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 2 : The Developers

Updating the Graphics

Iwata

We have decided to re-release Super Mario All-Stars1 for the Wii console. This compilation was previously released for the Super Famicom (Super NES). When I looked into who was in charge of the previous release, your names came up, Sugiyama-san and Mori-san. That's why I suddenly asked you to join me today.

Sugiyama

This really caught me off guard! (laughs) It was quite a long time ago.

Iwata

So today "Iwata Asks" people who may not remember very much. (laughs)

Sugiyama and<br />Mori

(laughs)

Iwata

Thanks for coming.

Sugiyama and<br />Mori

Thank you for having us.

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Sugiyama

When I heard about today's interview, I rushed to my closet, pulled out my Super Famicom and Mario All-Stars and reacquainted myself! (laughs)

Iwata

(laughs) How did it feel to play it after so long?

Sugiyama

It's fun to play even today, and my fingers move all on their own!

Iwata

Your fingers remember! (laughs)

Sugiyama

They sure do! It's weird. (laughs) Even though I hadn't played it for so long, I remembered exactly where to hold the buttons tight and so on...

Iwata

Did you remember a lot about developing Super Mario All-Stars 17 years ago?

Sugiyama

Not at all... (laughs)

Iwata

Even though your fingers remembered how to play it so well? (laughs)

Sugiyama

My memory is really vague. (laughs)

Iwata

You're both still active on the front lines of development, but what were each of you doing back when you made Super Mario All-Stars for the Super Famicom system?

Sugiyama

Someone else was the main director. I lent support as an assistant director and designer.

Mori

I was designer in about my third year with the company.

Iwata

Do you remember how it was decided to make Mario All-Stars?

Sugiyama

If I remember correctly, Miyamoto-san brought it up a little while after development of Super Mario Kart2 had ended. He wanted to create a value pack combining all the Super Mario series games. I think the idea was to include the Lost Levels3, a game not many had played on the Disk System, thereby giving people another opportunity to play it.

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Iwata

So it began with the idea of taking the four Super Mario titles for the Famicom, remaking them for the Super Famicom, and offering them together as a great deal.

Sugiyama

Right.

Iwata

Are the specifications for Super Mario All-Stars still around?

Sugiyama

(bluntly) No.

Iwata

(laughs)

Mori

They're gone. When I heard about this interview, I looked all over, but came up empty-handed. Sorry.

Sugiyama

All I could find where I worked on it was a few scribbles on a scrap of paper.

Iwata

We still wrote things down by hand back then.

Sugiyama

Yeah.

Iwata

What's really miraculous is how Nakago-san4 has kept materials from over 25 years ago. Since nothing remains from that time, please do your best to recall what happened 17 years ago. (laughs)

How did development of Super Mario All-Stars begin? Did it begin with analysis of the programming of Nintendo's own games?

Sugiyama

SRD5 did the original programming, so...

Iwata

SRD was in charge of the programming for the 2D Mario games starting with Super Mario Bros.

Sugiyama

Right. So that made some things easier.

Iwata

The people who created the original games were involved, so you could consult the actual developers.

Sugiyama

Right.

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Iwata

But all the data for the graphics wasn't still around, so I doubt it was easy work. Mori-san, as a designer, what did you begin work on?

Mori

The first thing I was told to do was update the graphics.

Iwata

You were going to run Famicom (NES) software on a Super Famicom, so you needed to update the old graphics. But weren't you a little intimidated?

Mori

Yeah. At first I was. (laughs) When I heard that I was supposed to update the graphics for a Mario game-and not just any Mario game but the original Super Mario-I was like, "Huh?! Is it all right for a guy only in his third year here to do that?"

Iwata

Super Mario Bros. is Nintendo's flagship title, so you wondered if it was all right for you to touch it.

Mori

Yeah. And if I remember correctly, the first thing I was asked to do was redraw the first Bowser's castle that appears. There weren't many components to that castle in the original Famicom version.

Iwata

For the Super Famicom, you could put together a lot of parts.

Mori

Yes. We had to assemble components for the Super Famicom version, too, but we had quite a lot of parts to use.That castle is one of the first things players see, so I was under a lot of pressure, and I spent a lot of time on it.

Iwata

Super Mario All-Stars has four games in it. Which ones did you work on?

Mori

I worked on the BG, that's how we called it back then, for the first Super Mario and Super Mario Bros.: The Lost Levels. I was responsible for using the increased number of colors available and lots of tiles to redo the BG graphics one by one in order to update them for the Super Famicom.

Iwata

You just used the abbreviation BG. Perhaps I should explain. Back in the days of the Famicom, Super Famicom and the first Game Boy system, we abbreviated the word background to BG. You made it by filling up the space with 8x8-pixel components called tiles.

Mori

Right. I think I did all the objects and about half the BG for Super Mario Bros. 2.6

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Iwata

Maybe I should also explain what we mean by objects. Objects are those things like Mario or Koopa Troopas that move around in front of the BG. They were made to be moved on a scale of one pixel, so we called them moving objects. Abbreviate that and you get "OBJ" or "object." Back then, we were making games using abbreviations like BG and OBJ that the average person wouldn't understand at all.

Mori

Right. Thanks. (laughs)

Iwata

I was a developer back then, too! (laughs) To sum up, you could do a number of new stuff with the Super Famicom, like use more colors and components, so it was your job to make richer graphics in accordance with that.

Mori

Right.

Iwata

You weren't simply creating a copy, you had to rework it for the Super Famicom.

Sugiyama

Right. In the collection, Super Mario Bros.: The Lost Levels, in particular, were different from their originals. We fashioned the characters somewhat after those in Super Mario World for the Super Famicom.

Mori

Yes, that's right. So we even put a black outline around Mario.