Not Your Momma's RPG (Mid-1989 Part 1)
Stephen Radosh was far from his home in California. Having worked for Atari and Sega in the past, he was eventually hired by Philips Interactive Media as their Vice President. And now, all the way in Kyoto, Japan, he was leading the team of engineers helping Nintendo get accustomed to the hardware Philips was working with them on. Nintendo! There were three main development teams working on Super Nintendo titles: one was working on a fast-paced racing game, another was making a game where you piloted an attack helicopter titled "Dragonfly," and then you had the group he was working with today, the Super Mario Bros. 4 team. Philips engineers had recently finished a port of Super Mario Bros. 3 to the new hardware to use as a base for Mario 4. Now, Nintendo could go full steam ahead with development, asking for Philips's assistance when necessary. They were working on this green dinosaur for Mario to ride when Takashi Tezuka approached Radosh with a note.
"Excuse me, but could you deliver this status report to Miyamoto-san? I'd do it myself, but there's this bug with Mario's movement that we're trying to squish right now."
"Oh, yes, of course! Where is he right now?" answered Radosh in slightly-stilted Japanese. Although he had been making good progress on his Japanese skill, there were still plenty of things that tripped him up.
"He's in one of the playtesting rooms, I'll write it down for you…" replied Tezuka.
As Stephen Radosh made his way down to Shigeru Miyamoto, he began to reflect on the man. The creator of Mario, Donkey Kong, and Zelda, Miyamoto was an incredibly creative, yet humble man. Always coming up with new ideas, there was something about the way he approached game design that Radosh knew was different. Something that Radosh wanted to take back to Philips.
As Radosh opened the door to his destination, he saw Miyamoto speaking to a suave-looking Japanese man. Several Famicoms were hooked up to TV'S with playtesters at some. The game looked to be an RPG like Dragon Quest or that "Final Fantasy" game that was exclusive to Japan at the moment. At least, he thought it was, as the enemies seemed… weird. From a distance, it looked like one person was fighting… a hippie? Definitely not the typical goblins or slimes that he was used to seeing.
"Ah, Radosh-san! What brings you here?" exclaimed Miyamoto, smiling.
"Tezuka wanted me to bring this status report to you," replied Radosh, handing over the note. Miyamoto muttered some things to himself as he read it over. "What game are you guys playtesting right now? It looks… interesting."
"It's called 'Mother,'" answered the suave man. "It's named after a John Lennon lyric."
"Oh, Stephen, this is Shigesato Itoi, he's been working on an RPG called Mother for Nintendo. Itoi-san, this is Stephen Radosh, he's with Philips helping out with the Super Famicom."
"A pleasure to meet you," said Radosh, bowing.
"Same to you," responded Itoi. "You know, it would be useful to have a Western perspective on my game. Would you like to give it a try?"
"Oh, it'd be my pleasure! Though let me report back to Tezuka-san first. That way, he doesn't think I got lost." Miyamoto chuckled at that remark.
After returning to Tezuka and coming back to the playtesting room, Radosh sat down at one of the desks as Miyamoto and Itoi watched. He actually had a better time reading the text than usual; the limitations of the technology meant that all of the text was written in kana, no kanji. You play as this young boy named Ninten, who has psychic powers and must prevent an imminent alien invasion. It's an RPG, yet instead of knights and wizards exploring medieval villages, you're just an average American kid exploring modern-day towns. The setting is just so different to everything else, and that intrigued Radosh the most. Not to mention, the game’s story was far more involved than a lot of other games and it was a blast to play, although it suffered from some major difficulty problems. But that would hopefully be worked out during the playtesting phase.
"So, do you know when this game is coming out?" asked Radosh, after getting a game over.
"If everything goes to plan, our Japanese release date is July 27th," answered Itoi. "As for the US… well, I'm not sure if it will cross over in the first place."
"But why not? Everything about the game screams America!" From his time in Japan so far, Radosh had noticed quite a number of games that hadn't made the jump to the West. Some of that was because they dealt with Japanese culture or history very heavily. There were things that only the Japanese really enjoyed. Radosh had never even heard of things like Shogi until coming over to work with Nintendo. But Mother wasn't like that.
Miyamoto frowned. "Although nothing is set in stone yet, Nintendo of America has explained that Americans don't care very much for RPG's, it would seem. They need to do more market research, but right now, they don't have much faith in Mother."
Throughout its development, Mother and Itoi faced an uphill battle. The first time he pitched the idea, Miyamoto turned him down. Only later did he relent and give Itoi a team to make his dream game. And now, there were doubts as to whether or not it would even get an international release at all.
But Stephen Radosh wanted to give Mother a chance. While Philips could develop games for the NES, they were focusing all of their efforts on the Super Nintendo. But publishing an existing game? Now that would be a good way for Philips to get their foot in the door of the game industry proper. And if Mother was marketed in just the right way in the West, it could be a real success. After all, what kid WOULDN'T want to discover that they have psychic powers and go fight aliens?
But first, the game could use a bit of a name change.
Next time, we'll be taking a look at the second Super Famicom press demonstration. It'll be a fairly short chapter, so I'll see you soon!