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Iwata Asks - Volume 5 : Original Super Mario Developers - Page 4

Designing Levels Together

Tezuka

This isn't about the shopping game show, but I think limits are important. The newer employees don't have much of a sense of that.

Iwata

In this day and age, if someone tells you to do something with 30 bytes, you can't do anything. But back then, we'd be like, "That's ten blocks!" (laughs)

Miyamoto

We enjoyed that. It didn't get us down.

Iwata

Tezuka-san, you came in as an artist. Did you enjoy those restrictions, too?

Tezuka

It was really fun. I had just joined the company, so rather than just working along with the designs, I'd ask what the conditions were and have fun working within those constraints.

Iwata

That was fun for me, too. At the time, when someone came to me and said, "I'm having trouble because there isn't enough memory," I was—to be honest—really happy. (laughs) Seeing if you could achieve programming for the same functions with a smaller amount of memory was one way for a programmer to show off.

Miyamoto

We were like, "If we just leave it to Iwata-san, he'll take care of it." (laughs)

Iwata

I enjoyed that as I worked.

Nakago

(flipping through the documents) For example, this castle was like that.

Nakago

The castle at the start is small, and the one at the goal is big, but they're actually the same castle.

Tezuka

We took the top of the castle at the goal and used it at the start.

Nakago

If you look closely at the castle at the goal, there's a door in an upper floor, but we insist it's a window! (laughs)

Nakago

We were always thinking of tricks like that when we made Super Mario Bros.

Iwata

About how we could make a game look richer with just a small amount of data...

Nakago

We poured our strength into figuring out how to use a little data to represent a lot.

Iwata

You began making Super Mario Bros. and came up with various artful contrivances to make the game a grand culmination of previous games. When did you sense that it had become something amazing?

Nakago

Without a doubt, when we did the background.

Iwata

When it went from black to a blue sky.

Miyamoto

(picking up a planning sheet) Here it is.

Iwata

Tezuka-san, did you draw this?

Tezuka

I think maybe it was Miyamoto-san.

Miyamoto

Did I draw this? Yeah, it's mine. I signed it. (laughs)

Iwata

Looking at the date...it's signed February 28, 1985. Only a week had passed since the first specifications.

Miyamoto

Don't I work fast?

Miyamoto

There's a palette in the upper right-hand corner of this planning sheet. I tried to use that to manage things—like by making the greenery and clouds out of the same parts.

Iwata

The greenery and clouds are made from the same parts, and you could only use four colors for each one. You filled into the palette which colors you wanted to use for those four colors. That was a feature of the Famicom hardware. If you change the combinations of the four colors, the same object can look amazingly different. We made full use of that back then.

Miyamoto

Yeah. In order to put a bigger game than any other into the small capacity of the Famicom cartridge, we had to come up with ideas like that to pack in content.

Iwata

That kind of puzzle-solving was a big part of making Super Mario Bros. games.

Miyamoto

It was fun making games that way.

Miyamoto

That was fun for those of us making the game, and the resulting levels were fun for the players.

Iwata

Who designed the levels?

Miyamoto

Tezuka-san and I.

Tezuka

We designed them together.

Miyamoto

No one but Tezuka-san and I drew them.

Nakago

It's true. It was just them.

Miyamoto

We drew them all. That way, different personalities meet in an interesting way that you wouldn't see if only one person did them.

Iwata

Tezuka-san, what did you have in mind at that time with regard to landform design and placement of enemies? Even 25 years later, everyone recognizes that the placement of enemies in Super Mario Bros. is interesting. How did such impressive mapping come about?

Iwata

And you can't just say, "By chance." (laughs)

Tezuka

It wasn't by chance. (laughs) As I designed a level, I would anticipate how the players would play it, and then I would show it to Miyamoto-san.

Tezuka

He would look at it and make comments like, "The player will probably approach it this way. When an enemy appears here, the player will run this way, but we don't want the player to hit Mario's head on that, so..." Then I'd fix what didn't feel right.

Iwata

Tezuka-san, did you comment on the maps Miyamoto-san made?

Iwata

Or was Miyamoto-san always the master?

Tezuka

(firmly) He was the master. Back then, you could only see a working version of a map you'd drawn once a day, so you tried to make it as good as possible on paper.

Iwata

Oh, right. That was another restriction, but maybe there were benefits to that. At the time, we didn't have all the convenient tools that we do now, so you couldn't just plop in an item and check it right away. If you designed a sloppy level, you'd waste a whole day.

Tezuka

Despite the way it looked...I really thought about it.

Miyamoto

He was just a new guy, but he thought about it as hard as he could.