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These are the user uploaded subtitles that are being translated: 1 00:00:06,256 --> 00:00:08,926 - They say there are no winners in a war. 2 00:00:09,09 --> 00:00:10,802 - Last year in the United States, 3 00:00:10,886 --> 00:00:14,598 home video game sales hit $1.1 billion. 4 00:00:14,681 --> 00:00:18,393 - But in this case, everyone won. 5 00:00:18,477 --> 00:00:21,480 [upbeat music] 6 00:00:21,563 --> 00:00:24,650 id 7 00:00:24,733 --> 00:00:28,612 - One in every three homes is equipped with a Nintendo Entertainment System. 8 00:00:28,695 --> 00:00:30,30 - And Sega, also in the market. 9 00:00:30,113 --> 00:00:31,615 Sales once again soared. 10 00:00:31,698 --> 00:00:33,158 - The market's very healthy. 11 00:00:33,242 --> 00:00:35,661 - Good, clean competition for most new ideas, 12 00:00:35,744 --> 00:00:37,788 and new ideas are what we're all about. 13 00:00:37,871 --> 00:00:40,207 - f Come on, let's get lost in the moment f 14 00:00:40,290 --> 00:00:42,876 - Nintendo had weathered a market crash, 15 00:00:42,960 --> 00:00:45,462 legal storms, copyright battles, 16 00:00:45,546 --> 00:00:48,549 and a bitter console war. 17 00:00:48,632 --> 00:00:51,510 - J / believe, | believe in electric motion f 18 00:00:51,593 --> 00:00:54,137 - Tom Kalinske's shiny new Sega 19 00:00:54,221 --> 00:00:57,516 had built a U.S. empire out of nothing, 20 00:00:57,599 --> 00:01:00,394 and the once-dead U.S. video game industry 21 00:01:00,477 --> 00:01:03,772 was not only alive but thriving. 22 00:01:03,855 --> 00:01:05,732 There was room for competition, 23 00:01:05,816 --> 00:01:09,111 and Nintendo, toughened and wiser, 24 00:01:09,194 --> 00:01:11,363 opened the '90s swinging. 25 00:01:11,446 --> 00:01:13,73 id 26 00:01:13,156 --> 00:01:15,659 [cheers and applause] 27 00:01:18,120 --> 00:01:21,39 [wondrous music] 28 00:01:21,123 --> 00:01:28,05 id 29 00:01:32,634 --> 00:01:35,95 - It may be the most addictive toy in history, 30 00:01:35,178 --> 00:01:37,347 and it's definitely the hottest thing this Christmas-- 31 00:01:37,431 --> 00:01:39,99 Nintendo video games. 32 00:01:39,182 --> 00:01:46,106 id 33 00:02:16,219 --> 00:02:18,388 - The Mario Brothers have been playing long enough 34 00:02:18,472 --> 00:02:20,682 on an 8-bit digital landscape. 35 00:02:20,766 --> 00:02:22,601 This summer at the Consumer Electronics Show, 36 00:02:22,684 --> 00:02:24,269 the video game giant has introduced 37 00:02:24,353 --> 00:02:25,729 the Super Nintendo system, 38 00:02:25,812 --> 00:02:28,398 which features 16-bit graphics, 39 00:02:28,482 --> 00:02:31,318 more elaborate and more detailed games. 40 00:02:31,401 --> 00:02:33,612 - Now you got a real fight, you know. 41 00:02:33,695 --> 00:02:36,323 You got two pretty capable competitors 42 00:02:36,406 --> 00:02:37,908 that are now gonna duke it out, 43 00:02:37,991 --> 00:02:39,493 and Sega's put some points 44 00:02:39,576 --> 00:02:40,827 on the board by showing up early, 45 00:02:40,911 --> 00:02:42,120 and Nintendo comes in, 46 00:02:42,204 --> 00:02:43,497 and they're not quite prepared. 47 00:02:43,580 --> 00:02:45,374 They don't have their sea legs yet. 48 00:02:45,457 --> 00:02:48,377 And, you know, the first round goes to Sega, right? 49 00:02:48,460 --> 00:02:50,03 And the second round goes to Sega. 50 00:02:50,87 --> 00:02:51,505 And now Nintendo's coming back 51 00:02:51,588 --> 00:02:54,49 because Nintendo is really good at what they do. 52 00:02:54,132 --> 00:02:58,845 - | think Sega took a Slightly more edgy point of view 53 00:02:58,929 --> 00:03:00,472 with both the kind of games 54 00:03:00,555 --> 00:03:02,891 that they were focused on, the characters, 55 00:03:02,974 --> 00:03:05,394 how they presented those characters. 56 00:03:05,477 --> 00:03:08,271 - Sega definitely understood marketing better than Nintendo, 57 00:03:08,355 --> 00:03:14,194 and so they directly attacked Nintendo in their advertising. 58 00:03:14,277 --> 00:03:16,571 - 16-bit sports action. 59 00:03:16,655 --> 00:03:18,615 - f You can't do this on Nintendo. f 60 00:03:18,699 --> 00:03:19,991 ~ Genesis f - Does. 61 00:03:20,75 --> 00:03:21,702 - J Genesis - Does. 62 00:03:21,785 --> 00:03:23,161 - J Genesis I - Does. 63 00:03:23,245 --> 00:03:24,287 - J Genesis - Does. 64 00:03:24,371 --> 00:03:25,872 - J Genesis does S 65 00:03:25,956 --> 00:03:27,249 - What Nintendon'tt. 66 00:03:27,332 --> 00:03:29,42 - Buy a 16-bit Genesis system 67 00:03:29,126 --> 00:03:31,503 between now and October 31st and get an extra game free. 68 00:03:31,586 --> 00:03:33,46 - To some degree, 69 00:03:33,130 --> 00:03:36,174 we didn't take the bait too seriously. 70 00:03:36,258 --> 00:03:39,553 [vibrant music] 71 00:03:39,636 --> 00:03:42,347 Nintendo's marketing team was very aware 72 00:03:42,431 --> 00:03:44,391 of what was going on 73 00:03:44,474 --> 00:03:46,810 in terms of market share, monitored it closely, 74 00:03:46,893 --> 00:03:48,729 made sure that we were on track 75 00:03:48,812 --> 00:03:50,439 with how many people were buying the system, 76 00:03:50,522 --> 00:03:52,357 how much they were adapting, 77 00:03:52,441 --> 00:03:54,234 how many cartridges they were buying. 78 00:04:10,125 --> 00:04:16,673 id 79 00:04:27,350 --> 00:04:30,228 [mellow electronic music] 80 00:04:30,312 --> 00:04:37,194 id 81 00:04:42,73 --> 00:04:45,76 - | was fortunate to first be exposed to Nintendo 82 00:04:45,160 --> 00:04:47,78 as a consumer. 83 00:04:47,162 --> 00:04:51,500 And for me, that very first system was the Super NES. 84 00:04:51,583 --> 00:04:53,335 - "Super Mario World" is here. 85 00:04:53,418 --> 00:04:55,212 It's one of the new generation of Nintendo games. 86 00:04:55,295 --> 00:04:56,963 It comes only with Super Nintendo, 87 00:04:57,47 --> 00:05:00,175 and it's like nothing you've ever faced. 88 00:05:00,258 --> 00:05:03,929 Now you're playing with power. Super power. 89 00:05:04,12 --> 00:05:06,306 - One of my favorite games ever of all time 90 00:05:06,389 --> 00:05:07,724 was "Super Mario World." 91 00:05:07,808 --> 00:05:10,977 | think from a design standpoint, 92 00:05:11,61 --> 00:05:14,64 at the time, the music, the graphics-- 93 00:05:14,147 --> 00:05:17,234 | mean, it was pixel perfect. 94 00:05:17,317 --> 00:05:19,653 Absolutely pixel perfect. 95 00:05:19,736 --> 00:05:22,322 The jumps, the-- it was so polished. 96 00:05:22,405 --> 00:05:24,199 | think it's the most polished game ever. 97 00:05:24,282 --> 00:05:27,702 id 98 00:05:27,786 --> 00:05:31,164 - | have many fond memories and many great stories 99 00:05:31,248 --> 00:05:34,209 around my interaction with that system. 100 00:05:34,292 --> 00:05:36,503 Playing for many, many hours, playing games 101 00:05:36,586 --> 00:05:38,672 like "The Legend of Zelda: A Link to the Past," 102 00:05:38,755 --> 00:05:41,258 games like "Chrono Trigger," 103 00:05:41,341 --> 00:05:43,718 all of these fantastic experiences 104 00:05:43,802 --> 00:05:47,848 that, for me, were my very first gaming experiences. 105 00:05:47,931 --> 00:05:50,350 - The game business’ giant, Nintendo, 106 00:05:50,433 --> 00:05:52,602 is no longer the only game in town, 107 00:05:52,686 --> 00:05:55,480 but they're still the biggest game in town. 108 00:05:55,564 --> 00:05:56,982 - | would be very surprised 109 00:05:57,65 --> 00:05:59,150 if this is not one of the biggest hit products 110 00:05:59,234 --> 00:06:02,904 for the Christmas of 1992. 111 00:06:02,988 --> 00:06:07,200 And certainly Christmas 1991, this product is a sellout. 112 00:06:07,284 --> 00:06:09,452 - Not only did the Super Nintendo 113 00:06:09,536 --> 00:06:12,539 face stiff competition in America and Japan, 114 00:06:12,622 --> 00:06:16,251 but an unexpected new obstacle presented itself. 115 00:06:16,334 --> 00:06:20,964 Moms around the world couldn't understand why it was necessary to spend money 116 00:06:21,47 --> 00:06:23,49 on another one of those Nintendos 117 00:06:23,133 --> 00:06:26,136 if their children already had one. 118 00:06:26,219 --> 00:06:29,55 - So that's the new Super Nintendo Entertainment System. 119 00:06:29,139 --> 00:06:29,973 - What about it? 120 00:06:30,56 --> 00:06:32,267 - They say it has 16-bit technology, 121 00:06:32,350 --> 00:06:33,560 whatever that means. 122 00:06:33,643 --> 00:06:36,104 - Ah, | see. What else do "they" say? 123 00:06:36,187 --> 00:06:39,733 - That it has 3-D graphics and digital stereo sound 124 00:06:39,816 --> 00:06:41,902 and that "Super Mario World" is included. 125 00:06:41,985 --> 00:06:44,404 - Okay, okay. We'll get it for him. 126 00:06:44,487 --> 00:06:46,31 - What makes Super Nintendo super 127 00:06:46,114 --> 00:06:47,866 is a 16-bit computer chip, 128 00:06:47,949 --> 00:06:50,410 which makes the game more vivid than the 8-bit Nintendo 129 00:06:50,493 --> 00:06:52,746 now in one out of three U.S. homes. 130 00:06:52,829 --> 00:06:55,206 But the suggested price is around $200-- 131 00:06:55,290 --> 00:06:56,875 more than double the original. 132 00:06:56,958 --> 00:06:59,419 - Mom, look at the background. - Look at that! 133 00:06:59,502 --> 00:07:01,755 - The background is so cool. 134 00:07:01,838 --> 00:07:04,466 - The graphics on this new game are exceptionally colorful, 135 00:07:04,549 --> 00:07:06,468 but so is the language from parents 136 00:07:06,551 --> 00:07:08,970 when you ask them about spending 200 bucks for it. 137 00:07:09,54 --> 00:07:11,556 - Well, I'm sad because it's not compatible with the other tapes, 138 00:07:11,640 --> 00:07:13,850 and we got our Nintendo system 139 00:07:13,934 --> 00:07:16,978 a couple years ago, so we must have about 50 tapes. 140 00:07:17,62 --> 00:07:18,688 - So you gonna buy this one? 141 00:07:18,772 --> 00:07:20,231 - No. 142 00:07:20,315 --> 00:07:24,778 id 143 00:07:24,861 --> 00:07:27,781 - What happened partly was, 144 00:07:27,864 --> 00:07:31,743 I've heard that parents had invested heavily in the NES, 145 00:07:31,826 --> 00:07:33,411 and they really couldn't see 146 00:07:33,495 --> 00:07:37,916 why they should upgrade and pay Nintendo 147 00:07:37,999 --> 00:07:41,670 yet again more money and get all new cartridges 148 00:07:41,753 --> 00:07:44,923 that weren't backwards compatible to Nintendo. 149 00:07:45,06 --> 00:07:46,967 But they could understand how a different company 150 00:07:47,50 --> 00:07:49,970 could have come out with a better system, 151 00:07:50,53 --> 00:07:53,348 and so sometimes it was just an easier sell for the kids 152 00:07:53,431 --> 00:07:57,268 to convince their parents to buy something that was, 153 00:07:57,352 --> 00:08:02,190 "Oh, but this is different,” than to buy another Nintendo. 154 00:08:02,273 --> 00:08:04,567 - There's no question that the Super Nintendo 155 00:08:04,651 --> 00:08:07,654 was a technical advancement from its predecessor, 156 00:08:07,737 --> 00:08:09,155 but was that enough? 157 00:08:09,239 --> 00:08:10,657 - Nintendo's biggest rivals, 158 00:08:10,740 --> 00:08:13,410 NEC TurboGrafx and Sega Genesis, 159 00:08:13,493 --> 00:08:15,412 have been putting out hardware and software 160 00:08:15,495 --> 00:08:17,872 in 16 bits for more than two years. 161 00:08:17,956 --> 00:08:21,292 Nintendo claims to have 60 million game units in 8-bit 162 00:08:21,376 --> 00:08:23,378 already in households around the country. 163 00:08:23,461 --> 00:08:26,923 Sega Genesis people say they're ready for them in the new arena. 164 00:08:27,07 --> 00:08:28,717 - We're 2 1/2 years ahead of 'em. 165 00:08:28,800 --> 00:08:31,52 Our games are better, we have more systems out, 166 00:08:31,136 --> 00:08:34,55 and | think their entering is better for our business. 167 00:08:34,139 --> 00:08:35,849 - Why did the leader wait so long? 168 00:08:35,932 --> 00:08:37,142 - We waited to introduce 169 00:08:37,225 --> 00:08:38,977 the Super Nintendo Entertainment System 170 00:08:39,60 --> 00:08:41,229 until we had a software game-packed library 171 00:08:41,312 --> 00:08:46,67 that met Nintendo's players’ expectations for increased play, fun, and excitement. 172 00:08:46,151 --> 00:08:50,989 id 173 00:08:51,72 --> 00:08:53,74 - What the Super Nintendo games 174 00:08:53,158 --> 00:08:56,703 would eventually show moms-- and the population at large-- 175 00:08:56,786 --> 00:08:58,830 is that the Super Nintendo 176 00:08:58,913 --> 00:09:03,01 didn't win the 16-bit era because of better technology. 177 00:09:03,84 --> 00:09:07,756 Once again, it was the experiences the system empowered the players with 178 00:09:07,839 --> 00:09:09,132 that made the difference. 179 00:09:09,215 --> 00:09:12,177 [exciting electronic music] 180 00:09:12,260 --> 00:09:15,221 - There is still a realinterest in Super Nintendo. 181 00:09:15,305 --> 00:09:17,182 This store, in fact, has a waiting list, 182 00:09:17,265 --> 00:09:18,975 and they haven't even gotten the game in yet. 183 00:09:19,59 --> 00:09:20,602 - Well, we sold 28 in two days. 184 00:09:20,685 --> 00:09:22,896 - | saved up my allowance. 185 00:09:22,979 --> 00:09:24,64 - You saved up $200 by yourself? 186 00:09:24,147 --> 00:09:25,648 - Yeah. 187 00:09:25,732 --> 00:09:27,734 - Ultimately, we always felt 188 00:09:27,817 --> 00:09:30,487 through the Super NES years 189 00:09:30,570 --> 00:09:33,823 that great software was really what it was all about. 190 00:09:36,242 --> 00:09:38,119 - It's never really been about hardware. 191 00:09:38,203 --> 00:09:40,580 Like, we have to be able to have more power 192 00:09:40,663 --> 00:09:43,833 or more pixels on a screen or a faster frame rate. 193 00:09:43,917 --> 00:09:45,543 It was always about the gaming experience 194 00:09:45,627 --> 00:09:47,378 and providing a piece of hardware 195 00:09:47,462 --> 00:09:50,590 that would provide a unique gaming experience. 196 00:09:50,673 --> 00:09:52,675 - Alot of customers love their 8-bit Nintendo, 197 00:09:52,759 --> 00:09:57,13 they love those games, they love those characters... 198 00:09:57,97 --> 00:09:58,723 and so a lot of them were waiting 199 00:09:58,807 --> 00:10:00,600 for a Nintendo 16-bit machine 200 00:10:00,683 --> 00:10:04,229 and waiting for games in the brands that they really cared about. 201 00:10:04,312 --> 00:10:05,939 - f And come alive f 202 00:10:06,22 --> 00:10:08,900 [singers vocalizing] 203 00:10:08,983 --> 00:10:11,986 id 204 00:10:12,70 --> 00:10:13,655 ~ Come alive I 205 00:10:13,738 --> 00:10:16,616 [singers vocalizing] 206 00:10:16,699 --> 00:10:20,411 id 207 00:10:20,495 --> 00:10:24,541 f Feel it in the energy f 208 00:10:24,624 --> 00:10:27,43 ~ With open eyes f 209 00:10:27,127 --> 00:10:28,962 S We come alive f 210 00:10:29,45 --> 00:10:30,463 id 211 00:10:30,547 --> 00:10:32,298 ~£ So come alive f 212 00:10:32,382 --> 00:10:34,551 - Some of the new games look like updated takes 213 00:10:34,634 --> 00:10:36,845 on fairly well-known formats. 214 00:10:36,928 --> 00:10:39,597 Oh, | guess | should watch where I'm driving instead of talking. 215 00:10:39,681 --> 00:10:42,350 id 216 00:10:42,433 --> 00:10:44,644 - It's 16-bit, and it's yours, 217 00:10:44,727 --> 00:10:46,396 only if you get new Super Nintendo. 218 00:10:46,479 --> 00:10:48,565 - With a chance to win thousands of free Super NES 219 00:10:48,648 --> 00:10:50,400 "Super Mario Kart." 220 00:10:50,483 --> 00:10:54,154 - Save the planet in "EarthBound" from Nintendo. 221 00:10:54,237 --> 00:10:58,491 id 222 00:10:58,575 --> 00:11:00,410 - But no matter how you play the game 223 00:11:00,493 --> 00:11:02,203 or which game you play, 224 00:11:02,287 --> 00:11:06,833 things definitely have come a long way since "Pac-Man." 225 00:11:06,916 --> 00:11:08,501 - Now you're playing with power. 226 00:11:08,585 --> 00:11:09,919 Super power. 227 00:11:10,03 --> 00:11:12,839 [lively electronic music] 228 00:11:12,922 --> 00:11:15,383 id 229 00:11:15,466 --> 00:11:20,54 - The march of progress in art and technology is relentless, 230 00:11:20,138 --> 00:11:24,267 and video games in the early 1990s were no exception. 231 00:11:24,350 --> 00:11:27,520 Graphics were getting better, computers were getting faster, 232 00:11:27,604 --> 00:11:30,315 and Hollywood was starting to blur the lines 233 00:11:30,398 --> 00:11:32,734 between myth and reality. 234 00:11:32,817 --> 00:11:36,654 id 235 00:11:36,738 --> 00:11:39,741 - Rare, the developer in England that Nintendo had been working with, 236 00:11:39,824 --> 00:11:42,35 had developed a very cool technique 237 00:11:42,118 --> 00:11:45,371 to create free-rendered, 238 00:11:45,455 --> 00:11:49,42 high-end 3-D-looking characters 239 00:11:49,125 --> 00:11:51,961 on high-end, like, computer workstations, 240 00:11:52,45 --> 00:11:53,379 and then change those characters 241 00:11:53,463 --> 00:11:55,256 and convert them into sprite data. 242 00:11:55,340 --> 00:11:57,342 2-D sprite data. 243 00:11:57,425 --> 00:11:59,510 And then when they built the game out of it, 244 00:11:59,594 --> 00:12:03,56 it looked like this beautiful 3-D-rendered world, 245 00:12:03,139 --> 00:12:04,891 but it was all made of 2-D sprites. 246 00:12:04,974 --> 00:12:06,726 And it really used the fact that the Super Nintendo 247 00:12:06,809 --> 00:12:10,480 could display thousands of colors at once, 248 00:12:10,563 --> 00:12:13,650 you know, to really create that rich imagery. 249 00:12:13,733 --> 00:12:15,26 With the Super Nintendo, 250 00:12:15,109 --> 00:12:17,111 Nintendo kind of brought things back. 251 00:12:17,195 --> 00:12:19,364 | mean, a big reason for that was "Donkey Kong Country." 252 00:12:19,447 --> 00:12:22,450 - Here's the hot new hero of the video game business. 253 00:12:22,533 --> 00:12:25,203 This, substantially upgraded from its original image, 254 00:12:25,286 --> 00:12:29,540 is Donkey Kong, in his latest game titled "Donkey Kong Country." 255 00:12:29,624 --> 00:12:31,626 - When "Donkey Kong Country" came out, 256 00:12:31,709 --> 00:12:35,88 Stamper brothers over in the U.K., Rare... 257 00:12:35,171 --> 00:12:39,592 [electronic fanfare] 258 00:12:39,676 --> 00:12:42,95 Everything about "Donkey Kong Country," 259 00:12:42,178 --> 00:12:44,514 it was like that took it up a level-- 260 00:12:44,597 --> 00:12:47,308 the colors, the animations, 261 00:12:47,392 --> 00:12:49,978 the game play, 262 00:12:50,61 --> 00:12:51,813 the size of the characters, you know, 263 00:12:51,896 --> 00:12:53,523 ‘cause you're used to kind of, like, 264 00:12:53,606 --> 00:12:55,275 Mario as a smaller thing. 265 00:12:55,358 --> 00:12:56,317 And the music. 266 00:12:56,401 --> 00:12:59,988 - Honestly, just the music alone is, like, really-- 267 00:13:00,71 --> 00:13:02,573 it brings such good feelings. 268 00:13:02,657 --> 00:13:05,285 [upbeat music] 269 00:13:05,368 --> 00:13:07,120 - There's a story of "Donkey Kong Country" 270 00:13:07,203 --> 00:13:11,541 being shown to Nintendo executives, who are like, "Hmm. 271 00:13:11,624 --> 00:13:15,420 "Well, that looks okay, | guess, for a Nintendo 64 game." 272 00:13:15,503 --> 00:13:17,05 And they were like, "No, no, no, no, no. 273 00:13:17,88 --> 00:13:19,48 "This is a Super Nintendo game. 274 00:13:19,132 --> 00:13:21,09 This is for your current platform." 275 00:13:21,92 --> 00:13:23,177 And the thing is, "Donkey Kong Country" 276 00:13:23,261 --> 00:13:25,847 didn't need a CD, and it didn't need a 32x. 277 00:13:25,930 --> 00:13:27,515 You know, it really-- 278 00:13:27,598 --> 00:13:30,393 it rejuvenated what people thought was possible 279 00:13:30,476 --> 00:13:32,478 with the Super Nintendo. 280 00:13:32,562 --> 00:13:35,440 [serene music] 281 00:13:35,523 --> 00:13:42,447 id 282 00:13:46,284 --> 00:13:50,246 - Players wanted more from their games... 283 00:13:50,330 --> 00:13:52,540 but how to leap this hurdle once again 284 00:13:52,623 --> 00:13:55,918 with the 16-bit technology of the early '90s? 285 00:13:56,02 --> 00:13:57,795 That was the real question. 286 00:14:01,632 --> 00:14:04,552 Upstart British developer Argonaut Games 287 00:14:04,635 --> 00:14:06,95 invented something that seemed 288 00:14:06,179 --> 00:14:09,682 to make the impossible possible. 289 00:14:09,766 --> 00:14:14,687 - "Star Fox" used a coprocessor chip called the Super FX chip, 290 00:14:14,771 --> 00:14:17,982 which let the Super Nintendo do rudimentary polygons. 291 00:14:18,66 --> 00:14:20,818 - Secretly known as "the Mario chip," 292 00:14:20,902 --> 00:14:23,529 a small computer processor was created 293 00:14:23,613 --> 00:14:25,948 to allow additional polygon rendering-- 294 00:14:26,32 --> 00:14:28,868 or 3-D capabilities-- 295 00:14:28,951 --> 00:14:30,870 for Super Nintendo games. 296 00:14:30,953 --> 00:14:32,830 - Nintendo also launched 297 00:14:32,914 --> 00:14:35,416 its most powerful game technology ever 298 00:14:35,500 --> 00:14:38,44 using the new Super FX chip. 299 00:14:38,127 --> 00:14:41,130 This is a RISC processor that offers texture mapping, 300 00:14:41,214 --> 00:14:44,550 light source shading, object rotation and scaling, 301 00:14:44,634 --> 00:14:47,428 and 3-D polygon animation. 302 00:14:47,512 --> 00:14:52,183 - But how would Nintendo incorporate this chip into millions of systems 303 00:14:52,266 --> 00:14:55,269 that were already sitting in living rooms? 304 00:14:55,353 --> 00:14:57,605 Simple. They wouldn't. 305 00:14:57,688 --> 00:14:59,315 They put the chip 306 00:14:59,399 --> 00:15:02,235 into every game cartridge, 307 00:15:02,318 --> 00:15:06,280 and voila, enhanced 2-D or 3-D graphics. 308 00:15:06,364 --> 00:15:09,242 [lively music] 309 00:15:09,325 --> 00:15:12,286 - So Nintendo could now introduce a game 310 00:15:12,370 --> 00:15:14,664 with 3-D polygonal graphics 311 00:15:14,747 --> 00:15:18,00 on the console you already own. 312 00:15:18,84 --> 00:15:20,586 - AS a game developer, 313 00:15:20,670 --> 00:15:22,672 you're just-- you're blown away. 314 00:15:22,755 --> 00:15:25,383 It was the first time we saw a machine 315 00:15:25,466 --> 00:15:28,845 do that with "3-D" and, you know... 316 00:15:28,928 --> 00:15:30,680 - It's a custom processor 317 00:15:30,763 --> 00:15:33,99 which will work with the Super Nintendo, 318 00:15:33,182 --> 00:15:35,476 and it can do many different things. 319 00:15:35,560 --> 00:15:37,19 Again, as | said, in this game, it's used 320 00:15:37,103 --> 00:15:39,897 just for the 3-D calculations in the polygons. 321 00:15:39,981 --> 00:15:42,358 It also does some sprite scaling, 322 00:15:42,442 --> 00:15:44,777 which is taking pictures and making them bigger and smaller, 323 00:15:44,861 --> 00:15:47,321 which, before the Super FX chip, 324 00:15:47,405 --> 00:15:50,408 was very difficult or even impossible in most cases. 325 00:15:52,76 --> 00:15:53,327 - You could actually get some 326 00:15:53,411 --> 00:15:58,374 really good 3-D sort of visuals on the game 327 00:15:58,458 --> 00:16:01,85 ‘cause it really required that recalculation of the polygons, 328 00:16:01,169 --> 00:16:03,296 instead of just this flat screen. 329 00:16:03,379 --> 00:16:04,672 So, yeah, | think it did-- 330 00:16:04,755 --> 00:16:07,133 | think it really did revolutionize 3-D gaming. 331 00:16:07,216 --> 00:16:10,470 - For as much as they were really innovating with the Super FX chip 332 00:16:10,553 --> 00:16:13,264 and the use of polygonal graphics on the Super NES, 333 00:16:13,347 --> 00:16:14,932 actually quickly pulled back on that, 334 00:16:15,16 --> 00:16:18,895 you know, because Nintendo famously created "Star Fox 2." 335 00:16:18,978 --> 00:16:20,354 Finished the entire game. 336 00:16:20,438 --> 00:16:23,691 Got it 100% done, bug checked. 337 00:16:23,774 --> 00:16:27,236 Everything was done, and they canceled it. 338 00:16:27,320 --> 00:16:31,199 And they canceled it because they wanted to create a contrast 339 00:16:31,282 --> 00:16:36,329 between the 2-D of the Super Nintendo 340 00:16:36,412 --> 00:16:39,40 and the leap into 3-D 341 00:16:39,123 --> 00:16:41,709 that they were gonna do with the Nintendo 64. 342 00:16:47,673 --> 00:16:50,301 [lively electronic music] 343 00:16:50,384 --> 00:16:54,597 id 344 00:17:07,485 --> 00:17:11,489 - Minus Gunpei Yokoi's failed VR system, 345 00:17:11,572 --> 00:17:13,616 with three straight hits under their belt, 346 00:17:13,699 --> 00:17:16,160 could they strike gold again? 347 00:17:16,244 --> 00:17:21,541 id 348 00:17:21,624 --> 00:17:23,167 A new challenger arose 349 00:17:23,251 --> 00:17:25,670 from the most unlikely of places. 350 00:17:25,753 --> 00:17:31,300 A former partner of theirs was gonna turn the entire video game industry upside down. 351 00:17:34,220 --> 00:17:37,265 - Here comes a new challenger! 352 00:17:37,348 --> 00:17:40,268 [dramatic music] 353 00:17:40,351 --> 00:17:47,275 id 354 00:18:02,832 --> 00:18:06,711 - If the video games are going to survive, they're going to have to accommodate 355 00:18:06,794 --> 00:18:10,590 a new, upcoming technology-- interactive compact discs. 356 00:18:10,673 --> 00:18:13,801 NEC already bases some of its games on the disc, 357 00:18:13,884 --> 00:18:15,970 and at this year's CES, Nintendo announced 358 00:18:16,53 --> 00:18:18,973 they would team with Philips and Sony towards the same end. 359 00:18:20,516 --> 00:18:25,563 - The format was already the standard when it came to music in the mid-90s, 360 00:18:25,646 --> 00:18:28,524 and games were the next frontier. 361 00:18:28,608 --> 00:18:33,404 Nintendo knew this and announced a groundbreaking partnership with Sony, 362 00:18:33,487 --> 00:18:36,198 the leader of the compact disc revolution, 363 00:18:36,282 --> 00:18:38,117 for what they would call 364 00:18:38,200 --> 00:18:41,495 the Super Nintendo CD-ROM. 365 00:18:41,579 --> 00:18:45,833 - As the 16-bit era dawned, there was the sense that CD-ROMs 366 00:18:45,916 --> 00:18:50,46 were gonna be a big part of the future of video games. 367 00:18:50,129 --> 00:18:53,633 - CD-ROM media can store thousands and thousands 368 00:18:53,716 --> 00:18:56,93 of times more information for about the same cost. 369 00:18:56,177 --> 00:18:58,137 | mean, it's quite a leap forward. 370 00:18:58,220 --> 00:19:04,18 id 371 00:19:06,187 --> 00:19:07,605 - So, when Nintendo was bringing out 372 00:19:07,688 --> 00:19:09,565 the Super Nintendo, they were like, "Oh, yeah. 373 00:19:09,649 --> 00:19:13,361 We're gonna have a CD-ROM drive, too.” 374 00:19:13,444 --> 00:19:16,72 - While that was happening, Sony was mulling over 375 00:19:16,155 --> 00:19:19,825 what do they do about this industry and this market. 376 00:19:19,909 --> 00:19:22,620 And they wanted to do some of the CD-ROM media 377 00:19:22,703 --> 00:19:26,540 ‘cause they were one of the leaders in CDs. 378 00:19:26,624 --> 00:19:30,169 And they were also a strong music company that was using CDs, and they realized, 379 00:19:30,252 --> 00:19:33,756 "You know, we understand some things about software. 380 00:19:33,839 --> 00:19:36,300 "We understand things about consumer electronics "and hardware. 381 00:19:36,384 --> 00:19:37,843 "We've got the Sony brand. 382 00:19:37,927 --> 00:19:39,53 What can we do?" 383 00:19:39,136 --> 00:19:40,721 And then they experimented 384 00:19:40,805 --> 00:19:43,99 and explored what they might be able to do with Nintendo-- 385 00:19:43,182 --> 00:19:45,726 you know, combining what they're both good at. 386 00:19:47,812 --> 00:19:51,107 - We had a game that we were showing. 387 00:19:51,190 --> 00:19:53,984 It was the first time anyone had ever seen anything like this. 388 00:19:54,68 --> 00:19:55,986 It was called "The 7th Guest," 389 00:19:56,70 --> 00:19:58,489 and we were doing it for PC CD-ROM. 390 00:19:58,572 --> 00:20:01,158 So what a lot of people didn't know is, 391 00:20:01,242 --> 00:20:03,869 Nintendo contacted Virgin, 392 00:20:03,953 --> 00:20:06,539 and they had teamed up with Sony, 393 00:20:06,622 --> 00:20:10,167 and they were going to do a disc-based 394 00:20:10,251 --> 00:20:12,586 next-generation console. 395 00:20:12,670 --> 00:20:16,757 And they saw "7th Guest" 396 00:20:16,841 --> 00:20:19,218 in '93, and they said, 397 00:20:19,301 --> 00:20:25,391 "We need to have this as the first gen, and we want to do a demo." 398 00:20:25,474 --> 00:20:29,395 So we had actually received 399 00:20:29,478 --> 00:20:31,814 a Nintendo machine... 400 00:20:31,897 --> 00:20:34,692 [laughs] That was a disc-based machine, 401 00:20:34,775 --> 00:20:38,28 and we had started doing "7th Guest" 402 00:20:38,112 --> 00:20:42,491 on the "Nintendo" PlayStation. 403 00:20:44,34 --> 00:20:47,246 [vibrant electronic music] 404 00:20:47,329 --> 00:20:54,86 id 405 00:20:54,170 --> 00:20:56,130 - Unprecedentea-- 406 00:20:56,213 --> 00:20:58,924 a word many would use for this new partnership 407 00:20:59,08 --> 00:21:02,762 between Japan's arguably two largest corporations. 408 00:21:02,845 --> 00:21:04,930 - A lot of CD-ROM-based gaming systems 409 00:21:05,14 --> 00:21:08,225 start coming out like the 3-DO and the CD-i. 410 00:21:08,309 --> 00:21:10,144 The PC engine or the TurboGrafx 411 00:21:10,227 --> 00:21:13,856 had had a CD-ROM unit already. 412 00:21:13,939 --> 00:21:16,25 Sega, when it had the Mega Drive in Japan-- 413 00:21:16,108 --> 00:21:17,568 the Genesis in the U.S.-- 414 00:21:17,651 --> 00:21:19,111 was saying, "Oh, we're gonna bring out 415 00:21:19,195 --> 00:21:22,114 a CD-ROM drive for this as well." 416 00:21:22,198 --> 00:21:26,202 - Sega rushed to market in '91 with the Sega CD, 417 00:21:26,285 --> 00:21:28,287 which didn't improve the quality of the graphics, 418 00:21:28,370 --> 00:21:29,997 just the size of the game. 419 00:21:30,80 --> 00:21:34,43 Sega CD was dead on arrival, 420 00:21:34,126 --> 00:21:37,463 so the new CD-based romance between Nintendo and Sony 421 00:21:37,546 --> 00:21:39,548 could continue unhindered. 422 00:21:41,258 --> 00:21:45,221 However, the honeymoon didn't last long. 423 00:21:45,304 --> 00:21:47,598 - Sony had gone to Nintendo and said, 424 00:21:47,681 --> 00:21:50,142 "Hey, listen, we're Sony. 425 00:21:50,226 --> 00:21:52,394 "You know, we don't make video games. 426 00:21:52,478 --> 00:21:56,23 "We're gonna make encyclopedias for CD-ROM. 427 00:21:56,106 --> 00:21:58,484 "We're gonna make karaoke discs for CD-ROM. 428 00:21:58,567 --> 00:22:00,277 You guys handle all the games." 429 00:22:00,361 --> 00:22:02,404 Nintendo said, "Okay, great." 430 00:22:02,488 --> 00:22:07,660 They sign a very open-ended kind of a handshake deal, right? 431 00:22:07,743 --> 00:22:10,412 Later on, Sony starts to make rumblings 432 00:22:10,496 --> 00:22:13,82 that they're actually gonna make games, 433 00:22:13,165 --> 00:22:16,210 and Nintendo looks and says, "Oops. 434 00:22:16,293 --> 00:22:19,421 "You know, we control the cartridge market with an iron fist, and we make money 435 00:22:19,505 --> 00:22:22,591 "off of game cartridges, but Sony now has the rights 436 00:22:22,675 --> 00:22:26,345 "to make whatever software it wants for the CD-ROMs, 437 00:22:26,428 --> 00:22:29,598 "and Sony is now gonna start making games, 438 00:22:29,682 --> 00:22:33,60 and we're not gonna get a cut of that." 439 00:22:33,143 --> 00:22:36,21 [inquisitive music] 440 00:22:36,105 --> 00:22:41,652 id 441 00:22:41,735 --> 00:22:44,113 - After a thorough review of the initial contract, 442 00:22:44,196 --> 00:22:47,157 Nintendo executives realized that the agreement 443 00:22:47,241 --> 00:22:50,286 would grant Sony full distribution power 444 00:22:50,369 --> 00:22:54,123 over Super Nintendo CD-ROM games. 445 00:22:54,206 --> 00:22:57,42 Yamauchi, notoriously controlling, 446 00:22:57,126 --> 00:23:00,754 turned the tables in a shrewd and some say brutal move. 447 00:23:00,838 --> 00:23:02,965 - So Nintendo says, 448 00:23:03,48 --> 00:23:05,593 "We're not gonna work with Sony anymore. 449 00:23:05,676 --> 00:23:07,595 "We're gonna work with this other company, Philips, 450 00:23:07,678 --> 00:23:09,680 "which is making a system called the CD-i. 451 00:23:09,763 --> 00:23:13,726 "They're gonna be working with us "to make the add-on drive CD-ROMs 452 00:23:13,809 --> 00:23:15,352 for the Super Nintendo." 453 00:23:15,436 --> 00:23:17,354 - He announced that Nintendo 454 00:23:17,438 --> 00:23:20,316 would now work exclusively with Philips 455 00:23:20,399 --> 00:23:23,903 on their CD-based system, who offered better terms. 456 00:23:23,986 --> 00:23:25,487 - This never comes out. 457 00:23:25,571 --> 00:23:30,910 Nintendo never does a CD-ROM drive for the Super NES. 458 00:23:30,993 --> 00:23:34,288 Nintendo, in fact, never does CD-ROMs at all 459 00:23:34,371 --> 00:23:37,750 because Nintendo said it has to do with loading times, 460 00:23:37,833 --> 00:23:40,878 and also, you know, we Sell to children a lot, 461 00:23:40,961 --> 00:23:43,339 and the cartridges don't get damaged as much. 462 00:23:43,422 --> 00:23:46,759 But a really big factor for Nintendo 463 00:23:46,842 --> 00:23:49,386 was that they just made a lot more money 464 00:23:49,470 --> 00:23:53,223 off of the cartridge-game business than they would have made on CDs. 465 00:23:53,307 --> 00:23:55,100 - We initially had an arrangement with Sony 466 00:23:55,184 --> 00:23:57,603 to develop a 32-bit system, and we walked away from that 467 00:23:57,686 --> 00:24:00,481 because we felt that it was not a strong enough machine 468 00:24:00,564 --> 00:24:03,609 to really make a breakthrough software experience. 469 00:24:03,692 --> 00:24:07,237 - Nintendo had awoken a sleeping giant. 470 00:24:09,323 --> 00:24:11,367 What could have been an epic partnership 471 00:24:11,450 --> 00:24:13,786 turned into an epic competition. 472 00:24:13,869 --> 00:24:16,956 [dramatic music] 473 00:24:17,39 --> 00:24:19,333 id 474 00:24:19,416 --> 00:24:21,543 - Rejected by Nintendo 475 00:24:21,627 --> 00:24:23,921 and feeling like it had been shamed, 476 00:24:24,04 --> 00:24:27,91 Sony decides that it is actually gonna get 477 00:24:27,174 --> 00:24:29,843 into the video game business on its own, 478 00:24:29,927 --> 00:24:33,931 and it's going to take this machine that it was developing 479 00:24:34,14 --> 00:24:35,683 that was a Super Nintendo 480 00:24:35,766 --> 00:24:37,851 with a CD-ROM drive inside of it, 481 00:24:37,935 --> 00:24:39,728 and it was calling that the PlayStation, 482 00:24:39,812 --> 00:24:42,356 and that it's going to take that brand, the PlayStation, 483 00:24:42,439 --> 00:24:46,652 but create its own, you know, entirely Sony-owned, 484 00:24:46,735 --> 00:24:50,572 CD-ROM-based video game platform. 485 00:24:50,656 --> 00:24:55,77 It ends up doing so much more damage to Nintendo 486 00:24:55,160 --> 00:24:57,413 than the Sega Genesis ever did. 487 00:24:57,496 --> 00:24:59,790 - Not a lot of people know that, and, of course, 488 00:24:59,873 --> 00:25:02,876 Sony and Nintendo split, 489 00:25:02,960 --> 00:25:05,504 and because of that split, 490 00:25:05,587 --> 00:25:09,550 Nintendo unleashed their biggest competitor 491 00:25:09,633 --> 00:25:11,677 with the Sony PlayStation. 492 00:25:11,760 --> 00:25:18,225 id 493 00:25:18,308 --> 00:25:20,269 - The games are ready. 494 00:25:20,352 --> 00:25:21,729 Are you? 495 00:25:21,812 --> 00:25:28,736 id 496 00:25:40,497 --> 00:25:42,499 - PlayStation. 497 00:25:42,583 --> 00:25:44,251 - I'd like to talk to you about a menace 498 00:25:44,334 --> 00:25:45,961 threatening humanity. 499 00:25:46,45 --> 00:25:48,255 It's happening right here in our very homes 500 00:25:48,338 --> 00:25:50,466 and corrupting the lives of our loved ones. 501 00:25:50,549 --> 00:25:53,844 Yes, friends, I'm talking about this. 502 00:25:53,927 --> 00:25:56,305 It may look like a harmless bagel toaster, 503 00:25:56,388 --> 00:25:59,224 but inside is a deadly doughnut. 504 00:25:59,308 --> 00:26:02,644 Here we have a normal, healthy young man. 505 00:26:02,728 --> 00:26:04,855 And here we have a fellow who's been experimenting with PlayStation 506 00:26:04,938 --> 00:26:06,315 for only a few minutes. 507 00:26:06,398 --> 00:26:08,442 [chimp chattering] 508 00:26:08,525 --> 00:26:12,196 Remember, do not underestimate the power of PlayStation. 509 00:26:12,279 --> 00:26:15,199 [soft music] 510 00:26:15,282 --> 00:26:17,618 id 511 00:26:17,701 --> 00:26:20,412 - f Ninja Turtles, heroes in a half shell f 512 00:26:20,496 --> 00:26:21,955 - While "The Shawshank Redemption" 513 00:26:22,39 --> 00:26:24,41 and "Pulp Fiction" battled it out at the Oscars... 514 00:26:24,124 --> 00:26:25,751 - Thank you. 515 00:26:25,834 --> 00:26:28,295 - The first season of "Friends" came out on TV... 516 00:26:28,378 --> 00:26:29,713 - You have to go down there and deal with them. 517 00:26:29,797 --> 00:26:32,299 - And Britpop was born in the U.K. 518 00:26:32,382 --> 00:26:34,510 id 519 00:26:34,593 --> 00:26:37,221 Against this background came the arrival 520 00:26:37,304 --> 00:26:39,556 of a true cultural shift in gaming. 521 00:26:39,640 --> 00:26:41,809 [wondrous music] 522 00:26:41,892 --> 00:26:43,477 Hell hath no fury 523 00:26:43,560 --> 00:26:47,189 like a transnational corporation scorned. 524 00:26:47,272 --> 00:26:49,483 Nintendo's betrayal 525 00:26:49,566 --> 00:26:52,152 becomes PlayStation's origin story. 526 00:26:53,612 --> 00:26:56,31 Sony slowly developed their CD-ROM 527 00:26:56,115 --> 00:26:58,242 gaming project themselves, 528 00:26:58,325 --> 00:27:02,287 released a relatively cheap 3-D-capable gaming machine, 529 00:27:02,371 --> 00:27:04,456 developed a library of great games, 530 00:27:04,540 --> 00:27:07,251 and within a matter of 18 months, 531 00:27:07,334 --> 00:27:09,586 slipped into the number-one spot. 532 00:27:09,670 --> 00:27:13,882 id 533 00:27:13,966 --> 00:27:17,136 - Much as they might like to declare Crash Bandicoot the mascot, 534 00:27:17,219 --> 00:27:19,96 Sony's marketers say it's up to the customers 535 00:27:19,179 --> 00:27:21,473 to decide if Crash is here to stay. 536 00:27:21,557 --> 00:27:24,726 - And Sony's PlayStation machines are far ahead, 537 00:27:24,810 --> 00:27:26,770 having sold more than 5 million. 538 00:27:26,854 --> 00:27:30,149 - With some analysts predicting that 5 years from now, 539 00:27:30,232 --> 00:27:32,943 100 million will have flown off store shelves. 540 00:27:33,26 --> 00:27:35,988 There are more PlayStations in Japanese homes 541 00:27:36,71 --> 00:27:37,531 than personal computers. 542 00:27:37,614 --> 00:27:41,410 PlayStation's creator, making his rounds, can hardly contain his enthusiasm. 543 00:27:41,493 --> 00:27:45,873 - The current PlayStation now generates about 20% of Sony's revenue. 544 00:27:45,956 --> 00:27:49,42 id 545 00:27:49,126 --> 00:27:50,878 - Nintendo was the top of the heap, right? 546 00:27:50,961 --> 00:27:52,421 They were the king of the mountain. 547 00:27:52,504 --> 00:27:54,173 When you're number one, 548 00:27:54,256 --> 00:27:56,675 when you're the heavyweight champion of the world, 549 00:27:56,758 --> 00:27:59,11 everyone's gonna want your crown. 550 00:27:59,94 --> 00:28:00,679 - PlayStation-- 551 00:28:00,762 --> 00:28:03,390 absolutely huge success, and really, it just, like-- 552 00:28:03,473 --> 00:28:05,642 it's amazing how much it crushed Nintendo, 553 00:28:05,726 --> 00:28:06,977 especially in Japan. 554 00:28:07,60 --> 00:28:13,150 - The great ads with Crash Bandicoot and his bullhorn outside of Nintendo, and-- 555 00:28:13,233 --> 00:28:17,696 - Hey, plumber boy, mustache man, your worst nightmare has arrived. 556 00:28:17,779 --> 00:28:20,991 - How do you compete with that? They have more money than you. 557 00:28:21,74 --> 00:28:25,329 They have more technology. They have more smart people than you. 558 00:28:25,412 --> 00:28:28,415 - That really hurt Nintendo in that era. 559 00:28:28,498 --> 00:28:31,01 id 560 00:28:31,84 --> 00:28:32,961 - PlayStation. 561 00:28:34,129 --> 00:28:37,841 - Anytime a company with both the financial 562 00:28:37,925 --> 00:28:41,53 capabilities of Sony, the design ethos, 563 00:28:41,136 --> 00:28:43,889 the kind of brand standing on a global basis-- 564 00:28:43,972 --> 00:28:45,807 when you think about the role of Sony 565 00:28:45,891 --> 00:28:48,393 in consumer electronics, televisions, everything else, 566 00:28:48,477 --> 00:28:50,729 you know that, as they move into this category, 567 00:28:50,812 --> 00:28:53,273 they're gonna bring a lot of cachet with them. 568 00:28:53,357 --> 00:28:56,276 - Sony, when it launched the PlayStation, 569 00:28:56,360 --> 00:29:00,72 it launched it at the same time as Sega launched the Sega Saturn in Japan. 570 00:29:00,155 --> 00:29:03,951 And it actually sort of maybe seemed like the Sega Saturn 571 00:29:04,34 --> 00:29:07,287 was gonna be the big machine of that console generation. 572 00:29:07,371 --> 00:29:11,333 Nintendo 64 was not out yet, so nobody really knew 573 00:29:11,416 --> 00:29:13,877 what Nintendo was gonna do at that point. 574 00:29:13,961 --> 00:29:16,04 But Sony ends up just crushing it with the PlayStation. 575 00:29:16,88 --> 00:29:18,465 [lively electronic music] 576 00:29:18,548 --> 00:29:22,511 - They were making video games look sleek and sexy to the public-- 577 00:29:22,594 --> 00:29:28,433 a Stark contrast to Nintendo's continued family friendly Mario approach. 578 00:29:39,319 --> 00:29:43,115 - Most of the PlayStation buyers, in fact, is 18- to 34-year-old males. 579 00:29:43,198 --> 00:29:44,574 That fits pretty good for us. 580 00:29:44,658 --> 00:29:46,76 - The video game business 581 00:29:46,159 --> 00:29:47,619 is not only getting faster and smarter, 582 00:29:47,703 --> 00:29:50,789 it seems to be growing up as well. 583 00:29:50,872 --> 00:29:52,958 - Now an over $7-billion-a-year industry, 584 00:29:53,41 --> 00:29:56,795 video games can no longer be considered merely kid stuff. 585 00:29:56,878 --> 00:29:59,923 Sherri Sylvester, CNN Los Angeles. 586 00:30:00,07 --> 00:30:04,386 id 587 00:30:04,469 --> 00:30:08,432 - Nintendo had unwittingly and unwillingly created a monster. 588 00:30:08,515 --> 00:30:10,475 [electronic hum] 589 00:30:10,559 --> 00:30:13,895 [electronic chimes] 590 00:30:20,527 --> 00:30:22,404 - What do you mean? [stammers] 591 00:30:22,487 --> 00:30:23,864 What do you write to it like mail? 592 00:30:23,947 --> 00:30:25,699 - No, a lot of people use it and communicate. 593 00:30:25,782 --> 00:30:28,327 | guess they can communicate with NBC writers and producers. 594 00:30:28,410 --> 00:30:30,954 Allison, can you explain what Internet is? 595 00:30:31,38 --> 00:30:33,540 - f On your mark, get set f 596 00:30:33,623 --> 00:30:35,917 f We're riding on the Internet I 597 00:30:36,01 --> 00:30:38,170 - Information superhighway. 598 00:30:38,253 --> 00:30:41,89 - What's a webpage? Something ducks walk on? 599 00:30:41,173 --> 00:30:42,341 - f Take a spin, now you're in f 600 00:30:42,424 --> 00:30:43,925 JS With the techno set f 601 00:30:44,09 --> 00:30:45,635 f You're going surfing on the Internet S 602 00:30:50,15 --> 00:30:51,391 - Oh, | thought you were gonna tell us what this was. 603 00:30:51,475 --> 00:30:53,18 - It's like a computer billboard. 604 00:30:53,101 --> 00:30:54,61 - It's not in there. 605 00:30:54,144 --> 00:30:57,773 - The webpage, the email, the instant message-- 606 00:30:57,856 --> 00:31:01,276 Yahoo, Amazon, and eBay... 607 00:31:01,360 --> 00:31:02,778 - J It's on eBay J 608 00:31:02,861 --> 00:31:06,406 - Were joining IBM and Microsoft on the world stage. 609 00:31:08,116 --> 00:31:11,328 - The Internet is the most pro-competitive thing there could possibly be. 610 00:31:11,411 --> 00:31:14,998 - People were becoming not only more familiar with the World Wide Web, 611 00:31:15,82 --> 00:31:18,43 they were witnessing the world's newest video game system 612 00:31:18,126 --> 00:31:20,212 take the number-one spot. 613 00:31:20,295 --> 00:31:22,589 [dramatic music] 614 00:31:22,672 --> 00:31:24,925 And for the first time since the mid-'80s, 615 00:31:25,08 --> 00:31:26,593 it wasn't Nintendo. 616 00:31:26,676 --> 00:31:28,512 - We're used to competing against Nintendo. 617 00:31:28,595 --> 00:31:30,347 They used to have 90% share of the market, 618 00:31:30,430 --> 00:31:31,723 and we took the leadership 619 00:31:31,807 --> 00:31:33,266 away from them three years ago, 620 00:31:33,350 --> 00:31:34,893 and we've held that leadership. 621 00:31:34,976 --> 00:31:38,980 So we're used to competing against a big guy who spends a lot of money. 622 00:31:39,64 --> 00:31:40,565 - And that's good, because for the last several months, 623 00:31:40,649 --> 00:31:44,569 Sega's 32-bit Saturn system has been competing against another big guy, 624 00:31:44,653 --> 00:31:48,990 Sony, which has had surprising success with its 32-bit PlayStation unit, 625 00:31:49,74 --> 00:31:52,77 capturing a big chunk of the next generation market. 626 00:31:52,160 --> 00:31:55,163 - Nintendo was down but not out. 627 00:31:55,247 --> 00:31:59,584 Rather than scramble to release a half-baked 32-bit CD system, 628 00:31:59,668 --> 00:32:02,212 Yamauchi watched and waited. 629 00:32:07,92 --> 00:32:08,427 - So we've been watching their success, 630 00:32:08,510 --> 00:32:10,971 but one of the things that we've learned is that the quality of the software 631 00:32:11,54 --> 00:32:14,558 is much more important than the quantity of titles that are available. 632 00:32:14,641 --> 00:32:17,477 - He wasn't waiting on Sega or Sony, 633 00:32:17,561 --> 00:32:20,355 and he wasn't waiting on the marketplace. 634 00:32:20,439 --> 00:32:22,899 He was waiting on Miyamoto. 635 00:32:25,569 --> 00:32:29,322 - Miyamoto understood the limitations of video games, 636 00:32:29,406 --> 00:32:32,117 but he did not want to be confined by them. 637 00:32:32,200 --> 00:32:35,704 And what you see is a brilliant designer 638 00:32:35,787 --> 00:32:37,706 who Is looking at 639 00:32:37,789 --> 00:32:40,00 all of the limitations of the creative medium 640 00:32:40,83 --> 00:32:42,669 and thinking, "How can | surpass these things?" 641 00:32:42,752 --> 00:32:46,47 [wondrous music] 642 00:32:46,131 --> 00:32:49,259 - He is a perfectionist, and, you know, 643 00:32:49,342 --> 00:32:51,636 he kind of--he goes at game development 644 00:32:51,720 --> 00:32:54,55 in a unique way, in that, first and foremost, 645 00:32:54,139 --> 00:32:55,849 it's to find something that's new, 646 00:32:55,932 --> 00:32:59,561 something that provides you with a reason that you want to pick it up and play it. 647 00:32:59,644 --> 00:33:01,271 But his attention to detail 648 00:33:01,354 --> 00:33:03,815 and his attention to play control 649 00:33:03,899 --> 00:33:05,317 is critical, | think, 650 00:33:05,400 --> 00:33:07,444 to the success of the games that he makes. 651 00:33:07,527 --> 00:33:09,279 - You know, he's got a certain purity. 652 00:33:09,362 --> 00:33:14,367 He's so clear in thinking about what's gonna really be fun, 653 00:33:14,451 --> 00:33:17,996 and he's so committed to just wringing out of it 654 00:33:18,79 --> 00:33:19,831 all of the possible potential for that. 655 00:33:19,915 --> 00:33:22,167 He doesn't just settle for, 656 00:33:22,250 --> 00:33:24,02 "Oh, yeah. This is good enough." 657 00:33:24,85 --> 00:33:27,05 But Miyamoto-san is the best game designer in history. 658 00:33:27,88 --> 00:33:34,12 id 659 00:33:45,941 --> 00:33:48,235 - Having fun has always been the goal at Nintendo, 660 00:33:48,318 --> 00:33:49,945 and it's been big business. 661 00:33:50,28 --> 00:33:55,867 Since the mid-1980s, the company has sold more than a billion video game cartridges. 662 00:33:55,951 --> 00:33:57,786 To keep you coming back for more, it's teamed up with 663 00:33:57,869 --> 00:34:00,705 high-end computer maker SiliconGraphics. 664 00:34:02,499 --> 00:34:05,43 - Nintendo, the world's leader in video games, 665 00:34:05,126 --> 00:34:07,671 has joined forces with SiliconGraphics, 666 00:34:07,754 --> 00:34:10,131 the world's leader in visual computing, 667 00:34:10,215 --> 00:34:12,50 to introduce the most exhilarating, 668 00:34:12,133 --> 00:34:16,596 breathtakingly realistic 3-D video entertainment ever witnessed-- 669 00:34:16,680 --> 00:34:19,140 Project Reality. 670 00:34:19,224 --> 00:34:22,310 - The company's Project Reality, as it was code-named, 671 00:34:22,394 --> 00:34:24,896 was planned for a 1995 release, 672 00:34:24,980 --> 00:34:27,732 giving Nintendo only a 14-month lag 673 00:34:27,816 --> 00:34:29,484 behind PlayStation's launch 674 00:34:29,568 --> 00:34:32,28 and a fighting chance at catching up. 675 00:34:32,112 --> 00:34:34,656 - We manufacture hardware 676 00:34:34,739 --> 00:34:37,409 as well as publish great games. 677 00:34:37,492 --> 00:34:39,77 That's because we're always thinking about 678 00:34:39,160 --> 00:34:41,788 how to marry the hardware with the software 679 00:34:41,871 --> 00:34:43,582 to bring new experiences fo life. 680 00:34:43,665 --> 00:34:46,42 - Each console generation 681 00:34:46,126 --> 00:34:48,461 really tries to set itself apart 682 00:34:48,545 --> 00:34:51,06 from every other console that's out there on the market. 683 00:34:51,89 --> 00:34:56,52 - Most people don't realize that, you know, every single hardware launch 684 00:34:56,136 --> 00:34:58,13 is a whole new set of challenges. 685 00:34:58,96 --> 00:35:00,223 [light electronic music] 686 00:35:00,307 --> 00:35:02,142 We developed that with SiliconGraphics 687 00:35:02,225 --> 00:35:04,936 and their technology called a reality engine. 688 00:35:05,20 --> 00:35:10,150 And the whole ability was to take big-- it was, you know, 689 00:35:10,233 --> 00:35:12,402 the size of a small freezer, the computer-- 690 00:35:12,485 --> 00:35:14,487 and bring that down into a chip form. 691 00:35:14,571 --> 00:35:18,450 What that allowed the vision of Mr. Miyamoto to do 692 00:35:18,533 --> 00:35:22,621 was to say, "Now that | have the ability to manipulate polygons in real time 693 00:35:22,704 --> 00:35:24,664 "at a fast enough frame rate, 694 00:35:24,748 --> 00:35:27,83 "then instead of just going back and forth, 695 00:35:27,167 --> 00:35:28,376 "now | can run around in circles 696 00:35:28,460 --> 00:35:30,462 or move into or out of the screen." 697 00:35:30,545 --> 00:35:33,06 So it brought a whole new dimension to the game play. 698 00:35:33,89 --> 00:35:35,967 id 699 00:35:36,51 --> 00:35:38,219 - But everyone at Nintendo knew 700 00:35:38,303 --> 00:35:41,931 that their new game console couldn't and wouldn't launch 701 00:35:42,15 --> 00:35:44,225 without its most important asset. 702 00:35:53,568 --> 00:35:57,322 - You can tell almost the entire history of all of video games 703 00:35:57,405 --> 00:35:59,532 just by focusing on the Mario games, 704 00:35:59,616 --> 00:36:02,160 what Nintendo has done with this one character. 705 00:36:02,243 --> 00:36:05,121 [wondrous music] 706 00:36:05,205 --> 00:36:12,128 id 707 00:36:30,271 --> 00:36:32,524 - It's not just creating another Mario game. 708 00:36:32,607 --> 00:36:34,818 The Mario game has to be something that's different 709 00:36:34,901 --> 00:36:36,194 than all the other Mario games. 710 00:36:36,277 --> 00:36:37,737 -A game wouldn't be built, 711 00:36:37,821 --> 00:36:39,280 and then you pop a character in it. 712 00:36:39,364 --> 00:36:41,241 It was the character and the personality 713 00:36:41,324 --> 00:36:42,659 and all the different moves 714 00:36:42,742 --> 00:36:44,244 and the other characters that would join-- 715 00:36:44,327 --> 00:36:47,580 all had to do with the personalities of those characters. 716 00:36:47,664 --> 00:36:49,708 - You never know for sure, but the video game business 717 00:36:49,791 --> 00:36:52,585 definitely learned from Mario that character-based games 718 00:36:52,669 --> 00:36:54,796 were going to be very, very important. 719 00:36:58,800 --> 00:37:02,804 - Nathan, you have this, and you have this. 720 00:37:02,887 --> 00:37:05,56 - Here you go. Okay. 721 00:37:05,140 --> 00:37:08,601 - Pokémon cards are to elementary schoolers like boots are to cowboys. 722 00:37:08,685 --> 00:37:10,645 You just have to have ‘em. 723 00:37:10,729 --> 00:37:13,815 They hit America last November as a Japanese cartoon series 724 00:37:13,898 --> 00:37:18,153 that seemingly no adults get with instant, massive marketing. 725 00:37:18,236 --> 00:37:21,114 [serene piano music] 726 00:37:21,197 --> 00:37:28,121 id 727 00:37:35,44 --> 00:37:40,175 - As the third-generation console war for living room TV screens was taking place 728 00:37:40,258 --> 00:37:42,677 between Sony, Sega, and Nintendo, 729 00:37:42,761 --> 00:37:46,639 a new phenomenon was evolving on a much smaller screen. 730 00:37:46,723 --> 00:37:50,143 id 731 00:37:50,226 --> 00:37:53,354 - So, while the N64 had been released, 732 00:37:53,438 --> 00:37:57,66 the launch of Pokémon was amazing. 733 00:37:57,150 --> 00:38:00,695 Anyone who's ever been to Japan or if you know enough about origami 734 00:38:00,779 --> 00:38:02,697 or the beautiful way in which the Japanese wrap gifts 735 00:38:02,781 --> 00:38:07,160 and they don't use tape and everything is just very finely-tuned 736 00:38:07,243 --> 00:38:10,830 and beautifully done, that same philosophy, 737 00:38:10,914 --> 00:38:13,458 which is what they live and breathe every day, 738 00:38:13,541 --> 00:38:16,336 is what goes into the creation of these characters. 739 00:38:16,419 --> 00:38:17,629 They're small. 740 00:38:17,712 --> 00:38:22,175 They're detailed enough to have you have a relationship with the character. 741 00:38:22,258 --> 00:38:24,844 But everything is done very purposefully 742 00:38:24,928 --> 00:38:28,598 and done in a way that is cute, if that makes sense. 743 00:38:28,681 --> 00:38:31,351 And it's for men and women and boys and girls, 744 00:38:31,434 --> 00:38:34,103 and it's okay to like something that's cute. 745 00:38:34,187 --> 00:38:35,980 Those characters give you comfort. 746 00:38:36,64 --> 00:38:38,858 They're fun, they're on your side, even if you don't win. 747 00:38:38,942 --> 00:38:43,238 That's just a very Japanese style that | think is so attractive to people. 748 00:38:43,321 --> 00:38:46,32 - Pokémon had launched in Japan in 1996, 749 00:38:46,115 --> 00:38:51,830 and they had taken a very multimedia approach to the franchise. 750 00:38:51,913 --> 00:38:56,292 They were making the trading card game, TV shows, movies. 751 00:38:56,376 --> 00:38:58,253 So, as that was happening, 752 00:38:58,336 --> 00:39:00,46 at Nintendo of America, we were like, 753 00:39:00,129 --> 00:39:02,715 "Wow, this is a really Japanese-seeming thing." 754 00:39:02,799 --> 00:39:06,177 These names, like Pikachu, and all of the characters 755 00:39:06,261 --> 00:39:12,16 were very Japanese-looking, in terms of their art style. 756 00:39:12,100 --> 00:39:15,812 So the marketing department and Mr. Arakawa were looking 757 00:39:15,895 --> 00:39:19,566 at ways to use the engine of the game to do something. 758 00:39:19,649 --> 00:39:22,610 You know, we could just change the look and feel of it, 759 00:39:22,694 --> 00:39:23,778 but all the while, in Japan, 760 00:39:23,862 --> 00:39:26,573 it was becoming more and more of a phenomenon. 761 00:39:26,656 --> 00:39:28,867 So, finally, Mr. Arakawa said, 762 00:39:28,950 --> 00:39:30,410 "You know what? We're just going to do it. 763 00:39:30,493 --> 00:39:32,954 "We're gonna localize it, and we're gonna bring it out, 764 00:39:33,37 --> 00:39:35,81 just like we do every other game." 765 00:39:35,164 --> 00:39:38,543 He happened to ask me to bring Pokémon out of Japan. 766 00:39:38,626 --> 00:39:40,420 You know, got started working on Pokémon, 767 00:39:40,503 --> 00:39:44,257 but I said, "You know, I'm a little worried that's not a very big job," like, 768 00:39:44,340 --> 00:39:47,218 moving from "Nintendo Power" into Pokémon. 769 00:39:47,302 --> 00:39:48,720 Obviously didn't anticipate 770 00:39:48,803 --> 00:39:51,556 how giant the franchise was going to be. 771 00:39:51,639 --> 00:39:54,851 [vibrant electronic music] 772 00:39:54,934 --> 00:40:01,190 id 773 00:40:01,274 --> 00:40:03,776 - The first Pokémon game was so successful, 774 00:40:03,860 --> 00:40:07,989 it sold more Game Boy systems than N64s in Japan, 775 00:40:08,72 --> 00:40:10,450 and the phenomenon only grew 776 00:40:10,533 --> 00:40:12,994 when Arakawa and his Nintendo of America team 777 00:40:13,77 --> 00:40:14,537 brought it to the United States. 778 00:40:14,621 --> 00:40:16,706 - Next question concerns 779 00:40:16,789 --> 00:40:18,249 how long this is gonna be around. 780 00:40:18,333 --> 00:40:19,876 - | probably guarantee you 781 00:40:19,959 --> 00:40:21,794 there's another year, year and a half to this craze. 782 00:40:21,878 --> 00:40:23,87 - All right. - It hasn't even peaked yet. 783 00:40:23,171 --> 00:40:25,423 - f Not drowning out f 784 00:40:25,506 --> 00:40:28,301 tS We're up and down like kids again J 785 00:40:28,384 --> 00:40:30,386 S We are alive f 786 00:40:30,470 --> 00:40:32,722 f We're drawing lines here in the sand f 787 00:40:32,805 --> 00:40:35,433 ~ So come and cross it if you can I 788 00:40:35,516 --> 00:40:37,685 Throw yourself against the wall f 789 00:40:37,769 --> 00:40:39,812 ~ Because you're bigger, smaller f 790 00:40:39,896 --> 00:40:41,22 ~ Bigger, smaller f 791 00:40:41,105 --> 00:40:43,441 ~ You're caving inf 792 00:40:43,524 --> 00:40:47,445 f You started living right now J 793 00:40:47,528 --> 00:40:48,947 - f Ooh-ooh Sf 794 00:40:49,30 --> 00:40:52,158 J Why don't you take a look around? f 795 00:40:52,241 --> 00:40:53,326 - f Ooh-ooh Sf 796 00:40:53,409 --> 00:40:55,244 - Your heart is caving in I 797 00:40:55,328 --> 00:40:58,206 f Like bigger, smaller, bigger, smaller I 798 00:40:58,289 --> 00:41:01,459 I It's okay, your heart is bigger, smaller f 799 00:41:01,542 --> 00:41:03,252 ~ Bigger, smaller f 800 00:41:03,336 --> 00:41:04,587 ~< Yeah Jf 801 00:41:04,671 --> 00:41:07,548 id 802 00:41:07,632 --> 00:41:10,343 - Yamauchi knew a hit when he saw one 803 00:41:10,426 --> 00:41:14,430 and smartly struck up a deal with creator Satoshi Tajiri 804 00:41:14,514 --> 00:41:16,641 to create a joint venture 805 00:41:16,724 --> 00:41:20,311 simply titled "The Pokémon Company." 806 00:41:20,395 --> 00:41:22,438 [ethereal music] 807 00:41:22,522 --> 00:41:25,66 This would bring the Pokémon story 808 00:41:25,149 --> 00:41:28,319 and audience to Game Boy. 809 00:41:28,403 --> 00:41:32,198 What follows is a kid cultural phenomenon 810 00:41:32,281 --> 00:41:34,617 the world had never seen. 811 00:41:34,701 --> 00:41:37,328 - We built it around, again, the grassroots effort, 812 00:41:37,412 --> 00:41:39,706 So we really were speaking first to kids. 813 00:41:39,789 --> 00:41:43,251 It was such a new concept and so interesting and enticing, 814 00:41:43,334 --> 00:41:47,05 and it really goes to human ambition and entertainment 815 00:41:47,88 --> 00:41:50,591 and kids wanting to achieve and collect and show. 816 00:41:50,675 --> 00:41:53,511 - You see a lot of traditional gaming tropes in there 817 00:41:53,594 --> 00:41:55,847 of collecting and growing and grinding, 818 00:41:55,930 --> 00:41:59,809 like, all of these things that have been in games forever. 819 00:41:59,892 --> 00:42:02,812 It's just kind of another example 820 00:42:02,895 --> 00:42:05,231 of a franchise growing 821 00:42:05,314 --> 00:42:07,692 so linked to the platform, 822 00:42:07,775 --> 00:42:11,988 where they seem almost like they were created together. 823 00:42:12,71 --> 00:42:16,701 - | like the cute monsters, and also, | like the challenge in the game. 824 00:42:16,784 --> 00:42:20,621 - Well, | love fighting against the other people. 825 00:42:20,705 --> 00:42:22,165 It's really fun, 826 00:42:22,248 --> 00:42:24,250 and | love swapping with my friends and stuff. 827 00:42:24,333 --> 00:42:26,294 - All the characters are champions. 828 00:42:26,377 --> 00:42:28,671 The kids that play the game become champions. 829 00:42:28,755 --> 00:42:33,92 It's all about positive things and dedication, focus. 830 00:42:33,176 --> 00:42:36,679 So the Pokémon characters have been very good to my son Nick. 831 00:42:36,763 --> 00:42:38,14 I've been a big fan. 832 00:42:38,97 --> 00:42:40,892 The movies, the video games, the cards-- they're all a bunch of fun. 833 00:42:40,975 --> 00:42:43,478 - And last year my son, who turned 30, 834 00:42:43,561 --> 00:42:45,813 already on his Christmas list is the new Pokémon game, 835 00:42:45,897 --> 00:42:49,358 so he's, you know, true to form 836 00:42:49,442 --> 00:42:51,444 of right where they're headed. 837 00:42:51,527 --> 00:42:56,240 - Pokémon surpassed "Star Wars" this year 838 00:42:56,324 --> 00:43:00,286 for the number-one IP 839 00:43:00,369 --> 00:43:02,705 in the world. 840 00:43:02,789 --> 00:43:05,374 That's incredible to think about. 841 00:43:05,458 --> 00:43:07,585 - There's no denying that we all live 842 00:43:07,668 --> 00:43:09,796 in a Pokémon world. 843 00:43:09,879 --> 00:43:11,798 And let me be the first one to break the bad news 844 00:43:11,881 --> 00:43:13,508 to you parents out there. 845 00:43:13,591 --> 00:43:14,926 It's not going away. 846 00:43:15,09 --> 00:43:17,428 It's just gonna get bigger and better. 847 00:43:22,975 --> 00:43:24,727 - September 29th will be actually the street date 848 00:43:24,811 --> 00:43:26,687 when consumers can find it in the stores. 849 00:43:26,771 --> 00:43:29,190 - Okay... 850 00:43:29,273 --> 00:43:33,820 - The price point for a Nintendo 64 will be $199.95. 851 00:43:33,903 --> 00:43:35,863 It's a very exciting year for the video game industry, 852 00:43:35,947 --> 00:43:39,408 as consumers sort of look to what's a real leap in entertainment experience, 853 00:43:39,492 --> 00:43:41,786 and we think this system clearly delivers that. 854 00:43:41,869 --> 00:43:44,789 [wondrous music] 855 00:43:44,872 --> 00:43:51,796 id 856 00:43:55,758 --> 00:43:59,345 - Miyamoto reluctantly finished his 3-D Mario opus 857 00:43:59,428 --> 00:44:02,807 with 15 levels, instead of the 40 he wanted. 858 00:44:02,890 --> 00:44:06,769 And with that, Yamauchi's waiting game was over. 859 00:44:06,853 --> 00:44:13,734 id 860 00:44:21,200 --> 00:44:22,952 - Yahoo! 861 00:44:23,35 --> 00:44:25,454 id 862 00:44:25,538 --> 00:44:29,00 - Blowing everyone else away at this year's E3 was Nintendo. 863 00:44:29,83 --> 00:44:32,962 They definitely had one of the biggest and most crowded stands, and why? 864 00:44:33,45 --> 00:44:36,340 Because they were officially showing their new N64 machine 865 00:44:36,424 --> 00:44:39,51 and a Selection of the titles planned for it. 866 00:44:39,135 --> 00:44:42,13 - Nintendo! - Nintendo 64! 867 00:44:42,96 --> 00:44:43,681 Oh, my gosh! 868 00:44:43,764 --> 00:44:47,18 - At long last, Nintendo's Project Reality, 869 00:44:47,101 --> 00:44:49,395 now dubbed the N64, 870 00:44:49,478 --> 00:44:53,274 was released with its flagship game, "Super Mario 64." 871 00:44:53,357 --> 00:44:54,859 - It's a-me, Mario! 872 00:44:54,942 --> 00:44:58,446 - The transition between 2-D side-scrollers 873 00:44:58,529 --> 00:45:01,449 and a full 3-D world, 874 00:45:01,532 --> 00:45:05,36 that was the one thing that made the gaming industry 875 00:45:05,119 --> 00:45:09,540 go from, you know, this to this. 876 00:45:09,624 --> 00:45:14,170 And that was the N64 and, most importantly, "Super Mario 64," 877 00:45:14,253 --> 00:45:16,464 which was just a brilliant game. 878 00:45:16,547 --> 00:45:18,883 - Nintendo is famous for introducing 879 00:45:18,966 --> 00:45:22,53 entirely new types of games and new types of game play. 880 00:45:22,136 --> 00:45:23,846 And with Nintendo 64, 881 00:45:23,930 --> 00:45:28,559 "Super Mario 64" definitely revolutionized the industry. 882 00:45:28,643 --> 00:45:30,561 It basically invented a new genre. 883 00:45:30,645 --> 00:45:32,313 - Because now you're in a world, 884 00:45:32,396 --> 00:45:34,941 as opposed to just a flat, two-dimensional screen 885 00:45:35,24 --> 00:45:38,69 or being able to shoot things in the distance. 886 00:45:38,152 --> 00:45:39,528 Now you're able to go through doors 887 00:45:39,612 --> 00:45:42,114 and jump through windows, and all kinds of really cool stuff. 888 00:45:42,198 --> 00:45:47,36 So, for me, that was probably the most innovative, 889 00:45:47,119 --> 00:45:49,789 unique game of all the games | ever played. 890 00:45:49,872 --> 00:45:51,290 - Based on that game alone, 891 00:45:51,374 --> 00:45:54,85 the Nintendo 64 was definitely a game changer. 892 00:45:54,168 --> 00:45:56,170 - |! remember when | first saw that game. 893 00:45:56,254 --> 00:45:58,631 | thought, "This is revolutionary. 894 00:45:58,714 --> 00:46:02,969 This is gonna change gaming for everyone forever." 895 00:46:03,52 --> 00:46:07,139 - | just can remember being the first time that | ever saw Mario in 3-D. 896 00:46:07,223 --> 00:46:10,268 | went to Shoshinkai in Japan, 897 00:46:10,351 --> 00:46:13,562 and | watched Mr. Miyamoto do a demo. 898 00:46:13,646 --> 00:46:17,900 And it just made me feel like it's a real boy. 899 00:46:17,984 --> 00:46:24,907 id 900 00:46:33,874 --> 00:46:36,794 [dramatic music] 901 00:46:36,877 --> 00:46:38,796 id 902 00:46:38,879 --> 00:46:40,589 - Not only did Nintendo's new machine 903 00:46:40,673 --> 00:46:44,552 have a whopping 64 bits to PlayStation's 32, 904 00:46:44,635 --> 00:46:47,138 it incorporated a first-of-its kind, 905 00:46:47,221 --> 00:46:49,974 move around in 3-D space joystick, 906 00:46:50,57 --> 00:46:51,142 four controller ports, 907 00:46:51,225 --> 00:46:52,393 and the promise 908 00:46:52,476 --> 00:46:54,603 of a whole new kind of Mario. 909 00:46:56,564 --> 00:46:59,567 - Unlike the PlayStation, unlike the Saturn, 910 00:46:59,650 --> 00:47:02,903 Nintendo 64 was really, really built 911 00:47:02,987 --> 00:47:05,865 with beautiful 3-D graphics in mind. 912 00:47:05,948 --> 00:47:09,327 That really is the Nintendo 64's legacy. 913 00:47:09,410 --> 00:47:14,457 - The camera was also a big problem, because where do you put the camera? 914 00:47:14,540 --> 00:47:17,126 And it took a while for them to figure out 915 00:47:17,209 --> 00:47:18,461 that the camera should be floating 916 00:47:18,544 --> 00:47:20,463 over your shoulder, just over there. 917 00:47:22,631 --> 00:47:24,675 - The game play experience was always the controller 918 00:47:24,759 --> 00:47:26,719 and giving the developer something-- 919 00:47:26,802 --> 00:47:29,347 you know, a new palette of colors to play with. 920 00:47:29,430 --> 00:47:32,433 And the controller was actually designed with an analog joystick, 921 00:47:32,516 --> 00:47:35,186 to be able to control that movement. 922 00:47:35,269 --> 00:47:38,230 And that's how the N64 was actually created 923 00:47:38,314 --> 00:47:40,691 and why the controller was designed the way it was. 924 00:47:40,775 --> 00:47:43,69 - It wasn't just about being in 3-D. 925 00:47:43,152 --> 00:47:44,987 It was about the introduction of an analog controller 926 00:47:45,71 --> 00:47:47,31 with a very funky, spaceship-looking controller. 927 00:47:47,114 --> 00:47:49,325 Nintendo recognized it wasn't just about the hardware-- 928 00:47:49,408 --> 00:47:52,536 it was also about the user interface and intuitiveness of it all. 929 00:47:52,620 --> 00:47:54,997 - This is your normal jump button here. 930 00:47:55,81 --> 00:47:59,43 - The N64 also comes with a new ergonomically-redesigned controller 931 00:47:59,126 --> 00:48:02,505 with a lot more buttons and a precise, thumb-operated joystick. 932 00:48:02,588 --> 00:48:05,966 - The analog control stick and how well 933 00:48:06,50 --> 00:48:08,636 that was integrated into the games 934 00:48:08,719 --> 00:48:11,764 that came out for the N64, 935 00:48:11,847 --> 00:48:16,185 and you added the 3-D factor to it as well, 936 00:48:16,268 --> 00:48:18,312 and it gave a whole new sort of feel. 937 00:48:18,396 --> 00:48:19,688 - You push the stick a little bit, 938 00:48:19,772 --> 00:48:21,232 the character walks forward. 939 00:48:21,315 --> 00:48:23,442 You push the stick all the way, the character runs. 940 00:48:24,819 --> 00:48:28,489 - The Nintendo 64 controller was super weird, | think, when people first looked at it, 941 00:48:28,572 --> 00:48:31,909 because it had three prongs. It had the D-pad and the buttons 942 00:48:31,992 --> 00:48:35,79 and a third prong with the analog stick on it. 943 00:48:35,162 --> 00:48:36,705 But there was, like, a learning curve to it. 944 00:48:36,789 --> 00:48:38,207 People didn't know how to use it. 945 00:48:38,290 --> 00:48:39,750 - | still don't understand the controller, 946 00:48:39,834 --> 00:48:41,669 I'll just be honest, when | play. 947 00:48:41,752 --> 00:48:45,297 | guess what it is, is kind of multiple controllers in one. 948 00:48:45,381 --> 00:48:47,49 You needed three hands to play that. 949 00:48:48,384 --> 00:48:53,97 - Immediately Sony and Sega, which had not had these sorts 950 00:48:53,180 --> 00:48:55,474 of analog thumb sticks on their controllers, 951 00:48:55,558 --> 00:48:59,311 had to rush to put them on as soon as they possibly could, 952 00:48:59,395 --> 00:49:01,272 ‘cause they realized, "Oh, yeah. This is right." 953 00:49:01,355 --> 00:49:05,484 Like, "This is what you need for 3-D gaming." 954 00:49:05,568 --> 00:49:07,903 - | think it was the first "Mario Party" 955 00:49:07,987 --> 00:49:09,280 where you had to use the joystick 956 00:49:09,363 --> 00:49:11,365 with your hand like this. 957 00:49:11,449 --> 00:49:13,492 People would get blisters on their hand, 958 00:49:13,576 --> 00:49:15,786 and we actually had to send out, 959 00:49:15,870 --> 00:49:17,329 free of charge, golf gloves 960 00:49:17,413 --> 00:49:19,707 that people could actually put on their hand, 961 00:49:19,790 --> 00:49:21,167 so they wouldn't wear it out. 962 00:49:21,250 --> 00:49:24,44 So we had to go out and buy all these golf gloves. 963 00:49:24,128 --> 00:49:26,797 But by the end of it, we had to scrap, like, 964 00:49:26,881 --> 00:49:28,924 a couple hundred thousand left gloves 965 00:49:29,08 --> 00:49:30,593 because so many right-handed people... 966 00:49:30,676 --> 00:49:32,303 [laughs] So... 967 00:49:32,386 --> 00:49:34,638 - Oh, God. Come on, guys! - You've got it, Sam. 968 00:49:34,722 --> 00:49:38,350 - No! - Yeah, Sam! One versus many. 969 00:49:38,434 --> 00:49:40,144 - Oh, my God. 970 00:49:40,227 --> 00:49:41,979 [lively music] 971 00:49:42,62 --> 00:49:44,231 - 3-D changed the game. 972 00:49:44,315 --> 00:49:47,151 When you actually had a true three-dimensional environment 973 00:49:47,234 --> 00:49:50,279 to move through, you lose the linearity 974 00:49:50,362 --> 00:49:52,740 that game designers were able to put in. 975 00:49:52,823 --> 00:49:55,618 What the N64 and "Super Mario 64" 976 00:49:55,701 --> 00:49:59,163 did so well was design the world's first sandbox game, 977 00:49:59,246 --> 00:50:03,334 where wandering off the path was not discouraged. 978 00:50:03,417 --> 00:50:05,44 Wandering off the path was the goal. 979 00:50:05,127 --> 00:50:06,837 - [gasps] 980 00:50:06,921 --> 00:50:09,89 Whoa. Dude, bro. 981 00:50:09,173 --> 00:50:10,674 - The only way to find out 982 00:50:10,758 --> 00:50:13,636 everything that's going on in the game is to play, 983 00:50:13,719 --> 00:50:16,180 is to wander around and slide down the hills 984 00:50:16,263 --> 00:50:18,516 and climb up the mountains and jump in the water 985 00:50:18,599 --> 00:50:20,726 and see what's going on. 986 00:50:20,809 --> 00:50:23,145 - In "Zelda: Ocarina of Time," you can't push a button 987 00:50:23,229 --> 00:50:25,231 to make Link jump, right? 988 00:50:25,314 --> 00:50:27,66 And everybody was like, "Where's the jump button?" 989 00:50:27,149 --> 00:50:30,194 And a big part of that was because, 990 00:50:30,277 --> 00:50:32,738 if you had Link and you were running around a 3-D world 991 00:50:32,821 --> 00:50:34,615 and jumping, jumping, jumping, 992 00:50:34,698 --> 00:50:36,200 it would feel like a Mario game. 993 00:50:36,283 --> 00:50:37,952 And they really were trying to figure out, 994 00:50:38,35 --> 00:50:40,704 "How do we make a distinction between Mario and Zelda?" 995 00:50:40,788 --> 00:50:43,874 When Mario traditionally was side-scrolling. 996 00:50:43,958 --> 00:50:45,376 Zelda was top-down. 997 00:50:45,459 --> 00:50:47,419 Now they're from the same camera angle-- 998 00:50:47,503 --> 00:50:49,380 over the shoulder of the player character. 999 00:50:49,463 --> 00:50:52,508 Now they look very similar, but what's the difference? 1000 00:50:52,591 --> 00:50:56,679 And so jumping versus not jumping was one of the big differences. 1001 00:50:56,762 --> 00:50:59,807 - When you first put in "Wave Race 64," 1002 00:50:59,890 --> 00:51:02,476 which was the very first 1003 00:51:02,560 --> 00:51:06,897 American-made, first-party Nintendo, 1004 00:51:06,981 --> 00:51:09,66 and you saw the--and the water, 1005 00:51:09,149 --> 00:51:11,402 oh, my gosh, and the 3-D and everything. 1006 00:51:11,485 --> 00:51:12,778 - The game "Wave Race," 1007 00:51:12,861 --> 00:51:14,196 when you were turning corners 1008 00:51:14,280 --> 00:51:16,532 with that analog stick, it really--you know, 1009 00:51:16,615 --> 00:51:20,536 you can almost feel like you were riding it. 1010 00:51:22,288 --> 00:51:25,374 - Industry insiders loved the N64, 1011 00:51:25,457 --> 00:51:31,88 including "Time" magazine, who named it Machine of the Year in 1996. 1012 00:51:31,171 --> 00:51:33,591 [wondrous music] 1013 00:51:33,674 --> 00:51:35,926 - Something about N64 1014 00:51:36,10 --> 00:51:38,679 was right at that level of, like, accessibility 1015 00:51:38,762 --> 00:51:41,599 and, you know, and magical display. 1016 00:51:41,682 --> 00:51:43,892 And N64 was a special threshold. 1017 00:51:43,976 --> 00:51:45,477 God, we played the hell out of that. 1018 00:51:45,561 --> 00:51:46,812 Yeah. It was a special time. 1019 00:51:46,895 --> 00:51:48,272 - The Nintendo 64 1020 00:51:48,355 --> 00:51:50,566 brings a very sophisticated gaming experience-- 1021 00:51:50,649 --> 00:51:53,193 the quality of graphics and the quality of sound-- 1022 00:51:53,277 --> 00:51:55,779 right to the unsophisticated user. 1023 00:51:55,863 --> 00:51:59,116 You plug in a cartridge, you turn it on, you're up and running. 1024 00:51:59,199 --> 00:52:01,118 - AS sales would soon show, 1025 00:52:01,201 --> 00:52:05,539 with the exception of a certain MI6 agent with a license to kill, 1026 00:52:05,623 --> 00:52:09,460 all other third-party or non-Nintendo-branded games 1027 00:52:09,543 --> 00:52:14,340 paled in comparison to the popularity of the plumber and his pals. 1028 00:52:14,423 --> 00:52:19,428 id 1029 00:52:19,511 --> 00:52:20,804 - You know, | don't have that many machines 1030 00:52:20,888 --> 00:52:23,682 hooked up in my media room, 1031 00:52:23,766 --> 00:52:25,684 but the N64 is one of them. 1032 00:52:25,768 --> 00:52:29,647 And EA made some great games for that machine. 1033 00:52:29,730 --> 00:52:31,732 | still remember how much fun it was 1034 00:52:31,815 --> 00:52:34,276 making the TV commercials for "BattleTanx," 1035 00:52:34,360 --> 00:52:36,445 where we had a tank knock a house down 1036 00:52:36,528 --> 00:52:38,781 and run over the little laundry room bear. 1037 00:52:38,864 --> 00:52:41,617 id 1038 00:52:41,700 --> 00:52:44,703 - "Mario 64" sold incredibly huge numbers, 1039 00:52:44,787 --> 00:52:46,205 and so did "Ocarina of Time." 1040 00:52:46,288 --> 00:52:47,706 Everybody loved "GoldenEye." 1041 00:52:47,790 --> 00:52:49,625 - When we were making the "GoldenEye" product, 1042 00:52:49,708 --> 00:52:51,126 everybody was so excited about it. 1043 00:52:51,210 --> 00:52:54,171 Such an amazing, fun, fun game. 1044 00:52:54,254 --> 00:52:57,883 - | think the "game changer," pun intended, 1045 00:52:57,966 --> 00:53:00,803 was "GoldenEye"-- 1046 00:53:00,886 --> 00:53:05,516 from a four-player split screen, 1047 00:53:05,599 --> 00:53:07,184 Unbelievable. 1048 00:53:07,267 --> 00:53:08,936 Like, the frame rate 1049 00:53:09,19 --> 00:53:11,271 was like nothing you'd ever seen before. 1050 00:53:11,355 --> 00:53:15,317 The graphics, the fun factor, the--everything, oh, my gosh. 1051 00:53:15,401 --> 00:53:18,612 You can zoom in, like-- pew, pew. 1052 00:53:18,696 --> 00:53:21,573 That was something special. 1053 00:53:21,657 --> 00:53:26,120 Multiplayer was born from that. 1054 00:53:26,203 --> 00:53:27,454 That was spectacular. 1055 00:53:27,538 --> 00:53:29,206 No one had ever seen anything like that. 1056 00:53:31,583 --> 00:53:32,835 - Yeah, because you lost. 1057 00:53:32,918 --> 00:53:33,919 Yeah. 1058 00:53:34,02 --> 00:53:38,90 [lively music] 1059 00:53:38,173 --> 00:53:42,261 - But would their souped-up new system be enough 1060 00:53:42,344 --> 00:53:44,888 to take back the living room? 1061 00:53:44,972 --> 00:53:48,434 - It once ruled the $15 billion video game market 1062 00:53:48,517 --> 00:53:50,477 but is fighting a come-from-behind battle. 1063 00:53:50,561 --> 00:53:52,229 - The biggest wild card... 1064 00:53:52,312 --> 00:53:54,732 - The PlayStation 2 isn't really a video game anymore. 1065 00:53:54,815 --> 00:53:56,900 - | found myself 1066 00:53:56,984 --> 00:54:00,487 sitting in a car with Howard Lincoln, 1067 00:54:00,571 --> 00:54:03,490 driving back to the Nintendo office from lunch, 1068 00:54:03,574 --> 00:54:06,34 and he said to me, "You know, Trip, 1069 00:54:06,118 --> 00:54:10,622 "when Sony came along, we had no idea what we were dealing with." 1070 00:54:10,706 --> 00:54:12,541 - Video game war is heating up tonight. 1071 00:54:12,624 --> 00:54:14,626 Nintendo's game-- - 99 pounds. 1072 00:54:14,710 --> 00:54:16,503 Your PlayStation 2 will not only run your games, 1073 00:54:16,587 --> 00:54:18,714 but also play your DVD movies. 1074 00:54:18,797 --> 00:54:20,466 - Created a console that's two to three times 1075 00:54:20,549 --> 00:54:22,843 more powerful than anything that's out there. 1076 00:54:22,926 --> 00:54:24,928 - Sony has about 70% of the console world market, 1077 00:54:25,12 --> 00:54:26,96 trailed by Nintendo. 1078 00:54:26,180 --> 00:54:28,599 - Nintendo is cutting the price of its GameCube consoles 1079 00:54:28,682 --> 00:54:31,143 after saying last week that it wouldn't. 1080 00:54:31,226 --> 00:54:37,24 - We can't achieve the kind of quality we have with "Super Mario 64" 1081 00:54:37,107 --> 00:54:38,567 every time out. 1082 00:54:45,866 --> 00:54:47,451 - [chuckles] 1083 00:54:47,534 --> 00:54:50,162 - The era of broadband games has arrived. 1084 00:54:51,872 --> 00:54:54,792 [dramatic music] 1085 00:54:54,875 --> 00:54:59,630 id 1086 00:55:06,887 --> 00:55:11,892 - It's the dream of everyone to play a 225-pound plumber running around. 1087 00:55:11,975 --> 00:55:13,894 That's our main goal in life, 1088 00:55:13,977 --> 00:55:16,605 is to one day aspire to be that guy. 1089 00:55:16,688 --> 00:55:18,607 [man chuckles] 1090 00:55:18,690 --> 00:55:22,236 id 1091 00:55:22,319 --> 00:55:24,154 - | don't know how this happened. 1092 00:55:24,238 --> 00:55:27,866 | don't know why this happened, but this is a constant 1093 00:55:27,950 --> 00:55:32,204 across every group of siblings that played Nintendo games. 1094 00:55:32,287 --> 00:55:35,249 The older child was always Mario, 1095 00:55:35,332 --> 00:55:37,501 and the younger child is always Luigi, 1096 00:55:37,584 --> 00:55:40,921 which is weird, 'cause Luigi is a little cooler than Mario. 1097 00:55:41,04 --> 00:55:43,90 He's a little weird-- he has to work a little harder 1098 00:55:43,173 --> 00:55:45,801 than Mario does to get what he deserves 1099 00:55:45,884 --> 00:55:48,846 for doing exactly the same amount of work, 1100 00:55:48,929 --> 00:55:50,889 but | was the older brother in my house, 1101 00:55:50,973 --> 00:55:52,641 so | was always Mario... 1102 00:55:54,393 --> 00:55:58,605 id 1103 00:55:58,689 --> 00:56:02,150 - The original Donkey Kong is Cranky Kong. 1104 00:56:02,234 --> 00:56:04,319 So, in, like, "Donkey Kong Country," 1105 00:56:04,403 --> 00:56:08,365 | think he's, like, the old kind of grumpy grandpa. 1106 00:56:08,448 --> 00:56:10,909 Grumpy Grandpa Kong. [laughs] 1107 00:56:10,993 --> 00:56:14,746 id 1108 00:56:14,830 --> 00:56:17,82 - | don't know what's going on with Mario here. 1109 00:56:28,176 --> 00:56:32,306 id 1110 00:56:32,389 --> 00:56:33,682 - They weren't coming to the shelf 1111 00:56:33,765 --> 00:56:35,183 because they were attracted to the box art. 1112 00:56:35,267 --> 00:56:36,727 They were coming to the shelf to find 1113 00:56:36,810 --> 00:56:38,854 another cool Nintendo product. 1114 00:56:38,937 --> 00:56:42,608 They would race home, put that game in, play, you know, 1115 00:56:42,691 --> 00:56:45,110 forget to pee, forget to eat. [laughs] 1116 00:56:45,193 --> 00:56:47,112 It really was truly, like... 1117 00:56:50,157 --> 00:56:52,75 "Just a minute. 1118 00:56:52,159 --> 00:56:54,536 One more level. One more time." 1119 00:56:54,620 --> 00:56:55,662 Yeah. - Yeah. 1120 00:56:55,746 --> 00:56:57,372 - Exactly. Yeah. 1121 00:56:57,456 --> 00:57:00,709 id 1122 00:57:00,792 --> 00:57:04,671 - Every single one of us that was playing games in the late '80s 1123 00:57:04,755 --> 00:57:08,258 has experienced the absolute horror 1124 00:57:08,342 --> 00:57:10,218 of coming home from school, 1125 00:57:10,302 --> 00:57:13,889 and your mom has unplugged your console 1126 00:57:13,972 --> 00:57:18,644 and lost everything that you worked so hard for the night before. 1127 00:57:18,727 --> 00:57:22,481 And all of this goes into the game design decisions 1128 00:57:22,564 --> 00:57:24,775 that are made now in the 21st century. 82932

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