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.





Iwata Asks: Punch Out

Investigating a Glove Interface

Takeda

There was another advantage that came from using two screens.

Iwata

What is that?

Takeda

By showing the player images with detailed resolution in the upper screen, they form an image in their head. That's why when they are playing, the nicer image of the character they saw on the upper screen remains in their head even if the graphics in the lower screen, where you actually play, are a little rough.

Miyamoto

At the very beginning, all we could display in the lower screen was a puny little boxer because when we made him bigger the image looked too rough. But we wanted to show an intense fight, so we tried zooming by 1.5 times. When we did that, it was unexpectedly hard to tell the difference. I was working together with Takeda-san to come up with mechanisms like this as we made the game. So the training from that time…

Iwata

Became a good experience for you later in life as a game designer.

Miyamoto

That's right

Iwata

By the way, why were you involved with the development of Punch-Out!!?

Miyamoto

At the time, I was in the Planning Department, which was the section that did design.

Iwata

What kind of work were you doing there?

Miyamoto

I did design for the entire company. I did advertisements, game design, and I went to any areas in the company that needed design work, and I worked everywhere, so I was like a support staff member.

Iwata

So when one department needed artwork, they would call you and you would go there and start drawing.

Miyamoto

Back then, Takeda-san had been working as a game designer at Research and Development Department 3.

Iwata

Research and Development Department 3. That is what the current Integrated Research and Development division used to be.

Miyamoto

Right. Research and Development Department 3 made the entire game from designing the substrate to making the software, but they didn't have anyone on the staff to draw pictures.

Iwata

That's why they called you.

Miyamoto

Well, at the time, it was still a small company. I was on the same floor as Takeda-san's team, so I would often come and go.

Iwata

What was the first project you worked on together?

Miyamoto

I think it was Sheriff6, wasn't it?

Takeda

The arcade game we made in 1979, right?

Iwata

So the first time you worked together was on Sheriff? I used to play that a lot back then. (laughs)

Miyamoto

I used to draw an audience at arcades in Kyoto. (laughs)

Iwata

An audience? I'm sure your smooth demonstrations would draw an audience. (laughs)

Miyamoto

By the time I noticed, there would be a huge group watching me and I would be really surprised. (laughs)

Everyone

(laughter)

Miyamoto

When we made Sheriff, I drew pixel images with another designer and we started searching for materials for the machine's housing. We would talk about wanting to make a new unit that was like no other one in the world. So we even went to a company that did the interior of airplanes.

Iwata

The interior of airplanes?

Miyamoto

This company could make wood grain prints that looked like natural wood. So we bought these stickers and attached it to the cabinet and made it look like an old American saloon. At any rate, back then, I was doing all of the design from the content of the game to the housing.

Iwata

Your background was industrial design, so you must've been good at that.

Miyamoto

I enjoyed it. After that, Takeda-san made a shooting game called Space Firebird7 which came out next, and I drew all of the pictures of the characters. We made Popeye8 together as well, one year after Donkey Kong.

Iwata

So that's why Miyamoto-san naturally ended up involved in Punch-Out!!. By the way, how did the game design start on this game?

Takeda

I was originally thinking of a realistic input device.

Miyamoto

The first time I heard that, I was very surprised. He was saying boxing should be played with gloves on the player's hands and that he would like to use an interface like a glove. As someone who plays videogames I told him that I didn't like ambiguous interfaces. Or ones that were hard to figure out. That's why we decided to use a joystick and buttons to make it as easy as possible to understand. Then we made the framework for the gameplay and the picture patterns. But by then Takeda-san's interest was already in a different direction. He started focusing on making the details of the game. He would say things like, this opponent's weakness is his chin, so let's call him "Glass Joe." He wasn't even a designer. (laughs)

Everyone

(laughs)

Iwata

There is an opponent from Italy named Pizza Pasta. Did Takeda-san name him too?

Takeda

That means that he sticks around and is hard to beat down.

Iwata

Like the way cheese on pizza is sticky. (laughs) No matter how hard I try, I can't make myself believe, that you, an engineer who excels at thinking about things extremely logically, came up with a name like Pizza Pasta. (laughs)

Miyamoto

Actually, Takeda-san is a pretty free-spirited person. (laughs)

Takeda

The reason I was so focused on the boxing gloves and the naming of the characters was because I had the American market in mind.

Iwata

The American arcade game market was very big at that time.

Takeda

It was, so the process involved making the game while keeping in very close contact with the staff at NOA (Nintendo of America Inc.). Back then, NOA only did marketing and sales, so I thought they might have a little interest in participating in development.

Iwata

That wasn't long after NOA had been established, right?

Takeda

They've all moved up now, but then I asked the young staff members to do voices such as the referee's voice, or the play-by-play.

Iwata

In those days, the idea of voice actors in videogames simply wasn't around.

Takeda

Also, America was really the center of the boxing world, so I made sure to get a lot of input from the members of NOA while making the game.

Iwata

Did you send material under development to America and have people look at it?

Takeda

There was no email then and you couldn't send a substrate for a game very easily then.

Miyamoto

You had to get it through customs.

Takeda

That's why I remember sending images and specification sheets by fax.

Iwata

Compared to now it was probably a lot more troublesome.

Takeda

After finishing the game, I forget whether this was 1983 or 84, we displayed it at a show in New Orleans, and we called the current world heavyweight champion Larry Holmes 9. We had a presentation where we demoed the game in front of everyone.

Iwata

You demoed the gameplay?

Takeda

Actually, it wasn't me, it was Larry Holmes. (laughs) I had him sign some boxing gloves and they were always on display in the Research and Development Department 3's room.

Miyamoto

Did you bring those gloves here today?