Super Mario

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by Jeff Ryan


  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.
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  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

  Coleco and

  Mitchell and

  music in

  Universal suit and

  Donkey Kong 3

  Donkey Kong Country

  Donkey Kong Jr.

  cartoon based on

  Donkey Kong Jr. Math

  Donkey Kong Land

  Donkey Kong’s Fun With Music

  Dragonfly

  Dragon Warrior

  Dreamcast

  Dream Factory: Heart-Pounding Panic

  Ebert, Roger

  Economist

  Electronic Entertainment Expo (E3)

  E.T.

  Eternal Darkness

  Excitebike

  Extra Lives (Bissell)

  Facebook

  Famicon, see Nintendo Entertainment System

  Far Side, The

  Fils-Aime, Reggie

  Foxconn

  Frogger

  F-Zero

  Game & Watch

  Game Boy

  Game Boy Advance (GBA)

  Gamecube

  Genesis

  Google

  Gorton, Slade

  Great Giana Sisters, The

  Greenpeace

  Groening, Matt

  GX

  HAL Laboratories

  Hanks, Tom

  Hasbro

  Hewett, Christopher

  Hoffman, Dustin

  Homestar Runner

  Hopper, Dennis

  Hoskins, Bob

  Hotel Mario

  Howard and Nester

  Ice Climber

  Ikegami Tsushinki

  Inoue, Osame

  Internet

  iPhone

  Iwata, Satoru

  at Electronic Entertainment Expo

  Iwatani, Tōru

  James, Don

  James, Polly

  Jankel, Annabel

  Joust

  Judy, Ron

  Jumpman

  Jumpman

  Kangaroo

  Kent, Steven

  Kid Icarus

  Kimishima, Tatsumi

  Kinect

  King Kong

  King of Kong, The

  Kirby

  Kirby, John

  Klein, Naomi

  Kohler, Chris

  Koizumi, Yoshiaki

  Kōjō, Yume

  Kondō, Kōji

  Larson, Gary

  Legend of Zelda, The

  Legend of Zelda, The: A Link to the Past

  Leguizamo, John

  Lincoln, Howard

  Link

  Link’s Awakening

  Luigi

  Luigi’s Mansion

  Mann, Jonathan

  Mario:

  in bonus-character roles

  and creation of Donkey Kong

  Jumpman incarnation of

  merchandising of

  name of

  Sonic compared with

  Mario & Sonic at the Olympic Games

  Mario Artist

  Mario Bros.

  music in

  Mario Clash

  Mario FX

  Mario Golf

  Mario Opera, The

  Mario Paint

  Mario Party

  Mario’s Bombs Away

  Mario’s Cement Factory

  Mario’s Early Years

  Mario’s Time Machine

  Mario’s Wacky Worlds


  Mario Takes America

  Mario Teaches Typing

  Mario the Juggler

  Mario vs. Donkey Kong

  Martinet, Charles

  Mathis, Samantha

  MCA Universal

  Metroid

  Mickey Mouse

  Microsoft

  Kinect

  Xbox

  Xbox

  Xbox Live

  Midway

  Mii Channel

  Milton Bradley

  Mitchell, Billy

  Miyamoto, Shigeru

  Donkey Kong and

  Donkey Kong 3 and

  Donkey Kong Jr. and

  at Electronic Entertainment Expo

  first Mario Bros. game created by

  honors and awards of

  Nintendogs and

  retirement as designer

  Super Mario Bros. and

  Super Mario Bros. 3 and

  Super Mario Galaxy and

  Super Mario 64 and

  Super Mario World 2: Yoshi’s Island and

  Wii and

  Moore, Gordon

  Moore’s Law

  Morita, Kazuaki

  Morton, Rocky

  Mother

  Ms. Pac-Man

  music

  Naka, Yuji

  Neo Geo Pocket Color

  Netflix

  New Super Mario Bros.

  Nintendo Adventure

  Nintendo Club

  Nintendo DS

  Nintendo Entertainment System (NES; Famicon)

  Disk System

  Game Boy and

  hackers and

  Super (SNES)

  Nintendogs

  Nintendo Power

  Nintendo 64 (N64)

  Nintendo 64DD

  Nishikado, Tomohiro

 

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