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 5 : Original Super Mario Developers

The New Guys, Too!

Miyamoto

See how it says ojama (obstacle) in a picture of the screen in the first specifications?

Iwata

Yeah, there were "obstacles" back then, not "enemies." I remember we used that term when we shifted the arcade version of Donkey Kong6 over to the Famicom. Originally it was "things that get in the way."

Miyamoto

We called them ojamamushi (nuisances). But once, when interpreting to overseas staff, someone asked what kind of an insect (mushi) an ojamamushi is. It was a serious question, and I had no idea how to answer.

Iwata

(laughs) 6. Donkey Kong: An arcade game that appeared in 1981. The Famicom version was released in 1983.

Miyamoto

They translated it as "obstacle."

Iwata

Or shogaibutsu in Japanese. Thanks to Nakago-san holding on to all this stuff, we can learn a lot even 25 years later. (laughs)

Nakago

Earlier we talked about flying. Here are the specs from that time.

Iwata

Hmm, at this point it's not a rocket that he's riding, but a cloud. About when was this written? There's no stamp with the date.

Nakago

This was later than the first specs.

Miyamoto

This looks like Tezuka-san's drawing.

Tezuka

Yeah. There's no date, so it's probably mine.

Iwata

Ah, that shows your personality. (laughs)

Tezuka

(laughs)

Miyamoto

Tezuka-san was a new guy back then, but he said whatever he wanted, like, "I wanna fly around the sky on a cloud." I'd be like, "Well then draw it!"

Iwata

And this is what resulted.

Nakago

Even though we ended up not using it.

Iwata

Tezuka-san, you joined Nintendo in April of 1984, the year after the Famicom came out.

Tezuka

Yeah. I joined the same time as Kondo-san.

Iwata

You're peers.

Kondo

Yeah.

Iwata

Super Mario Bros. was completed your second year at the company, so when the first plans were drawn up, you two were still new guys in your first year.

Tezuka

Right.

Kondo

Yeah.

Iwata

Yeah.

Miyamoto

Back then, before Tezuka-san came, I was doing all the design work myself, so it was a big help just to have another designer. (laughs) When they joined, I was partway through Devil World7, so I had them help me with that.

Iwata

So Devil World was Tezuka-san's debut work?

Miyamoto

I think he was assistant director.

Tezuka

Yeah. I was a helper.

Iwata

Was Devil World also your debut, Kondo-san?

Kondo

Yeah.

Miyamoto

After that, Nakago-san and I worked together making Excitebike.8 I had Tezuka-san polish up the art I did, and we started in on Kung-Fu9, but Tezuka-san...

Tezuka

I didn't do anything for Kung-Fu.

Kondo

I helped out a little.

Miyamoto

You helped out with the sound effects, right?

Kondo

Yeah. 7. Devil World: An action game released for the Famicom system in October 1984.

8. Excitebike: a side-view racing game released for the Famicom system in November 1984.

9. Kung-Fu: An action game released for the Famicom system in June 1985.

Iwata

By the way, were you originally supposed to work on music when you joined Nintendo?

Kondo

Yes. I was hired along with one other person to be the first music staff.

Iwata

You were our first music team.

Kondo

Yeah. But there were some before us, like Hirokazu Tanaka10, who did music along with programming. 10. Hirokazu Tanaka: Hirokazu Tanaka worked at Nintendo as a composer and was responsible for the music for many titles, including Balloon Fight, Dr. Mario and Mother. He is currently the president of Creatures Inc.

Iwata

Before, the technology personnel also made the music. I, too, made sound effects during the Famicom's golden age, even though today it's unimaginable. (laughs) Did the idea naturally arise within the company that music specialists were necessary? Or did you push for that, Miyamoto-san?

Miyamoto

I think some other people were saying that, too, but around the time of Donkey Kong, we didn't have anyone but Tanaka-san who could write music, so I was often talking about how we'd be in trouble if we didn't get any sound specialists. And I said that in the coming years we would definitely need, not just musicians, but designers as well.

Iwata

That was just when specialization was picking up.

Miyamoto

Yeah. After Kung-Fu, we started making Super Mario Bros., and I appointed Kondo-san to sound.

Iwata

You thought Kondo-san was right for the job. Why was that?

Miyamoto

He made a song for Devil World's bonus screen, and I thought that attitude was really great.

Iwata

A song for Devil World? (laughs)

Miyamoto

Yeah. Kondo-san thought up the tune, and Tezuka-san wrote some lyrics. I thought, "They're neat, so let's put them in the instruction booklet!"

Iwata

Because they were neat. (laughs)

Miyamoto

It was really fun to have young guys come into the company and to work with them.

Iwata

Is the musical notation for Devil World still around?

Kondo

The lyrics are around somewhere, but...

Miyamoto

On the bonus screen, there's a song that goes ♪da-dum-da-dum da-dum-da-dum, and the words go, "♪This one? That one? Which one?"

Everyone

(laughs)

Nakago

I've heard that. (laughs)

Miyamoto

Writing words for video game music and including the notation and lyrics in the instruction booklet wasn't something anyone was doing back then, so I was all for it.

Iwata

No one was doing it, so you encouraged the new guys to. You encouraged the new guys to do it by saying no one else was doing it.

Kondo

But unfortunately, that never got put in. (laughs)

Everyone

(laughs)