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.





PlatinumGames

Into the Trash

Iwata

Minami-san, you entered Capcom as a designer, but a year later you got into planning. Were you known as a "plan man"?

Minami

I'm surprised you know about that! (laughs)

Inaba

Even now, at PlatinumGames, we call him "plan man."

Iwata

A plan man's work requires two attitudes—an intense passion for something he wants to make, and on the other hand, a cool head for decisions in consideration of how other people will view it.

Minami

That's right.

Iwata

Did you take to that right away?

Minami

No. At first, not at all.

Iwata

Well, I suppose if someone could do that from the very start, I'd like to see him! (laughs)

Minami

At first, I'd be thinking about a project and fall into self-doubt, like, "Is this really any good?" I'd think as hard as I could on into the night, but in the end I wouldn't know which way to go. Then when I took a project proposal to a senior programmer, he'd say, "That's boring," and it would go in the trash, literally. It would get tossed into the trash—plop!—right before my eyes!

Iwata

That's harsh.

Minami

Yeah. It really was. But those were the times.

Iwata

You couldn't make something unless the programmer said, "Ah, that'll work."

Minami

Exactly. You couldn't even get anyone to make visuals for it. When I first began work as a plan man, I thought the people around me would cooperate in achieving my ideas. But not at all!

Iwata

That must be that if you can't convince those closest to you, then you certainly won't win over consumers.

Minami

You're exactly right. It was like, "Why would the customers think it's fun if we ourselves don't?"

Iwata

You were sharpened as a plan man by having those people around you.

Minami

Yes. It was a pretty competitive company, so it had that "sports-team" atmosphere. But even now… (looking at Inaba-san) what I do is similar! (laughs)

Inaba

Yes, that's right! (laughs)

Iwata

(laughs) It's a tradition that carries on! But even though you had a hard time then, isn't that much better than actually making something only to have the public say it's no good?

Minami

Yes. But when I was young, I had trouble understanding that. (laughs)

Iwata

Right, when you're young, you just can't understand those things right away. (laughs)

Minami

So I always thought it was terribly harsh.

Iwata

How were you able to stand it?

Minami

Several times, I thought about quitting. Each time, I would think, "What will I do after I quit?", and be in a rut. In times like that I'd go home, all tired, and play video games!

Iwata

Video games were giving you such a hard time, but you went home to play more video games.

Minami

I often wondered why that was. Video games are fun to play, so they contain the type of entertainment I want. Then one day I realized that a few people were lucky enough to be involved as a developer in something that I could get absorbed in playing games even when so tired.

Iwata

Yes, we are fortunate.

Minami

Yeah. So I thought, "I'll stick with it a little longer."

Iwata

Indeed, video games are something that many people play incredibly seriously and with passion, so we are fortunate to be able to create that opportunity.

Minami

Yes. I eventually realized that and persevered, but even after that, I repeatedly went home frustrated. (laughs)

Iwata

What occasioned your leap forward as a plan man even after all that initial frustration?

Minami

It was the Super Ghouls'n Ghosts5 game. The Super NES came out and the first title Capcom released was Final Fight6, which was another port from an arcade game, so I worked on it. We wore ourselves out finishing that up in a really short time. Then, my boss said I could take two weeks off, which was rare. 5. Super Ghouls'n Ghosts: An action game released by Capcom for the Super NES system in October 1991.

6. Final Fight: A belt-scrolling action game that appeared in arcades in 1989. The Super NES version was released in December 1990.

Iwata

Your boss wouldn't usually say that?

Minami

On occasion he had said I could take two days off on Saturday and Sunday! (laughs)

Iwata

Didn't you think that was suspicious? (laughs) I heard at Capcom there is a tradition where a boss would take the staff out to eat when he plans to involve them in a challenging project.

Minami

So I took off two weeks and came back to work and he said, "We're making Super Ghouls'n Ghosts, but you know it isn't making any progress, right?"

Iwata

Development had bogged down.

Minami

Right. The first stage looked done, but as a game, it simply hadn't taken form. He told me to do it. Then, for about two years, I worked on it without hardly even going home.

Iwata

So after your reward of two weeks off, about two years of total absolute trial and tribulation awaited.

Minami

Yeah! (laughs) And even as the deadline closed in, we kept remaking the master ROM.

Iwata

It's called a lot check when you verify that the software would runs correctly on the game console from any manufacturing lot. And that failed several times. I experienced that too, it's really tough! (laughs)

Minami

It really was! We caused Nintendo some trouble, but in the end, we took it directly to the factory and somehow got it out into the world. Super Ghouls'n Ghosts really gave us a hard time, but after release, it received great reviews.

Iwata

Your hard work paid off.

Minami

Yes. I was thrilled. When I first took it on partway through development, I thought they'd really foisted a chore on me, but after release and the positive reviews, I was extremely thankful to my boss for giving it to me. That's how happy I was.

Iwata

When a project ran into trouble and your boss asked you to do something about it, it was because he trusted and relied upon you. After development was over, you realized for the first time that he had entrusted you with a difficult job.

Minami

That's right. The experience of having players evaluate my work was a big turning point for me. Ever since, I've thought, "I'm going to keep doing this work the rest of my life!"