Dengeki Nintendo 64 – January 21st, 1998

X64: Regarding Mother 3, has the transition to the N64 changed anything for you as a designer?


Akihiko Miura: Yes. On the SNES, regarding ideas, many were hard to materialize. Therefore, we gave up on quite a few things, unlike on the N64. So I’m happy that we moved to the N64. But then again, it’s not always easy to materialize what we have in mind on the N64 either.


X64: Any details?


Miura: The map is in 3D, whether on a flat surface or on a hill, and the speed of the character changes. It is thus hard to apply a logical variation to the character’s speed. To make the character move on the N64, we first have to create the basic algorithm that corresponds to the sequence. For instance, when the character tumbles down a hill, we have to decide what the speed of their fall should be. Once the rules are established, no matter if the angle of the hill is 30 or 45 degrees, the equation does the rest. As such, the way to create a game, in comparison to the SNES, is completely different.


X64: So, the hardest part is to design the basis?


Miura: Yes. Once this basis is finished, we can finally start working on the scenario. But, the process leading to that step is very laborious. So, before starting the development of Mother 3, I bought books of mathematical equations and of physics to improve and polish my knowledge.


X64: For Mother 3, you had to restart everything from the beginning?


Miura: Exactly. But, while discussing with the Mother 2 team, we brought back old ideas.


X64: What is the advantage of using the 64DD in Mother 3?


Miura: As a designer, I can’t reveal too much information at this point of development. Its very important for me to keep the element of surprise when you play Mother 3. But not only have we used the writing (saving) abilities of the 64DD, I also integrated things that will only by possible with the 64DD. I can’t say more about it.


X64: Very well. We’re impatiently waiting for the game. What exactly does your job consist?


Miura: I give directives to the programmers, and I approve or disapprove the result. It is very hard to communicate one’s thought to programmers, and I would often like to connect my brain directly to the programmers’.


X64: Right now, at what level of the development are you, in comparison with the level you wished to reach?


Miura: My job consists in submitting ideas. And as long as the ideas flow, there is no ending. But, after a while, the chief of the project tends to ‘bridle’ me.


X64: As a designer, what do you think of your game, Mother 3?


Miura: I like games that communicate with people. Mother is a video game, but it also teaches you the importance of communicating with others. All the games from Mr. Itoi, general chief of project, revolve around this concept.


X64: And if you wish to modify a detail at the last moment, do you have the possibility to do so?


Miura: It’s on a case-by-case basis, but it’s possible. I would go and cry at the programmer’s place, if I had to. The programming part is done by HalKen. They materialize things that no one else could do.


X64: Are they a strong ally?


Miura: I thank them very much for their help. And I want to insist on that at this point.

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