A Pokémon Mystery Dungeon Archive
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Interviews

Weekly Famitsu October 28, 2005

Translation:

Coming Soon!

Weekly Famitsu April 6, 2007

Translation:


Q: Pokémon Mystery Dungeon has now exceeded 5.5 million. This really is an incredible number. Have you analyzed the reason for its success?
Ishihara: There is a pattern when it comes to Pokémon titles that are a hit worldwide. The sales ratio for Japan, North America and Europe start at 1:1:1. This time, we were able to replicate this pattern very well with Pokémon Mystery Dungeon. If it starts with this ratio, then the ratio for North America and Europe will increase, as there is a greater tendency for software to continue selling in those places compared to Japan. And so I think this 5.5 million number is a single waypoint.

Q: And how do you view it, Nakamura-san?
Nakamura: I have also been involved in the production of Dragon Quest, but even then, I have never had the experience of selling 5.5 million copies worldwide with a single title before. It is a big number that really shows that people around the world are playing it. So as a creator, I could not be more happier.

Q: For people currently in their 30s and 40s, I think that Dragon Quest would be the first game that showed them the ‘impact of a story.’ But these days, a child’s first game with a story would be Pokémon. The Dragon Quest phenomenon that occurred in Japan is now happening on a worldwide scale with Pokémon. I believe that creating games that ‘appeal to every market’ has been your lifework, Ishihara-san. What is your secret?
Ishihara: North America, Europe, Asia and other regions… I think that every market is incredibly unique and different in terms of what is accepted. With that being said, if we were to remake every game for every market, I doubt we would have been able to circulate this far and wide. For instance, the Pokémon called Pikachu is also Pikachu all over the world. The gameplay elements, the Pokémon trading system, the parts that are the core of the game are all shared. If we tried remaking them for each market, it would have crumbled eventually.

Q: Previously, you have said, ‘There is no point in being fun if it is not fun all over the world.’ I suppose that applies here.
Ishihara: I’ve operated with the mindset of, ‘What should I do to have the finished product be something that can be enjoyed all around the world?’ With Diamond and Pearl, *2 you were able to trade Pokémon with other players around the world through the Global Trade Station *3. However, if the content of the software that was circulating in each market was too different, it would not allow for any proper trading. On the other hand, I do think it’s important to enjoy ‘small differences.’ Just like with the first generation Pokémon, where different Pokémon appeared in Red and Green. But if the differences become too big, then it no longer feels like you’re enjoying it with everyone. This feeling is the same as an internet browser. The basic OS is the same, only localized for every territory. But we can use the same browser to see the same sites.

Q: It was then that you encountered Mystery Dungeon. It must have looked quite strange, coming from the world of Pokémon.
Nakamura: Just as he’s said already, Ishihara-san is very particular when it comes to the world of Pokémon. But first and foremost, Ishihara-san is a genuine game fanatic. What I mean to say is, even with such a fixation on the world, he still allows the gameplay to be the priority. He prioritizes the essence of what makes a game fun, and is very tolerant of certain rule changes in regards to the Pokémon world. For instance, you know how the Pokémon talk, or how the player is a Pokémon in Pokémon Mystery Dungeon? This had not been done in the series before, and is a very big change to the rules, but he reacted with incredible flexibility.

Q: These rule changes. Were they ‘acceptable’ with the Pokémon world?
Ishihara: The things that others might say should not happen, are not really that big of a problem for me (laughs). Instead of that, I think it’s much more important to be faithful in conveying the fun of computer games, or rather, the ‘structure of fun.’

Q: I see…
Ishihara: In Mystery Dungeon, the map is automatically generated, you can write what you want on scrolls and use them. It is a game with a very traditional computer game structure. Pokémon is the same. After all, the foundation of networking and trading was demonstrated 10 years ago. These two series have proven that ‘Playing with a computer is so fun!’ And if the two were combined, then it would result in a game that is even more fun. And so even if Pikachu starts talking, I don’t mind it at all (laughs). If anything, it’s fun to think of how you can make such an idea ‘acceptable.’

 Q: That’s an incredibly flexible way of thinking. 
Ishihara: When it comes to great ‘gameplay’ that is along the lines of the traditional, I would very much like to increase the fun through multiplication. Because of that, there was meaning and value to creating something new with Mystery Dungeon and Nakamura-san.

Q: Pokémon and Mystery Dungeon exist as a mechanism to create fun…
Ishihara: I think there is also compatibility. Between games.

Q: Was that something that you had already felt? That Pokémon and Mystery Dungeon were compatible?
Ishihara: Indeed. Also, I just happened to like them personally (Laughs).

Q: I heard that you are a big fan of Mystery Dungeon.
Ishihara: After all, I consider myself a Mystery Dungeon professional (Laughs).

Everyone (Bursts into laughter)

Q: Nakamura-san, do you also feel the same way as Ishihara-san?
Nakamura: When the possibility was first brought up to me, I did feel that they were greatly suited for each other, as Pokémon has a lot of characters, a lot of tools and different kinds of skills. But on the other hand, Mystery Dungeon has a high difficulty level, and a game system that is quite hands-off with the player. Would it really be able to fuse with a game that is beloved by children…? I did have some doubts.

Q: Ah, that’s true…
Nakamura: But judging by the surveys gathered from people around the world who have played the game, while many had the opinion that it was ‘difficult,’ they were all able to finish it. I’ve always believed that the ideal form of a game is when you have a person who thinks they are the only one in their class who can beat it, but actually everyone can… It is that balance. And I think that with Pokémon Mystery Dungeon, we were able to get incredibly close to achieving that balance.

Q: It seems like a difficult adjustment to make…
Nakamura: In Japan, there might be certain immunity or a foundation for playing, due to Torneko and Shiren. But they don’t have those in other countries, so I was anxious about whether it would be well-received or not. But the results were… Well, that’s the power of Pokémon for you (Laughs).

Q: They were a good match in the end.
Nakamura: Looking back, I really do think it was a wonderful encounter.

Q: The sequel is also in development! 2 games on Nintendo DS. After the game has become such a worldwide hit, I cannot help but ask about the next game…
Ishihara: We’ve actually been working on the next game for quite some time. It will be for Nintendo DS hardware.

Q: Ohh! Previously, you released one game for DS and Advance respectively. How will it be this time?
Ishihara: 2 on the DS.

Q: Ohhh! When did development begin?
Nakamura: A very long time ago (Laughs).
Ishihara: We are developing it with the hope of releasing it in 2007.

Q: That is not very far away!
Ishihara: Yes. So we wouldn’t finish it in time if we had just started now, right? (Laughs)

Q: Well, that is what Ishihara-san says, but how are things at your place, Nakamura-san…?
Nakamura: The situation is quite hectic, of course (Awkward laugh).

Q: Did you always plan to make sequels?
Ishihara: No. It would be difficult to do until you felt confident in the first game. A big part of it was that the reception abroad was better than expected.

Q: What was the reason you chose to release both games on the DS?
Ishihara: When the previous game first went on sale, it was the perfect time, as the leading platform was switching from the Game Boy Advance to the DS. But the situation has changed completely in just one year. When deciding to release two different types, we had to discuss which hardware to choose, and there were even some suggestions of ‘Why not DS and Wii?’ (Laughs). But considering the current market and development environment, we felt it would be best to have both released and played on the DS.

Q: How was it as a creator? Releasing only on the DS.
Nakamura: With the previous games, we were forced to create them in a way that accommodated the inferior capabilities of the Advance. But since both will be on the DS this time, we can incorporate ideas involving the dual screens as much as we wish.

Q: It sounds like there will be a lot of new elements.
Nakamura: That’s right. In particular, as we can create it on the basis of there being Wi-Fi support, aside from the ‘Help a Friend’ system from the previous game, we are putting even more effort into having that feeling of ‘playing with everyone.’

Q: Specifically, what kinds of elements are being added?
Nakamura: I can’t say (Awkward laugh).

Q: Will Pokémon from Diamond and Pearl be included?
Ishihara: Of course, they will be. Not only that, as simply being put in without a solid role would be meaningless. So please look forward to that. Also, one thing that I can say is in regards to the question of ‘releasing two types?’ If there are two dungeons, then the two games will be slightly different… Well, I am still discussing various things with Nakamura-san (Laughs).

Q: Wh-what do you mean?
Nakamura: For instance. This is an example, alright? Even if it’s the same dungeon, if the items you pick up are different, then it would affect the way you finish the game, or what strategies you use. …Well, that is just an example (Laughs).

Q: It would be a very big difference for Mystery Dungeon!
Ishihara: Originally, in Pokémon games, the gap between Pokémon was a gap in playing. In other words, it dictated the direction of the game. In Mystery Dungeon, the acquiring of items has been added to that. I think that things like that will become the great difference between the two sequels.

Q: With the sequel, as far as you are able to say at this time, can you tell us what point you want players to focus on the most?
Nakamura: For the previous games, we received a lot of feedback about how the scenarios and story parts were incredibly interesting. And so we are consciously trying to create a game with a substantial story that surpasses the previous games and be a more enjoyable adventure. An even longer story is waiting for you.
Ishihara: In regards to the amount of story, there were many different opinions. We thought that we had incorporated a great amount of it, but there were still people who said there ‘wasn’t enough.’ And so we thought, ‘what wasn’t there enough of…’ In the previous game, after you see the ending and closing credits, quite a lot of elements are unlocked. But expanding on things like controls and character selection may have made the partner relationship between the player and the Pokémon feel a little more distant. That was the conclusion I reached after analyzing it. This time, we mean to create the story while taking that into account.

Always be bold towards things that seem traditional!

Q: Lastly, in regards to future developments. It seems like Pokémon will continue to develop in many different directions.
Ishihara: There are plenty of ideas when it comes to simply expanding the license. However, when you find themes or mechanisms that make you wish to collaborate in some form, like Mystery Dungeon, it is very helpful. In fact, there is no meaning in making something new without that relationship. Once you realize you can combine two things to create a new way to play, as we did with this game, it makes you want to try out many other different things too. When it comes to things that are considered traditional with video games, I would like to be bold at all times.

Q: Nakamura-san, Mystery Dungeon turned out to be an incredibly good game. Has this experience made you want to try out anything in the future?
Nakamura: The DS has complete network capabilities now, so I believe that it’s time to start focusing on that. With Wi-Fi taken into consideration, I think some interesting things could be done with Mystery Dungeon. I have all kinds of ideas.
Ishihara: There is something that both Pokémon fans and Mystery Dungeon fans can look forward to the most this year, and that is these two games. Whether it's the gameplay or the expanding world of Pokémon, I hope that they are looking forward to it.
Nakamura: I feel like I’m being pressured (Laughs). As Ishihara-san said, we will create something that won’t disappoint fans, so please look forward to it.

Nintendo DREAM Issue #181

Translation:
"Special Interview: The Past, Present, and Future of Pokémon Mystery Dungeon"
Nintendo DREAM. Volume #181. Spring 2009.
Translation by Smaturin. Editing and formatting by NeonHumBuzz.

Seiichiro Nagahata (Chunsoft)
Director, Head of Development Department
Shinichiro Tomie (Chunsoft)
Development Department, Planning Section, Game Producer
Hironori Ishigami (Chunsoft)
Development Department, Programmer
Kunimi Kawamura (The Pokémon Company)
Development Supervisor, Head of Development Management Department


Q: The newest installment, Pokémon Mystery Dungeon: Explorers of Sky (hereafter referred to as "Sky"), is set to be released soon. This time the subtitle is "Explorers of Sky," but from the perspective of the average player, during "Explorers of Time" and "Explorers of Darkness" (hereafter referred to as "Time" and "Darkness"), one would likely imagine Dialga and Palkia when thinking of "Time." So "Time/Sky" would seem like the normal way to go. Why did you start with "Time/Darkness" and then go on to "Sky" for this game?
Kawamura: That was exactly what I wanted. To have our players think just that. As I’m sure there are still people who have not played Time/Darkness yet, I cannot say anything specific, but a Pokémon from Time actually appears in the first ending. And in the story after the ending, a Pokémon from Darkness appears. Does that explain it!?

Q: Ah, I see!
Kawamura: Also, if we went with "Time" and "Sky" just because it was Dialga and Palkia, that would be too plain and predictable. And so we brought in "Darkness" in order to differentiate.

Q: In that case, what were you imagining with Sky?
Kawamura: Sky is also "Space" and "Air" and can have many different meanings.

Q: Shaymin’s Sky Forme is also based on "Sky."
Kawamura: Aside from stuff like that, we made Explorers of Sky with the concept of it being the definite version of the Explorers series. And so we wanted to convey the sense of expanding. "Sky" just happened to be perfectly fitting, but it took us a while to reach that conclusion. We also considered the "Sky" of outer space, but it was pointed out that this did not seem very bright. During development, there was also a film title that had "Sky" written as "Frozen Sky" (2008 film "Pokémon: Giratina & the Sky Warrior"), and so we wanted something more straightforward, and settled on the current "Sky."

Q: For "Sky," the new additions for the protagonist are Riolu, Shinx, Eevee, Phanpy and Vulpix. How did you go about selecting these 5?
Tomie: When selecting the protagonist candidates for "Red Rescue Team/Blue Rescue Team" (hereafter referred to as "Red/Blue"), I confided in Kawamura-san during the process and came to the realization that the Pokémon I would choose were not very popular.
Everyone: (laughs)
Tomie: And so I withdrew from the process for Time/Darkness, and had Kawamura-san choose them. Also, there was a member of staff who really wanted Phanpy included. In the end, it’s better for the story if the protagonist and friends are Pokémon that look cute.
Kawamura: Also, with Eevee, there was this girl from France who was a fan of Pokémon Mystery Dungeon, and told us, "I love Eevee so much, so please make it the protagonist!"

Q: A girl from France!?
Tomie: There was a keynote in France for Time/Darkness. And we received that question.
Kawamura: Eevee is especially popular among girls. Other criteria would be how expressive they were, the readability of emotions when they pop up in the portraits. The evolution, popularity, and if they look cute when walking… we considered different aspects while choosing until the current lineup remained.

Q: "Remained." So there were many other candidates at first?
Kawamura: Indeed. For instance, Buneary was a candidate, but as its Ability is "Klutz," it cannot use the effects of the items it holds. Pachirisu was also a candidate, but when entering the early dungeons, it would be very difficult if you didn’t have a move that was decently strong. There were various reasons like that.

Q: It’s been the case ever since Red/Blue, but what is the reason for "answering questions to determine the protagonist"?
Tomie: Ultimately, it comes from the setting of "you = protagonist", and "you have suddenly turned into a Pokémon one day." While being able to choose freely would be fine, that feeling of "boom, you are this Pokémon!", and having it decided for you might make it more relatable. Besides, I thought that if you don’t know which Pokémon you will become, then having one that is closer to your personality will allow for more conversation between players. Like, "I became Turtwig" and "I’m Torchic."

Q: There are many new elements to Sky, but the Special Episodes have drawn the most attention.
Tomie: When it came to creating Sky, at first, we were thinking of making small changes to the scenarios of the main game. But after reconsidering it, we realized that it should not be touched. If we did make changes, it would just be adding a little something to the start of the story, or adding a little story after the ending. Those were the only choices we had. If that is the case, then we might as well add a side story, which would give us more freedom and allow us to expand. That was the conclusion we settled on.

Q: I understand that the Special Episodes appear after advancing in the story to certain points?
Tomie: They do get unlocked as you play the game.
Kawamura: For instance, if Bidoof’s Special Episode appeared in the beginning, it would not be as enjoyable, since you do not understand what Bidoof’s role is in the main story. They are made to appear on the Menu Screen at the perfect time, when the foundation for enjoying the story has been set.

Q: By the way, will the results of playing these Special Episodes be reflected in the main game?
Ishigami: Acquired items can be carried back with you to the main game. Otherwise, it would not be very fun.

Q: How did you decide what character’s perspective to use for the Special Episodes?
Tomie: First of all, I knew that I wanted to use Grovyle. Ever since development on Time/Darkness had completed, I wanted to do it if I got the chance.
Kawamura: In order for players of Time/Darkness to enjoy it, we chose characters that had a lot of interactions with the guild members or protagonist. Like Bidoof (laughs).

Q: These Special Episodes, like with Grovyle, for instance, it’s a story about returning to the future through the Dimensional Hole. Did this setting already exist during Time/Darkness?
Tomie: Not as a setting, no. Personally, I did have a vague idea of how it would be. As it relates to the ending, I cannot give away too much here, but I received a lot of comments from fans who wanted us to "save Grovyle too." I understood how they felt, and since it was from people who felt very strongly about Grovyle, it made me very happy. On the other hand, there was also a part of me that felt, "that's wrong." And with Sky, I had the chance to do something about it, which I was happy to do.

Q: So Grovyle will appear in some other form… is that what you mean?
Tomie: Yes. It also means that Grovyle was doing his best! In the future world.

Q: Spinda's Café has been added as a new facility. What is it, exactly?
Ishigami: As you advance in the game, I think you will have a lot of leftover items in your storage. Kangaskhan Storage has limited capacity, and so we wondered… if the leftover items could not be used for something else.
Tomie: Being able to turn Gummis into drinks is quite nice, isn’t it? If you pick up a Gummi, you definitely should go to the Juice Bar to get a drink.

Q: The Recycle Shop also looks very interesting.
Tomie: It is quite interesting. I think that I’ve spent nearly half of the game wandering around there.
Ishigami: It’s like a place that you definitely want to stop by every time you come back from a dungeon.

Q: What kind of prizes can you win with the Recycle Shop lottery?
Nagahata: We made it so you can acquire some amazing items now. Like a scarf that raises your abilities, and things you usually wouldn’t be able to acquire until after the ending. But you can now get them early on.

Q: The Secret Bazaar is another new element. Under what kind of circumstance does it appear?
Nagahata: In general, it is random. You can be walking and the hidden staircase will just suddenly appear. So, you wonder what it is and you go inside to find the Secret Bazaar sprawled out in front of you.
Kawamura: We wanted to have players experience some good things inside of the dungeon, so it wasn’t just the thrill of encountering enemies that you cannot beat. "Ah, there are interesting places like this." We prepared a place where you don’t have to fight.

Q: One thing I thought was incredibly interesting was the Lookalike Items. Like the Oren Berry instead of the Oran Berry.
Tomie: I was the one who was in charge of this new element. I had decided to think about it after I finished writing the Special Episodes. And so when I came to the staff with it a few months later, saying, "I want to do this," they all started saying, "what!"
Everyone: (laughs)
Tomie: The staff did not receive it well at first, but when I was writing, they gave me a lot of ideas. And from there,Kawamura-san and the other staff went through them until the current Lookalike Item was what remained.
Kawamura: It is very interesting!
Nagahata: It’s pretty terrible, isn’t it? (laughs)
Tomie: It’s fun to see the Reviser Seed being used. The programmers worked hard to make that.
Nagahata: They made it while saying, "won't this make young children cry?"
Ishigami: We even placed an explanation for the Lookalike Items in the tutorial.
Nagahata: You have to tell them that first. We were worried that if it came out suddenly, it would make people cry.

Q: Various new elements have been added in Sky, but how is the difficulty in comparison to Time/Darkness?
Nagahata: Personally, I made it with the intent of it being about the same as Time/Darkness. And so it may seem easy for those who have played the series before, due to their experience.
Kawamura: In fact, during the Pokémon personality test that determines the protagonist in the beginning, you are asked if you have played Time/Darkness before. And the data balance changes a little depending on if you answer "yes" or "no." And so players of Time/Darkness and new players should be able to play it a little differently.
Nagahata: Also, in Time/Darkness, there were items that only appeared in Time, or only in Darkness, but in Sky, they all appear. For instance, in Time/Darkness, you may not have been able to get a Gummi that fits the protagonist type, and so you couldn’t raise your IQ… but this time, they appear with better balance, so the beginning of the game will be easier in some ways. However, we have also added some dungeons with higher difficulty.

Q: For instance, a dungeon that is more difficult than Zero Isle…!?
Nagahata: There is. I thought that there would be no meaning in making something that was the same, so we made it even more difficult.

Q: About the Exclusive Items from Time/Darkness, are there even more of them now?
Nagahata: There are. We have added nearly 400 of them.
Ishigami: We have them for everyone, including the Pokémon who did not have Exclusive Items in the previous games.
Kawamura: As there are many more types now, we made some adjustments to Croagunk's Swap Shop to make them easier to collect.
Nagahata: Since there are so many types of Pokémon, it’s quite difficult to get the Exclusive Item that you want, right? And so we added a system where if you "bring a certain item, you will receive an Exclusive Item." Also, you are able to send Exclusive Items from Time/Darkness over to Sky.
Ishigami: There is an advantage to sending Exclusive Items as well. As their Rarity goes up by 1 rank.

Q: That’s very convenient! By the way, are Exclusive Items the only thing you can send?
Nagahata: No, you can send all items that were acquired in Time/Darkness over to Sky. For instance, if a newcomer who is starting with Sky, receives items from someone who played Time/Darkness, they may be able to enjoy a smoother adventure.

Q: Aside from items, are there any network elements between Sky and Time/Darkness?
Ishigami: Interactions such as rescue requests and team battles in the Marowak Dojo are also possible between Sky and Time/Darkness. Request passwords can also be used as is. However, in regards to Wonder Mail, we plan to reveal something new for Sky, so it will not be compatible with Time/Darkness.
Kawamura: Furthermore, we have added something new in the form of demo dungeons. Ishihara (The Pokémon Company President and CEO, Tsunekazu Ishihara) had suggested that we could send a demo version through a Wi-Fi connection. Though, there were various problems, such as with capacity, and it was a lot of trouble for Chunsoft to implement.
Ishigami: In other words, even without the DS cartridge, you will be able to download and play the demo at Wi-Fi Stations and free spots. Also, players who have Sky will be able to send the demo dungeons to friends who do not own the game.

Q: How much gameplay do they offer?
Kawamura: Some will be easy for complete beginners, while others will be challenging for Mystery Dungeon veterans. We made it with about 6 variations depending on difficulty.
Nagahata: Due to the limits with capacity, they are very compact. But they are made to convey what kind of game Mystery Dungeon really is.

Q: As this is the first Pokémon Mystery Dungeon interview for Nintendo DREAM, please tell us how this collaboration between Pokémon and Mystery Dungeon came to be.
Kawamura: From the beginning, Ishihara was a big fan of Chunsoft’s Mystery Dungeon: Shiren the Wanderer series. So the start of it was the idea… that by combining this gameplay with the vast variety of Pokémon, we may be able to create a new world. I am also a big fan of Chunsoft’s games, so I was sure that the results would be very interesting. And so Ishihara went to Nakamura-san (Koichi Nakamura, Chunsoft Representative Director) and asked, "want to do this together?" and that led to where we are now.

Q: Including each version, Sky will now be the 5th installment. Honestly, did you think it would continue this long
Nagahata: If I am being honest, I was not thinking about anything. It was like, we will release it, and if it is received well enough, we’ll continue. Ultimately, Red/Blue were quite popular, so I think we were really lucky.

Q: Also, the world of the Pokémon Mystery Dungeon series was pretty shocking. It's a world without humans and only Pokémon, where they talk normally. How did you come up with this idea?
Kawamura: If there were humans in the world of Pokémon Mystery Dungeon, this might not be the best example, but I thought the Pokémon would be like pets. In order to make scenarios where the player will relate to them, it would be best for it to be between Pokémon. However, since that had never been done in a Pokémon game up until then, we had to think about it seriously.
Tomie: Actually, when it comes to the world, while they do not make any appearances, humans do exist as far as the setting goes. But when discussing the world with Kawamura-san at the start, she said that she wanted to keep "Pokémon trainer throwing Pokéballs" as a separate thing. So, if it’s going to be a world of just Pokémon, which you can control, then the problem is how you make them communicate. After all, they have to be able to talk. And so there was much trial and error. At first we even considered having them say "pika-pika," and then have the meaning in parenthesis.

Q: Ultimately, I think the world of Pokémon Mystery Dungeon was a great success. For Time/Darkness, we had a lot of comments from readers of Nintendo DREAM saying, "the story was amazing!" and "I cried!" How have you felt player reactions?
Tomie: As for me, I’m simply very happy. To be honest, that makes me more happy than the sales numbers. As someone who is a creator for a living, hearing that kind of reaction is a joy and gives me purpose in life. My feelings are really just, "thank you so much."

Q: I get the impression that the stories are a lot more dramatic compared to the main Pokémon series. Was this always the direction you were going in while making it?
Tomie: I wouldn’t say that we were aiming to do that. To be honest, there was a lot of trial and error when it came to the scenarios. And there was a time when I considered going in a much more light-hearted direction. But then Ishihara-san said he wanted to "go with a classical story." And so I wondered how we could go with a classical approach. "Well, let’s go with a story of friendship between the protagonist and partner!" So after that was finally decided, I started writing what is now the finished story.

Q: So Ishihara’s suggestion of "classical" is the reason for the current dramatic storylines.
Tomie: For instance, when it comes to Time/Darkness, there is a scene where bubbles are being blown by the coast. While writing the plot outline, I had decided at that point that I wanted to begin and end the story with bubbles. I thought that it was the life of the story while I was writing. As the graphics are also important for this scene, in spite of us not really having much time to spare, we used up a lot of time, and the person in charge of the graphics worked hard to depict it.

Q: Then we should pay attention to the bubble scenes when playing Sky as well! By the way, what is the relationship between the worlds of Red/Blue and Time/Darkness?
Kawamura: That’s a secret. They might be connected, and they might not be connected. Perhaps it is a different era, or a different world. We’ll leave it at that (laughs).

Q: It’s very interesting how unique Pokémon can be when it comes to personalities and the way they speak. Who is it that decides on such things? (Translator's note: "-desuwa" is a sentence-ending participle used primarily by characters who are supposed to be feminine and elegant.)
Tomie: It’s generally me. After deciding on the roles of the Pokémon, I make them talk in the way that I feel is right. However, there are times when it is the other way around. Where the speech patterns are already decided, and the role is considered later. This was the case for Sunflora in Time/Darkness, where Kawamura-san chose Sunflora for the role of the Pokémon who speaks with "-desuwa."
Kawamura: When it is a character that Tomie-san is very particular with, he is able to go on ahead with the specific scenario, but when that is not the case, there is just dialogue for Pokémon A and B, and then we choose a fitting Pokémon later.
Tomie: When I’m still at the point where the scenario is not fleshed out yet, for instance, like with the guild apprentices, the writing just mentions them as a large group. But by assigning roles for parts that I had just written in the spur of the moment, the story often starts to expand in various ways.

Q: Was Bidoof’s tendency to say "-degesu" decided beforehand? (Translator's note: "-degesu" is an old-fashioned sentence-ending participle often used for comical purposes.)
Tomie: Bidoof came first. For some reason, Kawamura-san was a big fan of Bidoof, and would say, "please put Bidoof in it, please put Bidoof in it." And so I thought, "well, I better put Bidoof in it." I don’t know why, but he ended up saying "-degesu" (laughs).

Q: Next, I would like to talk about characters who are especially popular in the Pokémon Mystery Dungeon series. Let’s start with Gengar from Red/Blue!
Kawamura: How nostalgic (laughs).
Tomie: From the beginning, I had been thinking of making Gengar a villain, and wrote up to the story’s ending that way. But then Kawamura-san said, "there should be a little hope for Gengar too." I thought it would be enough to just have Gengar pull out and save the protagonist from the underworld, but the others felt that Gengar was still a villain. And so that was why I started writing the story about Gengar and Gardevoir that happens after the ending. I felt that if I am going to write a conclusion for that story, then I also had to conclude the Ninetales legend as well. And so I faced it head-on while writing.
Kawamura: What we wanted to say was that "there are no bad Pokémon." Though, there are some who behave badly for a reason. I wanted to leave a reason or an anecdote that showed that Gengar was not a villain until the end. At first, it was really meant as a little bonus, so I didn’t expect as big of a reaction from players. Tomie-san’s scenario was also quite wonderful, and it was pretty much given the OK in one shot. To anyone who has not played it yet, please give it a try (laughs).


Q: With Time/Darkness, we must start with Wigglytuff.
Tomie: Wigglytuff. This is going to be a little long (laughs). In Red/Blue, Wigglytuff was selling "Friend Areas," and while this might sound like a bad way of putting it, it was basically land flipping. At the time, my impression was just of a "single Pokémon who had a store," but I saw some fan opinions on the internet, and came to the realization that this character was more complicated than I thought. People were saying, "Wigglytuff says "friend, friend" a lot, but he doesn’t even have any friends."
Everyone: (laughs)
Tomie: I thought, "this character is actually quite deep." And so I started to think of using him as a sub-character in Time/Darkness. It was around that time that Kawamura-san said that she wanted something like a guild in Time/Darkness. We thought, if there is a guild, the protagonist and partner should live like apprentices. In that case, we’ll need a Guildmaster. Wigglytuff is the only one for that job! We decided it like that.

Q: Guildmaster = Wigglytuff! It kind of seems straightforward, but maybe not…
Tomie: He is a genius. And as a genius, there are some things that only he knows, which dictates his actions. But it looks strange to those around him. But if you look at the big picture, it all comes together. He is that kind of character. And so I felt strongly about having Wigglytuff create a guild, so we could have the protagonist live there.

Q: As it will spoil what happens after the ending, I cannot give too many details, but I really liked the part with the Grand Master of All Things Bad.
Kawamura: In that case, you’ll like Sky even more! Even from the music, it will hit you like Acupressure (laughs).

Q: We cannot talk about Time/Darkness without bringing up Grovyle and Celebi. In the first place, why did you choose Grovyle for the criminal role?
Tomie: During the plot writing stage, it was actually Lucario who had the criminal role. And it was like that for quite a while. But one day, Kawamura-san said, "Lucario has a strong reputation for being a Pokémon of justice, and does not seem like a criminal." And so I started to think of which Pokémon I could use instead. Kawamura-san then selected a few candidates. And it was Grovyle who stood out more than the others. However, Grovyle is an evolved form of Treecko, which meant it could feel too similar to the protagonist and partner. We struggled over using it, but in the end, I think we made the right decision.

Q: Why did you make Celebi a different color?
Tomie: In terms of the story’s setting, it was necessary for Celebi to be there. But when it came to having Celebi appear in the future world, Kawamura-san said, "there is a pink variant of Celebi, so let’s make her pink!" At that moment, my idea of Celebi changed into what is in the game.
Kawamura: The regular Celebi is green, and so if she is with Grovyle, it would be green and green. Also, I wanted her to seem special, as she has the role of the time traveler. A Celebi that is not normal, with a different color. And I chose pink to give off the impression of a girl.

Q: In the official setting, Celebi does not have a gender.
Kawamura: When it comes to Pokémon Mystery Dungeon, due to circumstances with development, there was a need to decide on "girl talk" and "boy talk" in advance. And so we set temporary genders. I am sure you know about the Pokémon movie with Celebi ("Pokémon 4Ever", released in 2001), where Celebi had a mischievous and boyish personality. We wanted to be separate from that. It is just my fancy, but there is a proper reason for it (laughs).

Q: I really like Celebi’s somewhat painful feelings towards Grovyle. While adventuring with Celebi in the future world, she says something quite different from the usual when you talk to her. And it is so…
Kawamura: You’ve played quite extensively (laughs).
Tomie: Those kinds of interactions between Grovyle and Celebi came out quite naturally as I was writing. I showed the other staff what I had written, and they said, "Celebi is tsundere, huh?" But I just thought, "oh, really?"
Kawamura: You didn’t write it like that deliberately.
Tomie: If anything, I was holding back there a little.

Q: It was more extreme in the beginning!?
Everyone: (laughs)
Tomie: I wouldn't call it extreme, but it was a little more straightforward.
Kawamura: The future world is so dark and brutal, so I think that Tomie-san wanted to include that as a single bright storyline. Of course, if it depicted something too close to romantic emotion, then we would have to add a lot to the setting later… and so we kept it at a point where the players could just finish the story within their heads.
Tomie: Indeed. Though, I ended up having to write a Special Episode afterwards anyway.

Q: In other words, Celebi will appear in a Special Episode!
Kawamura: Please look forward to it (laughs).

Q: Also, in Pokémon Mystery Dungeon, the small characters really move with a lot of detail. It is very fun to watch, and I feel the intention behind it.
Tomie: The biggest thing is the love and passion of the person in charge! Also, whether they can make it while understanding how to stylize the character properly. Having a Pokémon jump up and say, "I’ll do my best!" and make it really look like it’s doing its best, that is the power of stylizing. Also, there is timing and pacing. A lot of small details. For instance, there is a scene in Treasure Town where Grovyle is being pulled away by Dusknoir. The others are all following Grovyle with their eyes, but the timing was purposely shifted for each. It’s these kinds of details and efforts that give them a soul and breathes life into the creatures. This is not me, but the work of Tanaka-san, who is really particular when creating.
Kawamura: A real character theater master (laughs).

Q: Also, the Pokémon have to walk within the game. Is there someone who decides, for instance, which Pokémon walked on all fours or hops around? It was with this game that I first learned that Treecko walks on all fours.
Kawamura: There are times when we receive ideas from Chunsoft that are reviewed, and there are times when it has already been established, and we send them instructions on how to make it. Also, whether or not the results feel like a living creature, or if it is fitting for a friend who will always be walking with you. In the end, it is about love. Love!

Q: Please leave a message for readers of Nintendo DREAM.
Kawamura: As the cover art suggests, it is an expansive, refreshing, enjoyable game that is also of great value. Additionally, this one includes something that will make you want to keep it in your bag, so please pay attention to that.

Q: It’s the Sky Jukebox, right?
Ishigami: Compared to Time/Darkness, I think that this game has about 1.5 times more content. Not just in volume, but there are lots of new elements such as Spinda's Café, so you should be able to play it for a long time. Please give it a try.
Tomie: We really put our souls into making this game. So please, everyone. It would make me so happy if you would play it!
Nagahata: Combined with Time/Darkness, a lot of new elements have been added to Sky. My personal impression is that it has double the amount of content. It really is a good deal, and so I would very much like for people who have already played Time/Darkness, as well as people who have never experienced the series before, to play it.


Q: Final question. What is your favorite Pokémon from Pokémon Mystery Dungeon: Explorers of Sky?
Kawamura: My favorite Pokémon is… all of them! However, if I had to choose just one, then it would be Lapras.
Tomie: During Time/Darkness, I kept saying that it was Palkia. I love the arrogant personality and sense that it is going wild. While writing the story, I wondered if such a violent Pokémon should really be a god (laughs). But it would be boring to say Palkia once again, so it’s going to be Sableye for "Sky."
Nagahata: I’ve been saying this for a long time now, but Bulbasaur really is my favorite. The reason is incredibly simple. Its Pokédex number is 001.
Ishigami: It’s Munchlax for me. Not only because it is cute, but I kind of like that from the beginning, it can do all kinds of moves at random with Metronome.

Pokemon Explorer's Guide

10 Questions With Shinichiro Tomie

​Q: What is the theme of the new game?
Shinichiro Tomie: The theme is all about the friendship between the hero and his or her partner, which was also the main theme for the first game.


​Q: As you wrote the story, what scenes left the biggest impression on you?
Shinichiro Tomie: The first time the hero experiences the Dimensional Scream! The guild's return from the expedition was very memorable, too. And the ending, of course. When I was writing the last scene, I was truly in tears [Laughs.]

​Q: Which two Pokémon would you consider to be key to the story, that do something really important?
Shinichiro Tomie: Grovyle and Dusknoir! They're really key to the story. In addition, I'd also have to say Wigglytuff, Bidoof, Chatot, and...oops! That's not just two, is it?

​Q: What did you strive for when writing the story and developing the game?
Shinichiro Tomie: I tried to keep the story as simple to follow as possible, especially since this game is filled with so many mysteries. But, even then, I couldn't say that the story is easy to understand [Laughs.]

​Q: Which Pokémon would you want to turn into? And why?
Shinichiro Tomie: That would be Wigglytuff. I would love to experience what it's like to be a genius once.

​Q: If you became that Pokémon, what would be the first thing you'd want to do?
Shinichiro Tomie: YOOM...TAH! (Screen flashes twice!)

​Q: All right, if you became that Pokémon, what would be the first move you'd use?
Shinichiro Tomie: YOOM...TAH! (Screen flashes twice!)

​Q: We obtained information that after the first game's release you received fan letters telling you that the story was deeply inspiring. And that fans asked you to make a sequel. How do you respond to feedback like that from players? 
Shinichiro Tomie: Umm...how did you find that out? [Laughs.] OK, we'll let that slide. Well, hearing that from players was fantastic. With the first game, after I wrote up the story and then I saw the nicely stylized staging and presentation, I got the feeling that the game would be a great one. And then they went and added all that wonderful music. That's when I was convinced that we had to get it out there for the world to play! [Laughs.] I really wanted the whole world to see what we'd made! The whole staff on that game was sure that the game was solid. So to hear such words of encouragement from fans...well, we were delighted. It convinced me that we would just have to make a sequel without a second thought.

​Q: How would you describe the appeal of the new game in just one sentence?
Shinichiro Tomie: One sentence? That's tough. The appeal is the liveliness of Pokémon, I'd say.

​Q: Finally, how about a word for the fans waiting for this game?
Shinichiro Tomie: Thank you for waiting for it! I think the story for this game is the best of all the game stories I've done. It's got so much. The mysteries surrounding the hero! The explorations! The warmth of the guild! And friendship! I hope that you will become a Pokémon and run through this lively world inhabited by Pokémon. Well...that's not just a word is it? Sorry about that!

Shinichiro Tomie
A member of CHUNSOFT, Mr. Tomie has a long history of involvement in the Mystery Dungeon series. He has penned the scenarios for the Pokémon Mystery Dungeon series.
10 Questions With Tsunekazu Ishihara

Q
: Why do the two versions of this game use "Time" and "Darkness" as the subtitles?
Tsunekazu Ishihara: "Time" hints that Dialga might be involved. "Darkness" suggests Palkia, and maybe to Darkrai. But the story isn't necessarily told like that. I can't claim it outright, but the words "time" and "darkness" were not only ideal for a dramatic tale that spans time and dimensions, but also a world where you'll explore places of darkness in dungeons. The player will become immersed in this world, experiencing a long, fun journey that's also deeply moving and a little heartbreaking. The loss of the Time Gears, which keep time moving, plus the stealthy approach of a "darkness" which comes calling like the end of the world...well, both of these story elements work in harmony to simply make your heart sing.

Q: The first game in this series was released on two systems: "Pokémon Mystery Dungeon: Blue Rescue Team" on the Nintendo DS and the "Red Rescue Team" version on Game Boy Advance. This time both versions are on the Nintendo DS. What does this mean for the gameplay of "Explorers of Time" and "Explorers of Darkness"?
Tsunekazu Ishihara: Ordinary items you can find in the world of "Time" may be extremely rare in "Darkness." If you find items like that, you can easily trade them with friends. And that could lead to even better things! Also, if your friend's team is defeated in a dungeon in "Time," you can try to rescue him or her with your team from "Darkness." That could lead to wonderful rewards! And if you are defeated in a dungeon, send out an SOS Mail. Surely, skilled exploration teams will want to come to your rescue. Oh, and if you register your cell phone number, you can obtain messages about rescues that way, too. I think that will be quite convenient.

Q: What do you strive for as you develop a game?
Tsunekazu Ishihara: We always keep development going until we wind up with an excellent game.

Q: Which Pokémon would you want to turn into? And why?
Tsunekazu Ishihara: I think it would be Piplup. It's cute and seems to be appealing to others. It looks like it benefit's in many ways from that.

Q: It you became that Pokémon, what would be the first thing you'd want to do?
Tsunekazu Ishihara: I'd like to eat an Oran Berry. It's fun to imagine what that tastes like.

Q: All right, if you became that Pokémon, what would be the first move you'd use?
Tsunekazu Ishihara: Well, nothing flash. It'd have to be Water Sport. I would really like to actually see the effect that Water Sport has!

Q: What Pokémon would you like as a partner? And why?
Tsunekazu Ishihara: I'd like Chimchar as a partner with Piplup in the leader role. Chimchar would be useful for making fires and lighting torches in dungeons.

Q: Which Pokémon do you recommend using?
Tsunekazu Ishihara: Well, they're all unique and attractive in their own way. So it's not easy to recommend a specific Pokémon. But if you're asking what I personally like, then I'd have to pick Pokémon that seem weak at first, but reveal fascinating qualities later on. Oh, and definitely Pokémon that have moves that can strike targets from two tiles away.

Q: How would you describe the appeal of the new game in just one sentence?
Tsunekazu Ishihara: I'd say that the appeal comes from metalogic of what moves people to feel deeply. (Well, I admit that explanation is a little hard to grasp!)

Q: Finally, how about a word for the fans waiting for this game?
Tsunekazu Ishihara: I promise that we'll make you say, "This was worth the wait!"

Tsunekazu Ishihara
Mr. Ishihara is the President of the Pokémon Company, which oversees all Pokémon-related businesses, and he also serves as the Executive Producer of the Pokémon Mystery Dungeon series.

Pokémon Explorers of Sky Perfect Guide Interview

Coming Soon!
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