Iwata reflects on N64 dev challenges

Official translation of S&P Iwata Asks.

Nintendo has published an official translation of its "Iwata Asks" feature about Sin & Punishment 2, in which president Satoru Iwata and men from Treasure discuss how bats*** difficult it was to make anything work on the N64.

"That was because Nintendo 64 drastically changed how things were made up through the Super NES system," Iwata explained in the piece, reminiscing about his time at HAL Laboratory. "We ran up against how to make the best use of 3D graphics, and the team had quite a hard time."

Overall it was worth it, he told an assembled group of Nintendo and Treasure staff brought together for the feature. "Nintendo 64 had a number of restrictions, but it truly was a full-blown 3D machine. Nonetheless, the limits it had were such that, unless you used it right, it wouldn't run well."

And on he went. "With the Nintendo 64, the size of textures was severely limited. If you didn't contrive something clever when making the data, the processing speed would drop dramatically."

He wasn't the only one who struggled with Nintendo's last cartridge-based home console though, as his conversation with Atsutomo Nakagawa later on reached the point where he remarked: "It seems your experience developing Sin & Punishment for N64 was so painful it still causes you to sigh loudly."

The original Sin & Punishment was a headache for Treasure to make for a number of reasons, apparently, one of which was its unorthodox use of the N64's three-pronged controller. But another difficulty was the, er, difficulty.

"When I said, 'It's too difficult. I can't do it,' they responded, 'Then you're not good enough to be in charge of this project,'" Nintendo's Hitoshi Yamagami explained. "When I said, 'But normal people can't do this!' they said, 'Everyone in our company can do it. Anyone who can't do this can't be on our team.'"

Treasure president Masato Maegawa replied: "We wouldn't be worth much if we crumbled just because we were ordered to do something.

"If you do something just because you're told to, even though you don't agree, the game will fall apart. But Yamagami-san was persistent in continually hammering away at our staff."

"If I had really laid on them," Yamagami continued, "we probably could have brought the game out before 2000, but I told them I wouldn't order them to make it easier. I kept saying, 'I won't order you to do it until you understand. I'll keep talking to you until you understand.' If I hadn't, there would have been no point in working with them."

Iwata went on to quiz the developers about Sin & Punishment: Successor of the Skies, which is due out in Europe on 7th May for Wii. Look out for our European review of that soon.

Comments (9) Latest comment 2 years ago

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  • Irien #1 2 years ago

    Wondering why they seem to be crowing about how hard it is, but their team can play it...

    Have they never heard of difficulty levels?

    I always had console "arcade" titles which seem to forget that they are on a console, and think it is OK to have
    punishing difficulty by default. Whilst I welcome the difficulty as an option, is it really that much of an ask to
    have a slightly less hellish mode as an option, where things are (say) fractionally slower and more manageable?
  • KDR_11k #2 2 years ago

    I believe S&P did have a difficulty selection.
  • Alf-Life #3 2 years ago

    Erm, Irien, they're talking about how hard it is to program something on the N64...
  • nuanimal #4 2 years ago

    I object to EuroGamer's excessive editorial censorship of the term "batsack".

    There I said it.
  • bionutz #5 2 years ago

    yeah all is good, but bring goldeneye from n64 to wii please pretty please.
  • smelly #6 2 years ago

    @beemoh - they never left behind "dedicated gamers" imho. To me - they support the dedicated just as much as they used to. Indeed they probably pump out more high quality games each year than most of the other games publishers put together.

    The problem is that "dedicated gamers" just became obsessed with mediocre shooters with pretty grey and brown pixels - and stopped caring about games which were actually (you know) "fun"... And instead focused on games which were "cool".

    Just my opinion of course, but i can almost guarantee smg2 (For example) will be one of the best looking and playing games of this generation - but yet "dedicated gamers" will snub at it for being "kiddy" (i.e. it has more than 1 colour and doesnt have guns).

  • vizzini #7 2 years ago

    I see a clear distinction between their 2D (NES, SNES), and 3D (N64, Cube & Wii) consoles, as it seems that they've struggled to choose a balanced architecture for their 3D consoles, in terms of main memory, cpu performance, gpu performance, gpu ram, bus speeds, read/write storage and read only storage.

    Nintendo developers have been involved at an early stage of the hardware's inception and have therefore been able to compliment the limitations early in development, or have been the cause of the system being unbalanced for 3rd parties.

    The most balanced system they have released in my opinion is still the Gamecube. And even then, it contains too little main memory, too slow a cpu and no option for a swap file on fast read/write storage for that generation.

    Imo, Nintendo aren't good at giving people cutting edge technology at reasonable prices, which is why 3rd parties struggle on their systems.

    Where Nintendo excel imo, is stylising old/common hardware and making great day one profits. Whether on the Gameboy, Gameboy Advance, Nintendo DS or Wi;, they really know how to polish the hardware turd with loveable games and marketing. Anyone who tried the Opera browser on the DS or Wii will know what I mean.
  • smelly #8 2 years ago

    @vizzini: Talking of "cutting edge" - you ARE aware the cube was more powerful than the ps2 (which had great 3rd party support).

    it's got nothing to do with power at all.
  • vizzini #9 2 years ago

    @smelly
    The Ps2 was better balanced, the bus interconnects and fully programmable vector units make it a completely different animal to the cube. In fact today's PC hardware has been heavily influenced by the PS2's architecture design.

    The cube was less powerful in general purpose terms than the xbox (for PC styled ports), and less powerful for highly vectorised games built specifically for the Ps2. Shadows of the Colossus wouldn't have been possible on a general purpose system like the xbox or cube.

    The five pages of this article best explain the cutting edge nature of the ps2's electrical engineering

    http://arstechnica.com/old/content/2000/...