E-mail:
Password:
GameSpot Video Games, PC, Wii, PlayStation 2, GameCube, PSP, DS, GBA, PS2, PS3, Xbox 360, PlayStation 3

Beth Llewelyn

Q. How did the idea for the NES come about? What was the ideology behind it?

The NES was, of course, the US version of the Japanese Famicom system. In Japan, the idea was to capitalize on Nintendo's success with its Game & Watch games and to mass-produce an affordable entertainment machine with new and interesting types of games. In the United States, the goal was to capture the entire consciousness of players and immerse them in the games by bringing arcade-quality games into the home.

Q. What gave you the impression that the NES was (or wasn't) going to catch on in the United States?

We knew that the system was terrific, but convincing retailers and the public was another story. At the time, the once-booming video game business had collapsed. The Famicom did extremely well in Japan. Great games are great games, no matter who is playing them.

Q. What was the target audience for the NES?

The actual target was the whole family. If you look at the first commercial featuring R.O.B. the Robot and the Zapper, it had a mom, dad, and kids.

Q. How did the NES meet or exceed your expectations?

We had a tough but successful launch in New York City, then moved to Los Angeles and really kept pushing. It wasn't until our national launch in the fall of 1986 with Super Mario Bros. as the bundled lead title that things really took off. Once the NES got a foothold and people got drawn into the experience of the games, it became a phenomenon.

Q. Who were the early enthusiasts of the NES (in or outside of the company), and can you tell us any anecdotes?

It was our warehouse workers who had the privilege of playing through the entire library of Famicom games to determine which ones would be appropriate for the US market. Incidentally, one of those guys was Don James, who is now an executive vice president with Nintendo of America.

Q. How quickly did the system catch on?

On an individual basis, we could see that people made a connection with the NES as soon as they got their hands on it. On the large scale, the NES caught on slowly but steadily. We had to prove that a video game system could be a viable product in a tough market. We sold about 50,000 systems for Christmas 1985 in New York as a test market, and then expanded to other major cities before taking the NES national. After a year, we had sold 1 million. After two years, we had sold 3 million. By 1990, one-third of all US homes had an NES system.

Q. Did you have an idea back then about how console games would fare in the future as a result of the NES?

Nintendo demonstrated that if a company could make a compelling game with characters with real personalities, it could buck the industry trend and be successful.

Q. What was your favorite original NES game?

I'd have to go with Duck Hunt and Super Mario Bros.--they are true classics.

Q. What games did you work on for the NES?

To the Earth, Tetris, Star Tropics, Punch Out.

Q. Which were your favorite or least favorite games to work on?

Favorite: Racing games Least favorite: Puzzle games

Q. Do you have any stories of particularly memorable bugs that were left in or taken out of a game?

Back in the day, we sometimes tested on the Famicom. It was the Japanese version of the NES that had a built-in microphone. If you spoke into the microphone, it would play your voice through the TV audio. We always ran a VCR to record the bugs at all times. One day I played a joke on everyone by having the character of a game jump up and down 10 times. I then spoke into the controller and stopped the tape. I told everyone that there was a secret move you could do in the game and the character would speak. I had everyone fooled. We all had a good laugh in the end.

Q. What did you think about your job at the time? How easy or difficult was it?

Back then we did not have as many revisions of hardware. We got to spend a lot more time playing through the games rather than compatibility testing.

Q. What did you think of the NES?

It was awesome for its time.

Q. How long was a game usually in testing?

They could be in testing for as little as one day or as long as one month.

Q. What was a typical bug, and what was the attitude toward bugs at the time?

Doing things out of order and the game locks up. Driving backward on a race track and the game locks up.

Q. Do you have any stories about people you worked with or interacted with who have gone on to do other things in the game industry?

One person went on to compose music for use in video games, another went on to become a plumber, and another tried to start a rock band.

Q. What was your favorite original NES game (that you didn't work on)?

Mach Rider

Q. What are you doing now?

Working as a technician in product testing.


Robert Crombie

Q. What games did you work on for the NES?

During those years (the same is true even today), the LotCheck Department was responsible for final testing of all games released on a Nintendo platform. That includes Nintendo titles as well as licensee titles. Since there were only 10 of us, everyone had to chip in to finish the job on time.

Q. Which were your favorite or least favorite games to work on?

There were so many. Super Mario Bros. 3 and NES Play Action Football were two of my personal favorites. On the flip side, there were a lot of poorly made games during the NES times. Funny, it always seems easier to remember those games than the fun ones. I think that's because as a tester, you had to work a lot longer and harder on those games. Let's just say playing Where's Waldo and Thomas the Tank Engine for the fiftieth time can be difficult.

Q. Do you have any stories of particularly memorable bugs that were left in or taken out of a game?

Honestly, we were very strict during those days. If we found a problem that would affect the consumers, we failed the game. Games would fail five or six times before being approved. The record was 26. That game was never released as a licensed title. It did come to the market, but never got the Nintendo Quality Seal. The best stories were pranks that went too far. We actually failed a game because the controls were working backward. Like, press up and the player went down, etc. Only later was it discovered that one of the testers took apart the Advantage controller and reversed the joystick of a coworker. We got in trouble, but it was pretty funny.

Q. What did you think about your job at the time? How easy or difficult was it?

I was 20 years old and playing video games for a living. I remember playing a multiplayer game with one of my coworkers, Caesar, and saying, "They are paying us for this!" He just smiled. It wasn't always fun, and the work was often tedious. I think most of us had a pretty good appreciation of just how lucky we were. The hours were long, but the work wasn't overly difficult. Product testing today is much more complicated and technical than it was then.

Q. What did you think of the NES?

I loved the NES. I still do. My first job at Nintendo was repairing consumers' NES decks. I saw how much abuse that machine could take. Everything about the NES was quality--from the processing power it had for its day to how indestructible it was. Anyone who is working in the game industry today owes a lot to that machine and the people who built it. I still have one at home, and I bet a lot of you do, too.

Q. How long was a game usually in testing?

Anywhere from one day to a couple of months. During development, programmers and game designers would play the game along the way or with a small team of testers. Many companies didn't employ testers at all. This was a time when a few programmers could still make a game out of their garage.

Q. What was a typical bug, and what was the attitude toward bugs at the time?

The most common bug was a lockup. We would receive a game that was supposed to be ready for production and it would lock up halfway through the game. There were also a lot of graphical bugs. We were pretty strict on these types of bugs. We were a lot more lenient on text. I'm sure everybody remembers the poorly localized games from Japan. "Janglish" became an accepted language for some games.

Q. Do you have any stories about people you worked with or interacted with who have gone on to do other things in the game industry?

Members of that group have been pretty successful. One makes make music for video games. Several others have gone on to develop games for companies like EA, Midway, THQ, Acclaim, Microsoft, RedStorm, and Nintendo, of course. One is even president of a large game development company. Three of us still call Nintendo home.

Q. What was your favorite original NES game (that you didn't work on)?

Zelda.

Q. What are you doing now?

I am senior manager of Nintendo's Product Testing Department.