Nintendo
Chapter Two - Insert Coin
Section 2 of 13
CHAPTER TWO
Insert Coin
IT’S THE LATE 1970s, and Nintendo is teetering on the edge.
The toy biz is getting stale.
Japan’s economy is growing fast.
And in smoky arcades across the country, electronic games are lighting up screens and cash registers.
Nintendo sees an opening.
Not to follow.
But to own it.
Enter: Game & Watch.
Created by Gunpei Yokoi, a Nintendo engineer who noticed someone fiddling with a calculator on a train.
The result was a pocket-sized handheld device. It was simple, addictive, and cheap to make.
Ball. Parachute. Fire.
Tiny games, massive hit.
Nintendo is printing money, but this is just the prologue.
Now it’s around 1979, and Nintendo wants a real piece of the arcade boom.
They put together a clunky game called Radar Scope.
It flops in the U.S., hard.
Thousands of unsold machines sit in a warehouse. Nintendo’s American branch is bleeding money.
Back in Japan, Hiroshi Yamauchi makes a hail mary decision: he taps a young artist, Shigeru Miyamoto, to design a new game that can salvage the wreckage.
Miyamoto has no experience.
What he does have is a brain wired for story, rhythm, and pure creativity.
He imagines a game with barrels, a giant ape, and a little guy jumping over shit to save his girlfriend.
The ape?
Donkey Kong.
The jumper?
A nameless blue-collar worker who’d later be called Mario.
Donkey Kong explodes.
Arcades can’t get enough.
Mario becomes an instant icon, though no one knows yet just how massive he’ll be.
Nintendo just accidentally created the mascot of modern gaming, and with it, the formula for digital domination.
One screen at a time.
One coin at a time.
The empire is loading.
Next stop, your living room.
