The next day, I woke up on the dormitory bed provided by Nintendo. Hmm... Not as fancy as a hotel, but considering it's provided by the company, not bad, right? It's close to the office too, though it feels a bit like being raised in captivity. Well, that's just how it feels.
Starting work at the company in the 1980s involved gymnastics first. I found myself standing in the courtyard in front of the company building, doing exercises in sync with everyone to the count. Even though I wanted to take it easy, the other employees were so diligent that I ended up following the exercises with stiff movements.
"Keep pushing through today!"
"Whoooa!"
As we finished the last chant, the Nintendo staff dashed off like soldiers charging into battle.
"This is crazy..."
Mumbling to myself in Korean, I trailed after them. The 1980s were a strange era, valuing collectivism over individualism.
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"Boss, why is Kang Junhyuk assigned to overseas sales? I recommended putting him in the portable console development department."
"Well, Gunpei, my man. You recommended Junhyuk but trying to snatch him away to your development department—how does that work? After having a chat, it seems Jhunhyuk should join the overseas sales department."
"Enough! All interviews go through me, and I assign them to the department I believe suits them. Kang Junhyuk is definitely for overseas sales. Besides, his resume highlights proficiency in English. Moreover, this lad's going to make a big impact in the US market!"
The three heads leading Nintendo were arguing over me. When my department's transfer to overseas sales was announced, Gunpei and Shigeru simultaneously stormed up to the President's office, causing quite a scene to take me away.
"Hey, you brats! I'm the boss here!"
Yamauchi's outburst eventually silenced Gunpei and Shigeru. I overheard their conversation from a corner and nearly burst out laughing. How amusing it was that they fought over where to assign me, something that must've been a source of joy from the perspective of the person in question.
But I couldn't let it continue, so I cautiously intervened in their conversation.
"Um, sorry to interrupt, but may I say something?"
"What? A new employee barges into higher-ups' talk. Ballsy. Alright, let's hear it."
"If this continues, it seems like there won't be a conclusion. I'm just here to streamline things a bit."
"Streamline? This guy's metaphor is good, huh? Haha."
President Yamauchi laughed heartily. He seemed more decisive and quick in character than I had thought.
"Firstly, Mr. Gunpei, I believe I've already provided the drafts for the next portable gaming device. Once we have a display capable of organic graphic representation and a cartridge system, the basics of the next portable device are perfect. Performance-wise, reaching the current 8-bit family level might be difficult, so focus on selling it at a price point. The current family price is 14,800 yen, so it should be at least cheaper than that for people to understand. Even if it's a mere 1,000 yen less, try to aim for that."
"Hmm... that seems reasonable. If we use our resources for the cartridge system, the crucial point lies in deciding the unit price for the organic display."
"Once production kicks off, expect bulk orders, so consider public bidding. That way, we might procure good items at a lower price."
Then, President Yamauchi muttered while looking at me, "See this guy? Young but sharp in business."
I smiled back at President Yamauchi
"Next, sir. I don't have major complaints about being assigned to overseas sales. If given the opportunity, I'll strive to make a success of the Family in the US market. However..."
"However?"
"Don't send someone to the battlefield without weapons."
"What was that?"
"Right now, the Family [console] is just starting in Japan. The only title that might resonate in the U.S. is 'Donkey Kong.' If things continue like this, Americans will simply refer to it as the 'Donkey Kong machine,' and other titles won't sell. Though we're currently the sole suppliers of hardware and software, soon enough, arcade game companies will surely take notice of our Family."
"But can we just sit and wait?"
"Of course not. That's why we need Shigeru. The title Shigeru is currently conceptualizing seems like it'll be a hit upon release. It'd be best to focus on that title and release it in the shortest time possible. Maybe start with the board production and supply it to game centers in the U.S. That would be a tremendous advantage when selling the Family in the U.S. market."
"Alright, that sums it up for me."
"That's all I have to say."
"I've never seen an employee so straightforward while I'm in charge, Nintendo. Are Koreans usually like this?"
"Um, well?"
"Your straightforwardness is refreshing! Alright, do as you wish, Shigeru. Let's quickly create that Mario or whatever it's called with Kang."
"Yes, understood!"
Shigeru seemed satisfied with the boss's decision and energetically replied while looking at me. "Alright then, let's make it together—the legendary game that will sell the most worldwide."
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"This doesn't seem right... Why does it feel so awkward?"
"Something isn't working?"
"Oh, Kang, perfect timing. Adding a side-scrolling feature to the new Mario game is fine, but something about the movement looks a bit awkward, don't you think?"
"Ah, really?"
Collaborating with Shigeru was quite enjoyable for me. The basic structure of Super Mario was rapidly being developed due to ideas from Shigeru and me. However, for days now, Shigeru had Mario moving around an empty stage.
I had already sensed what he was struggling with, but I didn't explicitly point it out. It felt like observing a student testing themselves with an answer sheet for a crucial exam. While revealing the solution could speed up the production of Super Mario, I was waiting for someone.
Then, on a day in November...
"Shigeru, the demo disc for the Family game has arrived."
"Oh, I'm a bit busy now, just leave it on the table there."
Still engrossed in studying Mario's movements, Shigeru didn't even glance at the package brought by the employee.
Learning from the Atari Shock, Nintendo, in charge, personally inspected games set for release on the Family to ensure quality. The inspection involved us from the development department playing the games, evaluating their worth, and if they passed, producing them as cartridges. In a way, it was similar to how app developers had to go through an approval process before submitting to the app store in 2015.
I, substituting for the busy Shigeru, picked up the package on the table. The sender was an oddly named company called HAL Laboratory, and seeing the name of the contact person below, my fingers trembled.
"It's here. Finally!"
Under the name Satoru Iwata, I hastily tore open the package. The game title written on the small floppy disk was 'Balloon Fight.'
TL Note -
HAL Laboratory, Inc, formerly shortened as HALKEN (derived from its native name), is a Japanese video game developer founded on 21 February 1980. While independent, it has been closely tied with Nintendo throughout its history, and is often referred to as a second-party developer for the company. The company got its name because "each letter put them one step ahead of IBM". The company is most famous for their work on the Kirby and Mother series, Pokémon Snap, and the first two Super Smash Bros. games.
Satoru Iwata - The Fourth president of Nintendo. Previously was president of HAL Laboratory. (2002-2015)