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

Too Difficult Even for a Developer

Sugiyama

I'm remembering a lot as we talk. (laughs) Super Mario had a lot of bugs, which gave rise to a lot of talk about secret tricks, so when we remade it for the Super Famicom, we wanted to leave in those glitches that didn't have a negative effect. We did, however, fix the bugs that we thought might interfere with the progress of the game. Some were of the opinion, though, that it handled slightly differently in places.

Iwata

I remember that, too. Some people said it controlled a little differently.

Sugiyama

That's probably because we fixed something at those places.

Iwata

So many people played Super Mario, and the players found out and shared all those secrets, and in the end there were even rumors of a whole world that wasn't supposed to exist.

Sugiyama

Yeah. (laughs)

Iwata

A lot of the tricks involved moving around the map in ways we never intended.

Sugiyama

That's right. For the Super Famicom, we left in infinite 1-UPs, but actually set a limit of about 128.

Iwata

So it wasn't infinite, but 128.

Sugiyama

Yeah, some players might have been disappointed. (laughs)

Iwata

Some might not have been fully satisfied by the first Super Mario, so we made The Lost Levels for advanced players.

Sugiyama

Right, right.

Iwata

That was a really difficult game. I doubt less skilled players could easily get a grip on it. Did you somehow manage while you were making the game?

Sugiyama

No...I left it to others. (laughs)

Mori

Me, too! (laughs)

Iwata

(laughs)

Mori

We did all the debugging back then, so I remember it well.

Iwata

We didn't have a staff dedicated to debugging then, so the developers had to check the games that they had made themselves.

Mori

Yeah. And Super Mario All-Stars had four games, so we had to decide who would do the debugging. Right at the start, I declared I couldn't do Super Mario Bros.: The Lost Levels. (laughs)

Iwata

(laughs)

Mori

Luckily, a few of the developers were good at video games, so I asked them to do Super Mario Bros.: The Lost Levels and I did Super Mario Bros. 2.

Iwata

The Lost Levels really is a tough game, so I think it would be great if people who are confident in their video game skills use this opportunity to challenge themselves.

Sugiyama

I just remembered that we wanted to relieve that toughness a bit, so we changed the number of players from three in the original to five in Super Mario All-Stars.

Iwata

But that doesn't help much!

Sugiyama and<br />Mori

(laughs)

Sugiyama

Well, a little... (laughs)

Iwata

Well, I suppose the probability of clearing it might improve a bit, but...nah, I don't think so. (laughs)

Sugiyama

Yeah, I guess not. (laughs)

Iwata

It could be a big change for advanced players, though.

Sugiyama

We also added a save function.

Iwata

Oh, the original Super Mario Bros. came out before it was possible to save.

Sugiyama

That's right.

Iwata

The battery backup7 cartridge was a revolutionary invention back then.

Sugiyama

That made it possible to save after each level in The Lost Levels. The intention was to offer some significant help.

7

Iwata

I see. I imagine that would have much more of an effect than increasing the number of players!