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Famicom Disk System:
The More You Play It, the More You'll Want to Play! [Disk 1]
Introduction | Part 1 | Part 2 | Part 3 | Part 4 | Part 5 | Part 6 | Part 7 | Part 8
THE DEVELOPMENT OF KID ICARUS WAS CONSTANT CRUNCH TIMENext, you said development had not finished on Kid Icarus until three days before release. This game was Mr. Osawa's debut, right?Osawa: Earlier, although Kiyotake spoke of how he was poor and neglected, I was even poorer and more neglected than he was! (Laughs) Sakamoto: (Nonchalantly) He was neglected even more [than we were]. All: (Laughs Heartily) Osawa: With Metroid, even though you said you were neglected, it really wasn't the case. With Icarus, I was the only person. In addition, because the program was requested from an external company [Intelligent Systems], I wrote the design document, drew all the pictures myself, brought it to that company, saw the finished product, and the thing was practically playable; until the development of Metroid was completed, they were not concerned that only one person was making it. After Metroid was finished, I was reinforced with more [team] members, but until then, they would say, "Good luck!" And when did you receive reinforcements as promised?Osawa: If I'm not mistaken, Metroid was released August... It was released on August 6.Osawa: You have a good memory! (Laughs) I was working overtime until about the last third of July, and everyone who had finished development had taken a break to refresh themselves. Therefore, while I was thinking, "Come on, hurry!" it became August, and I was the only one working! (Laughs) And when Sakamoto came back from vacation, if he wanted me to show him what I was working on, I'd tell him in a single word, "Can't!"* (Laughs) *Actually, I think the compound verb he uses is a long compound that means something like "Sorry, but I can't show you what I'm doing." Sakamoto: At the time, it was "only a jumping and arrow shooting game"! (Laughs) Metroid was an "only running and shooting game", but this time it was "only a jumping and arrow shooting game"! (Laughs)Osawa: Naturally, I wanted to make the things I liked, and even though Icarus was my first piece, I have an especially strong feeling for it. So it would be similar to the vigorous, good action game of "running and shooting" that sports-minded Kiyotake had made, and because by nature I like Greek myths, I put that motif into the action game I was making. In addition, I wanted to make an action game with the taste of an RPG. Although established character designs were developing rapidly, I was reasonably particular about ones where you hit things by firing arrows, [or rather, characters] related to this method of action-shooting. However, although I was still young, I was by no means connected to the nature of games, so... Regarding that part, Sakamoto entered into development to help me, and he put things in order. Sakamoto: I pulled all-nighters and made LOTS of decisions. [This] while saying, "If you don't decide soon, you won't meet the release date of the master" (software given to the factory for production). Osawa: At that time, it was continuously all-nighter, overtime, all-nighter, overtime. It was like that every day. However, even though I couldn't go home, I was happy. |
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Were you married during the first half of the development of Icarus?Osawa: Although I was not married, it was the same even after I got married! (Laughs) Things didn't change very much. However, Sakamoto was very angry during development. Sakamoto: I was making game design decisions for Icarus, and that day would become an all-nighter. Thereupon it became morning and if I said, "I'll sleep a little," because there wasn't even a futon or anything, I would draw back the curtains, cover myself up, and go to sleep! (Laughs) All: Laughs Osawa: Nothing was warm, for in those days, even the hours in which heating was cut had been settled, and it would become cold at night. Sakamoto: It was terribly cold. Osawa: Icarus was made over autumn to winter. Back then, since there was no place to sleep, we broke down cardboard boxes, spread them out for a bed, and drew the curtains... Sakamoto: We drew the curtains because the morning was dazzling! (Laughs) All: (Laughs) Osawa: However, when I would ask, "What was worse than being cold?" when I thought I could sleep at last, I was awakened by regular work hours. When I was told, "Wake up!" I would meekly reply, "Right!" and wake up. Even though there was a poster that said, "Please let me sleep until ten!" (Laughs) Sakamoto: Yes, I see! You were woken up because you were noticed. "Why doesn't this worthless guy get up early and work?" (Laughs) All: (Laughs) Osawa: However, I went to sleep at 7:00 in the morning, and would be woken up at 8:00. Nintendo by nature has early mornings, beginning now at 8:45. However... Sakamoto: In those days, we began at 8:15. That's very early!Osawa: Because of that, everyone trickling into work would say, "Hey, someone's sleeping. This worthless guy won't wake up!" Sakamoto: (Seriously) Such terrible words. Osawa: (Soberly in response) That doesn't have anything to do with the game! (Laughs) |
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No, we're understanding the atmosphere of the days of the Disk System, so please keep going! (Laughs)Sakamoto: It's ok? (Laughs) Well, they feel sorry for our state, and although they told me, "We'll prepare some futons!" the kotatsu had to be prepared, too! (Laughs) Osawa: Hey, I think what you're thinking about is a little different [than it really was]. Rather than "Prepare the kotatsu," I wanted to say, "Assist me with development!" However, when the season was heading to winter and we were working overtime, it was cold, and I was hungry, and those are the only things I remember. And when my stomach was empty, I would clear off my boss' desk for a kitchen and make kiri-mochi...* *Kiri-mochi, or "cut mochi" is a sweet rice cake made from pounded rice and cut into rectangular blocks. It is popular in eastern Japan and best eaten toasted! Sakamoto: Sugary kiri-mochi! (Laughs) Osawa: You can warm it up with a microwave and eat it. Sakamoto: (As if yearning for it) That's how it's done! (Laughs) Osawa: (Still answering seriously) Not at all, game production isn't related to that! (Laughs) |
Introduction | Part 1 | Part 2 | Part 3 | Part 4 | Part 5 | Part 6 | Part 7 | Part 8