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- They say there are no winners in a war.
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- Last year in the United States,
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home video game sales hit $1.1 billion.
4
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- But in this case, everyone won.
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[upbeat music]
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id
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- One in every three homes is equipped
with a Nintendo Entertainment System.
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- And Sega, also in the market.
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Sales once again soared.
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- The market's very healthy.
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- Good, clean competition for most new ideas,
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and new ideas are what we're all about.
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- f Come on, let's get lost in the moment f
14
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- Nintendo had weathered a market crash,
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legal storms, copyright battles,
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and a bitter console war.
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- J / believe, | believe in electric motion f
18
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- Tom Kalinske's shiny new Sega
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had built a U.S. empire out of nothing,
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and the once-dead U.S. video game industry
21
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was not only alive but thriving.
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There was room for competition,
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and Nintendo, toughened and wiser,
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opened the '90s swinging.
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id
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[cheers and applause]
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[wondrous music]
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id
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- It may be the most addictive toy in history,
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and it's definitely the
hottest thing this Christmas--
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Nintendo video games.
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id
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- The Mario Brothers
have been playing long enough
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on an 8-bit digital landscape.
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This summer
at the Consumer Electronics Show,
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the video game giant has introduced
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the Super Nintendo system,
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which features 16-bit graphics,
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more elaborate and more detailed games.
40
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- Now you got a real fight, you know.
41
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You got two pretty capable competitors
42
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that are now gonna duke it out,
43
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and Sega's put some points
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on the board by showing up early,
45
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and Nintendo comes in,
46
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and they're not quite prepared.
47
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They don't have their sea legs yet.
48
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And, you know, the first round
goes to Sega, right?
49
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And the second round goes to Sega.
50
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And now Nintendo's coming back
51
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because Nintendo
is really good at what they do.
52
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- | think Sega took
a Slightly more edgy point of view
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with both the kind of games
54
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that they were focused on, the characters,
55
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how they presented those characters.
56
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- Sega definitely understood
marketing better than Nintendo,
57
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and so they directly attacked
Nintendo in their advertising.
58
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- 16-bit sports action.
59
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- f You can't do this on Nintendo. f
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~ Genesis f
- Does.
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- J Genesis
- Does.
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- J Genesis I
- Does.
63
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- J Genesis
- Does.
64
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- J Genesis does S
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- What Nintendon'tt.
66
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- Buy a 16-bit Genesis system
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between now and October 31st
and get an extra game free.
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- To some degree,
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we didn't take the bait too seriously.
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[vibrant music]
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Nintendo's marketing team was very aware
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of what was going on
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in terms of market share, monitored it closely,
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made sure that we were on track
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with how many people were buying the system,
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how much they were adapting,
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how many cartridges they were buying.
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id
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[mellow electronic music]
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id
81
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- | was fortunate to first be exposed to Nintendo
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as a consumer.
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And for me, that very
first system was the Super NES.
84
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- "Super Mario World" is here.
85
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It's one of the new generation
of Nintendo games.
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It comes only with Super Nintendo,
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and it's like nothing you've ever faced.
88
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Now you're playing with power. Super power.
89
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- One of my favorite games ever of all time
90
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was "Super Mario World."
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| think from a design standpoint,
92
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at the time, the music, the graphics--
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| mean, it was pixel perfect.
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Absolutely pixel perfect.
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The jumps, the-- it was so polished.
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| think it's the most polished game ever.
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id
98
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- | have many fond memories
and many great stories
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around my interaction with that system.
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Playing for many, many hours, playing games
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like "The Legend of Zelda:
A Link to the Past,"
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games like "Chrono Trigger,"
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all of these fantastic experiences
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that, for me, were my
very first gaming experiences.
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- The game business’ giant, Nintendo,
106
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is no longer the only game in town,
107
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but they're still the biggest game in town.
108
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- | would be very surprised
109
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if this is not one of
the biggest hit products
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for the Christmas of 1992.
111
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And certainly Christmas 1991,
this product is a sellout.
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- Not only did the Super Nintendo
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face stiff competition in America and Japan,
114
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but an unexpected new obstacle
presented itself.
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Moms around the world couldn't understand
why it was necessary to spend money
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on another one of those Nintendos
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if their children already had one.
118
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- So that's the new Super
Nintendo Entertainment System.
119
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- What about it?
120
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- They say it has 16-bit technology,
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whatever that means.
122
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- Ah, | see. What else do "they" say?
123
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- That it has 3-D graphics
and digital stereo sound
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and that "Super Mario World" is included.
125
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- Okay, okay. We'll get it for him.
126
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- What makes Super Nintendo super
127
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is a 16-bit computer chip,
128
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which makes the game more vivid
than the 8-bit Nintendo
129
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now in one out of three U.S. homes.
130
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But the suggested price is around $200--
131
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more than double the original.
132
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- Mom, look at the background.
- Look at that!
133
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- The background is so cool.
134
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- 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
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- Well, I'm sad because it's not
compatible with the other tapes,
138
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and we got our Nintendo system
139
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a couple years ago,
so we must have about 50 tapes.
140
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- So you gonna buy this one?
141
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- No.
142
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id
143
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- What happened partly was,
144
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I've heard that parents
had invested heavily in the NES,
145
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and they really couldn't see
146
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why they should upgrade and pay Nintendo
147
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yet again more money
and get all new cartridges
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that weren't backwards
compatible to Nintendo.
149
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But they could understand
how a different company
150
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could have come out with a better system,
151
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and so sometimes it was just
an easier sell for the kids
152
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to convince their parents
to buy something that was,
153
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"Oh, but this is different,”
than to buy another Nintendo.
154
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- There's no question that the Super Nintendo
155
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was a technical advancement
from its predecessor,
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but was that enough?
157
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- Nintendo's biggest rivals,
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NEC TurboGrafx and Sega Genesis,
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have been putting out
hardware and software
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in 16 bits for more than two years.
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Nintendo claims to have
60 million game units in 8-bit
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already in households around the country.
163
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Sega Genesis people say
they're ready for them in the new arena.
164
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- We're 2 1/2 years ahead of 'em.
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Our games are better,
we have more systems out,
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and | think their entering
is better for our business.
167
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- Why did the leader wait so long?
168
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- We waited to introduce
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the Super Nintendo Entertainment System
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until we had a software game-packed library
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that met Nintendo's players’ expectations
for increased play, fun, and excitement.
172
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id
173
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- What the Super Nintendo games
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would eventually show moms--
and the population at large--
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is that the Super Nintendo
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didn't win the 16-bit era
because of better technology.
177
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Once again, it was the experiences
the system empowered the players with
178
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that made the difference.
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[exciting electronic music]
180
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- There is still a realinterest in Super Nintendo.
181
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This store, in fact, has a waiting list,
182
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and they haven't even gotten the game in yet.
183
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- Well, we sold 28 in two days.
184
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- | saved up my allowance.
185
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- You saved up $200 by yourself?
186
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- Yeah.
187
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- Ultimately, we always felt
188
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through the Super NES years
189
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that great software
was really what it was all about.
190
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- It's never really been about hardware.
191
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Like, we have to be able
to have more power
192
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or more pixels on a screen
or a faster frame rate.
193
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It was always about the gaming experience
194
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and providing a piece of hardware
195
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that would provide a unique gaming experience.
196
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- Alot of customers love their 8-bit Nintendo,
197
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they love those games,
they love those characters...
198
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and so a lot of them were waiting
199
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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
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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
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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
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With the Super Nintendo,
250
00:12:15,109 --> 00:12:17,111
Nintendo kind of brought things back.
251
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| 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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