Before Pikmin became Pikmin, it was a fascinating top-down action game concept for N64, with visuals influenced by Tim Burton.
Pikmin 4 launches on Friday, 21 July (our review can be found at this very hyperlink), but did you know Nintendoās adorably dinky real-time strategy series began life as a much darker, top-down concept for the SNES and later the N64? Unless you had an uncle that just so happened to work at Nintendo (honest), probably not.
The revelation appeared in a new edition of Ask the Developer, published on Nintendoās website (thanks, Nintendo Everything). In it, Shigeru Miyamoto and designers Masamichi Abe and Shigefumi Hino talk about the early phases of the original Pikmin's development.
According to their recollection, Pikmin began life in the middle of the 1990s, right as the SNES generation was about to give way to the Nintendo 64, first released in 1996. Back then, what would later become Pikmin began as a top-down action game, with the player controlling large swarms of ācreatures with AI chips in their headsā.
Those chips would make the creatures āthink in a certain way,ā and the player would have been able to control the creatures by switching the āthought chipsā with commands including āheal,ā āhelp friendsā and ācombat.ā
Read more: All the wonderful things revealed in the Pikmin 4 Nintendo Direct trailer
āAs they explored the map and gained more experience,ā Hino explained, ātheir chip capacity would increase. In other words, theyād become smarter. At the same time, we added personalities such as grumpy and cowardly via āemotion chips,ā and depending on which emotion chip the character had, the response, such as āattackā or ādefend,ā would change.ā
The early look of these creatures was also very different from the Pikmin we know today; an early production drawing shows a pair of rotund, bulbous-nosed cartoon characters, with their sexes defined by the coloured blob on the tops of their heads. āIt looks a bit Yoshi-like, donāt you think?ā Hino laughingly said of this initial design. āBut we felt it lacked impact as a character.ā
Artist Junji Morii then began sketching alternative designs, and came up with the slightly more humanoid silhouette ā complete with leaf sprouting from the top of the head ā weād now recognise as Pikmin.
The gameās creators still had a very different look in mind at this stage, though, with Morii going on to explain that he wanted it to have a sketchy, darkly fantastical feel inspired by filmmaker, animator and artist Tim Burton.
āBack then, I really liked the world of Tim Burton,ā said Morii, āso I wanted the designs to not just be cute, but also give a sense of eeriness, or some emotional weight. Thatās why I was drawing the sketches like this, with a style that layers scribbling lines.ā
Other visual touchstones for the project at this stage included the French animated film, Savage Planet (1973), while Hino added that heād read Richard Dawkinsā book The Selfish Gene to learn more about the natural world and ecology.
It was when Nintendo began to develop the GameCube towards the end of the 1990s that the project began to move towards its final form. The N64ās limited hardware meant it couldnāt cope with the dozens of creatures the team wanted to render on screen, so larger groups would have been represented by a ābillboardā ā essentially a 2D image or sprite. The GameCubeās hardware, meanwhile, allowed the team to render dozens of individual 3D creatures on screen at once.
Interestingly, Kando manages, at this point in the interview, to put an old theory to bed ā for years, it was often reported that Pikmin was in some way influenced by the Mario 128 tech demo, shown at the time of the GameCubeās announcement. That demo showed dozens of Mario characters running around the screen, leading to the assumption that this was Pikmin's creative origin.
In fact, āWe didnāt know about the existence of Mario 128,ā says Kando, āso itās not like Pikmin was influenced by Mario 128 in terms of planning or technology, but many new ideas came out of Nintendo GameCubeās ability to move a large number of characters, which wasnāt possible back in the days of Nintendo 64.ā
The interview as a whole offers a fascinating insight into Pikmin's origins, and is well reading in full. And, we must admit ā weād love to see a Pikmin game with the sketchy style of a Tim Burton film or Savage Planet. Maybe thatāll resurface in Pikmin 5ā¦