EarthBound Beginnings: Difference between revisions

More development.
m (I changed 'Mother' to 'MOTHER'.)
(More development.)
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Miyamoto's reception was lukewarm at best; while he praised Itoi's ideas, he calmly and gently told Itoi that his project proposal was in no way an indication that he could actually pull it off. Itoi's work in the advertising industry had not prepared him for the game development of the game industry; while he was used to fleshing out concepts and ideas and executing them with a team, even if they didn't quite achieve their original vision, the development of a video game was significantly different: the plan to create something, no matter how impressive it was, was meaningless unless it could actually be achieved. Itoi would have to be an active participant in the development of the game, something that he had no experience with, since he was a complete amateur with the game industry. The proposal stage of the project wasn't the part that impressed everyone, like he had originally thought: he was no different from anyone else who presented their ideas to other game companies (aside from his fame). Miyamoto then reluctantly asked: "I know it's a lot of work, but...how about starting over from the beginning and making it simpler?"
Miyamoto's reception was lukewarm at best; while he praised Itoi's ideas, he calmly and gently told Itoi that his project proposal was in no way an indication that he could actually pull it off. Itoi's work in the advertising industry had not prepared him for the game development of the game industry; while he was used to fleshing out concepts and ideas and executing them with a team, even if they didn't quite achieve their original vision, the development of a video game was significantly different: the plan to create something, no matter how impressive it was, was meaningless unless it could actually be achieved. Itoi would have to be an active participant in the development of the game, something that he had no experience with, since he was a complete amateur with the game industry. The proposal stage of the project wasn't the part that impressed everyone, like he had originally thought: he was no different from anyone else who presented their ideas to other game companies (aside from his fame). Miyamoto then reluctantly asked: "I know it's a lot of work, but...how about starting over from the beginning and making it simpler?"


While Miyamoto had explained this in the most considerate way possible, Itoi was still overcome with an immense feeling of powerlessness. He was convinced he had something incredible on his hands, having put an immense amount of time and effort into fleshing out his concept, but when he realized the project would require an actual ability to be able to bring it to reality, he felt a deep sense of loneliness. While he was discouraged, he kept a positive attitude about him during the ordeal and took Miyamoto's words "in a good way", but he was eventually overwhelmed with helplessness and he wept bitterly on the bullet train ride back to his home. Unbeknownst to Itoi, Miyamoto was intrigued by many of his ideas; another reason he held back from immediately green-lighting the game was the abysmal failure of celebrity-endorsed games in the past, as well as doubt that Itoi could remain invested in his project throughout its development. After some thought, he called Itoi, giving him permission to return to Nintendo to propose his idea again. At the meeting, Miyamoto brought a "super thick" packet of development texts from a text adventure game and insisted to Itoi he would have to write a similar document for the project. He also told Itoi from experience that the game would only be as good as the amount of effort Itoi invested into it, stating that Itoi would be unable to invest the appropriate time in the project with his current copywriting-filled schedule. Itoi restated his interest for his project and lessened his workload in response, and ''Mother'' was officially green-lit by Nintendo in 1987.
While Miyamoto had explained this in the most considerate way possible, Itoi was still overcome with an immense feeling of powerlessness. He was convinced he had something incredible on his hands, having put an immense amount of time and effort into fleshing out his concept, but when he realized the project would require an actual ability to be able to bring it to reality, he felt a deep sense of loneliness. While he was discouraged, he kept a positive attitude about him during the ordeal and took Miyamoto's words "in a good way", but he was eventually overwhelmed with helplessness and he wept bitterly on the bullet train ride back to his home. Unbeknownst to Itoi, Miyamoto was intrigued by many of his ideas; another reason he held back from immediately green-lighting the game was the abysmal failure of celebrity-endorsed games in the past, as well as doubt that Itoi could remain invested in his project throughout its development. After some thought, he called Itoi, giving him permission to return to Nintendo to propose his idea again. At the meeting, Miyamoto brought a "super thick" packet of development texts from a text adventure game and insisted to Itoi he would have to write a similar document for the project. (Add info from Miyamoto's ''Mother'' perspective at the MOTHER 3 N64 Roundtable Cancellation talk) He also told Itoi from experience that the game would only be as good as the amount of effort Itoi invested into it, stating that Itoi would be unable to invest the appropriate time in the project with his current copywriting-filled schedule. Itoi restated his interest for his project and lessened his workload in response, and ''Mother'' was officially green-lit by Nintendo in 1987.


After Nintendo green-lit the project, it took a month for Miyamoto to assemble a development team for Itoi and assess the team for compatibility. The development for ''Mother'' officially began in the city of Ichikawa in the western Chiba Prefecture. In order to participate in development, Itoi had to take daily commutes from Tokyo to Ichikawa, which was exhausting for him. But at the same time, as he stated in an interview, he "wanted it more and more." Itoi also showed his dedication to the project by writing the entirety of the game's script. The basic elements of the project remained mostly unchanged from the germination of the game to the end of development. Early on, Itoi's development team didn't have much faith in him, as there were rumors circulating that he had only ever attended two meetings at Nintendo, and the general consensus was that ''Mother'' was a sort of "vanity project" to Itoi. In addition, Itoi was hesitant to discuss his involvement in ''Mother'' with anyone, as other people had interpreted Miyamoto's earlier request to Itoi about "making it simpler" as Miyamoto asking Itoi to "please stop." But Itoi was serious about bringing ''Mother'' to fruition, even if it meant having to work all-nighters like other game developers.  
After Nintendo green-lit the project, it took a month for Miyamoto to assemble a development team for Itoi and assess the team for compatibility. The development for ''Mother'' officially began in the city of Ichikawa in the western Chiba Prefecture. In order to participate in development, Itoi had to take daily commutes from Tokyo to Ichikawa, which was exhausting for him. But at the same time, as he stated in an interview, he "wanted it more and more." Itoi also showed his dedication to the project by writing the entirety of the game's script. The basic elements of the project remained mostly unchanged from the germination of the game to the end of development. Early on, Itoi's development team didn't have much faith in him, as there were rumors circulating that he had only ever attended two meetings at Nintendo, and the general consensus was that ''Mother'' was a sort of "vanity project" to Itoi. In addition, Itoi was hesitant to discuss his involvement in ''Mother'' with anyone, as other people had interpreted Miyamoto's earlier request to Itoi about "making it simpler" as Miyamoto asking Itoi to "please stop." But Itoi was serious about bringing ''Mother'' to fruition, even if it meant having to work all-nighters like other game developers.  
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When ''Mother'' was first green-lit, Tanaka was forcibly ordered by his superiors to compose music for the project. He and Itoi also disagreed on the game's soundtrack at first, with Itoi wanting a unique BGM track for the game distinct from other game titles; however, his "technique was incredible", and after composing demo track after demo track for the game, he came to understand Itoi, and they built a firm relationship of trust between them. Keiichi Suzuki, a musician who co-founded the Moonriders, one of Japan's most innovative rock bands, was brought on to help guide the direction of the game's soundtrack and composed the songs [[Mother (soundtrack)|"Pollyanna"]] and [[Mother (soundtrack)|"Bein' Freinds"]] for the game. The approach the duo took with composing the game's songs were "to establish the rules that governed the audio for this world. There were considerations in terms of how time and space were related, how characters were associated with one another, and how the concepts of good and evil were represented." While Suzuki composed the game's soundtrack, Tanaka programmed every single sound into the game, including both the game's BGM and its SFX. This was unusual, as typically separate teams handled the composing and programming; however, Tanaka was confident in his abilities, as he had designed the Famicom's sound chip. He struggled with the Famicom's hardware limitations, especially the memory capacity of the Famicom's audio channels. One such difficulty was a channel falling out every time a certain sound effect played: he circumvented this by leaving a short pause before the note in the song to emphasize the effect. Ultimately, Tanaka wasn't able to implement all of the sounds he intended to in the ''Mother'' soundtrack.
When ''Mother'' was first green-lit, Tanaka was forcibly ordered by his superiors to compose music for the project. He and Itoi also disagreed on the game's soundtrack at first, with Itoi wanting a unique BGM track for the game distinct from other game titles; however, his "technique was incredible", and after composing demo track after demo track for the game, he came to understand Itoi, and they built a firm relationship of trust between them. Keiichi Suzuki, a musician who co-founded the Moonriders, one of Japan's most innovative rock bands, was brought on to help guide the direction of the game's soundtrack and composed the songs [[Mother (soundtrack)|"Pollyanna"]] and [[Mother (soundtrack)|"Bein' Freinds"]] for the game. The approach the duo took with composing the game's songs were "to establish the rules that governed the audio for this world. There were considerations in terms of how time and space were related, how characters were associated with one another, and how the concepts of good and evil were represented." While Suzuki composed the game's soundtrack, Tanaka programmed every single sound into the game, including both the game's BGM and its SFX. This was unusual, as typically separate teams handled the composing and programming; however, Tanaka was confident in his abilities, as he had designed the Famicom's sound chip. He struggled with the Famicom's hardware limitations, especially the memory capacity of the Famicom's audio channels. One such difficulty was a channel falling out every time a certain sound effect played: he circumvented this by leaving a short pause before the note in the song to emphasize the effect. Ultimately, Tanaka wasn't able to implement all of the sounds he intended to in the ''Mother'' soundtrack.


(Add info about Keiichi Suzuki here, especially Louis Philippe's [Mother (soundtrack) |Flying Man] song)
(Add info about Keiichi Suzuki here, especially Louis Philippe's [[Mother (soundtrack)|Flying Man]] song)


The president of Nintendo of Japan at the time, Hiroshi Yamauchi, was impressed by Itoi's work on ''Mother'' and proposed the idea of a new company meant to support new talent within the video game industry. Itoi then formed the company Ape Inc. on March 1987 with him serving as chief executive producer, which then joined the ''Mother'' development team towards the end of the game's development. In coming up with the name for the project, a temporary title, "ESP1", was used until the word "mothership" provided the primary influence for Itoi. But the title held other meanings as well; the [https://en.wikipedia.org/wiki/John_Lennon John Lennon] song "[https://en.wikipedia.org/wiki/Mother_(John_Lennon_song) Mother]" served as influence, while Itoi felt that the game had a "motherly" feel compared to other RPGs at the time: the feeling of motherhood was also present in the game through [[Maria]]'s maternal love for [[Giygas]]. The title could also evoke connotations with the feel of the phrase "Mother Earth" as well. Part of Itoi's drive to complete ''Mother'' was to simply play it himself, and share the game with his friends and let them play it also: after all, his starting point for the project was to create a game that he would want to play himself if it ever existed. While the development was painful for a multitude of reasons (It was littered with detailed limitations due to the RPG's contemporary setting, which the team had to overcome), Itoi felt that by the end of the game's development, it had turned out to be something "really interesting."
The president of Nintendo of Japan at the time, Hiroshi Yamauchi, was impressed by Itoi's work on ''Mother'' and proposed the idea of a new company meant to support new talent within the video game industry. Itoi then formed the company Ape Inc. on March 1987 with him serving as chief executive producer, which then joined the ''Mother'' development team towards the end of the game's development. In coming up with the name for the project, a temporary title, "ESP1", was used until the word "mothership" provided the primary influence for Itoi. But the title held other meanings as well; the [https://en.wikipedia.org/wiki/John_Lennon John Lennon] song "[https://en.wikipedia.org/wiki/Mother_(John_Lennon_song) Mother]" served as influence, while Itoi felt that the game had a "motherly" feel compared to other RPGs at the time: the feeling of motherhood was also present in the game through [[Maria]]'s maternal love for [[Giygas]]. The title could also evoke connotations with the feel of the phrase "Mother Earth" as well. Part of Itoi's drive to complete ''Mother'' was to simply play it himself, and share the game with his friends and let them play it also: after all, his starting point for the project was to create a game that he would want to play himself if it ever existed. While the development was painful for a multitude of reasons (It was littered with detailed limitations due to the RPG's contemporary setting, which the team had to overcome), Itoi felt that by the end of the game's development, it had turned out to be something "really interesting."
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