

Born in the 80s: Experiences of Mario
Iwata
I've talked to a lot of people on the occasion of releasing the Super Mario All-Stars Limited Edition package, which commemorates the 25th anniversary of Super Mario Bros. Some readers of "Iwata Asks" may be a little tired of hearing about it and thinking to themselves, "Are you still asking about that?!" but today's theme is developers born in the 1980s.
Since you were all born in the 80s, the game Super Mario Bros.1 already existed in your earliest childhood. Put another way, you grew up with Mario. I've had all of you gather here today so I can ask you about what it's like to grow up in that situation and then become a developer who makes the games.
Thank you for coming today.
Since you were all born in the 80s, the game Super Mario Bros.1 already existed in your earliest childhood. Put another way, you grew up with Mario. I've had all of you gather here today so I can ask you about what it's like to grow up in that situation and then become a developer who makes the games.
Thank you for coming today.
Everyone
It's our pleasure.
1 | Super Mario Bros.: An action game released for the Family Computer System(Famicom) in September 1985. |
Iwata
First, I'd like to ask you to introduce yourselves, including, if you don't mind, the year you were born.
Amano
Okay. I'm Amano from the Software Development Department of the Entertainment Analysis and Development Division (EAD). I assisted the director of New Super Mario Bros. Wii2 in planning the overall structural elements. I was born in 1981, so Super Mario Bros. was released when I was 4. I still didn't have a Famicom then, though.

Iwata
So you encountered Super Mario Bros. fairly late?
Amano
No, my friend had it, so...
Iwata
You played it to your heart's content at your friend's house?
Amano
Yeah. (laughs) I played the original Super Mario Bros. and Super Mario Bros. 33 games at my friend's, and when the Super Famicom came out, I finally got one for myself and got particularly into the game Super Mario World.4
2 | New Super Mario Bros. Wii: An action game released for the Wii console in December 2009. |
3 | Super Mario Bros. 3: An action game released for the Famicom system in October 1988. |
4 | Super Mario World: An action game released simultaneously with the Super Famicom system in November 1990. |
Nishimura
I'm Nishimura, also from the Software Development Department. I was a designer on the game New Super Mario Bros. Wii. I was born in 1982, so I was playing Super Mario Bros. with my little brother as early as I can remember.

Iwata
That means the Famicom came out when you were 1, and Super Mario Bros. came out when you were 3.
Nishimura
Right. I was really into the Famicom when I was in elementary school. I have fond memories of my brother and I fighting over who was the better player, wrestling over the controller, and taking turns playing Super Mario Land5 on the Game Boy system.
5 | Super Mario Land: An action game released for the Game Boy in April 1989. |
Yoshida
I'm Yoshida, also in the Software Development Department. I was mostly in charge of programming the enemies for New Super Mario Bros. Wii. Like Nishimura-san, I was born in 1982, so Super Mario Bros. came out when I was 3. The Famicom was in my older brother's room. If I remember correctly, when I was in the first grade of elementary school, I got home earlier than my brother, so I would sneak into his room and play Super Mario Bros.

Iwata
You snuck into your brother's room and played Super Mario Bros.? (laughs)
Yoshida
Yeah. And after I'd been playing for a while, my brother would get home and be like, "Get out of here!" But the next day, I would just sneak in and play again.
Everyone
(laughs)
Matsuura
I'm Matsuura from the EAD Technology Development Department. For New Super Mario Bros. Wii, I worked on debugging and the Hint Movies. I was born in 1984, so...

Iwata
The year after the Famicom came out.
Matsuura
Right. So as early as I can remember, there was a Famicom in my house. When I was in elementary school, the Super Famicom was in its heyday, so all my friends were playing it. I bugged my parents to buy me one, but they coldly turned me down, saying, "You've already got a Famicom, don't you?!" So I just played the Famicom, without even getting a Game Boy, until I went to junior high in 1997.
Iwata
But 1997 was the year after the release of the Nintendo 64. (laughs)
Matsuura
Right. In 1997, when I became a junior high school student, they finally bought me a Nintendo 64 and Super Mario 646, and I played it like crazy.
6 | Super Mario 64: Mario's first 3D action game, launched simultaneously with the Nintendo 64 home game console in June 1996. |
Fujii
I'm Fujii from the Sound Group in the Software Development Department. I was in charge of a few background songs in New Super Mario Bros. Wii. I was born in 1984. I think I got my first Famicom after I started elementary school, and at that time...

Iwata
You got Super Mario Bros. along with it.
Fujii
Right. My parents said, "You can buy one game." I talked it over with my little brother and we said we wanted Super Mario Bros.
Iwata
It seems like a lot of you remember playing it with a sibling.
Fujii
Yeah. But I'm no good at action games. If I played on my own, I'd mess up right away, so I remember how, much of the time, I would watch my brother play and get excited over it with him.
Iwata
I've been involved with video game work for a long time, and something I always think is how a good game is one that you can enjoy simply by watching someone else play. Super Mario Bros. isn't just fun for the person playing, but the people standing around watching are also gripped with excitement and even shout out together with the player. You've experienced Super Mario Bros. as part of that gallery of sorts.
Fujii
Yeah, I enjoyed that.
Iwata
Now I'd like to have you talk about what made an impression on you as you encountered Super Mario Bros. Amano-san, you said you didn't have a Famicom at home, but...
Amano
I got to play one at a friend's house. But I didn't really understand how to play.
Iwata
Someone who has his or her own Famicom has an overwhelming advantage.
Amano
That's right. But when I watched my friend play and mess up, I'd think, "I could do that..."
Iwata
Yeah, that's really weird. Super Mario Bros. isn't easy, but for some reason, when seeing someone mess up, even a beginner will think, "I could do better!" But then when you actually play it, things don't go quite so well! (laughs)

Amano
That's right. When my friend messed up and then I had him let me try it, I couldn't do it. I wanted to practice but didn't have a Famicom at home, so when I got home, I'd be like (gesturing as if holding a controller), "At that one spot, you time your jump like this..."
Iwata
Visualization training. (laughs)
Amano
Yes. (laughs) But that has its limits, so when I was little, I couldn't move beyond World 1 of the original Super Mario Bros. or Super Mario Bros. 3.
Iwata
But you practiced in your imagination, so you must have been deeply into it.
Amano
Yeah. I knew everything about World 1.
Iwata
Like, "Ask me anything you want about World 1!" (laughs)
Amano
Yeah. (laughs) That's really how it was. I didn't know what Worlds 2 and later were like until I got quite a bit bigger.
Iwata
Nishimura-san, do you remember anything particular about playing together with your brother?
Nishimura
One game I played a lot was Super Mario Bros. 2.7 To be honest, at first I thought the picking-up action was a bit of a pain, but as I was yanking up stuff here and there, I gradually became hooked to that feeling.
7 | Super Mario Bros. 2: An action game released for the Famicom system in September 1992. Sold in USA Japan as Super Mario Bros. USA. |
Iwata
It felt so good that you went around picking up stuff without any particular reason.
Nishimura
Yeah. Small turnips would appear or big turnips would appear, or a bottle like a flask would come out and a door would appear... There was a surprise every time I pulled on something.
Iwata
The action of pulling up something stuck in the ground is a motion that exists in reality, so the idea is easy to understand, but when I saw Mario jump on an enemy and yank him up, I thought, "What kind of a brain do the people who thought this up have?!" (laughs)
Nishimura
And aside from the turnips, the series of actions feels really good when you defeat Birdo by
jumping on an egg, picking it up, and then throwing it back at it. I remember how easy that was to grasp. That caused me to take a strong interest in how games provide a challenging and rewarding experience.

Iwata
Huh? As a child playing Super Mario Bros. 2, you took an interest in the rewarding experience of video games?
Nishimura
Oh, sorry. I forgot to add "That's what I think looking back at it now anyway." (laughs)
Iwata
You mean as a developer today.
Nishimura
Yeah. When I think about it now, I experienced in Super Mario Bros. 2 the importance of games providing a challenging and rewarding experience.
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