Saturday, January 16, 2010

Super Mario

After just three years, Nintendo's aggressive move into the North American videogame market proved a complete disaster. Out of three thousand units built, its much-hyped, last-ditch arcade shooter Radar Scope only sold one thousand units. The rest gathered dust in a warehouse. Minoru Arakawa, the man who placed the bold Hail Mary order, begged his father-in-law (Nintendo CEO Hiroshi Yamauchi to reprogram the useless Radar Scope machines into a new hit game. Anything less would be the nail in Nintendo of America's coffin. Yamauchi agreed, handing the job to Gunpei Yokoi, creator of the successful Game & Watch series, and his young protege, Shigeru Miyamoto.. a graphic artist who'd never designed a game in his life.For the first time, story came first and gameplay was designed around it. Miyamoto based his plot on the Popeye love triangle, a license Nintendo pursued and lost. Very quickly, a giant gorilla subbed for Bluto while Popeye the Sailor-Man became Jumpman, a carpenter leaping barrels and scaling his construction site to rescue "Lady." Miyamoto wanted a linear progression through different stages. His four-man programming team didn't want to code the same game four times. It was foolish, like redesigning a chess board every five moves.Under protest, they delivered a whopping 20k of code while Miyamoto composed the music and designed animated "intermissions" to advance the story. Everything had to stay within Radar Scope's hardware limitations.