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Personally, I think getting hit with a hammer is more painful than being cut by a sword, but… (laughs) A step-by-step breakdown of the process behind crafting Mario’s 3D model and the application of then-cutting-edge, now de rigueur rendering techniques like lighting models. One thing we did leave in was the hammer, which Miyamoto insisted on having. We had always imagined the enemies would have weapons though. When we realized that, it was a huge change in the direction of the development. As our conversations progressed with Miyamoto, however, it became clear that this would be weird for a Mario game, that it didn’t seem to fit. He gave us a lot of advice like that, which we used to adjust things in the game.Īnother thing was that, before we even started making Mario RPG specifically, we had this pre-conception at Square that RPGs=weapons.
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He would rarely say a certain idea was “bad” rather, he would point out how if we changed this, or re-arranged that, it would be more interesting, and more “Mario”-like. Did Nintendo ever shoot down any of your ideas?įujioka: We had periodic meetings with Miyamoto, and he thought the majority of our ideas were interesting. That includes dashing and jumping: this is Mario, after all, so we talked about how he needed to do more than just walk around the field. Then, for the control problem, we solved that by allowing Mario to move in all 8 directions, as opposed to the usual diagonal-only movement of isometric games. While that’s true, the 3D isometric view allows us to show Mario’s world in a way never seen before, so I think it was the right choice. The usual complaint about isometric visuals is that yeah, they look pretty, but they make the controls difficult. And what would that world be…?įujioka: Well, for example, if we take the visuals, I think our decision to use an isometric view-3D, in other words-really brings the world of Mario to life. Once we freed ourselves of them, we were able to say, ok, let’s just make a world that brings out the best of Mario.
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It may sound strange for us to put it this way, but Square has made various kinds of RPGs: Final Fantasy, Seiken Densetsu, Romancing Saga… and those established series can actually act as restrictions on our ideas. I mean, the title has “RPG” in it, so we knew that much, but should it be an action RPG, a turn-based RPG, or something else? Our answer was it’s a Mario RPG, which means an RPG featuring things that only Mario can do: jumping, dashing, and so forth. And yet, the basic core of the game was Mario. The main concern for all involved was that we didn’t want to make a “normal” RPG that simply subsituted in Mario characters, like some cheap Final Fantasy sprite-swap. But I think it’s turned out to be quite a natural combination of Square’s expertise and Nintendo’s expertise. “Why make a Mario RPG?” is actually something that many of the employees at Square asked, too. A Mario-style RPG… the idea itself is somewhat mysterious.įujioka: Yeah, I know. Now that we’ve overcome those issues, I think we can fairly say that we’ll be delivering a sufficiently “Mario-ish” game for everyone. The things they objected to were like a miniature version of the very same things, I think, that players would have objected to as being “not Mario”. SMRPG director and head of Square Development Section #6, Chihiro Fujioka.Īlthough we had those kind of disagreements, I think it was actually for the best that we did. So the basic ideas and development itself was all handled by Square, with Nintendo periodically checking your work? Miyamoto is also on the main team, so yeah, I mean it just took a really long time before we could get down to brass tacks. Mario is Nintendo’s character, so there was a lot of back and forth with them, searching for a way forward that would satisfy both Square and Nintendo. Getting everything straight during that first phase of the development really took a long time. Nintendo has Mario, and Square has RPGs… well, why not simply stick the two together? Being entirely different things, we had no idea how this would turn out… but that’s actually what made it so exciting. During a business meeting with Nintendo, the topic came up of us working on something together. When did the development begin?įujioka: We started around the beginning of last year. We’re working closely with Nintendo as we go, so our plan is to have things complete by October. Chihiro Fujioka – Director -The announcement for this “Mario RPG” seems to have come out of the blue, but how far along is the development now?įujioka: We’re currently about 70% or 80% done.
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