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I Spent a Day with a Former Nintendo Employee

1h 09m video Transcribed May 26, 2026 Watch on YouTube ↗
Beginner 14 min read For: Nintendo fans and anyone interested in video game history and culture.

AI Summary

A former Nintendo employee, Hashimoto, shares his experiences working at Nintendo from 1984 to 1995, offering insights into the company's culture, game development philosophy, and the creation of iconic games like Mother 2 and Pokémon. He also discusses his current bar, Hashi, which is filled with Nintendo memorabilia.

[02:19]
Hashimoto's Nintendo Career

Hashimoto joined Nintendo in 1984 and worked there for 12 years until 1995. He started as a systems engineer and later moved to sales, debugging, and game tuning.

[12:12]
Nintendo's Frugal Culture

The company was very frugal, with strict leadership from President Yamauchi. Employees reused paper, and the office was quiet and unflashy, contrasting with the fun games they produced.

[21:19]
Debugging and Fan Interaction

Hashimoto handled phone calls from kids stuck in games, giving hints rather than direct solutions to preserve the fun. This taught him the importance of player experience.

[26:38]
Nintendo's Design Philosophy

Games should be for all ages, not just hardcore fans. Miyamoto emphasized that games should have lasting appeal, not be played once and forgotten.

[28:38]
Mother 2's Bicycle Bell

Hashimoto added the bicycle bell sound in Mother 2, a small but memorable detail that exemplifies the game's quirky charm.

[40:33]
Pokémon's Appeal

The fun of Pokémon lies in collecting 150 creatures and trading via link cables, which fostered social interaction among players.

[51:28]
Emotional Impact of Yoshi's Island Music

Hashimoto cried when the ending theme of Yoshi's Island was finally added, highlighting the powerful role of music in games.

[59:34]
Iwata vs. Miyamoto

Hashimoto describes Iwata as a nurturer who never says no, while Miyamoto is a pure creator who focuses on making interesting things.

Hashimoto's journey from Nintendo employee to bar owner shows the lasting impact of Nintendo's design philosophy and the deep emotional connection fans have with its games.

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Study Flashcards (10)

What year did Hashimoto join Nintendo?

easy Click to reveal answer

1984

02:19

How long did Hashimoto work at Nintendo?

easy Click to reveal answer

12 years, until 1995

02:19

What was Nintendo's office culture like under President Yamauchi?

medium Click to reveal answer

Very frugal and strict; employees reused paper and the office was quiet and unflashy.

12:12

What did Hashimoto do when kids called for game help?

medium Click to reveal answer

He gave hints instead of direct solutions to preserve the fun.

21:52

What is Nintendo's design philosophy according to Hashimoto?

medium Click to reveal answer

Games should be for all ages, not just hardcore fans, and have lasting appeal.

26:38

What small detail did Hashimoto add to Mother 2?

hard Click to reveal answer

The bicycle bell sound when Ness rides his bike.

28:38

What made Pokémon's collecting aspect unique?

medium Click to reveal answer

Players had to trade via link cables to collect all 150 Pokémon, fostering social interaction.

40:53

How did Hashimoto describe Satoru Iwata?

hard Click to reveal answer

As a nurturer who never says no and always tries to find a solution.

59:34

How did Hashimoto describe Shigeru Miyamoto?

hard Click to reveal answer

As a pure creator who focuses on making interesting things.

59:46

What game's ending theme made Hashimoto cry?

medium Click to reveal answer

Yoshi's Island

51:45

🔥 Best Moments

💡

Bicycle Bell in Mother 2

Hashimoto added a tiny, charming detail that became iconic for fans.

28:38
🤯

Crying to Yoshi's Island Music

Hashimoto's emotional reaction shows how game music can deeply affect even developers.

51:45
💬

Iwata vs. Miyamoto

A succinct comparison of two legendary figures: Iwata the nurturer, Miyamoto the creator.

59:34

Full Transcript

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[00:00] Thisistheanimeman. Mario, Zelda, Kirby, Kong.

[00:27] spending countless hours playing these games and getting lost in these beautiful fantastical Japaneseguys.

[00:49] friendHimotoanwho formedanyyearsworked veryearlystagesof thecompanyandwho themedbarinTokyo.So whatisitthat

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[02:03] starter pack today and thank you for... Okay, first, let me give you a brief thank you for... Okay, first, let me give you a brief

[02:19] , I graduated from school and joined Nintendo in 1984 joined the company, and I stayed there for about 12 years until 1995. 12 years until 1995. After that, I roughly ran a game tuning company called Sarunaga, and this shop called Hashi.

[02:35] That's my profile. So, well, the chopsticks were originally intended to be a bar, so of course there is a bar, but by the way, what was theきっかけ (trigger/reason) for wanting to create a bar?

[02:55] inspect it regularly. Yes, yes, yes, yes, yes. Yes, yes, yes, yes, yes. So, you started out by deciding you wanted to open a restaurant? I'd never thought about opening a restaurant before. yes. yes. So, we're doing it without the "i" sound, and well, it's just that there happens to be a counter, so it's a bar.

[03:26] '83 , so I joined the market the following year, which is relatively soon after. 600s, right? Ah, well, but even so, that was

[03:40] Ah, well, but even so, that was right after the Famicom came out, so, well, Nintendo was still in its early stages

[04:14] Well, I was a university student in Kyoto for four years, and I thought I'd like to have lived in Kyoto a little longer. Yeah. So, not only Nintendo, but also companies in Kyoto like Wacoal and Seller are

[04:30] Ah, so Nintendo is just one of those companies . It's one of the companies in Kyoto Nintendo was the first to cry for me and said it was okay, so that was the

[04:42] Okay, then I'll go to Nitendo. So, how old were you then, Hashimoto-san? years old, technically you're 21. Not yet. So, this was right after I graduated from university. That's right . He's already working at Nintendo right after graduating.

[04:55] . He's already working at Nintendo right after graduating. Yeah. At that time, the general public probably didn't yet recognize Nintendo as a game company, so back in the days of things like Hanafuda (Japanese playing cards)

[05:14] making Hanafuda (Japanese playing cards). Maybe it's a design based on playing cards? Something like that. Just

[05:33] poster for the first movie. Oh, it already says '98 here . So, I got an autograph from Mr. Ishihara, who is currently representing Pokémon, and now I'm going to get one from Nishida Akiko,

[05:46] ah, yes. yes. Mr. Nishida, who created that Pikachu, yeah. I also have a Blacky Amblyantos card, which is my favorite.

[05:59] Yeah. Cute girl. That's right And the first Ash is over here. Aki-chan and I actually met Buraka, and we thought, "Nagakan will definitely be happy with this," so we brought it along.

[06:14] thank you. No, we're happy that you've already put it on your wall. So, you joined the company and became an employee, and that's how you found out what Nintendo does.

[06:26] 20 or so people who started at the same time as me yes. And the person giving the tour, explaining what kind of company it was, was someone who knew about the Famicom (Nintendo Entertainment System) at the time. Oh really? That

[06:47] Yeah. Lots of people come to us wanting to join Nintendo, the company that made the Famicom, but it's all been . Even after 42 years, Nintendo is still not known worldwide. When we became a

[07:14] one could have imagined it at all. I agree. So, after you joined, uh, Hashimoto-san, what kind of work did you do at first? Well, I was a systems engineer, and this was, uh, not game development, because I joined without studying any programming. Yeah.

[07:30] Okay, then I'll go to that university. I wonder what it is . I hardly used anything I had studied. Well, that's generally true. No. yes. It suddenly went completely blank between 1983 and 1994 . It was a

[07:44] . It was a boom in things that Nintendo had developed, like the Super Famicom and so on. The Super Famicom sold incredibly well, didn't it? That's right

[08:01] year of 1993, I was working in sales, so I was selling Super Famicom devices. oh. Yes, to . Yeah. Or maybe I could load the Super Famicom into the car and

[08:14] really? yes. Because there were only two of us , the Super Famicom sold well, and I thought, "Wow, Nintendo is really building the gaming society."

[08:46] studying is fun, isn't it? Yeah. Well, that's definitely true. That's why everyone goes for that option. Well, there are still people who play games instead of studying.

[09:00] . Well, that's fine. I'll forgive you. I was like, "Okay, okay, let's set a time and do it," but back then I was like, "What is this?" kids have completely stopped studying. I agree. In my case, I have

[09:16] two friends, and they're both older than me; they're from the Super Famicom generation. Yeah. Also, I've been playing Super

[09:29] What were you playing back then? Well, back then I was playing Puyo Puyo. nice. Puyo Puyo, and also that girl and my uncle, um, they're really into Final

[09:47] . That's why I'm not really into Final Fantasy or, well, Dragon Quest. since I was little. Well, I think the one I played was probably FF4. oh. FF4. oh.

[10:04] . Since the 64 came out, generation guy. I still remember it clearly, but my mother wasn't someone who played many video games, but she, well, the mother I'd known since childhood, was absolutely obsessed with

[10:24] Animal Crossing. Oh really? This is the

[10:41] hey. Yeah. No, actually, at that time, when I first saw it, I asked what kind of game it was and what the objective was.

[10:56] Oh, is it here? It's here. This is definitely something Dragon Quest fans will be happy about.

[11:10] . Yeah. It's more of a collaboration, with the bridge in the middle and going around in the middle . yes. We met and talked together. This is something I did with Kirby's Kumazaki and Holly.

[11:22] Ah, this is a gathering with Miyu's Morimoto-san and Hori-san, and this is Fujibayashi-kun. Zeda Fujibayashi-kun like this. I mean,

[11:38] definitely going to draw a slime. Well, Mr. Hori will definitely write about slime, that's for Well, Mr. Hori will definitely write about slime, that's for sure. Well, of course that's true. By the way, what kind of person is Mr. Hori?

[11:55] yes. yes. When you joined the company, were there any differences between Nintendo as a game company and the

[12:12] . Upon entering, the first thing I noticed was how quiet the interior was. Well, back then there were no personal computers yet, and President Yamauchi was really strict, and the company had always been one that had tried many things and failed along the way, so don't get complacent. He also said quite a bit about not making it too flashy, so yeah

[12:29] . Even though it was a limited-time system, they were very thorough in their attention to detail, so you can see that the fluorescent lights in the company hallway waste. Oh, and for

[12:42] Oh, and for copies, instead of using a new sheet of paper every time, you can just turn the used paper over and Yes, yes, yes. Because they were so thorough about those things, I've never worked for any other company. Because I just graduated from university. So I went in thinking that this is what companies are like, but later when I talked to my friends, they all said it was a pretty unremarkable company.

[13:10] . So, did you continue with that flashy style all this time? Or was there a point where you thought it would be good to be a little more flashy? I still don't think so The word "flirty" is not used at all. It's not cute. not at all. Ah,

[13:24] even the employees are no longer getting carried away. They seem to be taking it really seriously, almost to a ridiculous degree. seriously, almost to a ridiculous degree. It's just kind of normal, isn't it? When you

[13:43] statue there, but I was completely wrong. first floor did

[14:03] . Wow, that's strange, considering they've made so many fun games. And this, this is Denx. This is a smoking room. This is the smoking room. Box, perhaps?

[14:17] nendothing involved," so

[14:29] Oh, I see. I but this is about taste, isn't it? Well, you know, a regular smoking booth here would just not look right, would it?

[14:48] surely. No, the atmosphere is just so good. When you think of phone calls, you think of saving your game progress, right? yes. Point. yes. Call Daddy, call Daddy. Yes, yes, yes. After I joined the company, well, I guess there was no time after that when the Super Famicom came out.

[15:08] Game Boy came out before that, you see. Oh, right. And the Game Boy also became a social phenomenon.

[15:37] Yeah. When I was a newcomer, I had to go help out with sales on weekends. I was called upon to . Yes. Yeah. I was helping out in the toy section of the store, and the Famicom was selling like crazy, so I was

[15:52] selling 1000 units in an hour, wow. And when they do things like that, it becomes really popular. It's like going to a Famicom store, and when I go back to the office, it's quiet and the work is intense.

[16:18] Yeah. Nobody's driving a Porsche as a new employee, you know? That's right . But even though there was a lot of fuss about it, the inside of the train was completely

[16:30] not at all excited. It's like we've really done it already . . Oh, not at all, not at all, maybe it's because, well, I don't know, but up until now, Mr. Yamauchi and others have tried many different things, failed, and had debts and so on, so maybe

[16:48] oh, relatives and friends have suddenly appeared. I got so many relatives and friends have suddenly appeared. I got so many messages from people saying they'd buy me a Famicom. Back then, I wanted one so I was like, "If you're at Nintendo, then buy it for me." Just being at Nintendo made me feel like my status had gone up. Yeah, the way people looked at me had gone

[17:32] . yes. What I find interesting is that, even though it's a game company that has become such a social phenomenon, there are still

[17:58] Oh, who else was there? There was this guy named Tezuka, who, um, does all the character designs for Super Maru. Ah, yes. yes. Making things, for example. yes. I

[18:16] yes. yes. I often go to the studios where they're working and ask them what they're making enviable. Actually, well, I think each of those people probably had their own unique personality and work style, but for example, from Hashimoto's perspective, is there anything about Miyamoto that you think is amazing? What would you say about

[18:59] . It's like having someone like Tezuka and Kondo who can take ideas, give them form, and then turn them into reality. Yeah. yes. But the fact that they can actually create it is also amazing, isn't it? Mr.

[19:16] also there for part of the way. Music was being played . . But even among those who have been running since back then, there are truly only legendary figures among them. Just

[19:41] Wow, that's amazing. And this is Mr. Miyamoto. How much money do you think we could make if we sold this? I bet everyone at Nintendo wants this.

[19:54] Hey, isn't that amazing? And after Kirby, there's Zelda, and of course, The Legend of Zelda is almost entirely Aonuma-san.

[20:10] producing it. Oh, by the way, I'm still in touch with Aonuma-san . The disease is still progressing even now. What kind of person is Aonuma-san? He's someone who enjoys drinking. Is n't that great?

[20:24] Yeah, it's really good. Yeah. That's just how people who make games are. Oh, I see. Well, you see, the people at Nintendo, Miyamoto and Tezuka and Kondo, don't drink. Oh really? I think

[20:42] , but I'll gulp it down. yes. Like someone who drinks like a pirate. I believe Hashimoto-san was involved in something like A, right? And A eventually became A as well. Well, I guess I was doing it along the way too, like answering phone calls and taking inquiries, and

[21:04] , but back then there wasn't anything like that . For . For inquiries, you can find the

[21:19] . If someone had trouble with a game, they would call Nintendo, and that call would come to me. So,

[21:33] what kind of calls would I get? I'd get calls from elementary school kids saying, "I've but I can't beat the boss," and then I'd

[21:52] Ah, I'm just going to give you a hint now. Yes, yes, that's right. This is what I mean. They don't even have manuals for that anymore, so it's still a bit . So, it's just my defeat, huh? I feel like I have to answer on behalf of Nintendo, but I'm just a

[22:14] . " How about we try this?" Oh, but that's fine too, isn't it? If I just give away the answer, it'll lose some of its fun,

[23:01] friendly design, because honestly, kids these days can't beat old games anymore. It's absolutely impossible to clear. Absolutely impossible. I doubt today's kids would understand games like Metroid or Gelda. Even

[23:13] in Super Mario, I can't even get past level 1, so I really do fall. difficult. It's so difficult I could throw my controller. Well, that makes sense. Well, there were actually a lot of scenes that were quite difficult even for kids back then.

[23:29] 2 is just too crazy . Because it was just too difficult, and when it was imported to America, it became a completely different game. Yeah. yes. And then

[23:41] Mega Man. This is a one. This is the very incredibly difficult. I can't do it.

[24:03] difficult. It's really difficult, isn't it? And this signature was made by Inafune 36. Ah, this place is full of creators. 2 one has various signatures written on it, which are from the

[24:17] people who created it. Almost all the creators already know about it. I don't know, I don't know no Kingdom Hearts either. Oh, right, right. Oh, right, right. From Mr. Hashimoto's perspective, this game is very much in the style of Nintendo. Is there a

[24:49] . I think everyone was thinking that it wouldn't work otherwise, and there was no copying or anything like that; Nintendo was all about

[25:01] . Also, it has a certain depth to it; it's not something you play once and then forget about, but rather something you can enjoy over and over again. It's definitely

[25:19] Nintendo games are like, well, for example, if you can go

[25:37] Ah, yeah, that's right. Ah, it makes you think, "I'm so glad I made it this far." That's probably what makes Nintendo unique. Yeah, that's right . And . And , as Hashimoto-san said, there's

[25:55] Well, whether it's the gameplay or the story , there , there were probably a lot of suggestions, like, "Hey, there's a new game like this out there." Even while working, there were quite a few things that got rejected, right? Is there a

[26:38] Yeah. Let's definitely create a game that anyone can play, not just one for hardcore fans. The main premise is that it's for people of all ages, from adults to children Yeah. Within that framework, the games should be carefully crafted, and Miyamoto-san often told me that games that are only meant to be played for the amount of time that's been created are no good. For example, it took me six months to make it. Wow, if I

[27:02] Yes. So it's not something you just make, play once, and then it's over. It needs to have

[27:32] think it's better to make something like that, although it's difficult. It's easy to say, but it's not. Oh, by the way, did Hashimoto actually work on it? Yes. I

[27:44] think there are quite a few games you've worked on, but I only helped out a little. What kind of games did you actually help out with?

[27:58] 2, that would be the first one. In '94, when we decided to now a company, and I think there are probably around 400 employees. That sounds amazing

[28:14] yes. Let's form a team. Yes. So, I got to work on debugging Mother 2 , and that's when I first got to touch a game that was still under development. I started looking for bugs, but also coming up with ideas. I

[28:38] Mother 2, when Ness rides his bicycle, I do , the bell goes "ding- ding," right? I heard that Mr. Hashimoto was the one who installed it. Yeah. Well, we didn't exactly add it, we

[29:10] 2, those kinds of insignificant, or rather, utterly insignificant elements are part of Mother Mother 2 is , well, I guess people who haven't actually played it probably won't understand, but when you actually play it, it's a really weird game.

[29:28] Yeah. There really aren't many games like this anymore, neither in the past nor now. Yeah. Well, of course there are modern games that were heavily influenced by Undertale and, well, the Mother series, but when Mr. Hashimoto first played Undertale, well, of course Mother is quite famous as an inspirational game,

[29:54] yes, yes. I thought they must have made it because they liked Mother and stuff, and when I

[30:22] Wow, that's amazing. And now, Mr. Toku has really risen through the ranks, hasn't he? Right, like the yes, yes, yes. oh yeah. That's amazing, isn't it? I really want to see someone like this come along. And from

[30:35] now on too. Yeah. What I

[30:52] yeah. Honestly, what kind of reaction did you get? There's quite a lot of content . So, when you say you're debugging, well, obviously you have to look at everything, right? I didn't really feel like I was

[31:14] ah. Ah, so we realized we needed to efficiently search for bugs with a small number of people, and we had to

[31:28] I was just going to play normally. Ah, I see. That's the whole thing. I Ah, I see. That's the whole thing. I buy it without knowing anything and just play with it, but I reset that every time . I'm the kind of person who can't remember things, so I forget them right away, and every time I start from scratch, like, "Uh, how do I enter my name again?"

[31:47] Yes, yes, yes. So the person in charge has been diligently working on it, focusing on the internet and the first Ah, I see. People who focus solely on that aspect without knowing what kind of game it is

[32:00] . Yes. yes. Well, we were dividing the work, but as for the game itself, I was mainly in charge of the drum meter, yeah. The system and things like that are reduced, and you can stop it midway, and the writing is really good, and the lines are like, "Ah, that's right," lines like that. And I really

[32:35] . There's something charming about him; that feeling of not taking himself too seriously really permeates his gameplay. Yeah. When you think, "Let's do our best," you suddenly feel like you've lost all your strength. I

[32:48] agree. Yes, that's Kinneta. It wasn't supposed to be this kind of game. Yes, that happens Well, like Mother 2 , and games, and also Yo Island,

[33:02] yeah. No, when I first heard that, I thought it was amazing. Because I 5 . I've been

[33:16] Yeah. We formed the Mario Club debugging team and the then for the next two years we worked on Super Donkey Kong, Super Donkey Kong,

[33:32] Kirby Ball, and Yoshi Island, you know, I

[33:48] . There is a mothers corner, there is a mothers corner. Like Mr. Oyama's ranking in Mr. Satan. Is this it?

[34:01] Yes. I understand this one, though. Yes. Yeah, it's expensive, isn't it? No, even the Mother 3 version is expensive right now. Oh, really?

[34:14] Moreover, I've never seen one with three in it before. That's absolutely not going to happen.

[34:37] What? What? What? No, no, no, it's the Virtual Boy. I have a few questions about the Virtual Boy. Oh, a boy. What is that, anyway? I no longer

[34:53] Yeah. Yeah. It's not so much a failure as... Perhaps we were looking a little too far into the future.

[35:10] Yeah. However, well, when Yokoyama-san was making it, I was asked to come and take a look, and then I was told to go to Koi-san's place and try

[35:35] Well, that was actually the case, wasn't it? I get yelled at for not understanding, and I can't help it. yes. I don't think this is good. think this is good. Ah, Mr. Hashimoto from Virtual Boy,

[35:52] . You ca n't see anything, can you? That's right yeah. Basically, games aren't like that. Basically, games aren't like that. No, uh, no, no, no, no, it's fun to involve the surrounding guys, or if you ask "Which way should I go?" someone will say "Oh, go right" or something like that. Yes, yes.

[36:28] Yeah. There are parts that are incredibly interesting, but also parts that make me think, "Hmm, not quite."

[36:40] other people could still see it. yes. Um, with VR like Meta, you can yes. Um, with VR like Meta, you can see the screen you're currently playing on your smartphone simultaneously on your smartphone, and it's interesting to see this

[37:00] Oh, they're playing a game, so let's be quiet for a bit. Debugging that was a real pain too. Like this, like this, I right. So , I was thinking about what to do, do you see this light on the arm stand? Yeah. Oh, there's that

[37:22] this, like this, ah, so you can Modify it. And that was the end of the day . Everyone, do it. . Everyone, do it. No, but this is definitely much easier than doing it this way. that's right. When

[37:36] Oh, I see. Well, of course there are some, but that's fine. No, he says he's not a summon collector, but he says the collection here is insane. yes.

[37:50] When did you get it? This is chopsticks, but actually, the chopsticks weren't here, they were about 50 meters away, right before the shop opened. Oh, it's yes. yes. So , when we were opening the shop, I asked Masuda-san if he could give me something, and he

[38:15] class, and we signed it directly and put the frame in, ah, yes, yes, and then when we and we signed it directly and put the frame in, ah, yes, yes, and then when we

[38:39] Yes, yes, yes. So, Matsumiya-kun is the one who creates all those lines and random scripts, and Uno-kun is the one who creates the Pokémon. This person is a creator. So, Mr. Mori is now a producer, and then , if you go over here, well, of course, it's the original, the

[38:57] Who is this Hip Tanaka? This is Hiroka Tanaka. Well, that's right, Nintendo, the person who originally worked at Nintendo and makes game music. . Also, all the songs from the Pokémon anime were released beforehand.

[39:15] really? And, um, going by era, there's the Game Boy . Back then , they were still making them, so they were already depacking Game Boy software

[39:30] What Game Boy games have you played? Well, I played a lot of the real Kirby series, like Kirby's Block Ball and eventually I also played Pokémon Red and Green, so I mean, I'm just

[39:53] . What's that? 150 monsters will appear. appear. Wow, I can't remember that. That sounds really

[40:12] crazy, isn't it? Well, I guess we're going to start talking about Pokémon, but as someone who's been running alongside Pokémon since the very beginning, yeah . Hashimoto-san, what do you think is the most significant point of the Pokémon game series?

[40:33] . So, in terms of its potential as a game, well, it's based on the fact that it's an RPG where you can go on an adventure, and yeah . I think the fun part is collecting those Pokémon.

[40:53] 150. Collecting 150 of them is a lot of work, isn't it? There's also a way to collect them, and there are red and green ones, and some appear and some don't . It's the link cable that needs replacing, right? Yes, a lot of

[41:09] . It must have been good . But, well, I think that only works in Japan. I don't think you see that kind of thing happening overseas, where friends bring their own original items together and play together.

[41:36] one person who held the link cable. Did I school. During school breaks, everyone would bring their Game Boy Advances and things like that, and someone would bring Inspector Link, and then we'd

[42:03] precious memories, weren't they? Well, there weren't any games like that back then, so all games were worthless. I suppose it was a good thing that I didn't have to use

[42:18] amazing. I mean, what is it? Franchise is the best among all franchises in the world Yeah. That's

[42:33] amazing, isn't it? I never thought things would turn out like this, but I'm glad it happened Yeah. Well , there were various things, like the anime being , there were various things, like the anime being

[42:46] . We've been through a lot, but the fact that we've continued like this is really amazing. N64 , well, I had already left Nintendo and was running a company called Saru Gakucho, a

[43:02] . yes. I don't know if I've played them or not, but I've been debugging and tuning games like Custom Robo, Giant's Soul, Animal Boss, and so on, you know, so-called games, and at the

[43:19] same time, I've been playing Pokémon Gold and Silver,

[43:39] . Of course, the red-green deck is fantastic, but this fantastic, but this game incorporates elements that were missing from the red-green deck, while still maintaining the best aspects of the red-green deck, so everything about it is just the best. That's right

[44:01] games I was involved with, this was during my time at Nintendo. this was during my time at Nintendo. No, but it's amazing. Well, I've pretty much done everything already. Oh, I see. Pikachu was in good spirits and played with the team, huh?

[44:14] yes. That was really tough. Yes, that's right. I think that was truly groundbreaking. And then, oh, and of course, Chibi-Robo. This is pretty much the first one

[44:27] . What's the appeal of this Chibi Robo? Captain Rainbow. Yes, Captain Rainbow is here

[44:40] . It's a game where all the supporting characters from Nintendo games who didn't get to be the main characters are gathered together. Oh really?

[44:58] Yeah. Oh really? . yes. Well, when I was working at Nintendo, I think I was involved in various debugging tasks, and you know,

[45:16] famous, isn't it? I think there are games out there that have almost no bugs, but Mr. Hashimoto, when you were actually debugging, were there any games that you thought had a lot of bugs?

[45:31] bugs. Well , yes. But by the time it was over, we had really so, strictly speaking, I do n't think we were able to get it down to zero. Almost exactly

[45:46] 2 . Yeah. Yeah. There's no situation where a lot is left over and then it all goes away.

[45:58] Yeah. While working on it, there were times when I thought, "This game's debugging is going to take a while," or "This is going to be a big job."

[46:15] look at it, this is going to be a big problem. You Yeah. There are several trainers. What combination?

[46:27] combination that makes you dizzy just thinking about it, isn't it? Since they are born, there are Yeah. So now, I now, I

[46:46] 10 of them. No, it's really bad. So, how much time did you actually have for debugging Pokémon, for example, Pokémon Red and Green? I do

[47:12] uh, back then it was a must to have it ready a month in advance . It . It people. We have to create an area with the goal of accommodating 30 people and then

[47:39] . Yeah. Yeah, what do you think about that kind of thing? As someone who actually did debugging, well, it's kind of a funny story now, but, you know, with red and green,

[47:54] yeah. Um, Mi has been discovered. project, so why didn't you notice? Well, not at everyone thought there were 150 of them until the release date.

[48:07] Yeah. And back then , it was something that would never appear in a normal playthrough, so we didn't know it existed. . So I was like, "What?!" because I hadn't been

[48:30] Ah, I'm sure even the person who put it in never imagined it would end up in public. Ah, I

[48:44] reached our 30th anniversary. I agree. So, it's precisely because of those hidden elements that it becomes so rewarding. I

[49:02] Yeah. And this is the Pokémon Trading Card Game Pikachu World. oh yeah

[49:24] n't know. I don't know . I don't know either. . I don't know either. No, for any Pokémon fan, this is seriously a Pikachu, probably from

[49:38] offspring. Oh really? By the way, among the Nintendo staff,

[49:51] creative fields, but when it comes to people like Mr. Hon, who reign supreme, well... I think he's a

[50:16] . I think they probably made the Zelda theme in one night, not by working all night. Seriously?

[50:40] ready, but the day before the deadline, when it was supposed to be finished, they said we couldn't use this song because the rights were still in place. He said that he

[50:52] Wow. No, I really think the music team, Nintendo's music team, is just incredible.

[51:28] . That's right. Wow, they're linked properly, that's amazing. And Yoshi Island was also debugging the whole time, and well, as for playing, I was investing in it the whole time from beginning to end, but when the ending credits rolled after I cleared it, it was silent

[51:45] development was still in progress at the time, and I cleared it but it was quiet, yeah . I was saying things like, "Hurry up and do it already," and then one day, that song suddenly came on, and I cried.

[52:06] No, well, I think the music of Yoiland is especially amazing. They've really managed to

[52:20] unbelievable. Yeah. I think that the music is essential to what makes Run what it is. That's truly wonderful. wonderful. Yeah. I still listen to Yoshi Island's music occasionally, and it still makes me

[52:33] Memories are just flooding back . It makes me cry even more because it reminds me of how hard I've worked. That's right . It makes me cry even more because it reminds me of how hard I've worked. That's right . That's right. And this is what excited me the most.

[52:46] This is insane. Because it's written right there, isn't it? Because it's written right there, isn't it? No, when I received this, the person who gave it to me said it was a copy, but no matter how you look at it, it's definitely a copy, no matter how you look at it, it's

[52:59] pencil, doesn't it? Let's try deleting it. Try deleting it. No, no, no, no . No. It ca n't disappear. I'd probably be killed by Nintendo all over the world. Yes, this is definitely a representative work of gaming

[53:17] . Yeah. Yeah. That's it, you know . That's why I want this. Normally. Okay. Please help me out if anything comes up. No, when did Mr. Hashimoto leave Nintendo? Well, what year was it?

[53:36] 1995 was about 12 years ago? That's right. right. Yeah. So, I left Nintendo . Well, I think Nintendo was probably doing great at that time, but when you

[54:16] For example, I don't know about now, but in a company with a small number of people, you have to make something, release it by a certain date, get the money, and then make the next thing, otherwise the

[54:29] schedule is too tight. But Nintendo keeps making things like this, and they have several new things are born from there, so I think that kind of

[54:41] strength, is what they have . Can you feel it?

[55:01] 5 would be fine. of course. Yeah, I guess the game I've Yeah, I guess the game I've

[55:13] ah. yes. yes. I played it a lot, and speaking of Zelda, I absolutely love Link's Awakening. I've

[55:27] Yeah. So, well, I was involved with Yoshi Island a little, and I really love it as a game, and also, Marvelous, you know, there was an

[55:41] . yes. This game called Marvelous is really good, and if you ever get the chance, you can probably What kind of game is it? Well, the map and world are pretty much like Zelda, with that overhead perspective. There are

[56:00] three main characters, and you

[56:13] , you're fast, you're on your feet, so you're going like this, it's a

[56:30] Yeah. Well, I used to play old disk games a lot, you know . Well, it was fun, you know, I really like old Famicom games and those disk games from that era, because it was the first

[56:54] this shelf is amazing too. How do you explain this within this context? yes. Is there something you'd like to recommend to everyone, something you'd really like them to see? It's

[57:14] . Yeah. I've never seen that before. I'm not really a collector either, so I'm not collecting these because I want to, but because I can't bring myself to throw them away these left over for a while, and I've been using them normally myself. Oh, I see. Wow, that's great.

[57:29] yeah. Where do you think its appeal lies? It's incredibly Where do you think its appeal lies? It's incredibly addictive. It's hard to stop. That one. It's simple yet profound, isn't it? Hey. It's a match after all. When the computer appears, you can play against it. I

[57:48] . Yes, you can adjust the difficulty level to suit the person, and you can start playing right away music is also charming. Oh, really? Music is great too, isn't it?

[58:00] agree. Yeah. So, well, I think I'll move Dr. Mario there after all

[58:22] Eavesdropping. Do you ever get the feeling that you just glance over and wonder what they're up to? Well, it's perfectly fine even now. Right now

[58:34] And it's become a company with over 400 people . It must be an amazing view. I bet they're doing it with some amazing technique.

[58:49] As someone who founded the very first 10 people, I'm very interested in that and would like to see it. When it comes to

[59:09] . Yeah. Personally, I think Mr. Iwata... yeah. I'd love to steal that seat.

[59:34] What kind of person was Iwata-san back then? Well, he was a kind person, he seemed kind. They're the kind of person who never says no, and they're always willing to say, "Let's figure something out." Yeah. Oh, I see

[59:46] Also, Mr. Miyamoto and I are completely different types; Mr. Miyamoto is a creator. That's just my personal feeling. I think Miyamoto is a creator, and Iwata is a nurturer.

[1:00:00] Ah, Mr. Yamamoto just starts creating and releasing something really interesting. And the fact that you're thinking about how to get that

[1:00:21] wait, what's that? That's not okay, it's fine. But he was the kind of person who would say things like, "Maybe we should do it this way instead." absolutely. Yeah. I also only really do interviews and stuff like that

[1:00:36] seen it, but my first impression was that he's probably a

[1:00:55] kind of person was Mr. Sakurai? Well, Takanaga. Yeah. And , he's extremely stoic and hard on himself . He's probably the hardest person in the world on himself, but I'm too easy on myself, so I'm the type of person who quickly says, "It's okay, it's fine, I don't have to do it." But he's a

[1:01:20] person who says, "I'll do it," and does it properly. Yes, that's just as I imagined. yeah. We're working together on a game that's kind of like an action puzzle

[1:01:33] . And we were working together at that time too, and I got the impression that this person is really meticulous. That's Yeah. And now it's

[1:01:48] , how many years has Nintendo been around now? Oh, 43 years. 43 years, right? It's been 43 years since the Famicom . What do you think of Nintendo right now, from your perspective, Mr. Hashimoto? I wonder

[1:02:52] booming. That's right . Well, I think the number of people who want to make games is probably increasing year by year, so if you could give some

[1:03:15] Yeah. If it's like, "Oh, this is definitely like so-and-so," then I immediately lose interest. If someone tells me, "This is a game that's like a mix of Mario Kart and so-and-so," then I don't want to play it. I want something that's truly unique and visually appealing, and also something that's

[1:04:06] Yeah. If we had to use all the controller buttons, it would be too much work for us, but it's amazing how much fun you can have with just two buttons

[1:04:25] . Well, not all games are like that, and of course there are some really difficult games aimed at hardcore gamers, but what I think is that games should be something that everyone, from adults to children, can easily enjoy. I think

[1:04:47] thank you. And finally, well, I guess this is the bridge that Mr. Hashimoto is currently managing . I'm here, but I'm not sure what to do about the promotion. I wonder what this place belongs to me. I'm not a collector, so I don't really have a collection of things, but if you ask me why I have so many different things, well... I hope that the

[1:05:31] Yeah. I designed it this way because I wanted it to turn out like this: "Okay, I'm going to do my best!"

[1:05:47] . I want people from all over the world to come here, revert to being kids, and share lots of childhood memories with . I hope we can create an atmosphere that those kinds of people can enjoy. No

[1:06:08] , I think you're doing great. I was so incredibly excited when I first came here. They're like children, aren't they? I was still a child back then. I was already surprised. It's all just like this, so I think Nintendo is absolutely essential. So, we've been asked to bring in someone from the World Animals

[1:06:31] thank you. And lastly, there's the toilet here. Please show me to the restroom. Well, of course, the motherboard is here.

[1:06:49] withallthenotey peoplewhovisited inhere,Iwasjust tryingtofindlike likethat.Like there'sthemaxthe

[1:07:03] horve onecouleofothergame Ilikethisonefrom PokonDisney

[1:07:15] comediansandstuff like

[1:07:30] me whenIcamein2024and andit'slike,ohthat also looksfamiliar. Who'sthat?It'smy wife.

[1:07:43] sunletussignon thewall sorryIwastoobusy playingPokStadium somethingnew,oryou learntoappreciate

[1:07:58] otherwise.Again,a bigthankyoutoHashim interview justopenupaboutmy Knowingthathewas directlyinvolved

[1:08:10] gamesthatIgrewup withwassuchanhonor. safetosaythat Nintendohasreally Japanbuttheentire worldandhavejust

[1:08:22] memoriestosomany peoplealloverthe fanandI'llprobably keepcontinuingto longastheydon'tmess uptoobadly.ButIhope

[1:08:34] aboutanythingIsaid downinthecomments allinthenext .

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