V-Jump Presentation Part 2

Posted By at 12:35 AM on Wednesday March 3, 2010

0:17

Announcer: Super Mario RPG! We’ll now introduce the newest Super Mario title born from the union of Nintendo and Square! As our guests, we have Square’s Chihiro Fujioka and the man you think of when you think Super Mario, Nintendo’s Shigeru Miyamoto, who were kind enough to join us here today.

0:40

Fujioka: There are obviously original characters, but also some familiar faces, of course… this Chain-Chomp for example… others too, I think… Wiggler… We tried our hand at making these original… (well, not really)… these Mario monsters in CG.

0:59

Interviewer: Mr. Miyamoto, what do you have to say?

1:00

Miyamoto: There were bugs in the art in flat areas where people wouldn’t know what was up with the background.

1:05

Interviewer: Ah, yes.

1:06

Miyamoto: Yeah, if you turned around in a circle you’d find glitches… we’d sometimes hear “I really don’t know what’s up with the shape of his head.”

1:12

Fujioka: That’s right. We were really thorough in checking everything.

1:17

Fujioka: How would we make the action game Mario into an RPG? That’s the part that caused us the most trouble. When you think of an RPG, you think of a dramatic story developing. When an event begins, the story keeps unfolding. But it’s not just that, we’re calling these “action events”, events that the player can play through, a characteristic left over from Mario’s action games.

1:45

Interviewer: Action event. That’s a new term, isn’t it.

1:47

Fujioka: That’s right. Therefore, players aren’t just sitting there reading the dialogue, they’re always in control. We’re making a new Mario roleplaying game by using events where you can move Mario around freely. Like we said before, though you can control the events more or less like an action game, because it’s an RPG it’s carefully made so that even those who claim they aren’t very good at action games will be alright.

2:26

Announcer: Lastly, a single question.

2:30

Fujioka: Yes. Well, we’ll do our best to try and make it so that Mario can use the hammer like everyone asked. Even though the game screens look fun from what you’ve just seen, I think we all want you pick up the controller and play for yourselves. Thank you very much.

2:49

Miyamoto: We’re trying to make it so the second one won’t be on the same hardware or system. We’re doing our best to ensure that this game will be the last 16-bit Mario before we move to 64-bit.

3:00

Fujioka: What?!

3:01

Miyamoto: Thank you very much.

アナウンサー:スーパーマリオRPG。任天堂とスクウェアが手を組んで実現したスーパーマリオ最新作の紹介だ。ゲストにはスクウェアの藤岡千尋さんと、スーパーマリオと言えばこの人、任天堂の宮本茂さんが会場に駆けつけてくれた。

藤岡:もちろんオリジナルもあるのですけれども、やはり、このおなじみのキャラクタ、このワンワンですとか、それからもうそろそろ出てくると思うのですけれどハナ ちゃんですね。そう言ったオリジナル、ああ、じゃないですね、マリオのモンスターたち。これを今回はCGで作ってみました。

インタビュアー:宮本さん、どうです、この。

宮本:平べったいところに描いていた絵ではね、バグがあるのですよね。後ろがどうなっているかよくわからないとかね。 はい。はい。 ええ、グルッと横に回したら間違いが発見されて、 「頭の形が本当はどうなっているのか、分からない」って言われてね。

藤岡:そうですね。そこのチェックがすごく厳しかったです。 アクションやっていたマリオをどうやってRPGにするのか。というところで1番苦労したのですけれども、やっぱりRPGというとドラマチックなストーリーが ずっと展開していく。 イベントが始まると、お話がずっと出てくる。 で、それだけではなくて、そこにマリオのアクション性というか、その操作感を残したイベ ントを我々はアクションイベントと言う風に呼んでいるのですけれど。

インタビュアー:アクションイベント。これも新しい言葉ですね。

藤岡:そうですね。 だからプレイヤーの人が読んでいくだけではなくて常に操作できる。 マリオを自由に動かして遊べるイベントっていうのを組み込むことによって、新しいマリオのロール・プレイングを作ろう。 先ほども言いましたように、イベントで多少アクション的な操作って言うのが入るのですけれども、やはり、そこはRPGですから「ぼくはアクションがちょっと苦手なのだけれども」って言う人でも大丈夫なようにきちんと作ってあります。

アナウンサー:最後に一言聞いていました。

藤岡:はい。 じゃあ、今皆さんにお聞きしたようにマリオはハンマー使えるように、何とかがんばってこれから作ってみます。 今ご覧頂いたように見ているだけでも非常に楽しい画面のゲームなのですけれども、やはり自分の手でコントローラーを持って遊んで頂きたいなと思っております。 よろしくお願いします。

宮本:ぼくらはマリオを同じハードウェアで同じようなシステムでは作らないようにしているのですね、2つと。 今度は64ビットに移る前の最後の16ビットのマリオっていう事で力を入れてますんで。 よろしくお願いします。

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  1. Red XIII says:

    I love the interviewer’s reaction to Miyamoto saying ’64-bit.’

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