The Museum

Human Stories

Behind every console and cartridge, a person made a decision. These are the stories of those decisions — written not as biography, but as the life lessons that still travel forward.

A Story Collection · 9 stories The Birth of the Famicom The people behind the machine — read in order, like a book. Read the collection →
  1. Thirty Years at One Place

    Tatsuyuki Maeda — A composer who built different worlds from the same desk for thirty years.

    1992–2023 — Sega of Japan, Tokyo

  2. The Engineer Who Taught Strategy How to Sing

    Yuka Tsujiyoko — The composer who joined as a sound programmer, not a musician, and built the voice of Fire Emblem from the inside out.

    April 1990 — Kyoto, Intelligent Systems

  3. The Man Who Had to Ask for His Own Name

    Kenji Ito — The composer who wrote music that defined a generation, then had to fight to be recognized as its author.

    1990–2001 — Tokyo, Square headquarters

  4. The Sound That Found Its Place

    Robin Beanland — A composer who worked for film and television, then walked into a small game studio in the English countryside and never left.

    1994 — Twycross, Leicestershire

  5. A Quiet Light

    Kazuma Kaneko — The illustrator who researched every demon in its original mythology before drawing it.

    1987–2009 — Tokyo, Atlus

  6. A Quiet Light

    Michiru Yamane — The composer who made a castle feel alive by listening to drawings.

    1997 — Tokyo, Konami

  7. A Quiet Light

    Koji Igarashi — The man who took the unfinished project and quietly finished it — then watched as a whole genre learned to speak its name.

    1996 — Konami HQ, Tokyo

  8. The Perfect Translation

    Hisao Oguchi — The man who named his studio Hitmaker — because it was the perfect translation of their image.

    April 21, 2000 — Tokyo, Sega Corporation

  9. The Distance from Three

    Fumie Kumatani — The Sega composer who gave Shadow the Hedgehog a voice — and vanished.

    1975–2010 — Tottori to Tokyo, then silence

  10. Two Weeks, Then Nothing

    Jun Ishikawa — The man who learned to compose for the NES in two weeks — because that was all the time he had.

    1990 — HAL Laboratory, Tokyo

  11. The Man Who Coded Sound

    David Wise — The composer who built his own instruments out of code and constraint.

    1994 — Twycross, England

  12. Three Channels, One Roar

    Norio Hanzawa — The composer who made three sound channels scream louder than orchestras with a hundred instruments.

    September 1993 — Treasure's First Summer

  13. The Man Who Made Misery Fun

    Akira Sakuma — The man who turned two hundred million yen of publishing debt into twenty-five games and nineteen million players.

    1985 — Tokyo, Japan

  14. A Quiet Light

    Eiji Aonuma — The man who kept a secret from his mentor until it was too late to turn back.

    2001 — Kyoto, Nintendo

  15. The Sound That the Game Makes

    Hirokazu Tanaka — The composer who built the sound chip, then filled it with music that no one had heard before.

    1986 — Kyoto, Nintendo

  16. Cut Everything

    Masayuki Uemura — The engineer who was told to strip everything out, and what remained became something the whole world could hold.

    November 1981 — Kyoto, a phone call after hours

  17. A Quiet Light

    Satoru Iwata — The man who never stopped listening, even when his title said he no longer had to.

    March 2011 — Tokyo, Nintendo headquarters

  18. A Quiet Light

    Yoshinori Kitase — The director who believed that a game could make you cry—and built the proof.

    1966–1997 — From film school to the game that made players cry

  19. The Sound Hardware Never Promised

    Yuzo Koshiro — The composer who brought techno to a chip that was never designed for it.

    1992 — Tokyo, Ancient Corp.

  20. A Quiet Light

    Hideo Kojima — The director who made a game about not being seen, and changed what action games could be.

    1987 — Konami, Tokyo

  21. A Quiet Light

    Kazunori Yamauchi — A music producer who wrote a proposal that became a racing game, then learned to drive by building its physics.

    December 1992 — Tokyo, Sony Music Entertainment

  22. A Quiet Light

    Yu Suzuki — The man who asked the cleaning lady to play his game, because if she couldn't understand it, he hadn't finished it yet.

    1993 — Sega AM2, Tokyo

  23. A Quiet Light

    Gunpei Yokoi — The engineer who handed out light to strangers, one child at a time.

    Late 1980s — Nintendo Headquarters, Kyoto

  24. The Chapter They Don't Tell

    Hiroshi Yamauchi / Gunpei Yokoi — One who bet everything on new ventures. One who tinkered with toys in a factory hallway.

    1964 — Kyoto, a playing card company faces extinction

  25. A Quiet Light

    Satoshi Tajiri — The man who created Pokémon, then stepped back and let it grow beyond him.

    2010 — Tokyo, Game Freak Headquarters

  26. A Quiet Light in the Morning Hours

    Yasunori Mitsuda — The composer who worked until his body stopped, and the music that survived him.

    1994–1995 — Tokyo, Square's Sound Room

  27. A Quiet Light

    Hironobu Sakaguchi — The man who lost everything on a film — and then, quietly, started again.

    2004 — Honolulu, Hawaii

  28. A Quiet Light

    Kinuyo Yamashita — The composer who left a name on a hundred million screens, then walked away to find her own light.

    1989 — Konami, Ōme, Tokyo

  29. A Quiet Light

    Masahiro Sakurai — The nineteen-year-old who saved his company by making a game anyone could finish.

    1992 — Yamanashi, HAL Laboratory

  30. The Man Who Rewrote the Rules of Battle

    Toshiro Tsuchida — The director who designed battles — from wanzers to Final Fantasy.

    Fall 1993 — Tokyo, Square headquarters

  31. A Quiet Light

    Ken Sugimori — The illustrator who gave every one of the first 151 Pokémon its final face.

    1981–1996 — From Fanzine to Franchise

  32. The Story Written in the Dark

    Yoshiaki Koizumi — The Nintendo director who wrote stories when no one was looking.

    2007 — Kyoto, Nintendo

  33. The Company That Never Made Its Own Games

    Yasuhiro Fukushima / Enix Corporation — The company that found the people who could make games, instead of making them.

    1982 — Tokyo, a tabloid publisher's decision

  34. A Quiet Light

    Kazumi Totaka — The composer who left a quiet signature in almost every game he touched.

    1990 — Nintendo R&D1, Kyoto

  35. The Untold Chapter

    Nobuo Uematsu — A self-taught keyboardist who never studied composition, and became the voice that defined a generation of games.

    1986 — Meguro, Tokyo, Square headquarters

  36. A Quiet Light

    Shigeru Miyamoto — The man who carries a tape measure in his pocket and estimates everything around him.

    1963–present — From a cave with a lantern to a pocket tape measure

  37. One Condition

    Hiroshi Yamauchi — The president who commanded the Famicom into being.

    Kyoto, 1949 — a twenty-one-year-old takes the company, and asks for it cleared of his own family.

  38. The King Who Never Played

    Hiroshi Yamauchi — The president who commanded the Famicom into being.

    He gave a generation its games, and kept none of it for himself.

  39. The Heart of a Gamer

    Satoru Iwata — The man who cut his own salary rather than cut the people who made the games he loved.

    2011 & 2014 — Nintendo, Kyoto

  40. The Game About Connection

    Junichi Masuda — The man who composed the music for a game about connection — that connected two hundred million people.

    1996 — Tokyo, Game Freak

  41. The Machine That Only Wanted to Play

    Nintendo GameCube — 2001–2007 — a small cube that refused to be anything but a game console

    The GameCube came last in its generation. Two decades later, that stopped being the story.

  42. The Trumpet Player Who Made Children Laugh

    Grant Kirkhope — The composer who spent his twenties in an orchestra pit and his thirties making Nintendo 64 games sound like joy.

    1997 — Rare Ltd, Twycross, England

  43. The Woman Who Wrote Every Feeling

    Yoko Shimomura — The composer who wrote for every genre, every emotion — and redrew the map each time.

    1991 — Osaka to Capcom's Studio, Tokyo

  44. The Programmer Who Wrote Orchestras

    Hitoshi Sakimoto — The composer who learned music by writing code, and never stopped thinking like a programmer.

    2000 — Tokyo, Square Enix headquarters

  45. The Prog Rocker Who Scored Dark Souls

    Motoi Sakuraba — A keyboard player who went from prog rock stages to the choir-soaked darkness of Dark Souls.

    1989 — Tokyo, the last bar gig

  46. One Hundred and Fifty-One, by Hand

    Ken Sugimori — The illustrator who designed the original 151 Pokémon almost single-handedly.

    1990–1996 — Kanda, Tokyo

  47. The Castle That Changed Its Voice

    Michiru Yamane — The composer who made Dracula's castle feel like a living place by giving each wing its own musical language.

    March 1997 — Tokyo, Konami

  48. The Same Care for the Weakest and the Strongest

    Akira Toriyama — The manga artist who designed the weakest enemy in Dragon Quest with the same care he gave the hero.

    1985 — Tokyo, Shueisha Headquarters

  49. The City That Lived

    Masayoshi Kikuchi — The director who made a city breathe, without having directed anything before.

    June 2000 — Tokyo, Sega Smilebit

  50. The Castle That Folds Inward

    Koji Igarashi — The designer who made getting lost feel like discovery.

    1997 — Konami, Tokyo

  51. The Faces of Gods and Demons

    Kazuma Kaneko — The demon artist who drew hundreds of gods from their actual faces.

    1988–2023 — Tokyo, Atlus

  52. The Village Built from Loneliness

    Katsuya Eguchi — The game designer who turned the feeling of arriving alone in a new town into a game anyone could live in.

    April 2001 — Kyoto, Nintendo EAD

  53. The Secret in Every Song

    Kazumi Totaka — The composer who hid the same secret in nearly every game he made.

    1992 — Tokyo, Nintendo R&D1

  54. The Sound of Being Alone

    Kenji Yamamoto — The Nintendo composer who taught us what solitude sounds like.

    1993 — On a motorcycle, somewhere between work and home

  55. The Game That Learned to Cry

    Yoshinori Kitase — The director who believed a game could make you cry, and then proved it.

    January 31, 1997 — Tokyo, Japan

  56. The Vacant Lot

    Satoshi Tajiri — He didn't make a game about monsters. He gave back a vanished summer.

    The field where Satoshi Tajiri caught beetles is gone. He built it back for children who never saw it.

  57. The Man Who Stayed Behind the Curtain

    Takashi Tezuka — The director who built worlds alongside Miyamoto, yet never stepped into the spotlight.

    1984–2026 — Osaka to Kyoto, forty-two years

  58. The Familiar, Made Strange

    Keiichiro Toyama — A graphic artist who taught the world that the scariest thing is never the monster — it is the familiar street, tilted just slightly wrong.

    February 1999 — North America, one month before Japan

  59. The Rule He Broke

    Eiji Aonuma — The designer who broke every rule The Legend of Zelda had ever held — and who barely played video games before Nintendo hired him.

    1999 — Nintendo EAD, Kyoto

  60. The Tower, and the Trust

    Akitoshi Kawazu — The creator of the SaGa series. The designer who refuses to hold your hand.

    Makaitoushi Sa·Ga, 1989 — and the design of not giving

  61. The Contest That Made Dragon Quest

    Yasuhiro Fukushima — A real estate publisher who had never played a game offered ten times the going prize money — and the creators of Dragon Quest walked through the door.

    Autumn 1982 — Tokyo, Japan

  62. The Woman in the Castle

    Kinuyo Yamashita — The composer who wrote the music that everyone knew, in a castle where almost no one knew her name.

    September 1986 — Konami, Tokyo

  63. The House on the Hill

    Shinji Mikami — The director who understood fear from the outside, and built a house from it.

    March 1996 — Shinji Mikami's first finished mansion

  64. The Postcard

    Koichi Sugiyama — The composer who changed the sound of Japanese RPGs — because his wife mailed a card he almost didn't send.

    Tokyo, circa 1984

  65. The One Who Kept Making It

    Masahiro Sakurai — The director who walked away from security to serve the player, again and again.

    August 2003 — Tokyo, HAL Laboratory

  66. The Last Bet

    Hideo Kojima — The man who turned limitation into design, and started over at fifty-two.

    December 2015 — Tokyo, Shinagawa

  67. The Forty-Seven Million Dollar Bet

    Yu Suzuki — He spent more money than any game had ever cost — to recreate something completely ordinary: a teenager's hometown.

    December 1999 — Yokosuka, Japan

  68. The Man Who Asked What He'd Built

    Masayuki Uemura — The engineer who designed the Famicom.

    July 15, 1983 — a red-and-white box, ¥14,800

  69. The Programmer Who Became President

    Satoru Iwata — The man who never stopped being a programmer, even when his business card said president.

    December 1992 — Yamanashi, Japan

  70. The Cave and the Garden

    Shigeru Miyamoto — The boy who spent a summer inside a cave, and grew up to put that feeling into a game.

    Summer, circa 1961 — Sonobe, Kyoto

  71. The Final Wager

    Hironobu Sakaguchi — The man who named his last hope 'Final Fantasy' — and then had to keep making it.

    December 18, 1987 — Tokyo

  72. Tajiri's Six-Year Bet

    Satoshi Tajiri — The man who turned his childhood bug-hunting into Pokémon.

    February 27, 1996 — Tokyo

  73. Yamauchi at Twenty-One

    Hiroshi Yamauchi — The 21-year-old who took over Nintendo and ran it for 53 years.

    April 25, 1949 — Kyoto

  74. Yokoi's Last Morning

    Gunpei Yokoi — The Nintendo engineer who designed the Game Boy.

    October 4, 1997 — Hokuriku Expressway, Ishikawa Prefecture