Iwata Asks is a series of interviews conducted by former Nintendo Global President Satoru Iwata with key creators behind the making of Nintendo games and hardware.





Volume 3 : Super Mario Developers

First Encounters with Super Mario

Iwata

The original Super Mario Bros. game came out before any of you were working for Nintendo. Eguchi-san, did you play Mario during your student days?

Eguchi

Actually...no. When I joined the company, I started living in company housing. I went to a colleague's room to hang out and he had a Famicom. That was my first time to play one.

Iwata

Huh? You entered Nintendo the year after Super Mario Bros. came out, but you didn't know about the Famicom system?

Eguchi

Well, I sorta knew such a thing existed, but... (laughs) I had played Game & Watch during my junior high days, though.

Iwata

So you did know we were a company involved with video games.

Eguchi

Yeah. And I knew Nintendo's name as a sponsor of television programs, so I thought, "Hmm, I guess they're a proper company."

Iwata

(laughs) Well, in 1986, the speed at which information spread was much slower than it is today.

Eguchi

There was no Internet.

Iwata

The Famicom went on sale in 1983, but it didn't really gain acceptance from the general public until about 1986. Likewise, some time passed after the release of Super Mario Bros. before the world took much notice of it. Nowadays, when an eagerly awaited game console or video game goes on sale, long lines form outside stores, but this was before that ever happened.

Eguchi

That's right.

Iwata

How about you Konno-san?

Konno

Unlike Eguchi-san, I played Super Mario Bros. all the time. I had always liked the Donkey Kong arcade game .19 I'd put in money and play for hours. When I heard I could play that on the Famicom system, I was shocked.

Iwata

You could play as much as you wanted at home without having to put in one hundred yen. 19. Donkey Kong: An arcade action game that appeared in 1981. The Famicom version was released simultaneously with the console in July 1983.

Konno

That's right. And the suggested retail price of a Famicom was only 14,800 yen. Back then, I was messing around with microcomputers and personal computers at school that cost 300,000 or 400,000 yen, and the Famicom was an equal or better machine.

Iwata

Yeah. At least when it came to playing games, it was definitely better.

Konno

It was now possible to use something better in my own home. I wanted to buy a Famicom, so I talked to my teacher at school.

Iwata

Why did you talk to your teacher?

Konno

I belonged to something like a computer club. When the Famicom came out, our teacher told me to go check it out, and I went to a big supermarket. It was marked down a little to 12,800 yen, but for some reason I had the idea that the original price of a Famicom was 128,000 yen! (laughs)

Iwata

That much?!

Konno

At school I'd been using machines that cost 400,000 to 500,000 yen, so I thought it was only normal that computers cost hundreds of thousands of yen.

Iwata

(laughs)

Konno

I went straight back to school and told my teacher they were selling it at a huge discount. We decided to buy one, and when we did and I examined it, I realized how high performance it was.

Iwata

Even when it came to home video game consoles back then, the Famicom was outstanding in both price and performance.

Konno

That's right. It really was. I was shocked at how a machine that allowed you to play Donkey Kong was on sale for a little over 10,000 yen. Later on, I bought my own Famicom. Back then, the buttons were square.

Iwata

The early model.

Konno

Yeah. I was really proud of it! (laughs) Then Super Mario Bros. came along and I bought it right away. It scrolled on and on sideways, bringing a thrill that hadn't existed in Famicom games up until then.

Iwata

It felt like the game world just kept on opening up.

Konno

Yeah. I was truly amazed.

Iwata

Kimura-san, did you play Super Mario Bros. before coming to Nintendo?

Kimura

Yeah. I was in university during the Famicom boom. One day, my big sister bought Super Mario Bros. together with a Famicom. I was already familiar with Mario from the Mario Bros. arcade game .20

Iwata

Oh, you played Mario Bros. at game centers before the Famicom version came out? 20. Mario Bros.: An action game that appeared in arcades in 1983 and was released later the same year in September for the Famicom system.

Kimura

Yeah. I thought Super Mario Bros. would be the same kind of game, but when I played it I was surprised—as Konno-san mentioned earlier—how as it scrolled sideways new land forms and enemies kept appearing, and I got totally absorbed in it. At the time, though, I wasn't very good at action games, so I remember continually repeating Worlds 1-1 and 1-2.

Iwata

You couldn't move beyond that.

Kimura

No. I couldn't play it through to the end.

Iwata

I see. It's funny how someone who once had to keep repeating Worlds 1-1 and 1-2 became the producer of New Super Mario Bros.! (laughs)

Kimura

Yeah. (laughs)

Iwata

Koizumi-san, you were a high school student, weren't you, when Super Mario Bros. came out?

Koizumi

Yeah.

Iwata

Did you play Super Mario Bros.?

Koizumi

No, I knew about the Famicom and my friends were really into it, but I was more into movies and hardly had any opportunities to play the Famicom. In university, I had the chance to play Super Mario Bros.: The Lost Levels21 on the Disk System, but it was too hard and I thought, "There's no way I can do this..."

Iwata

Your first encounter with Mario was in Super Mario Bros.: The Lost Levels?

Koizumi

Yeah. I jumped right into Super Mario Bros.: The Lost Levels.

Iwata

That's crazy! (laughs)

Everyone

(laughs)

Koizumi

When I heard how popular Super Mario Bros. was and tried it out, I thought, "But it's so difficult!" (laughs)

Iwata

Anyone who started with Super Mario Bros.: The Lost Levels would get that impression. I mean, it was made to be an advanced version of Super Mario Bros.

Koizumi

There was no way I could beat it, so I bought and played the game The Legend of Zelda 22 instead.

Iwata

(laughs) By the way, Kimura-san, have you beat Super Mario Bros. since joining Nintendo?

Kimura

Thankfully, yes! (laughs) In college, I loved RPGs and beat some, but Mario is an action game, so unlike RPGs, you can't really move forward simply by putting in time to build up experience and get stronger. So I was super happy when I applied myself and cleared it.

Konno

In the case of arcade games, there basically weren't any action games that had an end.

Iwata

Yeah, the more you improved, the longer you could keep playing.

Konno

It was about seeing how far you could get while your determination and stamina held up. I was part of that arcade generation, too, so I wasn't expecting action games for home consoles to have an ending. Then when I was playing Super Mario Bros. and at the very tail end of it the words "Thank you, Mario!" appeared, I was like, "Say what? Did it just end?"

Iwata

(laughs)

Konno

That was a surprise back then.