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.






New Super Mario Bros: Volume 2

I'd Never Heard Of Pac-Man

Iwata

Now at this point, I'd like to turn to you, Tezuka-san.

Tezuka

Go ahead.

Iwata

What did you work on after you joined Nintendo?

Tezuka

Actually, the year I joined, I was initially asked to work on a small job on a part-time basis.

Iwata

This is before you joined the company full-time?

Tezuka

Right.

Iwata

Was the company particularly busy at the time?

Tezuka

I suppose they just wanted to give me a trial run.

Iwata

They wanted to find out what you were really like! (laughs)

Tezuka

Right. I guess they were a little nervous. (laughs) When I was working at the company part-time, Super-Punch Out!!13 was in the works and I helped out with some of the pixilated images.

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Iwata

So you were working even though you were still a student at the time?

Tezuka

That's right.

Iwata

But students on an art course would have had their final project to work on. Weren't you really busy in the run up to your graduation?

Tezuka

I was just about to graduate, so I had plenty of free time.

Iwata

I see.

Tezuka

But I really only worked in that part-time position for a little while, just for a period of a few weeks. That was my first job at Nintendo.

Iwata

What was your first impression when you met Miyamoto-san?

Tezuka

Well, I…

Iwata

You don't remember?

Tezuka

Right. I don't really remember! (laughs)

Iwata

That's just like you, Tezuka-san! (laughs)

Tezuka

(laughs)

Iwata

So even though Nakago-san worked on porting Donkey Kong to the Famicom, he claimed he didn't have a clue who Miyamoto-san was. Now, although it should have been some kind of date with destiny, you can't remember anything about first meeting Miyamoto-san. Yet from those inauspicious beginnings, you've worked together as a three-man team for the last twenty-five years! It really is a funny old world! (laughs)

Tezuka

I belonged to the Creative Department at the time…

Iwata

Was Miyamoto-san assistant manager at that point, or was this before he was promoted?

Tezuka

It was before he was promoted. So he was my senior in terms of experience at the company, but not in terms of position. Now there were only a few people in that department…

Iwata

That was a time when there were very few designers on the staff. This meant that graduates from an art background would tend to be gathered in that department, and then depending on the demand for designers from across the company, they would try to adapt and meet those needs.

Tezuka

That's right. So we did all kinds of things such as working on instruction manuals and designing playing cards…

Iwata

You'd also design the images on arcade cabinets. If anyone needed anything designed, it was your department that they'd call.

Tezuka

Right.

Iwata

Why did you originally apply to work at Nintendo?

Tezuka

I wouldn't have described myself as being a particularly big fan of video games, but I did have a lot of interest in jobs related to leisure and recreation. For instance, I was interested in getting involved in designing goods branded with characters' images. Students who'd studied design at university would often go on to work for printing companies or advertising agencies. But I wasn't particularly interested in the kind of jobs where you would first get a client, then design things in line with their requirements…

Iwata

You wanted to make things for yourself.

Tezuka

That's right. I felt really strongly about that.

Iwata

How were you introduced to Nintendo?

Tezuka

A friend of mine at the time had applied to work for Nintendo and he'd told me that it seemed like an interesting company.

Iwata

So if it hadn't been for that friend, you wouldn't be sitting here today?

Tezuka

I wouldn't be here today! But that friend didn't manage to graduate, so he didn't end up joining Nintendo.

Iwata

Life is strange, isn't it? If it hadn't been for that coincidence, Miyamoto-san wouldn't have gained his closest ally.

Tezuka

(laughs)

Iwata

So after joining Nintendo, what was the first job you worked on alongside Miyamoto-san?

Iwata

It was a game along the lines of Pac-Man16.

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16

Tezuka

Right. But at that time, I hadn't heard of Pac-Man…

Iwata

Wait! Hang on just a second! Are you telling me that someone who joined Nintendo in order to make video games and who is currently the head of the Software Development Department entered the company in 1984 without knowing Pac-Man?

Tezuka

I'd never heard of it! (laughs)

Iwata

That's unbelievable! (laughs)

All

(laughter)

Tezuka

Do you find that shocking?

Iwata

No, I'm just a little taken aback, that's all! (laughs)

Tezuka

Then when I played Pac-Man for the first time, I just thought: "Well, this is a fun game!"

Iwata

(laughs)

Tezuka

At the time, my job was to create pixilated images. Usually, I'd be given very rough and ready instructions…

Iwata

So you'd be told: "Just draw something. It doesn't matter what!"

Tezuka

Right. But because Miyamoto-san had a strong basic idea of the image he was after, he'd give me fairly detailed instructions: "Make it this shape. And it should be this size."

Iwata

At that time the hardware imposed severe limitations, so if you didn't have a clearly defined image of what you wanted, it would often end in failure.

Tezuka

That's right. In a sense, having to create something within the bounds of those limitations was actually a really enjoyable job.

Iwata

It was a bit like trying to solve a puzzle.

Tezuka

Yes, it was. What's more, the company at that time didn't have dedicated game designers who would come up with ideas for games...

Iwata

In the period we're discussing, the position of full-time dedicated game designer didn't yet exist, so the people designing the graphics or doing the programming would come up with ideas.

Tezuka

That's right. At that time, everyone put their heads together, collected their ideas and made the games in an amateur spirit. So I would also come up with ideas…

Iwata

What kind of ideas did you come up with?

Tezuka

For instance, when I was working on Devil World, there were roller bars on the left and right of the screen which would scroll...

Iwata

Then if you got pinned between those bars and the wall of the maze, it was all over.

Tezuka

That's right. Anyway, I suggested that we should have holes and you'd lose a turn if you fell into them. So we actually made a version to test it out.

Iwata

From around that time, Nintendo developers were starting to make games in a way where they could actually make a version in order to test ideas out. And when you tried it out, how did it go?

Tezuka

I was told: "This is a bit flat." So we went back to the original feature of being pinned by the roller bars.

Iwata

So your idea wasn't used in the end.

Tezuka

Right! I was really disappointed! (laughs)