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Nick
Yetis, Nick and Jack here with you from the T Boy studio.
Jack
We recently did an episode on our weekly show the Best Idea Yet About Pokemon.
Nick
Pokemon, the untold origin story of Pokemon, the biggest franchise of all time.
Jack
Get this. Pokemon has generated more revenue than Harry Potter and Star wars combined. It never gets old.
Nick
So far this year, Pokemon is actually the most requested topic by you for us to dig into.
Jack
So we did it. And you know what? That episode became our most listened to yet.
Nick
Jack. It's also our most engaged with yet. Like, we've gotten more comments on this episode than any of the other 40 we've produced.
Jack
I can't believe it. But Pokemon has beaten Costco as our best episode ever. So we wanted to share it with the T Boy audience here.
Nick
So besties, we're about to play a short clip from that episode and then you should go check out the entire thing.
Jack
You can do that on the Best Idea yet, our weekly Deep Dive episode.
Nick
So after this, go subscribe and follow the Best Idea Yet. Your whole family is gonna love it. In the meant Jack, let's hit the tape.
Jack
This is 1989. The games may be monochrome compared to your TV. The screen is tiny. But Satoshi sees an expansive blank canvas in the Game Boy. And there's one type of game in particular that inspires him. Role playing games. These RPGs.
Nick
They've got names like Final Fantasy and Dragon Quest. They're basically the digital offspring of Dungeons and Dragons, except instead of rolling a 20 sided die like the kids in Stranger Things, you're mashing buttons on your Game Boy.
Jack
The popularity of these role playing games makes Satoshi realize you don't need flashy graphics or high octane action to make a great game. What you need is thoughtful and fun game mechanics that let the players be part of creating the story.
Nick
And Jack. There's also something else about the Game Boy that really inspires Satoshi. And it hits him one day when he's sitting in the Game Freak break room. His eyes are glued to his Game Boy. Across the table from him sits game freaks illustrator Ken Sugimori, who's also staring at his own gameplay. They're both immersed in an RPG called Dragon Quest.
Jack
Suddenly, Satoshi lets his Game Boy drop out of his hands to the table in frustration. There's a rare in game item that he wants, but he just can't get it. It's called the Madcap. It's a wizard's hat that will give him the power to cast more spells.
Nick
Ken casually mentions that he already Managed to collect two of these madcaps. So tough luck Satoshi. Them's the breaks in the RPG land.
Jack
Satoshi sulks for a few seconds. Then he sits up, his eyes sparkling. What if there was a way for Ken to trade his spare wizard's hat? Perhaps in exchange for a magic potion, some gold coins or some other mystical it that Satoshi has and Ken wants.
Nick
Ken listens to Satoshi's idea and his interest is piqued. But then he reminds Satoshi that trading items between different players between different game boys, that is simply not possible.
Jack
Remember, we're in the pre Internet era.
Nick
Yeah, no Bluetooth, no wi fi, and definitely no airdrop.
Jack
But Satoshi realizes technically it would be possible for a game developer to make a game that lets you trade items just like that. Because the game boy has a special piece of hardware called the link cable.
Nick
The Link cable. A thick, clunky gray wire that lets you connect two game boys for multiplayer action. You can use the link cable to play Tetris head to head with your bestie. There is no reason why you couldn't make a game that lets you trade items with the Link cable as well.
Jack
Suddenly, Satoshi is transported back in time to the idyllic hours he spent as a kid collecting bugs and the fun he and his friends had. Not just catching the bugs, but trading them. Nick could this be the basis of a brand new.
Nick
Satoshi and his team are brainstorming. They want to build a game from the ground up. One that puts an ancient human activity at its very core. Trading.
Jack
This focus on trading was the first piece of the Pokemon puzzle.
Nick
He's picturing a game where players find monsters and collect them in magical capsules and then pit the monsters against other players. Monsters in an epic battle, just like.
Jack
In Dungeons and Dr. Satoshi wants his monsters to have special abilities, strengths and weaknesses. Nick In D and D there are warlocks who cast powerful spells but are just an embarrassment when it comes to sword fighting. And then there are barbarians. Physical fighting is their thing, but they can't do anything against magic.
Nick
Another feature Satoshi is going to borrow from role playing games is the turn based fighting. Winning won't be about who has the fastest thumbs, like Mortal Kombat games. But instead Satoshi thinks combatants could take turns like well behaved children. Winning will be about knowing which of your monsters will do best in a given matchup.
Jack
So it's kind of like chess. It's your turn, then it's my turn.
Nick
It's less of a physical experience, more of a Mental experience.
Jack
Satoshi and his team put together a pitch deck for their weird, ambitious and completely original idea with the working title of Capsule Monsters.
Nick
Satoshi is pumped. After all, Game Freak already has a working relationship with Nintendo. They've worked together on a few modestly successful games already. So there's a chance here. Together, he and his team head down to Kyoto, where Nintendo is based. And they get in the room and pitch the executives of the world's most influential gaming brand.
Jack
No one understands the psychology behind the gaming business like our buddies over at Nintendo.
Nick
If Nintendo gets on board, their creativity, their financing, their influence and their distribution will give Satoshi everything he needs to make his dream game a reality.
Jack
But Nintendo passes. They can't get their head around the idea. Nintendo built its success on a mushroom loving plumber who fights an evil turtle. But they draw the line for some reason when it comes to Capsule Monsters. Yeah, well, let's just say these Nintendo.
Nick
Execs were the first in a long line of grownups who didn't fully understand Pokemon.
Jack
So for that reason, Nintendo's out. And without that funding, it looks like Capsule Monsters will never happen.
Nick
That is, until a legend of video gaming takes an interest in this particular project. He's a fellow game maker over at Nintendo. In fact, he's game making royalty. He actually helped transform Nintendo from a sleepy card company into a global gaming powerhouse. All thanks to his creation of a.
Jack
Mustachioed plumber from Brooklyn.
Nick
Satoshi finds a friend in the legendary Shigeru Miyamoto. If you didn't catch our Super Mario Brothers episode, here's the short version for you. Shigeru Miyamoto grew up deep in nature, exploring bamboo forests and underground caves, making toys out of wood and string.
Jack
Shigeru is basically the Henry David Thoreau of Nintendo. If Thoreau had invented Donkey Kong and.
Nick
Then Super Mario, this guy's a legend.
Jack
Shigeru is the guy responsible for taking the Nintendo from an obscure toy maker to the most influential video game company ever.
Nick
And this is why that's so important. Shigeru was not in that pitch meeting when Nintendo passed on Capsule Monsters. But when he hears about this rejected idea later on, well, Shigeru almost spits out his Matcha. Because Shigeru loves it.
Jack
He's drawn to one detail in particular. The idea of trading monsters through the link cable. It's the part that other Nintendo execs didn't get because it never been done before. But Shigeru sees that that idea is groundbreaking.
Nick
So thanks to the pressure from Shigeru Miyamoto Nintendo does a total 180 and greenlights capsule monsters. But there is still one problem, Jack. We got to point out the name.
Jack
Nintendo hates Capsule Monsters.
Nick
Oh yeah. Also they think Capsule Monsters is just going to be too hard to trademark.
Jack
So Satoshi starts brainstorming again. Someone points out that these Game Boy games are small so you can keep them on you at all. At school, at home, at dinner, like in your pocket.
Nick
I mean as you're saying it, Jack, I can picture this. They're pocket monsters which in Japanese is Poketo monsuta. A name they kind of like. And then they take it even further when they shortened it to Pokemon.
Jack
So Satoshi and his game freak team have the concept, they have the name and they have the green light from Nintendo. But here's the kicker. Nintendo sets a really ambitious Release date of December 1991. Which gives Satoshi and the Game freak team just over a year to get this done.
Nick
However, Satoshi is a confident dude and he thinks a year, that's more than enough time. In fact, he thinks it'll just take six months to build a genre defining game from total scratch.
Jack
How hard could it be? And how wrong could he be?
Nick
Well, turns out the answer to both those questions is very besties. That's just a taste of that episode on the untold origin story of the business of the Pokemon.
Jack
To hear the rest of the story, go check out the best idea yet.
Nick
We made it easy for you. Just tap the link in this episode description to follow the best idea yet. And listen, every single week now you.
Jack
Gotta go catch em all. I see one Pikachu.
Podcast Information:
In this engaging episode of The Best One Yet, hosts Jack Crivici-Kramer and Nick Martell delve into the fascinating and often untold origin story of Pokémon, a franchise that has become a global phenomenon surpassing even the combined revenues of Harry Potter and Star Wars.
Nick [00:08]: "Pokemon, the untold origin story of Pokemon, the biggest franchise of all time."
The episode explores how Pokémon evolved from a simple game idea into a cultural juggernaut, highlighting key moments and decisions that shaped its path to success.
The narrative begins in 1989 with Satoshi Tajiri, the creator of Pokémon, reflecting on his childhood experiences and entrepreneurial spirit.
Jack [01:25]: "The popularity of these role playing games makes Satoshi realize you don't need flashy graphics or high octane action to make a great game."
Satoshi draws inspiration from role-playing games (RPGs) like Final Fantasy and Dragon Quest, recognizing that thoughtful game mechanics and player engagement are paramount.
A pivotal moment occurs when Satoshi confronts the limitations of Game Boy’s hardware and imagines a system where players can trade in-game items, fostering a sense of community and interaction.
Nick [02:32]: "Ken casually mentions that he already Managed to collect two of these madcaps. So tough luck Satoshi. Them's the breaks in the RPG land."
This frustration leads Satoshi to conceptualize a game centered around trading, laying the foundation for the Pokémon trading system.
Satoshi and his team, Game Freak, brainstorm the idea of "Capsule Monsters," a game where players collect and trade monsters encapsulated in magical capsules.
Jack [04:01]: "Satoshi and his team are brainstorming. They want to build a game from the ground up. One that puts an ancient human activity at its very core. Trading."
The focus on trading becomes a unique selling point, distinguishing Pokémon from other games of its time.
Incorporating elements from traditional RPGs, Satoshi introduces turn-based combat, emphasizing strategic thinking over reflexes.
Nick [04:46]: "Another feature Satoshi is going to borrow from role playing games is the turn based fighting. Winning won't be about who has the fastest thumbs, like Mortal Kombat games. But instead Satoshi thinks combatants could take turns like well behaved children."
This approach makes battles more about strategy and monster selection, akin to a game of chess.
Armed with a compelling concept and a working relationship with Nintendo, Game Freak pitches "Capsule Monsters" to Nintendo executives.
Jack [05:26]: "If Nintendo gets on board, their creativity, their financing, their influence and their distribution will give Satoshi everything he needs to make his dream game a reality."
However, the pitch is initially rejected as Nintendo executives struggle to grasp the innovative trading aspect of the game.
Nick [06:02]: "But Nintendo passes. They can't get their head around the idea."
The tide turns when Shigeru Miyamoto, Nintendo's legendary game designer, hears about the project and becomes a fervent supporter.
Nick [07:20]: "Shigeru is the guy responsible for taking the Nintendo from an obscure toy maker to the most influential video game company ever."
Miyamoto's enthusiasm and understanding of the game's potential lead Nintendo to reconsider and ultimately greenlight the project.
Nick [08:02]: "So thanks to the pressure from Shigeru Miyamoto Nintendo does a total 180 and greenlights capsule monsters."
Despite the project receiving approval, Nintendo poses a challenge regarding the game's name, citing trademark difficulties with "Capsule Monsters."
Nick [08:13]: "Nintendo hates Capsule Monsters."
Satoshi and his team brainstorm a new name that encapsulates the game's essence and is easier to trademark.
Jack [08:19]: "So Satoshi starts brainstorming again. Someone points out that these Game Boy games are small so you can keep them on you at all."
The concept of "pocket monsters" leads to the creation of the catchy and memorable name "Pokémon," a shortened form that resonates globally.
Nick [08:31]: "I mean as you're saying it, Jack, I can picture this. They're pocket monsters which in Japanese is Poketo monsuta. A name they kind of like. And then they take it even further when they shortened it to Pokemon."
With the project now named Pokémon and approved by Nintendo, the team faces the daunting task of meeting an ambitious release date set for December 1991.
Nick [08:46]: "But here's the kicker. Nintendo sets a really ambitious Release date of December 1991. Which gives Satoshi and the Game freak team just over a year to get this done."
Confident in their vision, Satoshi underestimates the complexity of developing a genre-defining game from scratch, believing it could be completed in six months.
Nick [09:02]: "However, Satoshi is a confident dude and he thinks a year, that's more than enough time. In fact, he thinks it'll just take six months to build a genre defining game from total scratch."
The team soon realizes the challenges ahead, setting the stage for the eventual success of Pokémon despite initial hurdles.
The episode beautifully encapsulates the blend of creativity, strategic thinking, and perseverance that fueled Pokémon's creation. From Satoshi's childhood inspirations to overcoming executive skepticism with Miyamoto's support, the story highlights the intricate journey of turning a simple idea into a world-renowned franchise.
Jack [09:16]: "Well, turns out the answer to both those questions is very besties. That's just a taste of that episode on the untold origin story of the business of the Pokemon."
For listeners eager to uncover the full story behind Pokémon's rise to greatness, tuning into the entire episode is highly recommended.
Nick [09:31]: "To hear the rest of the story, go check out the best idea yet."
For a comprehensive dive into this captivating story, be sure to listen to the full episode of The Best One Yet.