More About Wii…

Letting Everyone Know It Was A Good Mushroom

Iwata
What were your initial considerations when you began working on Super Mario Bros. for the Famicom?
Miyamoto
After Mario Bros., there were a fair few jumping-style games released by various companies and I felt that this kind of jumping game had been our idea.
Iwata
Donkey Kong involved jumping, as did Mario Bros., so you felt that Nintendo were the real originators of this kind of game.
Miyamoto
I did. I went as far as thinking that jumping is an original idea and that it should be patented! Anyway, I thought: "Right, I'm not going to let those other games top us!" (laughs) We had done tests where a large character jumped around with the blue sky in the background…
Iwata
Video games at that time usually had a black background.
Miyamoto
Video game designers back then wanted to keep that black background as it was less tiring for the players' eyes to see. But I felt like the time had come when people were tiring of that and I thought it might be good to have a primary color background that varies. So we utilized the technical capabilities of the Famicom to the full and decided to make Super Mario Bros. based on the concept of having a large character that would negotiate land, sea and air.
Iwata
The game takes place on land, sea and air, with underground sections as well. Had you decided right from the start that it should be a large character that negotiated this terrain?
Miyamoto
We had broadly decided on this approach. A large character that would run around on the ground…
Iwata
…And swim in the sea.
Miyamoto
In terms of the game's structure, the swimming part is Balloon Fight16.
Iwata
You're right. That's exactly what it is.
16 The arcade version of the action game Balloon Fight was released in 1984 with a version released for the Famicom in Japan the following year.

Miyamoto
With Balloon Fight launching previously, that system of controls had been tried and tested. For the sky, we had the image of Sun Wukong from Monkey King jumping between clouds.
Iwata
And what was behind the idea of having a large character?
Miyamoto
We started off by doing tests to see how it would feel for the player to control a large character, double the size of Mario. As it felt really good, we continued to develop the idea. But then we discovered that it was more satisfying if Mario only increased in size partway through the game, so we decided to make a small Mario as well.
Iwata
By collecting a mushroom, Mario increases in size to become Super Mario. But why a mushroom?
Miyamoto
Well, the mushroom… When you think about Wonderland, you think about mushrooms, right? (laughs)
Iwata
(laughs)
Miyamoto
Some time ago I was being interviewed and I spoke about Alice in Wonderland. But it seems there was some misunderstanding and it's since been stated that I was influenced by Alice in Wonderland. That isn't the case. It's just that there has always somehow been a relationship between mushrooms and magical realms. That's why I decided that Mario would need a mushroom to become Super Mario.
Iwata
The mushrooms don't just sit there, but actually move. What gave you that idea?
Miyamoto
Well, in games you can either have objects following you that move at the same speed as you, objects that follow you but are a little slower than you, or objects following you that are a little faster than you. That speed makes all the difference in terms of how fun it is. We repeatedly did trials and saw the results, and I was adamant that something that you really want is escaping you at a bit slower speed than you would be really fun.
Iwata
You can experience the enjoyment of chasing something.
Miyamoto
Right. There was one problem, however. When you play, you encounter a Goomba right at the start and it's shaped like a mushroom.
Iwata
It does look very similar.
Miyamoto
So when you hit a box and something that looks like a Goomba pops out…
Iwata
You run away.
Miyamoto
Right, you run away. This gave us a real headache. We needed somehow to make sure the player understood that this was something really good. That's why we made the mushroom approach you.
Iwata
Yes, that's right. If you play the game for the first time with no prior knowledge, you're going to run into the first Goomba and lose a turn.
Miyamoto
Right, which is why you have to teach the player in a natural way that they need to avoid them by jumping over them.
Iwata
Then when the player tries to jump and avoid them, there are going to be times when they get it wrong and end up stamping on the Goomba. By doing that, they learn in a natural way that by stamping on them, you can defeat them.
Miyamoto
As long as you stamp on them, you have nothing to fear from Goombas.
Iwata
But if you avoid the first Goomba and then jump and hit a block above you, a mushroom will spring out and you'll get a shock. But then you'll see that it's going to the right so you'll think: "I'm safe! Something strange appeared but I'm okay!" But of course when it goes against a pipe up ahead, the mushroom will come back! (laughs)
Miyamoto
Right! (laughs)
Iwata
At that point, even if you panic and try to jump out of the way, you'll hit the block above you. Then just at the instant where you accept that you're done for, Mario will suddenly shake and grow bigger! You might not really know what's just happened, but at the very least, you'll realize that you haven't lost the turn.
Miyamoto
But you'll wonder why Mario suddenly got larger.
Iwata
You'll try jumping and see that you can jump to higher places and smash through the ceiling, so it'll be clear that you've become more powerful.
Miyamoto
It's at that moment that you first realize that the mushroom is a good item.
Iwata
That's the reason why it's designed so that whatever you do, you'll get the mushroom.
Miyamoto
Of course it's because we wanted the player to realize that this item was different from a Goomba.
Iwata
When I first realized that this had all been designed with that purpose in mind, I was really taken aback. When you tell people who weren't aware of it that the start of Super Mario Bros. was designed with this intention, it's rare that they won't be impressed.
Miyamoto
Is that right?
Iwata
It's not as if it was me who came up with it, but I've gone around bragging about it to plenty of people! (laughs)
Miyamoto
(laughs) It wasn't an idea that was in the original design plan for the game. It's something we thought about as we were making the game. But happily, it turned out for the best…
Iwata
So it's not the case that you can foresee everything before you start. Rather, as you develop the game, you gradually work on things by saying: "Perhaps it would be better like that… Maybe it would work better like this…"
Miyamoto
I always endeavor to develop games through a process of trial and error, sometimes taking an objective point of view and sometimes looking at things from the player's perspective.