Don James, government vp of Nintendo of America, acquired the Lifetime Achievement Award on the Cube Awards on Thursday evening for his contributions to the video games business.
He joined Nintendo in 1981 because the fifth worker of Nintendo of America. He principally did the whole lot that needed to be finished, and he mentioned, “Daily was a brand new journey” in our unique interview. And but James, who spent 43 years at Nintendo and is now retiring, is hardly recognized in a public means. I by no means interviewed him till this week, and most avid gamers don’t know what James did in his profession.
However the Academy of Interactive Arts & Sciences (AIAS) honored James as a sport business chief and cornerstone of Nintendo of America’s legacy. As government vp of operations, he oversaw quite a few departments together with client companies, design, experiential advertising, actual property & services, manufacturing engineering, high quality management, provide chain operations, buying, product testing, technical companies, and technical translation. He was concerned in each console/handheld launch from the Nintendo Leisure System (1983) to the Nintendo Swap (2017).
Within the video about James, Charles Martinet, Mario Ambassador and the voice of Mario, mentioned he was employed by Don James to do the voice of Mario in Mario 64. Now it’s 168 video games later, and Martinet retired in 2023.
“There was by no means a boring second,” James mentioned in his acceptance speech on Thursday night. But he mentioned the actual magic was created by individuals who supported him.
“I gained’t lie. Retirement is fairly nice. However I’ll miss the challenges, and I’ll miss all of you,” he mentioned.
“One factor we’ve got all the time mentioned at Nintendo is to our mission is to place smiles on folks’s faces. It’s the folks on this business who regularly put one on mine,” James mentioned. “The most effective a part of this business is that nobody is aware of the place we are going to go subsequent. Maintain enjoying. Maintain creating. Maintain stunning. And hold inspiring all of the generations to return. Thanks a lot for this nice honor.”
He bought a standing ovation.
Throughout his tenure, James was instrumental within the creation of the online game business’s present Leisure Software program Scores Board (ESRB) ranking system and the creation of the Interactive Digital Software program Affiliation (IDSA), presently referred to as the Leisure Software program Affiliation (ESA). On the ESA, James served on the board. Within the early Nineteen Nineties, he was key to the creation of the world-renowned Digital Leisure Expo (E3). And James was additionally an integral a part of the AIAS — serving as a board member since 1991 — which oversees the Cube Summit.
James was additionally the important thing steward of Nintendo of America’s relationship with Starlight Youngsters’s Basis. Over 30 years, the inspiration has delivered greater than 8,400 gaming techniques to youngsters in hospitals. Adam Garone, CEO of the inspiration, introduced the award to James, who co-created one of many first packages for sick youngsters in 1992. James’ program has touched tens of millions of lives, Garone mentioned.

He co-designed the Nintendo GameCube Starlight Enjoyable Middle in 2002 and led Nintendo of America’s help of Starlight to carry video games and films to noticeably sick youngsters in hospitals. He’s additionally an energetic supporter of philanthropic organizations, together with the Fred Hutchinson Most cancers Analysis Middle and the Pratt Positive Arts Middle.
Doug Lowenstein, former head of the IDSA, mentioned within the intro video that James was a “sales space design Michelangelo.” James mentioned of all of his E3 cubicles, he was most pleased with the sales space he created for E3 2016. It was completely based mostly on one sport, The Legend of Zelda: Breath of the Wild, and it made you’re feeling like a personality inside the sport — not in contrast to the Tremendous Nintendo World theme parks internationally.
“I’m actually honored to obtain this award from the Academy,” mentioned James in an announcement. “This business is filled with so many gifted and inventive folks, and it’s been an absolute privilege attending to know and work with so lots of them over the many years. My profession has actually been a wild and enjoyable trip, and I’m pleased with all of the alternatives I used to be lucky sufficient to obtain.”
I requested him why he didn’t stick round for the Nintendo Swap 2 launch this 12 months. He mentioned, ” I felt that 43 years was sufficient. And likewise I developed a coronary heart drawback. I didn’t need to die at my desk.”
Right here’s an edited transcript of our interview.

GamesBeat: You could have been there so lengthy and we’ve got by no means finished an interview.
Don James: I used to be all the time beneath the radar. I most popular it that means.
GamesBeat: When did you come to Nintendo? What was your first process?
James: I graduated from school and went to work for Nintendo immediately. The very first thing we did, we had been receiving Radar Scopes that had been shipped again from New York and changing them into Donkey Kongs. This was in Tukwila, Washington.
GamesBeat: This was when it was Minoru Arakawa’s operation?
James: Proper. After I began with the corporate there have been 5 folks in it. Arakawa was president.
GamesBeat: What did you consider it on the time? Did they’ve any form of status?
James: No, no person knew of Nintendo in any respect. My considering was that they provided me a job. I used to be simply out of school. Coin-op was nonetheless fairly standard. I assumed, “It’s a job. I’ll take it. If it doesn’t work out I can do one thing else.”

GamesBeat: Did your love of gaming come from that, or had been you already a gamer?
James: Oh, I used to be already a gamer. I performed video video games all by way of school. Asteroids, Pac-Man. Robotron was my favourite. You had to hang around on the arcades when you had been a school pupil.
GamesBeat: Did you might have a house machine in some unspecified time in the future?
James: No, the primary machine I bought at house was the NES.
GamesBeat: What did you study from being at Nintendo that early?
James: I can let you know that I used to be studying continually. We modified so quick. I used to be the kind of particular person the place each alternative that got here up, I volunteered for it. If I didn’t actually know the best way to do it, I’d discover ways to do it shortly. The alternatives that had been provided as a result of I bought in so early had been many and far-reaching. They went on for years and years. That’s why it was so enjoyable to work there.
GamesBeat: Had been you really fixing the machines?
James: No, I didn’t try this. The technical guys did that. I ran manufacturing, after which moved on to being in control of buying, being in control of transport. Actually the whole lot that administration didn’t need to do.

GamesBeat: There are such vital issues that should get finished, and so they fall beneath the enterprise guys, nevertheless it will get delegated far down.
James: Form of? There wasn’t too far to delegate down. It was principally Arakawa after which me. However there have been plenty of insurance policies, plenty of procedures that needed to be developed as the corporate expanded and grew. Once more, I simply volunteered to do all that stuff.
GamesBeat: How briskly did it develop in these first few years?
James: We began with 5. After we had been in manufacturing with Donkey Kong we employed an extra 25 to 30. That then moved to about 60 folks. Then we moved the entire firm from Tukwila to Redmond and constructed our personal constructing. We had been utilizing firms that might provide us with labor. They weren’t working straight for us. They had been working for the opposite firm. However that means we may flex up and down.
At one level we had about 100 folks constructing Vs. DualSystems, which could not be one thing you recognize. We solely constructed it for about three weeks. Then we stopped, as a result of the coin-op market was crashing. It was two screens facet by facet. You can play tennis in opposition to one another in a coin-op setting.
GamesBeat: Was that the Nintendo campus that was in some unspecified time in the future surrounded by Microsoft?
James: Yeah, we had been fully surrounded. It began with one constructing, after which went to 2 after which three, which is the place it’s at proper now.
GamesBeat: I assumed it was a humorous coincidence once I went in to speak to the Xbox staff, after which at lunch time noticed Perrin Kaplan consuming lunch in Microsoft’s cafeteria. What stands out for you, then? You had an extended profession. What are a few of your most fond recollections?

James: General, one of the best reminiscence I’ve is the folks. The truth that Nintendo was by no means stagnant. It was continually altering. That was very thrilling, since you needed to continually study. That stored it fascinating. Daily was a brand new journey. However my fondest reminiscence is absolutely simply the those who we labored with. It was an excellent firm. Hiroshi Yamauchi was an fascinating man.
GamesBeat: At what level did you get to satisfy him?
James: I met him the primary time on the CES present, after we launched Recreation and Watch. Yoko, Mr. Arakawa’s spouse, who was Mr. Yamauchi’s daughter, got here up and requested me to show the lights off within the workplace so he may take a nap. I used to be in control of the sales space. He solely got here to the U.S. twice. In any other case, the one time you interacted with him was once you went to Japan.
It’s fascinating. I discovered one thing from each single individual I ever reported to, and a complete bunch of people that reported to me taught me issues too. What Yamauchi taught me was that–he was a very good decision-maker. A lot of the selections he made had been the fitting determination. When he made them, all people ran in that course, no matter means he pointed. I discovered to be very decisive by watching him.
GamesBeat: When did you begin to extend selections in your position?
James: It depends upon the way you body it. If you work in an organization of 5 you are inclined to make all the large selections in regards to the firm and the way it features. I simply grew, and continued to try this. From day one, all over my profession, I used to be making vital selections.
GamesBeat: Are you able to give some examples? Lots of people at this level is likely to be considering, “Who was Don James?” You weren’t within the press very a lot.

James: I tended to all the time be within the shadows. I labored in mysterious methods. Primarily as a result of I don’t like being within the highlight. I used to be more than pleased to let guys like Charlie Scibetta try this. However most likely E3 and the creation of the Interactive Digital Software program Affiliation, which is now the ESA. I had an enormous position in that. I had an enormous position within the ESRB. I had an enormous position in each commerce present sales space that Nintendo ever did. I designed all of them. I used to say that you just form of guess your job once you try this, as a result of if it’s a failure–fortunately, I by no means had a failure.
After we launched the NES into New York, that was main. They mentioned, “Don, would you prefer to go on the market and lead the staff? We want you to do the purpose of buy shows and Macy’s home windows and all that stuff.” I’ve a design background. I mentioned, “Positive.” That was a reasonably large determination. If I’d screwed that up, this complete business would most likely really feel completely different proper now.
I did the Zelda immersive sales space. That was a humorous one. I went to Japan, and I’d by no means seen the sport. I knew it existed, however I’d by no means really seen it. I bought pulled into a gathering and so they instructed me we might have one sport that might present at E3. “We’ll present you the video of the sport now.” That was the primary time I noticed it. Afterward, Mr. Iwata requested me, “How are you going to do it? How are you going to point out this sport?” It took me some time to give you the idea of that immersion. It was plenty of work, too. Fortunately, working with NCL, they had been very supportive.
GamesBeat: The IDSA and the ESRB, these had been fascinating days. The business was all the time criticized. It was considered as nonetheless a toy business.
James: We used to go to Toy Truthful, earlier than we had been going to CES.

GamesBeat: How arduous was it to get the business to someway agree that everybody was stronger collectively?
James: Loads of that needed to do with the creation of the ranking system. The IDSA was created to help the ESRB. Everybody purchased into that. It occurred naturally. We didn’t should exit and persuade the opposite firms to hitch, and there weren’t many firms at that time anyway. We had been all behind the identical objective, which was to supply that ranking system.
GamesBeat: Was E3 an expression of that very same–to point out the world what the sport business was actually about?
James: Proper. And likewise to take the earnings from that present and put them again into the IDSA and the ESRB.
GamesBeat: That wouldn’t have labored when you didn’t have this suggestions cycle. Cash comes into the present, you extend exhibits, you get an even bigger message out.
James: Nicely, an even bigger present didn’t essentially imply greater earnings.
GamesBeat: As we discovered later. DICE appears to satisfy a really completely different mission than a present like E3. What was the considering there?
James: I used to be round for the creation of this group, the Academy, as properly. I used to be one of many founders. Once more, when you’re operating a company that you must have some type of revenue to help the group. One of many ex-presidents of the Academy, he got here up with the idea of DICE. It become a reasonably distinctive occasion, as a result of it was restricted to a small group of builders solely. It wasn’t like E3. It’s nonetheless like that at present. However DICE serves an vital perform. It brings the event group collectively. Nevertheless it additionally generates funds to help the Academy.

GamesBeat: I feel the primary E3 I went to was when Larry Probst was there as a speaker on a panel with Nintendo and Microsoft. I interviewed Larry afterward. He says, “You understand these guys all hate one another?” It was humorous how everybody may come collectively and be on the identical panel and do these items in such a collegial means throughout business organizations, and but they had been the fiercest of opponents.
James: It was form of like residing by way of the competitors between Nintendo and Sega within the day. I bear in mind–I don’t know the precise phrases, however I keep in mind that Sega had all their staff sporting shirts saying “Crush Nintendo” or one thing to that impact.
GamesBeat: Do you look again on that as one thing like the great outdated days?
James: I don’t suppose there was ever any actual hate. There was plenty of banter. However plenty of it was in jest. Now you get a fairly fascinating combine of people within the business that come to one thing like this. It’s not as broad because the group of individuals you’d get for an E3 present, simply because the amount of individuals at E3 was means greater. However there’s a camaraderie being within the business now that’s fairly pronounced. You’ll be able to see it. All it’s important to do is stroll on the market and see how many individuals are speaking. They see somebody and run over and say, “Hey, how are you doing?” It’s advanced, I feel.
GamesBeat: Do you might have a view on the state of the business now? The place it’s, the place you’d prefer it to be?
James: Nicely, now that I’m retired I can reply that fairly truthfully. No. I’ve stopped worrying about the place the business goes. I’ll go that torch on to other people.
GamesBeat: I used to be speaking to Ted Worth yesterday and Shuhei Yoshida at present. Ted specifically mentioned that he was joyful to create alternatives for folks coming behind him. However he’s vacating his position, and now they should step up.

James: That’s what I did, for about 5 years. I gave away items of my group to different folks. I made room for different folks to get promoted into positions. I suggested them and mentored them whereas I used to be there. That was a plan. It wasn’t simply accidentally. There was a plan for me to gracefully exit the corporate.
GamesBeat: Did you ever really feel like Nintendo–was it understood properly, or do you suppose the corporate was misunderstood in some methods by folks exterior Nintendo? The media, shoppers, builders.
James: Nicely, it modified. After we first began, each time you had a dialog on the telephone, you needed to spell “Nintendo.” No one knew who we had been. That finally modified, slowly however certainly, to the purpose the place now everybody is aware of what Nintendo is and what we do. It occurred over an extended time frame. However I might say that we’re most likely some of the well-known firms on the planet now. By the best way, I need you to take word. I mentioned “we” as a result of nobody ever actually leaves Nintendo. That’s the unusual factor. The loyalty we’ve got for the corporate, we simply by no means actually depart.
GamesBeat: Do you suppose what’s broadly recognized about Nintendo is the best way it truly is? Does it function on suggestions from the business, or would you say it’s extra inside, extra secretive?

James: I feel it’s the entire above. We’re a humble firm. We don’t exit and search recognition fairly often. We’re a really sensible firm. We attempt to make one of the best selections. Typically it takes some time to make these selections, however they’re normally proper.
GamesBeat: When Nintendo stumbled–there have been some public stumbles there. The corporate bounced again. Are you able to describe a few of that? A few of the consoles had been profitable and a few faltered.
James: Any firm can have stumbles. We’re not proof against that. The factor that all the time impressed me was that we had been in a position to recuperate. If you happen to take a look at plenty of the product cycles within the client business, you’ll see it’s cyclical. It’ll go up actual excessive, drop again down, and up actual excessive once more relying on the product. I bear in mind when Zune got here out. They picked brown because the launch shade. They might have picked any shade, however they picked that shade as a result of, in keeping with the colour information gods, it was the colour for that 12 months. It didn’t do very properly. I don’t know if that was due to the best way the product labored or the colour or anything, however they found that, similar to we found Wii U.
GamesBeat: We’re in an upward swing with the Swap now. Swap 2 is coming alongside. What made you determine to not stick round for the Swap 2, to let different folks take over?
James: It’s twofold. I felt that 43 years was sufficient. And likewise I developed a coronary heart drawback. I didn’t need to die at my desk. I made a decision to have sufficient time to spend with my spouse and my youngsters and luxuriate in what I’d earned through the years. It’s been enjoyable, however I can do with out the stress.
GamesBeat: These console launches take loads out of you, I’m positive.
James: Yeah, it’s all palms on deck. Often it’s time compressed. There’s plenty of stuff to do towards the very finish, proper earlier than launch. Everyone seems to be scurrying round, caring for their explicit piece of the pie. It’s undoubtedly annoying.
GamesBeat: Remembering a few of these occasions, what additionally makes you smile? Launching the Swap, or launching earlier consoles.

James: I’ve 1,000,000 tales about each single {hardware} launch. In all probability the funniest one was the Wii, due to the motion-based controller. On the final minute, Japan’s engineers came to visit and mentioned, “Right here. Put these wrist straps on the controllers.” None of us knew why. However as you most likely bear in mind, the newscasters confirmed photos of individuals throwing Wiimotes by way of their TV. We did that, and we continued to evolve the wrist strap to make it higher as we went alongside. None of us had considered that. On the final minute, they found that may very well be an issue. We had been all shaking our heads. “Why are we doing this?” Then it grew to become very clear after the product launched.
I did a product referred to as the Nintendo Fan Community, which allowed you to take a DS into the baseball stadium. You can order meals to your seat and see the scores of different video games and all that stuff. Sadly it was too late within the product cycle. Smartphones got here alongside two years after we launched that. Telephones took over that position. I want we’d created it about 4 years earlier.
GamesBeat: In hindsight, do you suppose something may have saved E3? Or did it simply run its course?
James: I feel it ran its course. The 2 years that we had in Santa Monica, within the resort–I bear in mind after we shut that down. That was proper after Wii, that commerce present. That didn’t work very properly, and so we introduced E3 again. However finally the business advanced previous the price to go to an E3. Loads of firms simply didn’t need to spend the cash to be there. It withered. It wasn’t a crash. It simply drifted away.
GamesBeat: Was there a favourite present for you, and a favourite DICE as properly? Essentially the most memorable occasion?
James: So far as E3 goes, I feel my favourite one was the Zelda sales space. Simply because it was a lot enjoyable to work on that. Perhaps the second-favorite was after we launched Episode I Racer. I constructed a full-size podracer. Spielberg got here into the sales space. I’ve this nice image of him, me, and Miyamoto. These two had been enjoyable for me as a result of I bought to go play in some cool retailers and construct some actually cool stuff.
GamesBeat: I feel again to plenty of moments with Mr. Iwata. There was one present the place Kaz Hirai bought up at his press convention and mentioned, “The console wars are over.” I went over to interview Mr. Iwata and he mentioned, “That was so boastful.”
James: I’ve to let you know, I labored for–let’s see. One, two, three, 4, 5 completely different presidents or CEOs. They had been all distinctive. I cherished working with each one among them, as a result of they had been all in a position to train me one thing fully completely different than the final individual I’d labored for. Once more, it’s one of many causes I stayed with the corporate so lengthy. The administration of the corporate was nice to work with. They had been all actually sensible folks. The love of my life was working at Nintendo and dealing on this business. It was simply a lot enjoyable.