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.





Special Edition: Creative Small Talk

Nothing is Absolutely Bad

Itoi

Have you ever had an experience where one of the younger members of your team ended up working on a project that you thought you stopped, and it turned into something really interesting?

Miyamoto

Oh, that's happened to me a few times. Because when I stop a project it's because it's risky, not because it definitely won't work.

Itoi

Oh, I get it.

Miyamoto

Right. It might work, but it's risky.

Iwata

It's a question of the odds.

Miyamoto

Right. When the odds are low.

Itoi

Ahh...

Iwata

When you're making something with computers and you invest in something with low odds, you end up spending a lot of energy on it when the odds are that you'll probably have to throw it all away. So it's up to Miyamoto-san to use his eye and his experience to stop projects like that.

Itoi

Oh, I see.

Miyamoto

So if it looks like something has an endpoint, I'll have out with it, even if it's a project that I originally put a stop to. You know how in Super Mario 644 you can grab Bowser and spin him around by his tail?

Itoi

Yeah? 4. Super Mario 64™: The first 3D action game in the Super Mario series. Released for the Nintendo 64™ system in September 1996.

Miyamoto

I actually stopped that.

Itoi

Really? Why?

Miyamoto

I didn't tell them it was impossible, but I said, "Don't explore that direction anymore." I just felt like it was pretty risky. Then something happened to get the program working, and I decided that since there was now a light at the end of the tunnel, we should go with it as one of the main features.

Itoi

Oh... (laughs)

Miyamoto

To pick up Bowser from a programming perspective, it needed to be a system that worked by pairing a parent object and a child object. If the parent object moved, the child object would move with it. But when we tried to get it running, it turned out to be a really heavy system.

Iwata

Since it was a game that was being developed in conjunction with Nintendo 64, no one had any idea what the processing capabilities of the final hardware would be. If the feature needed to be heavily reliant on a lot of processing, the odds would be low.

Itoi

Oh.

Miyamoto

But it worked the way it should, so I decided we might as well go as far as bringing that action of picking up Bowser and throwing him to the center stage.

Itoi

So you originally stopped that plan not because of the direction it was going in, but because you thought it would be difficult to execute.

Miyamoto

That's right.

Iwata

You have to think of things in terms of the system, after all.

Itoi

I get it. That's really interesting.