Yokoi and Okada were the bosses, but they gave their design teams freedom.
The original Metroid design team was Hiroji Kiyotake, Hirofumi Matsuoka, and Hirokazu Tanaka. The story goes, that they were making a very basic side-scrolling action game until Sakamoto came along. Sakamoto basically helped rework the game into an item-based exploration title.
Exactly. Gumpei Yokoi was the boss of R&D1 that made sure the projects got done, but didn't design Metroid. He was actually so impressed with Super Metroid and Sakamoto's team that every time a 3rd party would show him an action game, he told them to go play Super Metroid.
http://www.retrogamer.net/retro_games90/the-making-of-super-metroid/
Yoshio Sakamoto joined the Metroid team after finishing Wrecking Crew and instructed the team to make the game about exploring a dungeon while collecting powerups.Sakamoto is also responsible for the original lore around the "ancient civilization" of the Chozo.
Yoshio Sakamoto GDC 2010 Keynote
https://www.nintendo.co.uk/Iwata-As...tor-Yoshio-Sakamoto/Page-1/Page-1-203794.html
In Japan, METROID games are known as niche titles as well, so over there, I might be considered “a guy who only makes niche games.”
Iwata Asks - Yoshio Sakamoto & Hironobu Sakaguchi - 2010
https://www.nintendo.co.uk/Iwata-As...ection/1-A-23-year-old-Connection-218000.html
Sakamoto: I kept thinking ‘what can we do with Metroid?’, until I ended up with this latest game, Metroid: Other M. At first I thought I’d try rebuilding Metroid as an action game from scratch, without tying myself down with any predetermined rules. I decided to make something which, despite being a 3D game, could be controlled using just one Wii Remote and which felt like playing a 2D game. This was triggered by my feeling that people don’t really want complicated games. I thought that such simple controls could become a way to weave a story, rather like selecting the commands in a text-based adventure game. I therefore thought that if the cinematics could be well-connected, I’d be able to make an action game that was like a text-based adventure. I would say to people around me, half-jokingly, things like ‘We’re making Metroid Tantei Club (Metroid Detective Club)!’.
Memories of Making Metroid - Game Staff List Association - 2003 (translated by Siliconera 2011)
http://www.siliconera.com/2011/12/26/memories-of-making-metroid/
Sakamoto: The original Metroid first came into being as our desire to create a game that took place in a gloopy, alien-like world. In early development, there were only rows of blocks, and the backgrounds didn’t give you the sense that they were alive. The Chozo were also something that resulted from this process. The game was headed up by then-newcomers Hirofumi Matsuoka and Hiroji Kiyotake, but when it came to representing the civilization of an undiscovered planet, I’d hand what I’d written to Matsuoka and tell him "Put this in," and he would. [Laughs]
Metroid Prime & Metroid Fusion Staff Inteview - Nintendo Online Magazine - March 2003
http://www.metroid-database.com/features/nomsakamoto.php
With regards to the story, what was the concept behind making the Famicom Disk version of Metroid?
Sakamoto: To tell the truth, Metroid wasn’t a game I came up with. At that time, R&D1 was also making new titles for the Disk System. Therefore, production was entrusted to two new guys, and I was making a different game [Wrecking Crew -ed.]. However, I came back to the studio, and there was just an image of a character with incredible physical abilities firing a gun in space-themed level, but it wasn’t a finished game. So, all the surrounding staff, including me, began working on it. Although I say this now, since the release date had been decided, I couldn’t afford to add any new technical specifications. However, regarding the nature of the game, we had no options other than “jump, run, and shoot”. I thought, “With these abilities, what would be best?” and I had everyone design a game about exploring a dungeon looking for power-ups.
Nintendo Dream - vol 118, 119 - Sept 2004
http://www.metroid-database.com/m1/fds-interview-p4.php
Sakamoto: We were doing it with IS* (Intelligent Systems), making the technical specs for things like the graphics and the movement engine that was done by IS, they would give us the assembled program, and I would bring it back to Nintendo; I had to do this repeatedly so we could evaluate the whole thing.
In a previous Metroid interview (Vol. 85), when Mr. Sakamoto finally saw the Famicom version of Metroid, he said it was a game only about running and shooting! (Laughs)
Sakamoto: Yeah, that's right! (Laughs) We made the running and shooting move very smoothly, but the game's development didn't expand, as it was dangerous to do that close to release date. However, I wasn't thinking about that! Without warning, I said something like, "Let's try this!" As an example of how it was done at IS, basically, if they were told to take the stance of following instructions reliably, they would do no more than that. For me, though I was stacking my introductory experiences from small games with "stage clear" [designs] like Balloon Fight, even though I suddenly said, "Let's make something huge!" I thought it would be hard to do. Moreover, I had wondered if I, one of those guys who had been neglected, would make something completely worthless.
Sakamoto is credited as a director of Metroid, that's why he has a "co-creator" status with the series.
http://www.metroid-database.com/m1/credits.php Saying Sakamoto should never touch Metroid again is like saying the creator of Mario should never touch a Super Mario game again.
Hiroji Kiyotake went on to direct Metroid II: Return of Samus for Game Boy, while Sakamoto worked on another project. Sakamoto was asked to create a Metroid for the Super Nintendo. Sakamoto was so moved by the ending of Metroid II: Return of Samus where Samus did not shoot the baby Metroid, that he made sure to protect this aspect of Samus' character no matter who was developing Metroid. Metroid 2's ending also served as the catalyst of the story of Super Metroid.
The Making of Super Metroid - Retro Gamer - (republished online 2014)
http://www.retrogamer.net/retro_games90/the-making-of-super-metroid/
Sakamoto: “As the last scene depicted Baby Metroid being born right in front of Samus’s eyes… well… there’s no real explanation for that in the course of the games, but that scene was another source of incentive for us in that we wanted to follow on from that ending, linking Metroid II with Super Metroid.
We were determined to keep the same world-view and maintain the continuity of the story.”
The Elegance of Metroid: Yoshio Sakamoto Speaks - 2010
http://www.gamasutra.com/view/feature/132721/the_elegance_of_metroid_yoshio_.php
When you look at Mario, the progression is very smooth. But the evolution of the Metroid series is not, because it’s repeatedly changed developers. I don’t think that it’s made the Metroid series worse; it actually makes it interesting, because we’re always going to be surprised by how it evolves. Is that intentional, or is that just the circumstances of how it’s developed?
YS: When we worked on the very first Metroid game, please keep in mind that was very early in video game history. At that time, no one really paid a whole lot of attention to who made what part of the game; rather, an entire department made a game. It was a collaborative effort. Of course, we did contract out some of the coding on the game to Intelligent Systems at the time. The idea of the design game from the entire department.
Now, once we got into the days of, say, Metroid II, this was on Game Boy. By that time, a lot of people had developed a lot more know-how, and even the programming techniques had improved then, so it was possible to do things with a smaller team. There were even some projects where we did not need to include Intelligent Systems.
I came in again after Metroid II came out, so that was the sort of environment that I came into. I think I may have discussed a little bit in my GDC speech how I was very moved by the last scene in Metroid II, and that stimulus became my motivation and inspiration in creating Super Metroid.
But when I worked on Super Metroid, Intelligent Systems was helping with the coding — now, when I say Intelligent Systems, by that time it was already a completely different set of people who then went on to code Super Metroid. Then I went on to make Fusion and Zero Mission, after which was the Prime series.
Now, the Prime series was made by Retro, of course, and, being a different developer, they had a very different worldview for this game. You can say it’s still the same Metroid, but it’s a different, original concept. There isn’t necessarily a direct connection between those initial concepts.
From Super Metroid on — these were mostly handheld games through this period — even if the partner changed, I was still working on the project. The central character of Samus, the strong fighting woman who didn’t shoot that baby Metroid at the end of Metroid II, was something that I made sure I protected, even as we went through all of these different projects with different partners.
The aspect of Samus not shooting the baby Metroid at the end of Metroid II was preserved in Other M.
Super Metroid comic by Benimaru Itoh - Nintendo Power 1994
http://www.metroid-database.com/manga/listing.php?vid=1
The reason Nintendo won't allow a game where Samus Aran takes on bounties is because Metroid isn't about bounty hunting, and they're protecting the image of the series. "Bounty Hunter" is Samus' occupation in her backstory. Captain Falcon from F-Zero is also a bounty hunter, and the Starfox team is a mercenary group, but that's backstory and not what those characters actually does in the games. Metroid, F-Zero, and Starfox do not revolve around collecting bounties and fees. In Starfox 64, the Starfox team collects a fee from being hired by Corneria, but that's not what the game is about.
If Samus were actually "pro-bono" as I understand the definition (doing it for free), the Galactic Federation would never have had to give her orders to wipe out the Metroids and Mother Brain in Metroid 1 and 2 after they first failed to do so.
The Metroid Prime series has basically always been a side story, without being labled as such. It was a way for Nintendo to create new adventures in the Metroid series while respecting the original series of games and the continuity maintained by the creators such as Sakamoto.
The Metroid Prime games are based on a time period between Metroid 1 and 2 when Metroids were still around, but it messes up the tight lockdown they had on the locations of the Metroids: They were either on SR388, or multiplying on the fortress planet of Zebes from a sample the space pirates stole.
In the story of the Metroid Prime games, there were space pirate vessels in orbit around Zebes that conveniently had samples of Metroids and that's why you have Metroids spreading across the galaxy to Talon IV and other places in Metroid Prime 2 and 3. If you actually read the manual backstory to Metroid Prime, it mentions the space pirates had stolen a Metroid sample and had been researching them for years, but in the actual story of the NES Metroid it was a recent event.
http://metroid.retropixel.net/games/mprime/manual/
http://www.nintendo.com/consumer/gameslist/manuals/GCN_Metroid_Prime.pdf
http://metroid.retropixel.net/games/metroid/manual/
Metroid Prime 1's story was mostly written by Nintendo Treehouse localizer Nate Bihldorff who is a huge Metroid fan and also handled localization and PR for Metroid: Other M. The stories of Metroid Prime 2 and 3 were written by Retro.
http://www.shinesparkers.net/interview-with-nate-bihldorff
The Metroid Prime games have their own continuity based on the original series in parallel to its continuation, but has no impact of the traditional Metroid series canon.
If you like the stories to the Metroid Prime games that's great, but its a different take on Metroid by different teams, with respect not to interfere with the main series canon.
Metroid: Other M doesn't contradict the Prime games because the Prime series is its own thing. In fact, Metroid Fusion doesn't mention the events of Metroid Prime either (which was in development at the same time) and Super Metroid is very clear that after the NES Metroid, the next time Samus encountered Metroids was on SR388.
Almost everything Yoshio Sakamoto has said about the Metroid Prime series.
Metroid Prime & Metroid Fusion Staff Interview - Nintendo Online Magazine - March 2003
http://www.metroid-database.com/features/nomsakamoto.php
Sakamoto-san, you supervised Metroid Prime and were in charge of directing Metroid Fusion. Prime was the series’ first first-person perspective game, but…
Sakamoto: When I heard of the project, I was also bewildered. Because Samus is a relatively popular character, I didn’t think it would be a good idea for her to come out in this form. But they showed it to me partway through development, and they had the Morph Ball, and the shape of Samus appeared to feel good. It had a cool world, and I thought it would do well. I think they finished it nicely.
About where in the timeline is Prime set?
Sakamoto: The story takes place between the first one on the Famicom Disk System and is followed by Metroid II. I had the idea to make it separately as a gaiden [side story], but wouldn’t it be a cop-out to call it a gaiden? Because of that, I consulted with Tanabe, and things fell into place very naturally. The local staff worked on it really hard, it serves as part of the series, and I think they completed it very well.
Metroid designer Yoshio Sakamoto speaks! - CVG - 2003
http://web.archive.org/web/20121025...sive-metroid-designer-yoshio-sakamoto-speaks/
Sakamoto: I think my involvement with Metroid Prime II is like my involvement with the first one - I am advising them as to what kind of flavour they have to adhere to, and the kind of storylines possible - Retro Studios comse up with the story and I say: "Yes, it's the kind of story that's consistent with previous Metroid games" or else: "No, it's got to be changed like this".
Of course, whenever Retro is working on the Metroid games I need to supervise; I'm the person who receives the reports, to find out what's going on and how the title is progressing.
E3 2009: METROID: OTHER M HEAVY ON ACTION AND STORY - IGN - 2009
http://www.ign.com/articles/2009/06/04/e3-2009-metroid-other-m-heavy-on-action-and-story?page=1
Yoshio Sakamoto: One thing I need to explain is that I was really not that involved directly in the development of the Metroid Prime series. What I was involved in was the development of the initial NES Metroid, the GBA Metroid, Super Metroid and then finally Metroid Fusion. And within that timeline, the Other M story will take place between Super Metroid and the Fusion stories.
The Elegance of Metroid: Yoshio Sakamoto Speaks - Gamasutra - April 2010
http://www.gamasutra.com/view/feature/132721/the_elegance_of_metroid_yoshio_.php
Now, the Prime series was made by Retro, of course, and, being a different developer, they had a very different worldview for this game. You can say it’s still the same Metroid, but it’s a different, original concept. There isn’t necessarily a direct connection between those initial concepts.
Metroid: Other M - Yoshio Sakamoto Interview - Gamespot - Sept 2010
http://www.gamespot.com/videos/metroid-other-m-yoshio-sakamoto-interview/2300-6276545/
Sakamoto: Metroid changing developers happens to be very natural to me. For example, as far as the Prime series by Retro Studios is concerned this [The Metroid Prime series] is actually another Metroid series. And I have had minimal involvement in the process of its development.
Q&A: Yoshio Sakamoto, Yousuke Hayashi on Metroid: Other M - Wired - June 2009
http://www.wired.com/2009/06/metroid-interview/
Sakamoto: You might be aware of this, but I actually wasn’t that involved in the development of the Prime series. The goal in creating Metroid Prime was to create the ultimate first-person adventure, and I do think that Retro was able to do that. My approach, my concept, is a little bit different in terms of gameplay. And the story I want to tell with Other M can’t be achieved with that approach. So I think my take on this project is quite a bit different than Retro’s.
Wired.com: So, then, what is your vision of the ultimate Metroid game?
Sakamoto: Within the greater Metroid series, the Other M story will tie together the stories that took place in Super Metroid and Metroid Fusion. One of my goals is to present Samus as an appealing human character, and that involves explaining a little bit about what happened in her past as well as the characters that influenced her. The story will play a big part.
Interview: Metroid: Other M producer Yoshio Sakamoto - Joystiq - March 2010
http://www.joystiq.com/2010/03/12/interview-metroid-other-m-producer-yoshio-sakamoto/
Retro obviously produced the Metroid Prime series; very successful, very influential. Do you consider this a reboot of the series after Metroid Prime? Is this the direction for future Metroids or just another direction?
Sakamoto: The games that I’ve been involved with in the Metroid series have been on the NES, GameBoy, Super NES and the GBA. I actually didn’t have a lot of input on the Prime series. But when they’re doing with Other M here, it’s not so much a different universe, it’s just a different part of the story. You can’t say that there’s no relation here; it’s probably best to think of them as being in parallel in this world.
The concept of Metroid: Other M was to create a new Metroid game that was accesable for everyone to play, including people who played the original NES Metroid but had not played video games in sometime since. Sakamoto went with Wii Remote only because it replicated the simple controls of the NES controller for an action game and were making a NES (Famicom) game on modern hardware. They were also setting up story to explain the gap between Super Metroid and Metroid Fusion so that they could continue the Metroid series past Fusion. This is likely why the end of Other M seems anticlimactic with all of the story exposition.
Q&A 'Metroid: Other M' director Yoshi Sakamoto - September 2010
http://content.usatoday.com/communi...her-m-director-yoshio-sakamoto/1#.VIEQbDHF98F
Does this game bring Samus' story to an end or leave room for future adventures?
Sakamoto: Since chronologically, Metroid: Other M is followed by Metroid Fusion, it is certainly not the end for Samus. However, it was important for us to address the storyline of Metroid: Other M before looking at events that happen later in her life.
In many of the interviews about Other M, Sakamoto reiterated that he wanted to receive feedback, both good and bad to decide how to move the series forward, that fans had been asking when he was going to make a new 2D Metroid and that Other M was the game for them, and if fans still wanted a purely 2D Metroid after this they would have to consider it.
http://www.gamestm.co.uk/features/y...the-unwritten-future-of-the-warioware-series/
http://www.gameinformer.com/b/news/...-to-2d-metroid-fans-other-m-is-your-game.aspx
Nintendo produced an interview video for Other M where Sakamoto (Nintendo), Hayashi (Tecmo-Koei/Team Ninja), and Ryuzi Kitaura (D-Rockets) talk about the concepts of the game.
Metroid Other M Developer Interview - Nintendo Channel (translated by Metroid Database)
http://youtu.be/8IxtUUF-iNo http://youtu.be/lHZFwdApitM
(Official translation) part 1 -
http://youtu.be/DHPZSrG4AXY part 2 -
http://youtu.be/6zPkFzMR_9k
- The goal was to make a Metroid everyone could play using the simple control scheme of the NES
- Kitaura (D-Rockets) originally had Samus appearing in her Zero Suit more often but Sakamoto wouldn't allow it.
- They were bringing the essence of 2D Metroid into a 3D space
- Pointing the Wii Remote at the screen replicated to the experience of finding suspicious places
Metroid: Other M was basically developed as a followup to the NES Metroid on modern hardware (but set between Super Metroid and Metroid Fusion).
TV Ad -
http://youtu.be/UIiYslRItYM