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: Sin & Punishment: Star Successor

The N64 Controller Provides Inspiration

Iwata

Thank you for taking time out of your busy schedules today.

Maegawa

It's a pleasure. Thank you for having us.

Iwata

The previous incarnation of Sin & Punishment1, for the Nintendo 64 system, is a bit of a cult classic. I've asked you to come all the way here to Kyoto because I'd like to ask your help in conveying to as many people as possible what kind of people make Sin & Punishment and what is so great about it. I'm counting on you.

Maegawa

We're happy to help.

Iwata

First, I'd like our guests from Treasure2 to introduce themselves.

1 Sin & Punishment: a shooting game developed for the Nintendo 64 and released only in Japan in November 2000. (the game is now available on the Virtual Console service for the Wii console for 1200 Wii Points)
2 Treasure Co., Ltd.: A video game developer founded in 1992 with particular expertise in action and shooting games. Among the many games it has been involved in the developments are Mischief Makers, Ikaruga and Wario World.

Maegawa

I'm Maegawa, president of Treasure. I served as producer on Sin & Punishment: Star Successor.

Nakagawa

I'm Nakagawa from Treasure. I was director this time, so in addition to my main job as programmer, I also did planning or whatever else came my way.

Suzuki

I'm Suzuki, a designer. I was an employee of Treasure when the first game came out, but now I'm a freelancer. I lent assistance this time as art director.

Iwata

You all worked on the previous game, right?

Maegawa

Yes.

Iwata

I would like to hear how the first game began and how you made it.

Maegawa

All right. It all began with the Nintendo 64 controller. At the time Nintendo had suggested two ways of holding it, left position and right position3, but most games called for the right position.

Iwata

Super Mario 644 used the right position, so everyone used that.

3 Left and right positions: For right position, players would hold the right grip with their right hand, and use the thumb of their left hand to operate the analog stick. For left position, players held the left grip in their left hand and used the thumb of their right hand to operate the analog stick.
4 Super Mario 64: The first Mario 3D action game, released simultaneously with the Nintendo 64 in June 1996.

Maegawa

We started talking about how no one hardly ever used the left position, even though you can perform independent actions with it.

Iwata

You can do some unique controls, but no one used it.

Maegawa

Right, no one used it. But we thought it would make for interesting game operation and started development.

Iwata

So Sin & Punishment began with you deciding to make full use of the left position.

Maegawa

Yes. We thought maybe you could aim with the analog stick and move with the D-pad in the left position.

Iwata

How did that work out as you began development?

Maegawa

We realized that the independent operations in the left position would be unexpectedly hard for players the first time they tried it.

Iwata

Because they'd never done it before.

Maegawa

And Nintendo told us that. What's more, a Controller Pak accessory5 could be plugged into the Nintendo 64 controller, and there was talk of adding a sensor to it. But we had already begun development for the left position. Adapting it to a sensor at that point would have only lengthened a development process that was already dragging on. We abandoned it, but after some time had passed, the Wii console arrived...

Iwata

That's quite a long time! (laughs)

5 Controller Pak: An accessory for the Nintendo 64 controller. It could be inserted into the bottom and used to save game data, etc.

Maegawa

It sure is! (laughs) When I saw the Wii Remote controller, I thought, "So this is the sensor they were talking about!"

Iwata

Ah, I see.

Maegawa

So I said, "Come on, let's make Sin & Punishment for Wii!" and started bugging these two about it.

Nakagawa and Suzuki

(nods in agreement)

Iwata

(laughs)

Maegawa

We thought, "We could use the Wii Remote controller's pointer to aim and the Nunchuk controller to move! That's it!" And that's what got us started.

Iwata

Wait, not so fast! Before we get into the Wii version, I want to hear about the original game! (laughs)

Maegawa

Oh, right. (laughs)

Iwata

About when did development of the N64 version begin?

Maegawa

It went on sale in 2000, so... The setting for the original game was 2007 viewed as the near future and the story was supposed to occur ten years in the future, so we probably submitted the proposal around 1997.

Iwata

The near future? 2007 has already past! (laughs)

Maegawa

Yeah. (laughs)

Iwata

For a game that was developed back then, Sin & Punishment took a relatively long time. And it went on sale during the last days of the N64 system. It was like you just barely caught the last train. (laughs)

Maegawa

Sorry. (laughs)

Iwata

Not at all. To tell the truth, I ran into some trouble in the days of the N64 myself. Back then, I was president of HAL Laboratory, Inc. The Nintendo 64 came out in 1996, but until 1999 and the release of Super Smash Bros.6 and Pokémon Snap7, HAL Laboratory wasn't able to contribute much in the way of new products.

That was because Nintendo 64 drastically changed how things were made up through the Super NES system. We ran up against how to make the best use of 3D graphics, and the team had quite a hard time.

About that time, in 1997, you wrote the proposal for Sin & Punishment, and the game came out in 2000. Could you tell me a little about the process of trial and error you went through at Treasure during that period?

6 Super Smash Bros.: A fighting game released in January 1999 for Nintendo 64.
7 Pokémon Snap: A camera-adventure game released for Nintendo 64 in March 1999.

Maegawa

Maybe it would be best for our programmer Nakagawa to talk about that...

Nakagawa

Okay, um...as Iwata-san just mentioned, how video games are made changed drastically with Nintendo 64.

Iwata

They sure did. It was a huge change.

Nakagawa

But before Nintendo 64, there had been some systems by other companies that were like 3D graphics entry-level consoles. So when it came to 3D know-how...

Iwata

You already had some.

Nakagawa

Yes. I was certain I could make it work for Nintendo 64, but Nintendo 64 was...it was really something. (laughs wryly)

Iwata

(laughs) If you didn't do it well, it wouldn't work at all.

Nakagawa

Right...that's exactly it. It just wouldn't work...

Maegawa

I was a main programmer at the time, so I really understand what he went through.

Nakagawa

Before the Nintendo 64 system, there were only entry-level consoles in terms of 3D capabilities, right?

Iwata

Yes.

Nakagawa

But Nintendo 64 was truly a 3D machine.

Iwata

That's because we adopted the architecture from Silicon Graphics, Inc.8 Nintendo 64 had a number of restrictions, but it truly was a full-blown 3D machine. Nonetheless, the limits it had were such that, unless you used it right, it wouldn't run well.

8 Silicon Graphics, Inc.: An American company that was foremost in 3D graphics processing technology. Established in 1982.

Nakagawa

I'd been enjoying working on the entry-level machines, but when I suddenly got my hands on a machine for real pros, for about a year it just wouldn't work...

Iwata

Uh-huh.

Nakagawa

(silently stares into the distance)

Iwata

It...wouldn't work?

Nakagawa

Phew... (long sigh)

Iwata

(laughs) That sigh was laden with meaning. (laughs)

Nakagawa

(nods exaggeratedly)