World of Japan’s Game Centers.
Tokyo: Kodansha International, Inc., 2008.
Beck, John C., and Mitchell Wade.
The Kids Are Alright: How the Gamer Generation Is Changing the Workplace.
Boston: Harvard Business Press, 2006.
Bender, Jonathon.
LEGO: A Love Story
. New York, Wiley, 2010.
Bissell, Tom.
Extra Lives: Why Video Games Matter.
New York: Pantheon Books, 2010.
Burnham, Van.
Supercade: A Visual History of the Video Game Era, 1971 – 1984.
Cambridge, MA: MIT Press, 2001.
Bloom, Steve.
Video Invaders.
New York: Arco, 1982.
Christensen, Clayton M.
The Innovator’s Dilemma: The Revolutionary Book That Will Change the Way You Do Business
. New York, Harper Paperbacks, 2003.
Cohen, Scott.
Zap: The Rise and Fall of Atari.
New York: McGraw-Hill Company, 1984.
Compton, Shanna, ed.
Gamers: Writers, Artists & Programmers on the Pleasure of Pixels.
Brooklyn, NY: Soft Skull Press, 2004.
Dear, William.
The Dungeon Master
. New York: Houghton Mifflin, 1984.
DeMaria, Rusel, and Johnny L. Wilson.
High Score! The Illustrated History of Video Games.
New York: Osborne/McGraw-Hill, 2002.
Detweiler, Craig, ed.
Halos and Avatars: Playing Video Games with God.
Louisville, KY: Westminster John Knox Press, 2010.
Donovan, Tristan.
Replay: The History of Video Games
. London: Yellow Ant Media, 2010.
Friedman, Thomas L.
The World Is Flat 2.0: A Brief History of the Twenty-first Century.
New York: Farrar, Straus and Giroux, 2006.
Gilsdorf, Ethan.
Fantasy Freaks and Gaming Geeks: An Epic Quest for Reality Among Role Players, Online Gamers, and Other Dwellers of Imaginary Realms.
Guilford, CT: Lyons Press, 2009.
Grann, David.
The Lost City of Z: A Tale of Deadly Obsession in the Amazon.
New York: Doubleday, 2009.
Halberstam, David.
The Reckoning
. New York: Morrow, 1986.
Heath, Chip, and Dan Health.
Made to Stick: Why Some Ideas Survive and Others Die.
New York: Random House, 2007.
Herz, J. C.
Joystick Nation: How Videogames Ate Our Quarters, Won Our Hearts, and Rewired Our Minds.
Boston: Little, Brown, 1997.
Inoue, Osame.
Nintendo Magic: Winning the Videogame Wars.
Tokyo: Vertical, 2010.
Johnson, Steven.
Everything Bad Is Good for You: How Today’s Popular Culture Is Actually Making Us Smarter
. New York: Riverhead Books, 2005.
Juul, Jesper.
A Casual Revolution: Reinventing Video Games and Their Players
. Cambridge, MA: MIT Press, 2010.
Kent, Steven.
The Ultimate History of Video Games: From Pong to Pokémon.
New York: Three Rivers Press, 2001.
Kim, Chan W., and Reneé Mauborgne.
Blue Ocean Strategy: How to Create Uncontested Market Space and Make the Competition Irrelevant
. Boston, Harvard Business Press, 2005.
Kohler, Chris.
Power-Up: How Japanese Video Games Gave the World an Extra Life.
New York: Brady Games, 2004.
Kidder, Tracy.
The Soul of a New Machine.
Boston: Little, Brown, 1981.
King, Brad, and John Borland.
Dungeons and Dreamers: The Rise of Computer Game Culture from Geek to Chic.
New York: McGraw-Hill, 2005.
Kushner, David.
Masters of Doom: How Two Guys Created an Empire and Transformed Pop Culture.
New York: Random House, 2003.
Klein, Naomi.
No Logo.
New York: Picador, 2000.
Leguizamo, John.
Pimps, Ho, Playa Hatas, and All the Rest of My Hollywood Friends.
New York: Ecco/Harper Collins, 2006.
Lewis, Michael.
Pacific Rift: Why Americans and Japanese Don’t Understand Each Other
. New York: W.W. Norton Press, 1993.
Loftus, Geoffrey R., and Elizabeth F. Loftus.
Mind at Play: The Psychology of Video Games.
New York: Basic Books, 1983.
Mezrich, Ben.
The Accidental Billionaires: The Founding of Facebook: A Tale of Sex, Money, Genius, and Betrayal.
New York, Doubleday, 2009.
Miller, G. Wayne.
Toy Wars: The Epic Struggle Between G.I. Joe, Barbie, and the Companies That Make Them.
New York: Times House, 1998.
Oppenheimer, Jerry.
Toy Monster: The Big Bad World of Mattel.
New York: Wiley, 2009.
Poole, David.
Trigger Happy: Videogames and the Entertainment Revolution.
New York: Arcade Publishing. 2000.
Sheff, David.
Game Over: How Nintendo Zapped an American Industry, Captured Your Dollars, and Enslaved Your Children
. New York: Random House, 1993.
Stross, Randall.
Planet Google: One Company’s Audacious Plan to Organize Everything We Know.
New York: Free Press, 2008.
Sullivan, George.
Screen Play: The Story of Video Games.
New York: Frederick Warne, 1983.
Takahasi, Dean.
Opening the Xbox Inside Microsoft’s Plans to Unleash an Entertainment Revolution.
Roseville, CA: Prima Publishing, 2002.
INDEX
Adventures of Super Mario Bros.
The
Albano, Lou
All Night Nippon Mario Bros.
amusement parks
Apple
Apple II
iPhone
Arakawa, Minoru “Mino,”
Donkey Kong
and
Game Boy and
Lincoln and
retirement of
Arakawa, Yoko
Arthur, King
Atari
Ball
Beam Gun
Bissell, Tom
Bleszinski, Cliff
Boone, Walker
Bowser’s Inside Story
Bush, George W.
Bushnell, Nolan
BusinessWeek
cakes
Captain N: The Game Master
CDs
Chien, Hank
China
Christenson, Clayton
Club Mario
Coleco
computers
Conker
Crazy Kong
Cullen, Peter
Day, Walter
Devil World
DeVito, Danny
Dr. Mario
Donkey Kong
board game
cartoon