Interview: Dengeki Nintendo 64

DN64: Once and for all, what percentage of Mother 3 is complete?

Iwata: Uhh . . . that's a difficult one to answer. If you look at the scenarios, systems, and maps separately, we've gone a long way. We just have to put all of these elements together. It's difficult to say something like "95% complete." Simply put, in order for each part to be collected together, the system must be finished up, so from here on in I think we have to continue working on the system.

DN64: What is the game system about? In the last game, the "hit points" were shown on a "drum" indicator, and there was an analog feel to it.

Iwata: The "drum" indicator is the same as in Mother 2, and as for the "analog" feel, since the it is the theme of the series, various things are being prepared. For example, until now there have been no battles involving "sound." When fighting, you play on a 3D stick with your finger, just like a guitar chord, and perform a song. If it's a good song, you deal a satisfying blow. Simply, this basic system hasn't greatly changed from Mother 2. It's a command-style face-to-face battle.

In addition, before entering into the battle, there is a new device. If you bump into an enemy, you won't immediately enter the fray, but will first have an exchange with the enemy, after which a battle will occur. In RPG battles, the movement may cause some to describe it as "simple." But I wanted to do something more. On the map, you can enjoy walking and fighting, and fun elements have been added. For example, even if it's a powerful enemy, if you travel along without problems, you can defeat this enemy without worry. Even if you are worried, you can cut through the exchange before you fight, I think. Of course, if you believe in yourself, you'll defeat whomever stands in your way. The way in which you walk and fight will change the way the game develops.

DN64: Does "the way in which you walk and fight will change the way the game develops" mean that there will be multiple scenarios?

Iwata: No, the body of the story is one whole unit. Mr. Itoi says, "writers must waive their obligations and rights when it comes to multi-scenario and multi-endings." Of course, even multiscenario games have their limits, but Mother 3 won't have multi-scenarios. Honestly, beyond making 64DD-made games, the "writing" is the most important. The way in which a story is told is a big part, just as the final goal is important. However, depending on the player, you can have different adventures. Each player's footprints will be left behind. This means that this has a quality like a high level of multi-scenario.

DN64: To what degree is the game's volume, or the world's breadth?

Iwata: All I can say is that it isn't the type of game where it only centers around the world map. For most RPGs, you only have a narrow path to follow. This one will let you go just about anywhere!

DN64: Previously, you were developing a game called Kimaira's Forest. What can you tell us about this?

Iwata: That forest is very similar to MOTHER 3. Kimairia's Forest kind of died out, but the forest hasn't changed very much.

DN64: Let's return to the game system. There are many heroes, so how do you select them?

Iwata: There is a construct of the first two chapters. Each chapter has separate heroes. Each hero is either a child or adult, or is non-human. Each has different purposes and has common abilities. Each is an inhabitant of the forest.



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