đ Happy 2025, TCRF! đ
Prerelease:Mother 3/2006
This is a sub-page of Prerelease:Mother 3.
February 2006
February 7th
The 1101.com MOTHER 3 web page officially opens, with weekly updates rolling out leading up to the April 20th launch of the game. These were in the form of the series' icon gift boxes, which visitors could open to find out more about the game. The first two reveals were posted on the 7th:
Slogan:
"Strange, Funny, and Heartrending."
Welcome to the world of MOTHER 3."
Love Theme:
"First, I decided to present the Mother 3 theme song before any sort of information. The title is "Mother 3 Love Theme". Please feel free to download it. I'd love it if it were played in all sorts of places before the game's release."
The version of the Love Theme uploaded by Itoi was a piano rendition unique to that of the sequenced version found in the game itself. This rendition of the theme could also be heard in the promotional video for the game as well.
February 14th
On February 14th, 2006, everyone's patience was finally rewarded when the very first screenshots of MOTHER 3 were revealed. Alas, since these images were taken so close to release, they're pretty much identical to the retail version.
"Here are some MOTHER 3 screenshots. These were taken from a nearly-completed version undergoing last-minute fine-tuning. Have fun imagining all sorts of things!"
New Images
Love Theme Ringtone
A ringtone version of the Love Theme was also released for people to download. However, since it requires a Japanese cellphone to text or scan a QR code, it can only be downloaded by people from within Japan.
"The "MOTHER 3 Love Theme" that was released the other day is now available as a ringtone for your cellphones. You can download it in the following three ways. All of them are free of charge. So, please download it as soon as you can."
February 21st
More images of the game were revealed, again from a near-retail version.
"Here are three more screenshots. Like last time, these were taken from a nearly-final version ROM. Have fun imagining all sorts of things!"
New Images
MOTHER 3 Deluxe Box
The MOTHER 3 Deluxe Box (which contains the game, a MOTHER 3-themed Game Boy Micro, and a Franklin Badge) was revealed and put up for pre-order.
"A "Mother 3 Deluxe Box" containing the Mother 3 game, a special version Game Boy Micro, and a Franklin Badge will be released. It will be sold on a limited-time made-to-order basis. Pre-orders for it will begin on March 1, 2006. You can be certain you'll get one by pre-ordering at store displaying a "Taking Pre-Orders" poster. The length of the pre-order period is still undetermined as of this posting, but as soon as Nintendo makes the decision I will pass along that information on this page."
February 28th
On the 28th, Itoi posted a quote concerning the question, "Just what kind of game is MOTHER 3?":
"Mother 3 is a Role Playing Game (RPG). There's a story, enemies, and when you defeat your enemy you get stronger. It's a regular RPG. The world of this RPG is unique, but as far as the genre goes it's a normal RPG. It's a little late for this kind of announcement, but I'm just letting you know."
A couple of new images were also posted alongside this.
New Images
March 2006
March 7th
The MOTHER 3 world map was revealed on this day, showing off the game's setting of the Nowhere Islands for the first time. Previously, the Islands had only been mentioned in a brief description of the N64 version, back at Spaceworld '99.
March 14th
Character Introductions
The main characters, Lucas and Claus, were introduced to the public on this day. Their vertically striped, white shirts and matching fanny packs from the N64 days were now replaced by a much more traditional, MOTHER-esque look.
"What you see walking in an ever-so-slightly cute fashion down below are the central characters of Mother 3. Their names are Lucas and Claus. They're twin brothers. Please say hello!"
MOTHER 3 Cellphone Wallpaper
Four different MOTHER 3 wallpapers were put up for download as well. Alas, once again a Japanese cellphone was needed in order for them to be emailed to you.
"We have created some wallpaper screens for your cellphone. If you click on the button below and send an e-mail to your cell phone, you can access the download page. There are four types, so you can choose the one you like best!"
March 21st
Even more MOTHER 3 characters were revealed; this time around the spotlight being put on Lucas and Claus's family. Many recognized Flint and Boney from the N64 era, which sparked conversation between fans if this new version of MOTHER 3 was going to follow the original N64 storyline after all.
'"Here is Lucas and Claus's family. They're moving a little bit. Their dog is moving a little bit, too. Please say hello to them!"
March 28th
Many Strange Monsters
On March 28th, Itoi released a gallery of enemies that would be featured throughout the game. While the "Monkalrus" resembled "Oranga the Orangutan" from the N64 version, the rest of the enemies revealed were completely new and unique. (NOTE: Since these enemy names and descriptions predate the fan translation release, their names may differ.)
"Many strange monsters appear in the world of Mother 3. Here are just a few of them."
MOTHER 3 Wallpapers
"I tried my hand at making 2 Mother 3 wallpapers. They also have calendars on them, so you'll know exactly when the game comes out. Please use them if you'd like."
April 2006
April 4th
On April 4th, Itoi shared many images of locations from MOTHER 3.
"All kinds of scenery appear one after the other within the game of Mother 3. Here's a good number of some of them. Just over two weeks until the game's release. Please look forward to it!"
New Images
April 11th
Nearing the game's release, Itoi revealed the GBA version of MOTHER 3 would be chapter-based just as the original game was, revealing vague plot details from some chapters.
"A surprising number of elements not found in previous Mother games have been incorporated into Mother 3. Fans of the series so far may be a little bewildered by them. For example, Mother 3 is divided into several chapters, in the fashion seen below."
"For example, in one chapter, sparks are flying for some reason..."
"...while there's a monkey in all sorts of locations in another chapter."
"There's an antiquated building in one chapter..."
"...and in another is a ropeway? A factory?"
April 18th
Itoi's Letter to the Fans
Two days before the release of the game, both an interview and a letter from Shigesato Itoi were published on the MOTHER 3 site. The letter to the fans reads as follows:
âMOTHER 3 is a playground with plenty of room for your imagination to run free. The more you think about it, the greater MOTHER 3 will become. The more you feel it, the deeper it will become. The more fun you have, the more youâll grow."
April 18th Interview
Below is a translated interview between Yasuhiro Nagata and Shigesato Itoi, published on April 18th, 2006.
PART ONE: THE REVIVAL OF MOTHER 3
To be honest, when I heard MOTHER 3 was resuming development, I wondered how on Earth you got the motivation to do it.
Itoi: Oh, that was three years ago now.
Yeah. Development on the original version of MOTHER 3 was abandoned. It was an unprecedented situation for such a flagship game. And when things finally started to cool down, you decided to start from scratch all over again.
Itoi: From an objective point of view, thatâs true. Moreover, the Almost Daily Itoi News was off to a good start. I know it might sound strange to say this, but I feel my job flows a lot smoother when Iâm not involved in games.
I think so too. Of course, as a fan Iâm genuinely happy for you. But as someone who knows the behind the scenes circumstances and magnitude of the previous cancellation, I was really wondering howâd you do it all again. When I first joined Itoiâs office, development on the game just restarted. First of all, please tell us the story behind the redevelopment.
Itoi: It all started when I went to Kyoto one day. I was at Nintendo for some work, and was taking a taxi back to Kyoto afterwards. Shigeru Miyamoto and Satoru Iwata were riding with me as well, but then Miyamoto-san said, âPlease make MOTHER 3 for the Game Boy Advance.â
He said, âPlease make it!â, not âWould you like to make it?â
Itoi: So then I asked, âIs that even possible?â To be honest, I didnât really understand at the time. But then I asked again, âIs it possible?â, and he thought it was. So now that I think back on it, it was a very honest conversation. I wasnât thinking much about how hard it would be, or exactly what I should do. I hadnât really thought much about the future. But, I thought it may be possible. So when I got out of the taxi, I realized that I was happy to talk about it again after all.
I understand.
Itoi: Of course, it wasnât all just spur of the moment. I did a lot of preparation leading up to this. Before and after we announced the cancellation, Iâd occasionally revisit the idea from time to time. Iwata-san, who was not quite president at the time, often discussed with me what the ideal circumstances might be. What kind of environment would it best require, and what company? If we were to do it, what would be our options? Weâd been talking about it for a long time. But, it all started from that honest conversation in the taxi that day.
While Iâm happy that it resumed development, was it scary to jump back into the fray that day?
Itoi: It was terrifying. One of the reasons was because the original MOTHER 3 was a so-called âblockbuster movie.â The specs of the game were lowered by making it for the Game Boy Advance. The movie-like direction I originally envisioned had to be taken back to the drawing board. I wasnât sure I could do it. In other words, the previous MOTHER 3 was completely reliant on the specs of the system. So I thought to myself, âthe wind blows, and the dust risesâ...thatâs what was on my mind at the time.
At the time the Nintendo 64 was released, I thought games would be enriched by such cinematic experiences. It was very beneficial for game creators like yourself, Itoi-san.
Itoi: Yeah. It was a nice change of pace having games become more and more cinematic, but at the same time I was envious. I thought, âif they can do it, so can I!â After all, I was influenced by visuals I never wouldâve imagined beforehand. On the other hand, when I decided to make it for the Game Boy Advance, I knew I had to take more responsibility in supervising the project. I knew right away the weight of the game would be held on my shoulders. That was a little scary. But, you can say it doesnât matter where the theater is as long as the movie script itself is good. But when it came to say, âletâs do it in a small theaterâ , I was a little wary.
I see.
Itoi: I already had a lot of fears and potential obstacles. But in the end, I went ahead with it anyway. So I thought to myself, âIf I just take a month or so to myself, and concentrate on writing interesting dialogue and scenarios, Iâm sure I can do it!â So thatâs what I told myself, and I decided to do it.
April 19th
Below is the second part of the Shigesato Itoi interview.
PART TWO: THE "MOTHER" IN EVERYONE
Itoi: Also, the reason I wanted to make MOTHER 3 again...this is actually a little difficult to put into words, but I feel âthe game called MOTHERâ has become a shared property for everyone, rather than existing solely inside of me.
You mean the MOTHER series as a whole.
Itoi: Yes. I know this may be complicated, but itâs a very important point Iâd like to make. I donât want fans to simply say, âMOTHER belongs to everyone.â I often hear fans say, âWe raised it.â I donât think thatâs true myself. After all, the 'âbandâ' that made MOTHER 1 and 2 did their best. Thatâs what I think!
HoweverâŚ
Itoi: HoweverâŚ(laughs) itâs the same for Hobonichi. Or rather, itâs like that for MOTHER, but even more so with Hobonichi. Itâs hard to say we made it with our own strength alone. In other words, since the advent of emails, weâve been able to hear directly from people, words like âlaughter, good, bad, cryingâ etc. Thatâs what weâre working with.
I understand.
Itoi: Especially when MOTHER 1+2 came out three years ago. Like somebody playing it with their son, or an actor I once met at a job that used to play the games all the time. I get emails like that which make me feel like crying. It was then I realized we werenât alone in making this. I thought, âWow, this is really heavy.â But, at the end of it all I feel a sense of happiness.
Iâm glad.
Itoi: In the midst of all this, we had a roundtable discussion about the cancellation of MOTHER 3. At the time, I felt like I was...speaking from within a dream. In my own opinion, I felt as if I was selfish in making such a statement. But, I didnât think I was completely done with the project.
Ah, I see.
Itoi: Because I still have memories of making MOTHER 3. No matter how many procedural aspects I settled upon back then, a voice kept saying to me, âYou canât make such a decision!â Even after, there was always a person somewhere who said to me, âI wonât let you forget about this!â (laughs)
Yeah (laughs).
Itoi: The fans have such an incredible voice. Even at the time it was decided the game would be canceled, we knew it would come back sooner or later. When MOTHER 1+2 was released, some fans felt angered while others were tearful. I donât understand it, but I feel thatâs a product of what the game called âMOTHERâ created. Overall, thereâs been so many cheerful consumers. So after it was announced weâd restart development, I told them to âplease wait quietly.â And they really did. When the internet began to develop like this, before I knew it only negative opinions remained and simmered in one place. It felt like, âthat positive, white light has all been shrouded by this cloudy grey, hasn't it?â, and then suddenly even that grey zone disappeared. In such a situation, the feedback from customers themselves was immensely helpful. So...even though I may have my whole life ahead of me, I know the MOTHER series is something Iâll never forget. Yes, itâs only natural for someone like myself to have such deep feelings like that. I thought from now on I should devote my time to what Takaaki Yoshimoto calls "work from 25:00", so I took the job. But, well, thatâs a long story (laughs).
No, no (laughs)!
Itoi: So, I donât want to simply just say thank you to everybody (laughs). Through all these experiences, itâs become such a long story.
Yeah.
Itoi: Iâd like to add it feels like I myself am included in âeverybody.â
April 20th
The third part of the Shigesato Itoi interview was published on the day MOTHER 3 released.
PART THREE: A DECISION BETWEEN THREE PEOPLE
After hearing the story, I thought one of the reasons you decided to restart development of MOTHER 3 was that Miyamoto-san and Iwata-san offered you such an opportunity. It was pretty big, wasnât it?
Itoi: Yeah, it was big! It was great! Because they know what they are saying along with all the difficulties. You know, it doesnât just start with, âyouâll make tons of money!â Of course, since itâs the two of them, business is something we always have in mind. Thatâs always a part of it.
Thatâs right.
Itoi: So, I donât know...I know earlier I said I didnât want to simply say âthank youâ to all of you. Just like how I donât want to simply say, âthe world doesnât run on money alone!â
Yeah (laughs).
Itoi: Something mundane like, âI love money.â Sure, I would love to say it 500 times over first. Eventually, after some time youâll hit a wall and say, âbut..â (laughs)
(Laughs)
Itoi: No, I would laugh, but really. I can only say that after Iâve repeated myself about 500 times! I think only then could I say, âbutâŚâ
Yeah.
Itoi: Itâs all about being able to say that confidently after being made well aware of the risks and responsibility. Iâm not sure how to convey this frankly either, but...itâs having the heart. Thatâs what made me decide to tackle the project. Miyamoto, Iwata and I are all part of different companies. We all have different responsibilities. But, in the grand scheme of things, the fact that the three of us met in the taxi that day could label us all as one team. Well, maybe more of a spiritual team, but Iâm happy we have such a relationship. So yeah, I think it was a big deal the two of them said that to me. Thatâs why I didnât want to break out into tears after I accepted that job. Itâs important to have heart, but once production rolls out, it all comes down to an agreement between two companies.
Thatâs right. Also, not to mention Iwata-sanâs forecast on what sales might be. I think itâs important to mention that Iwata-san said the MOTHER brand would have a positive effect on Nintendo.
Itoi: Thatâs right. I think the reason why Iwata-san knows both is because he was a producer on MOTHER 2.
So the offer came from both his heart and the management side of things.
Itoi: Iwata-san is a very compassionate person, because he puts other peopleâs feelings above his own. So in that sense, I feel like he may have suppressed his own feelings, and after much thought decided that I should make the game.
I agree.
Itoi: Maybe you could call that, âthe end of an era.â
AhhhâŚ
Itoi: You donât know what I mean exactly, do you? Another thing Iâd like to mention is Miyamoto-sanâs ability to âread trendsâ, which led him to choose the handheld direction three years ago.
Oh! Thatâs another interesting point.
Itoi: Yes. Itâs not just about reducing the gameâs vision or development cycle, but I think he also understood how times are changing. Iâve thought the same about the future of games myself, and Iâve talked about this in a few places beforehand too. I think stationary game consoles were made in a time where personal computers were sold without displays. Stationary game consoles are a lot of fun, and I donât think theyâre going away. But, I think in the future it will be more common for a console to have a built-in screen. I think thatâs where the future is headed.
I see. Itâs true nowadays people say, âI donât want to connect more things to my TV!â And even if you do, competition is fierce.
Itoi: Yes, if thatâs the case, itâs better to own a console with a built-in screen. Portable devices, which started with the Game Boy are growing ever more popular. Portable devices arenât only small and convenient, but also act like a computer with a built-in display.
Miyamoto may have anticipated the future.
Itoi: At the very least I think he expected this trend to happen. And through our chat, he thought that I should follow through with it.
So in other words, while retaining your heart at the center of it all, all three of you decided to restart development with your own expectations in mind.
Itoi: We wouldnât have been able to release it otherwise, would we?
Thatâs right.
Itoi: So, really at the end of the day, MOTHER 3 was born again after a combination of various things. The final results have yet to come in, but as of now, development is finished. So I feel as if I can say, âIâm glad I did it.â
Yes.
Itoi: But you know, even looking back...itâs such an interesting story.
Yes, itâs very interesting.
Itoi: So, to all the students reading this...I want you to remember one thing: âIf you really want to achieve your goal, you need to plan four steps ahead instead of focusing on the destinationâ Thatâs what Iâd like to say, and I know itâs going to be scary. But, just trust me when I say you wonât be burning yourself out.
Yeah.
Itoi: Take it to heart when I say âmaking it happenâ is a wonderful thing.
Anyway, MOTHER 3 will be released on April 20th. Thatâs finally going to happen.
Itoi: Yes, thatâs right.
April 21st
Below is the fourth part of the Shigesato Itoi interview.
PART FOUR: THE STORY OF THE ORIGINAL MOTHER 3
I heard that the idea for MOTHER 3 was born around the time development of MOTHER 2 finished.
Itoi: Right. It was actually when I was in the middle of making MOTHER 2 (laughs.)
What parts of the idea did you have in mind then?
Itoi: Thereâs parts of it still present in the current MOTHER 3, but some other parts are completely gone too. When I was making 'MOTHER 2, I became worried over the fact the game was becoming a lot like backgammon. After finishing one town, you move on to the next. And when you go back to the previous town, you find the NPCs there saying, âThank you for the time we spent together.â I started to think that I didnât need to follow this formula, so I thought, âNext time, letâs set the stage in a singular town.â
Ah, so thatâs it.
Itoi: Rather than NPCs having their dialogue changed as the game progresses, time changes in the town itself. I wanted to create something where one town gradually changes over time. For example, if you scribble graffiti on a tree somewhere, it stays forever.
When I interviewed you ten years ago, you gave me a hint about MOTHER 3: âIf you make a mess in your room before leaving for a school trip, it will still be there when you come back.â I recall you saying that.
Itoi: Yes, thatâs right.
Thatâs because you were developing for the 64DD platform at the time, which had the selling factor of a large capacity storage medium. Did that affect your ideas?
Itoi: Yes. If we couldâve used it, instead of going to each town in order, you could go up the stairs and come back down to see that one town and itâs people growing in real time. I thought it would create a spiral of enjoyment, and thatâs why I can give you a very simple example of this idea â itâs like âAnimal Crossing.â
Ahhh. Come to think of it, I believe development of Animal Crossing also started out on the 64DD.
Itoi: Oh, I see. Basically, thatâs the idea we had in mind.
I see.
Itoi: Itâs not something Iâd make anymore, but I can go on and on about all the details. I wanted to make the main character a lousy detective. So itâd take place in one town, with a detective who does all sorts of things, like investigating affairs, doing stakeouts, catching thieves and so on. This allowed the town and itâs people to become more three-dimensional, so at first thatâs what I wanted to do.
It wasnât so much âMOTHER 3â, as it was the next step after MOTHER 2.
Itoi: Yes, thatâs right. I didnât even name it âMOTHER 3â, just to be sure. However, the idea of small incidents being intertwined between stories from various people is a lot like the current MOTHER 3. The fact that the main character changes depending on the chapter was still a faint idea, even back in the beginning.
You said this phrase ten years ago to help explain the meaning behind switching protagonists, âThe way I see you and how your mother sees you are completely different.â
Itoi: Oh, thatâs right. Thatâs what I wanted to portray. And another thing is, I came up with this idea of a large structured story. Iâm not going to go into detail, because itâs something still present in the current MOTHER 3. I think I wrote it while I was staying at some hotel. Immediately after I finished it, I showed it to the staff and they told me, âThis is really interesting!â My heart was pounding in surprise at that, I remember the feeling very well.
So, at the time MOTHER 3 was a game with a huge plot behind it. Weâve already mentioned the three-dimensional structure. So, you were trying to express it all in a cinematic way using the latest technology at the time?
Itoi: Yes, that was the intent with the first MOTHER 3 on the N64. Considering itâs structure and the technology at the time, I thought, âanything is possible!â I was really overthinking it, and because of that I put whatever I wanted into the project. Originally, I was blowing smoke and mirrors as Iâve always felt that was my role in the MOTHER series. I know this might be strange to say, but during the production process, one of the young staff members who were making the game asked, âWhen do we give up?â I began to think, and more or less said to them we should give up only once someone said, âThis is impossible!â
Ahhh.
Itoi: Iâll admit, I was a bit of a fool up until that point and had to lie. Truth is, I donât know anything about technology. So while I was in this role I came up with all these ideas without worrying about the framework. However, all the young staff there went ahead and created it all anyway because they grew so attached to it. They really wanted to put everything in. Thatâs why it was so hard for them to say, âI canât do this.â Of course, thatâs not necessarily a bad thing, but in that situation it started taking a long time.
Thatâs one of the main reasons the first MOTHER 3 was never completed.
Itoi: Thatâs right. The first MOTHER 3 had a gradual start, and got cancelled just as it was about to get off the ground. Unfortunately, thatâs how things turned out.
April 24th
Below is the fifth part of the Shigesato Itoi interview.
PART FIVE: IT'S NOT "MOTHER 3"
After the first MOTHER 3 was cancelled, development was restarted on the Game Boy Advance and took three years to complete.
Itoi: Yes, itâs been three years.
When development restarted, did you think it would take three years?
Itoi: Well, I had no idea really. So, I donât think three years is all that long. I didnât think it would be short, of course. Even if it had been completed immediately, I wouldnât have thought it was short anyway.
Ahhh, I see.
Itoi: Iâm a strict judge on whether the finished product is good or bad, but Iâm not good at reading time. After all, it took me a long time to get back on track. And just like the previous MOTHER 3 that was cancelled, it still took a long time to get going (laughs.)
I agree. For the last three years, I was asked to attend the site. I found the first year in particular very concerning. While work was progressing fine, it just didnât seem to be taking shape very well.
Itoi: Yeah.
Looking back, you seemed to eventually get it on track. When would you say the turning point of development was?
Itoi: In the early stages of development. Looking back on it now, I think it was a big decision when I decided that the visuals would be good âjust looking like MOTHER.â
Oh, I see.
Itoi: I mean, when you create something new, naturally itâll always be different. We tried, and tried, and no matter what it wasnât coming out right. It was then I realized, âLetâs just follow the tone of the MOTHER series.â After I made it clear we were going to follow the tone of the previous games, it was only a matter of making adjustments to the art. In other words, it was like we finally had a ruler for our drawings.
The first two years were very difficult, not only in terms of the art direction, but also with everything else. I think it was extremely difficult all around.
Itoi: At that point, the only point of reference we had was the cancelled N64 version of MOTHER 3. So, that made it a much more complicated matter.
It was during this complicated period of time you told me something that really made me think, ânow I understand.â You said, âThe MOTHER 3 we were working on at the time was fresh off the heels of MOTHER 2âs development. So, there were a lot of times where we thought, âLetâs surprise the MOTHER fans!â If the game had a smooth development and released as planned, Iâm sure the fans wouldâve been surprised like we wanted. But because it was cancelled and there was such a long gap, the feeling we wanted with âMOTHERâ was lost.â
Itoi: Yes, thatâs right. It was very difficult to adjust to that. So, for example, if a musician were to release a song identical to their last big hit, Iâm sure there will be some people who say, âit was good this time too.â But, on the other hand some others might say, âOh, not this again!â Iâm the type of person who considers these opinions early on, so I tend to think people will be left unsurprised if I donât make the effort to change. So, with that in mind, thatâs why MOTHER 1 and 2 feel so different.
I agree.
Itoi: But the mood and worlds feel similar enough. So, when we decided to make MOTHER 3âŚthis was twelve years ago now, so what I was thinking back thenâŚmy idea was to throw cold water on all the fans who loved MOTHER up until that point, and then make friends with them. I still had that lingering feeling even when development restarted, it was a problem to let go of it.
It seemed to me that this problem was one of the themes of development until the very end.
Itoi: Yes, it remained until the very end. But I kept on persisting, so I can say with confidence I was able to settle myself down. But, it was painful (laughs.) That was the most difficult part, but in the end it was still the most interesting aspect of the project. However, only by overcoming these struggles together with the staff were we able to create MOTHER 3 not âjust for the fansâ, but the ârealâ MOTHER 3.
April 25th
Below is the sixth part of the Shigesato Itoi interview.
PART SIX: MAKING A GAME STRUCTURE
Until development picked up steam, I had the impression communication between you and the development staff was difficult.
Itoi: Thatâs something inevitable, though. The development for the Game Boy Advance this time aroundâŚwell, first off we learned our lesson from cancelling development prior. We wanted a team that could work quickly. I was introduced to a software studio called Brownie Brown by Nintendo. Itâs kind of awkward to say, but it was kind of like a form of matchmaking. We started things off by exchanging business cards, so it took us a while to start communicating to each other just as friends.
It seems like both of you were a bit confused at first.
Itoi: I think initially I was a lot more confused than the people at Brownie Brown were. After all, âMOTHERâ has a very special way of making things. I would tell them about the large structure, and then they would organize and give it shape until I gave them further orders. I often would say things like, âThatâs completely different from what I had in mind!â But once theyâd finished all the preparations, we could have a meeting and theyâd say, âIt might be different, but letâs fix it this way.â In that sense I have immense respect for the people at Brownie Brown. You could tell them, âItâs their jobâ, but if they say, âWe canât do thisâ then thatâs the end of it.
I think it was about two years ago that development was slowly making headway?
Itoi: Thatâs when I started visiting Brownie Brown in Kichijoji, right? Until then, we kept in close contact with one another, and then Brownie Brown said alongside the others, âWell, we canât do this kind of thing ourselves.â I think thatâs when things started moving forward. I donât know if we were feeling courageous, or if things were getting more fun, but it was around then the atmosphere started to feel really welcoming. I remember eventually being presented an image of a strange creature in a castle full of ghosts, and I said, âYes! This background is fantastic!â Originally, I wasnât interested in pixel art or 2D animation. But, theyâre excellent at giving it such a sense of detail.
Indeed. Thatâs what I find so special about âMOTHERâ. It allows staff to create art according to the scenario, before piecing the game itself later on. Oftentimes, that isnât the case for other games.
Itoi: That seems about right (laughs.)
I recall something you said earlier, âIf I just take a month or so to myself, and concentrate on writing interesting dialogue and scenarios, Iâm sure I can do it!â To put it bluntly, your job for the first two years was spent refining all the words in the script.
Itoi: Thatâs right. Iâve often heard people say âWords are the essence of MOTHER.â Although it may seem easy, you canât just slap sushi ingredients into a sandwich and call it a day. In saying that, the development staff was stumped when it came to the writing portion of the game. It took about two years before I could tell them, âThatâs a wrap. Iâll take care of the rest of the writing myself.â
Yeah.
Itoi: But, I really donât know if I have the power to accomplish things with words alone. Iâm not sure anyone knows they can do that for certain. So, thatâs why Iwata-san ended up saying to me, âIf you write the words yourself at the end, the game will come together from there. I donât care if you say otherwise.â Thereâs also a part of me that felt the same way.
Oh, is that so?
Itoi: Yeah, thatâs right.
So do you truly feel that way, then?
Itoi: Yeah, I do. I have a lot of experience, although I know whatever I may think is good doesnât account for everything.
I guess you couldnât compare it to lacking confidence then, or something like that?
Itoi: Iâm confident enough to say, âItâll be fine as long as I write all the words later.â Even though I know thatâs confident of me to say, that type of confidence and conviction doesnât come from one person alone. Iâm not sure how to put it into words, butâŚyou canât have a midpoint without two axes. Youâd have to use a compass twice in that case.
Ah, I see. So thatâs it.
Itoi: No matter what it is, you have to search for the point with two things. At the time, I felt like a person searching for that point by himself, muttering under his breath, âThis was a mistake.â
Thatâs a very important point, isnât it?
Itoi: Itâs an extremely important point. Having your own giant compass isnât enough.
So before finishing all the gameâs textâŚit was like in some sense you had entered a âtraining campâ with only one compass, just for yourself.
Itoi: Yeah. Thatâs what it was like for two years.
So, at the end of the day as you kept adding words to the story while at âcampâ, the game became more and more like âMOTHER.â
Itoi: It did become more and more like âMOTHERâ (laughs.) But thatâs because we had a second compass, or maybe even four. Iâm not sure of the exact number, but there were many.
April 26th
Below is the seventh part of the Shigesato Itoi interview.
PART SEVEN: TRAINING CAMP
It was around last summer when we heard the game was 70 to 80% complete. It was around then you started âtraining campâ to add words into MOTHER 3.
Itoi: That took a long time. I did it while in Kichijoji, Shibuya, and the Hobonichi office.
Yeah. First of all, the game contains your initial scenario and all the text you wrote over the last two years while at meetings. I have a huge file of them all pasted into an Excel table. You rewrote every single word in the file, including everything you had written in the past. It was a tremendous task.
Itoi: Thatâs correct. There were some that I thought, âItâs fine to leave this as is.â But, about 90% of them are mineâŚor maybe all of them?
The majority of them are yours. Iâd say thereâs maybe about 10% that werenât rewritten.
Itoi: I guess I wasnât able to finish it all in one month (laughs.)
According to our attendance reports, weâd gather at the hotel room around 10 in the morning, have a break to get some food and then stay until 2 AM. This would be over the course of three days and two nights of work.
Itoi: It felt impossible, didnât it? Iâm glad thatâs over with. I wouldnât be able to handle anymore, because including all the time wasted slacking off, I was in the same place for 15 hours straight. With the same people the entire time, too.
Well then, as for all the members, first we had Kazuyuki Gofuku, a progress supervisor from Nintendo. He would call up all the necessary files and say, âToday, weâre going to start and end here.â And then Itoi-san would create each line verbally speaking character by character. Akihito Toda (who was an assistant scenario writer for MOTHER 2) would write the lines down and then review them. We all laughed and nodded while listening, then made sure we agreed it was all âokay.â Gofuku-san would then write and compile everything into a new Excel file.
Itoi: Thereâs no way we made it that way (laughs.)
I heard back when you were making MOTHER 2, youâd recite each line and the staff would write them down. Was the process any different from the way you wrote MOTHER 3?
Itoi: It was different. For MOTHER 2, it was only two of us. Me, and the girl who would write down my lines. It was as if this girl felt she was in a weaker position, or believed her role was to say, âwow.â It still felt good for me to say it all, but when I got out of control, she couldnât stop me. If I do that, it all begins to fall apart and I canât make clear decisions. So, I needed a small gallery this time around as if it was my first group of customers. It really feels like playing in front of a small audience.
Oh, I see.
Itoi: A good example would be âSamna no Manma.â There are around 26 people in the studio while heâs recording including the crew and spectators, but itâs not like any of them are invited guests. Sometimes Samna-san will tease the spectators and ask, âDo you like this or not?â I think things would turn out differently if not for that.
Itâs a bit like having a third eye, isnât it?
Itoi: You see, that âlittle acknowledgmentâ is what gets me by. It might be a little rude to say, but sometimes I feel like, âJust respond! I donât care how you react!â So those customers really are essential.
Yeah (laughs.)
Itoi: Iâm not sure if youâd call it an advisor, observer, or an onlooker, but it seems there arenât many people in Japan who can do that. The minimum you can trust in a customer is to smile while you concentrate on saying your next line. If I can feel the people next to me laughing as their hearts beat faster, I start to think, âOh my god! Itâs working!â When you have such an environment, you can strongly bounce off each other in a short amount of time. I would say a line, see the reaction, and then change it or move on. Because I can do that back and forth on the spot, I have more of an opportunity to change and fix things.
Yeah.
Itoi': And the important part depends on where the rails are going to switch. For example, Iâd say, âOh, wait, Iâll fix that again.â Gofuku-san would then write it down and Iâd ask, âSo, how about it? What do you think?â From there, heâd refer to specific details most would find incidental.
So it really was like a training camp.
Itoi: There were times where I would run and suddenly be stopped. On the contrary, sometimes Iâd also play the role of stopping them.
One line of dialogue can solve about three problems at once. You can retroactively fix things with one action, as if youâre going back in time.
Itoi: You know, it was all about balancing the density of work. It was pretty dense, wasnât it? It was more than just work, really. Iâm a little sad itâs over now.
Yeah, it is a little sad.
Itoi: Iâll never have an opportunity or job like that again.
I wonder what else youâd be doing, if we werenât standing around there.
Itoi: No, no, I mean I do have other jobs. Iâd just like to do something else that dense again.
Anyway, thatâs how it all went. The more that camp went on, the more lines we ended up coming up with. But the interesting part isâŚas I was somebody who witnessed it all coming together â when Itoi-sanâs lines came in one after another, the game stunningly became a lot like âMOTHER.â
Itoi: Just like Iwata-san said (laughs.)
Yes, just like he said it would.
April 28th
Below is the eighth part of the Shigesato Itoi interview.
PART EIGHT: A CREATIVE BEAST
You had a very rough time during the âtraining camp.â Even if it was a line I had seen many times, in most cases youâd end up either cutting it out or completely rewriting it.
Itoi: âOh, I just looked over all this, and itâs infuriating.â So on, and so on.
(Laughs.)
Itoi: One thing I noticed is the people who did all the prep work at Brownie Brown are pretty young in age. Itâs been about four or so generations since the game creators of my time. So, itâs only natural that things feel differently now. I was worried my sense of humor wouldnât sit well with the younger generation, but I think it turned out fine when I finished it.
I see.
Itoi: Strictly speaking, itâs not something I can judge. However, if weâre going to make âMOTHER'â, it has to be done this way.
I was not only impressed by your ability to fix things that were wrong, but also the ability to fix things that seemed correct. Stuff like changing âHelloâ to âOh, hello there.â
Itoi: Thatâs an aspect of physiology applied to written form. Itâs something I canât help. If you ask me why a simple âhelloâ wonât suffice, I canât really give you a reason why.
So thatâs it. And while you were making some lines detailed and longer, you were also revising others to make them extremely simple.
Itoi: There were many things I intentionally omitted. I deliberately returned to any lines I found clichĂŠ. I donât know how to explain this, but if you speak humorously all the time eventually it gets sloppy. The frogs were symbolic of this, werenât they?
At the beginning of the training camp, it was decided every Save Frog would have a unique line of dialogue.
Itoi: Ah, yesâŚthatâs how it turned out. âAll the frogs say something differentâ as we intended.
Yeah. Even when I played the actual game I felt obligated to talk to every one of them.
Itoi: So the first thing I did was figure out all the common lines they would share, right? And then I would say, âLetâs change the frog here.â So in the end, it was double the amount of work. Iâd come up with stuff like, âLetâs boil this frog in water!â I made these kinds of big decisions many times during camp.
The whole room tingles in excitement when those decisions are made.
Itoi: I donât know what to call it, but thereâs a moment where I get really serious and clench my teeth. I get in this mood, where I donât care even if I get hit a few times. Even when the other staff members around me would say, âHuh?!â There were moments when I retaliated and declared, âNo, Iâm going to do this! Iâm going to do this!â When that happened, I felt like Asashoryu (laughs.)
(Laughs.)
Itoi: It was a raw, animalistic feeling like, âIâm the one on top of this moment!â Otherwise, it would all be boring and halfhearted. Anywho, itâs something I can only do because Iâm dealing with people who understand each other. I wonder how to put itâŚbut itâs like the feeling of clenching your ass cheeks together and saying, âGood!â in a sigh of relief. Itâs the same feeling you mightâve had as a child.
Yeah (laughs.)
Itoi: Itâs something I feel is absolutely necessary. I donât know for sure, but maybe itâs something akin to the beastliness of an athlete. I think itâs something also present in the creative process, like when you yell, âShut up!â (laughs.)
The staff members around me would say, âIf Itoi-san goes through with this, itâs really going to affect him!â But before I could finish saying anything to you, youâd say, âOh, well, thatâs okay!â (laughs.)
Itoi: Hahahahaha. The animal in me was already free, wasnât it? But then afterwards theyâd say, âSee, your previous problem will be solved if you just do this, okay?â You know, itâs a little embarrassing for a human being to act like an animal. So, you canât act like an animal in a place with no field. Thankfully, the training camp was the perfect field to unleash the beast in me, since others around me knew the steps we were taking. Itâs good to know the time and place to be an animal, since itâs unhealthy to make a habit of it.
In any other case, itâd come across as a violent or âpushyâ person.
Itoi: In that sense, Itâs amazing Iâve met people who understand me. Itâs a really great thing to have good friends like that. If you have the desire to make something of yourself, to ask others questions, and to make the most of your life, donât sit around halfheartedly smiling; at least try to win the village sumo tournament by clenching your ass cheeks. Itâs something I encourage others to try.
April 28th
Below is the ninth part of the Shigesato Itoi interview.
PART NINE: A FAMILY STORY
One of the major themes of MOTHER 3 is âfamily.â Was this originally part of the plot you came up with at the end of development for MOTHER 2?
Itoi: No, that was unintentional.
Oh, I see.
Itoi: Yeah, it happened unintentionally. I could explain the reasoning behind most of my decisions, but I didnât necessarily choose to include that one.
I guess what youâre saying is it incidentally came into being.
Itoi: Thatâs what Iâm saying. HmmmâŚso creativity is something Iâve been thinking a lot about lately. Iâll often notice things I donât even remember making. I think thatâs the source behind creativity. In that sense, there are many things I donât remember intentionally including in MOTHER 3, such as stories about family, parents, children and siblings.
But the end result is very colourful, isnât it?
Itoi: I think so. Itâs justâŚI donât know if itâs really a story about family. Maybe itâs a so-called âBlood Storyâ, since the story follows a family related by blood. But even then, itâs not really all about that, is it?
Yeah.
Itoi: So many people have written stories about blood relations. While MOTHER 3 is also a story about family, itâs not really concerned with that connection in particular. I feel itâs touching upon something beyond that.
Itâs not a traditional happy family, just like MOTHER 1 and 2 before it. Nonetheless, those family ties are still present. Was that an unintentional decision as well?
Itoi: It was all unintentional. To be honest, itâs like weâve been misled to believe the system we call âfamilyâ has existed since time began. I think stories of blood relations are attributed to that ideology. Itâs something people have immersed themselves in, havenât they? But what if itâs possible that wasnât the case a long time ago? As much as people hate the idea, itâs not impossible that there may come a time when we all raise our children together. In fact, it already feels like the family system is on the verge of collapsing. However, I donât want to say whether thatâs a good or bad thing.
I understand.
Itoi: In lighter terms, whatâs the difference between marriage and cohabitation? Itâs something thatâs starting to become more ambiguous. Often I find in situations where both the mother and father work, they donât eat dinner together at the dining table anymore. If that system were to disappear, Iâd be concerned what Iâm presenting wouldnât align with how everyone views âfamily.â Itâs something youâd either be blamed by others or yourself for. Although in that case, I donât think you should blame yourself for failing to stick the landing. People will either stay addicted to their beliefs, or let go of them. Isnât that part of the search for happiness after all? Regardless, thereâs still many things along those lines in MOTHER 1 and 2.
I agree.
Itoi: However, the hidden flavours in MOTHER 3 are particularly strong.
Theyâre very strong, arenât they?
Itoi: Yeah. Although I wonât spoil much of the story details, the Magyspy characters in MOTHER 3 are a symbol of family unrelated by blood.
Ah, I see.
Itoi: Oh, and one more thing about MOTHER 3. Although I donât recall it being my intention to include family as a major theme, there is a reason it became so prominent. Back when we first created the scenario with our team, one of the staff members just had a baby.
Ohhh.
Itoi: That left quite an impression on me. Although I have children of my own, theyâre all grown up now so weâre quite distant these days. If I had given birth to a child, Iâd have been unable to commit the time to write the gameâs script. But, this other staff member had a little child who could barely walk, who they protected like one of their own internal organs. That feeling really affected me. Sometimes Iâd casually read out a line Iâd just written and heâd painfully react, âOh my God!â After hearing that, Iâd reconsider what Iâd written. Itâs not my goal to inflict such a painful feeling.
I see what you mean.
Itoi: Really, my aim is always for people to scratch their heads over my jokes and tell them, âDonât be ashamed! Itâs fine, itâs fine!â Thatâs something I donât hesitate to do (laughs.)
(Laughs.)
Itoi: So thatâs why it really affected me. I remember the trigger to his reaction very well, as it was a short line from the grave keeper describing Flintâs role in the story. I wrote it casually without a second thought, but if I were that father, I probably wouldnât have made it. It really resonated with him since he had a child. He said to me, âI understand why a father would do something like that, Iâm sure I wouldâve done the same too.â I was a little surprised and stricken back at first, but as I kept on thinking I decided, âThis feels so much better.â In fact, the second half of the story changed based on that feeling alone. If I were to write every character as if it were me, I wouldnât help but feel âMan, I hate this guy!â I wanted to make the characters reflect all of us. Thatâs what made creating the script so fun and interesting. I donât think youâd be able to do something like that when making a novel by yourself.
May 2006
May 1st
Below is the final part of the Shigesato Itoi interview.
PART TEN: SLOGANS, SELF CONFIDENCE, AND HESITATION
Now that I think about it, I donât think you have many pure âShigesato Itoiâ works.
Itoi: No, I donât.
At least I know Iâve been involved in many things, but there isnât a lot of stuff youâve created personally.
Itoi: Wellllllll, itâs hard to make things.
(Laughs.)
Itoi: I canât make a lot of stuff since I have problems struggling with time. There is a big difference between eating sushi somewhere as an author instead of eating there as somebody else. In the long run, I no longer work as an author so I can have more time in exchange.
This time around, you were the author for MOTHER 3 though.
Itoi: I guess so. Isnât that unusual? I suppose Iâm both the author and the creator.
'(Laughs.)
Itoi: Surprisingly I lack the desire to be. (laughs.)
I lack desire too. Even though my typical line of work is very different from yours, I always say, âI donât knowâ when asked about promotions.
Itoi: I donât know then, I donât know anymore.
(Laughs.)
Itoi: You know, recently Iâve been reading Amazon reviews.
Ahahahahaha.
Itoi: I was thinking to myself, âWelllllll, is this any good?â but then I thought, âthe only reviews I can find are on Amazon.â
So then, if I told you âI want you to sell this game I have called MOTHER 3â and you had nothing to do with its creation, would you find it an easy sell?
Itoi: Letâs seeâŚI donât know. Itâs hard to do it yourself.
That reminds me, I found it surprising when I joined the Hobonichi offices and found you werenât creating the MOTHER commercials on your own.
Itoi: Oh, thatâs a terrible misunderstanding.
Basically, your role is to judge what the agency creates.
Itoi: Yeah, thatâs right. I still write my own version though. Also, I was the one who requested Takuya Kimura for MOTHER 2.
But the production side of things such as the storyboards are done by the agency. Thatâs how the commercials for MOTHER 3 were made, you werenât involved with the planning.
Itoi: Thatâs right.
Isnât that really surprising?
Itoi: Is it?
Why didnât you do it yourself?
Itoi: Itâs hard to do.
How hard can it be?
Itoi: Itâs really hard to do.
So itâs really that difficult?
Itoi: Because if I were to do it all myself, theyâd ask âWhatâs so great about you?â
Yeah, maybe, I guess.
Itoi: Thatâs why itâs hard to do.
But Iâm sure many others do it.
Itoi: I donât know who (laughs.)
Well, back to our main topic, The slogan for MOTHER 3 is, âStrange, Funny, and Heartrending.â
Itoi: Yeah.
Thatâs pretty straightforward.
Itoi: Oh, really?
Because the slogan for MOTHER 2, âGrownups, kids, and even young womenâ comments more on the current game industry rather than the game itself.
Itoi: Yeah. If you think about it, thatâs a good tagline for the Nintendo DS (laughs.)
Yeah, yeah it is (laughs.) In that sense, it was a slogan for gaming as a whole, rather than simply MOTHER 2.
Itoi: Yes, it was.
MOTHER 3âs slogan seems straightforward for what the game is.
Itoi: I know. Thatâs because I had to re-introduce myself.
Ahhhhh.
Itoi: After all, I couldnât just run into the room and scream, âWeâre back, everyone!â like itâs all come full circle. I felt it necessary to refrain myself and be polite.
I see.
Itoi: For example, even if I entered a place where everyone knew âthis person is Shigesato Itoiâ, Iâd still introduce myself and say, âHello, Iâm Shigesato Itoi.â This time around I approached things feeling as if I was straightening my collar.
And yet, after all this timeâŚI still feel youâre a little reserved (laughs.)
Itoi: Iâm still a little hesitant, arenât I (laughs)? Because I already had to cancel the project once before, I made a habit of staying quiet until it came out (laughs.)
Please stay strong!
Itoi: No, Iâm confident. I really am. Iâll even write, âIâm super confident!â down in big letters to prove it to you.
But Iâm not sure if you can say, âIâm wonderful!â out loud.
Itoi: Iâd rather notâŚ
(Laughs.)
Itoi: So now we have no choice but to trust each other, donât we? I trust in all the people who already played the game and said it was good. If those people who played the game tell us what they liked first and then whatever they didnât like, we can find the right balance in their honesty. I put all my trust in them.
And thus, that concludes the development history for MOTHER 3 leading up to it's release. Additionally, ending it's twelve year development cycle which began as a simple concept even several years beforehand. Thank you to everyone who's read everything up to this point, going along on this journey with the developers. If you'd like to read more about MOTHER 3's history, please refer to this page detailing the differences between the N64 version and final release.
Index
Mother 3 prerelease timeline
| |
---|---|
Overview | Differences |
Nintendo 64 version | Early N64 Development • 1996 • 1997 • 1998 • 1999 • 2000 |
Game Boy Advance version | Early GBA Development • 2001-2002 • 2003-2004 • 2005 • 2006 |