
In a recent interview with Japanese gaming site 4gamer, Nintendo CEO Satoru Iwata revealed that he had a huge hands-on role with the debugging and fine-tuning of Super Smash Bros. Melee.
In this passage from the full interview, Iwata reveals that back when he was the General Manager of Corporate Planning at Nintendo, he did the debugging for Melee even though it wasn't part of his job description.
IWATA: ...my actual last work on programming happened when I was working as the General Manager of Corporate Planning at Nintendo. Something happened and the GameCube version of Super Smash Bros. didn't look like it was going to make its release date, so I sort of did a code review for it (laughs).
4GAMER: No matter how you look at it, that's not the job of the General Manager of Corporate Planning, is it? (laughs)
IWATA: Yes, it isn't really, is it? (laughs) At the time, I went to HAL Laboratories in Yamanashi and was the acting head of debugging. So, I did the code review, fixed some bugs, read the code and fixed more bugs, read the long bug report from Nintendo, figured out where the problem was, and got people to fix those... all in all, I spent about three weeks like that. And, because of that, the game made it out on time.
4GAMER: So you even did the debugging yourself!
IWATA: And that was the last time that I worked as an engineer "in the field". I was right there, sitting by programmers, in the trenches, reading code together, finding the bugs, and fixing them together.
Iwata actually started his career as a programmer for Nintendo / HAL Laboratory and eventually worked his way up to the position he's in today. The man deserves some respect for putting in serious work to get this game ready for launch. Please understand.
The full interview was translated by the nice people over at NeoGaf and is available to read there.
TewnLeenk is a new writer for Smashboards and thinks Iwata is a cool guy. Follow and talk to him about stuff on Twitter @TewnLeenk.