This is an interview conducted in 1993 by Tokuma Shoten Intermedia as part of their publication of Jerry Boy in comic book form. The publishers interviewed the founding members of Game Freak (Satoshi Tajiri, Ken Sugimori, and Akihito Tomisawa), designers of the game. I have typed out the interview, as well as translated it into English. I'm sorry if some parts of the interview are a little difficult to follow. I had to translate almost all of the interview manually; software translators (as usual) made a mess of the whole thing.
Needless to say, the creators of Jerry Boy went on to create the massively successful Pokemon franchise, on which I will not comment...
Interviewer | ゲームの企画が始まったのがどれくらいからなんですか? |
When did you begin development of the game? |
Satoshi Tajiri | スーパーファミコンが出る1年半位前だったと思います。当時、エピックソニーで、たまたまアドバイザーみたいな仕事をしてまして、その時に今度出るスーファミの音声チップをソニーがたっていると。で、グループとしてもスーファミのソフトを同時に出したいということで話がありました。社内外にアイデアを募集して何か1つ決めましょうという話だったんです。うちが3つ位出して、そのうちの1つだったんです。 | I think it was about a year and a half before the release of the Super Famicom. At that time, I happened to be working at Epic Sony as a kind of advisor. This was when Sony was developing the sound chip for the upcoming Super Famicom. There was talk within [the/our] group that we wanted to have some games ready for simultaneous release with the Super Famicom. There were calls for submissions of ideas from inside and outside the company, of which one idea would be selected (??). Three ideas were selected, and ours was one of them. |
Interviewer | それが通って開発がはじまったわけですか。 | So your plan was accepted. Thus you began development? |
Satoshi Tajiri | 最初はうちに前にいたバイトの子が、スライムのゲームの企画書を社内で書いてーーこれはRPGだったんですけどーースライムが主人公なのが面白いねって、僕と杉森とでアクションRPGとしての企画書を新しくおこしたんです。ですけど、これだと主人公がスライムである意味がないよねって話になって。じゃあ十字ボタンで形の定まらない物を自由に動かすっていうアクション……マリオでも飛び超えられないがけとがけの間をうにょーんと伸びて渡ることができる……そういうアイデアが最初にあったんですね。 | First off, there was a young part-time worker (???) in the company before us who wrote a game design document about a slime -- but it was an RPG [turn-based Role-Playing Game]. The idea that a slime was the hero of a game was interesting to us, so Ken Sugimori and I started a new design document for an action-RPG. But as we went along, we agreed that the hero's being a slime was rather meaningless. So then, what if we could move this shapeless blob freely by using the control pad...... bridging gaps (that even Mario couldn't fly over) by stretching over and crossing to the other side...... We had such ideas at first. |
Interviewer | で、ああいったゲームにしようという話がだんだん見えてきた。 |
So, this type of game gradually came into sight through such talks. |
Satoshi Tajiri | エピックではRPGを作りたかったらしいんですけどね。もともとゲームフリークっていうのはアーケードゲームが好きな連中が集まってできたところだし、またそれが得意なんで、あんまり向こうが何を欲しいのか考えないで、スライムのアクションゲームを出した。そうしたら、会議でこれが一番面白いと。RPGって言ってた人が(笑)。 | At Epic, it looked like somebody had wanted to make it an RPG, however. From the beginning, our group (GameFreak) had always loved arcade-style games; we were skilled at those games, and so without really considering what the other side [Epic] wanted, we made a slime action game. The meetings that came out of that were the most interesting of all. But the person who had wanted an RPG...(???) (smile) |
Interviewer | ストーリーとかはどのへんからできてきたんでしょうか。 |
How did things like the story come together? |
Satoshi Tajiri | 『ジェリー』はオリジナルゲーム2作目なんですが、デビュー作っていうのはなんか反主流っていうか、はやりのシステムっていうのを拒否して売ろうとしてて。小さいキャラクタが動いていてもいいとか、同じような面が続くとかそんな作り方をしてたんです。今度はまるっきり反対のことをして作れないかな、と。それでアクションゲームにストーリーを乗せるってことを精力的にやってみようかと。 |
Although "Jerry" is our 2nd original game, our debut production [Quinty] was rather non-mainstream. It sold sluggishly on a popular system. It had small characters moving around a level that didn't change [much]. This time, we had to make a game that was completely opposite to the first one. Thus, we tried energetically to put a story into our action game. |
Ken Sugimori | スライムが主人公であることを考えて、そういうものの話といったら……と考えた。 |
Since we had decided that the hero would be a slime, we thought about how that event would be told in our story. |
Satoshi Tajiri | 作業自体は同時でしたけど、発想の基はアクションゲームの方にありましたから。「スライムが主人公の話」があって、アクションゲームを作りましょう、といった考え方とは違います。まずアクションゲームがあって、そこにお話を盛り込んでいく。そこで「スライムが主人公のお話」を考えましょうと。そこで考えたのが、ゲームの最初から終わりまでの中で、1つのお話がきちんと語られなくてはいけない時、せっかくスライムが飛んだり跳ねたりしているのに「エミー、今助けに行くぞ」とか話されてもなんかゲームのリズム感が失われる。物語を語るのであれば、面と面の間になってくるだろう。そうしたら各ワールドの間に挿入されてくるものがエピソードになるだろう。そこで小さな、例えばくじらに入るとか、そういうエピソードを考えて1つの大きな物語にした。絵コンテも、各ワールドに全部描いたんですけど、全然そんな暇がなくなって(笑)。メモリもない。それでそういうものをそぎ落としていって、結果的には割とあっさりとした、ゲームの中でスト−リーをやることにこだわらなくてもっていうくらいライトなものになりましたね。 | Although the work itself was simultaneous, the basis of the way of thinking was in the direction of an action game. It would be wrong to think that we just said "This is the story of a slime as hero, so let's make an action game." We made an action game first, and then the story was incorporated into it. So then, what we considered was, from the beginning of the game right to the end, what exactly from the story had to be told at which point. The slime would go through great trouble, flying and bouncing, all the while saying, "I've gotta help Emi right away!" The story would develop like this, even if some rhythmic sense of a game is lost. The tale will be told between stages. In addition to this, different episodes will be inserted in between each world (??). Each episode was small -- for example, the hero goes inside the body of a whale -- but with all episodes considered, it made one big tale. Although the continuity with drawings was all also laid out with each world, we didn't waste all our free time doing this. (smile) There was no more space left in the game's memory. But frankly, if we had removed these episodes, the game would have been so easy that the player wouldn't have cared about the story. |
Interviewer | アクションで活かして見たかったスライムなりの部分とかあると思うんですが、どれくらい絵を書き起こされました? |
About how many different pictures did you draw depicting the slime in action? |
Satoshi Tajiri | ここは適当に100とか200とか(笑)。 |
Here, about 100 or 200 (smile). |
Ken Sugimori | ほかのゲームよりはもちろん多いけど、きりがないからやめた。 |
Of course, that's more than any other game, but since there was no end in sight, we gave up. |
Satoshi Tajiri | たとえば、びにょーんと伸びた状態で、壁にくっつくとか、いろんなことが考えられるんですよ。坂道を上がったときに斜めの面にくっついたまま伸びるものとか、ものすごくたくさんの可能性を上げていくと、無限なパターン数が増えたいく。杉森も長いあいだスライムばっかし描いていたけど、きりがないんで、システムの方を簡素化していって。最初は、ジェリーがものすごく伸びるはずだったんです。でも伸びすぎるとゲームとして成立しなくなる。絵として再現することは可能なんですけど、ゲームシステムの穴を埋めていくって作業が結構大変。 |
For example, in the state where the slime is stretched out, he adheres to a wall or anything else we could consider. If he adheres to something while standing on a ground which is slanting upwards, so many terrible possibilities are raised; an infinite number of patterns such as this will develop. Even though Sugimori had spent a long time cranking out drawings of the slime, the end was nowhere in sight; so, the game system was simplified. In the beginning, Jerry could have extended himself to extreme lengths. When he is extended too much, it stops playing like a game. Although reappearing as a picture is possible (???), we were serious about filling in this hole in the game system. |
Akihito Tomisawa | 最初のプランだとちぎれるっていうのがあった。 |
In our first plan, the hero could be split into several pieces. |
Satoshi Tajiri | ちぎれると3つに増えるとか、どんどん増えていくとかね。でもどうやって動かすんだって(笑)。 |
And if he's split into 3 pieces, it would increase even more. How can he move in that case? (smile) [I'm not sure about this...] |
Ken Sugimori | ほかにも色がつくとか。 |
Also, different colours could be applied to him. |
Satoshi Tajiri | 色がつくのもあったね。色の付いた沼とかバケツとかいろいろ置いてあって、そこでスライムの体の色が変わると機能が変わると。スライムでアクションゲームをすることで、かなり一生懸命考えたんですけど、このゲームの中で使えるものは結局3分の1とか5分の1とか。 |
Different colours could be applied to him. A swamp and a bucket could change his colour. If he comes in contact with the many objects in the levels, the colour of the slime's body changes there, and a function will change also. By playing an action game like a slime -- by thinking very hard -- you could use between 1/3 and 1/5 of all objects in the game. |
Akihito Tomisawa | 天井にくっつくとか、横に伸びたりして敵をはじきとばすとか、あれは最初はなかったんですね。ボールで攻撃するっていうだけで。でも玉で攻撃するだけだとスライムでいる意味があまりないのと、玉を持ってないときの状態がつらすぎるっていうことで。 |
At first, there was no possibility of attaching to the ceiling, or extending horizontally and repelling an enemy. We had only planned that the slime could attack with a ball. But if he could only attack with a ball, then there is no meaning to his being a slime; and the game is too hard when he doesn't have a ball. |
Interviewer | 敵はとうですか。動きとか全体としてのテーマみたいなものは。 |
What about the enemies? Do they all move according to a unified theme? (???) |
Satoshi Tajiri | いままでのアクションゲームにない変わった動きのものをつくりたいというので、動物をモチーフにしたものをと。敵キャラには懲りたいねっていうのがあって。 | Because we wanted to create things that moved in ways different from past action games, we used animals as the motif. We wanted the enemy characters to teach us a lesson. |
Interviewer | どういうふうにアイデアをまとめられたんですか? |
In what ways did you summarize your ideas? |
Satoshi Tajiri | 最初に杉森が専用の方眼紙に描いていく。 |
Sugimori began by drawing on specialized grid paper. |
Ken Sugimori | ゲームの企画だけ担当っていうことで最初は始まったんです。ですから敵についても、紙に設定画を描いて、ねずみはこんなのとか、鳥はこんなのとか、いわゆる原案ですね。 |
At first, I was only in charge of the game plan. Therefore, I made descriptions of the enemies; I drew initial drawings on paper: The mice are like this, the birds are like that, etc. It was the so-called draft proposal. |
Satoshi Tajiri | ゲームデザインとかディレクターとかでもなくて、要は、企画書を出しました。あとはエピック側がと、いう予定だった。そのためにキャラクタのほうもドット絵じゃなくて全部アニメーションパターンをスケッチで描いて。 |
He (???) is neither just a game designer nor a director -- in short, he brought out the game plan. Then over at Epic, a schedule was made [by whom, I don't know]. For that reason, characters were not drawn in pixels, but rather everything was sketched in an animation style. [Perhaps this means artists at Epic were to transfer the characters to pixel art.] |
Ken Sugimori | さらに動きのほうを描いてやってもらったんですけど、結果的にうまくいかなくて、うちでやることになったんです。 |
Furthermore, since I had the motions drawn, and it would not have come out looking as good otherwise, I ended up doing it myself. |
Satoshi Tajiri | 絵のタッチがむこうは結構劇画調っていうか(笑)。1面の最後の鳥なんてもうシャモみたい。あまりにも絵のタッチが違うので、ちょっと困るなあと。 |
The style of art has the splendid tone of a graphic novel. At the end of the 1st stage there is a bird -- well, it looks more like a game hen. Because that wasn't really close to the art style, I was a little troubled. |
Satoshi Tajiri(??) | スライムっていうのはゲームをやる人だとドラクエのスライムとかになじみがあると思うんです。女の子とか小学生とかにもかわいいって感じでやってもらえる。そのなかに僕たちのひねった感じなんかも入ればいいねって考えてたんですけど。 |
About the slime, I think he would resemble to game players the slime from Dragon Quest. I wanted girls or elementary school children to feel that it was "cute". We wanted to give it just a little twist, so it would feel easy to get into. (??) |
Ken Sugimori | スライムがかわいいって感じるのは多分ファミコンよりの考えで、パソコンやる人は『ウィサードリィ』みたいな。 |
That a slime could be cute is probably an idea from the Family Computer. Personal Computer users would more likely say it looks like [the slime/something] from Wizardry. |
Satoshi Tajiri | そうかそうか、だから同じ話が通用しなかったんだ。スライムに対するイメージが違うんだ。 |
Yes, yes, that's right. Therefore the same story [as those games?] was not accepted. The image attached to a slime should be different. |
Ken Sugimori | ドラクエのスライムって、あれは斬新だったと…(爆笑)。 | The image of the slime from Dragon Quest WAS new, once... (burst of laughter) |
Interviewer | 敵キャラの作りかたで、絶対これは書いておくとか、こういう部分は考えとかなきゃいけないというような部分はありますか? |
When creating the enemy characters, [did anyone write/was it written] absolutely that one part or another couldn't be "like this" or a part needed to be "like that?" (???) |
Ken Sugimori | 初めて頭から敵キャラとかを考える作業をしたんです。『クインティ』の時はこんなことをする敵キャラがいたら面白いんじゃないか、というふうに考えたんですけど、実際は敵のアルゴリズムというか、一定速度で直進して壁に当たると反転して歩くといった設定があるわけですよね。そこまで考えたのはこれが初めてですね。そういうのは結構難しくて、主人公の32ドットまで近くなるとジャンプするとか考えるわけですね。そのとき主人公が上に飛び越しちゃったらどうするとか、対応を全部考えていかなきゃならない。 |
At first, we thought of enemy characters off the top of our heads. We had done the same thing when we made Quinty, and we had thought the results were interesting. That's what we thought. In practice, however, when we were making enemy algorithms we knew it was necessary that if a character walks straight at a fixed speed, if it hits a wall, it'll reverse itself and walk the other way. Up until that time, that was the first time that I'd thought of that. (????) Doing that is difficult enough, but then if the enemy comes within 32 pixels of the hero, it'll do a jump. If the hero jumps upwards at that point, what will the enemy do? Such things had to be considered in full. |
Akihito Tomisawa | 書き方は人それぞれだと思いますけど、フローチャートの形で書いてもいいと思うし。 |
Although each person has his own way of writing down [such algorithms], I think it's good to write it in the form of a flowchart. |
Ken Sugimori | 現場がすごくはなれているから、説明できない部分を文章で細かく説明しなきゃならない。隣の部屋でやってれば、簡単なメモとあとは口だけでいいんですけど。 |
Since our locations were separated very far apart, the parts which could not be explained had to be written in detail in a text. If we were in adjacent rooms, an easy memo could be passed back and forth vocally. |
Interviewer | 初めてやる場合とかは、一回書いてみるといいのかもしれませんね。 |
When trying [to make a game] for the first time, it's probably good to write it down once, right? |
Satoshi Tajiri | 勉強にはなりますね。ゲームがどういう構造でできているのか理解できると思うんですよね。今ゲームデザイナーを目指して書いている子たちも、たとえば丸い石がごろごろころがってくるで終わっちゃうわけですね。そこからプロになるために一歩踏み出して書くっていうか、スピードだって速いって書いても何よりどれくらい速いって、1秒間に90ドット歩くとか適当でも書いておくと、それが定規になってほかのスピードが全部決まってくる。 |
It's lesson time, isn't it? I think it ought to be understood how a game is structured and put together. Children who are now aiming at becoming game designers should understand, for example, the reason why a round stone rolls and rumbles around and then comes to a stop. That's one step towards becoming a pro. When writing about speed, about how fast something is, if you say a character walks 90 pixels in 1 second -- it's fine -- this speed will become the rule against which all other speeds will be decided. |
Akihito Tomisawa | お互いの頭の中にキャラクタの動きっていう漠然とした、キャラクタってこう動くもんだよなって。それをどうやって共通化していくかと。ぼくらにはジェリーってこういうもんだよな、ジャンプってこういうもんだってわかるんですけど。かといって数式にする必要もない。数式にできるようにイメージを伝える。 |
In each of our heads, we have a vague sense of how fast the characters should move, and how the characters should move. How do we reach a shared sense of this? We say, "Jerry should be like this, should jump like this," and understand [together]. But it is not necessary to put it as a mathematical expression. It needs to be explained as an image [first] in order to write it as an expression. |
Interviewer | お気に入りのキャラクタっています? |
Do you have a favorite character? |
Satoshi Tajiri | ぼくはですね、いつも尻をむけているすっぱだかの男とですね、ものすごいスピードで走ってる男っていうのがいるんです。これは氷の上で走ってると足が滑って全然前に進まない。ちょっと行くと土があるんですけど、そこまでいくといきなり走りだして、壁にぶちあたってよろよろになるだけのやつがいるんです。 |
For me, it's the guy whose hips are always turning (???). He is a guy who runs at an incredible speed. When he is running on ice, his legs slide around and he doesn't move forward at all. But if he hits ground for just a moment, he will begin to run suddenly and collide with the wall in front of him, and reel away from the wall, tottering. |
Ken Sugimori | なんか結構一発ギャグなんかが多くて、はずしてるものも結構あって、意味不明なものとか。 |
There are so many one-shot gags in the game that many had to be taken out, things that were incomprehensible, anyway. |
Interviewer | 気に入ってるところと、気に入らないところってあります? |
Are there things in the game that you are pleased with, and things that you are not pleased with? |
Satoshi Tajiri | デモとか世界観とかが落とされちゃったのはいいんですが、操作性ゲームの基本システムがバランス調整が全然できなかったところがいちばん心残りですね。 |
Although it was good to have dropped the demonstration and the view
of the world, there are places where the basic gameplay system was not
adjusted and balanced -- that is what I regret the most. |
Ken Sugimori | ボスキャラとかプログラムされて一応全部はいっているんですけど、組み込んだ時点で終わっちゃってるんです。やって見るとボスがすごく簡単に死んじゃって。本来そのあと練るのがほんとのゲームづくりだと思うんですけど。 |
Even though the boss characters were all programmed in at once, once they were incorporated in the game, they were left, finished. When playing the game, you can kill the bosses very easily. I think true game creation is in polishing it properly from that point. |
Satoshi Tajiri | 『ジェリーボーイ』についてはアイデアは好きなんですが、製品については心残りが多くて。たまにほかのゲームでアイデアがよくって、仕上げでとちっているゲームを見ると胸が痛みます。 | Although I like the idea of Jerry Boy, there is much regret about the product. Sometimes I see other games with ideas that I think are good; other times when I see games that are blundered to completion, I feel a pain in my heart. |