Iwata Asks is a series of interviews conducted by former Nintendo Global President Satoru Iwata with key creators behind the making of Nintendo games and hardware.



Iwata Asks Home

Nintendo 3DS



Volume 6 Nintendo 3DS Built-in Software

Delusions Expand with AR Games

Iwata

Okay, I'm finally going to ask about AR Games and Face Raiders, two sets of build-in software. If I recall correctly, these two began because of an argument that, since the Wii console had had an application called Wii Play11, the Nintendo 3DS system should have a something similar like "Nintendo 3DS Play."

Suzuki

That's right. 11. Wii Play™: Software released for the Wii console in December of 2006. It held nine different games that utilized the functions of the Wii Remote™ controller.

Kawamoto

It seems to me as if it began with the question of whether we could make good use of the stereoscopic LCD in something.

Iwata

In reality, you'd made several games that used 3D, and you had several other slightly different things as prototypes, but that's where it started: you choose two likely looking prototypes and decided to polish them up. Is that how it was?

Kawamoto

Let's see… Yes, I think so. The ones that used augmented reality12were particularly well-received.

Suzuki

I think it started with the idea that we'd have Kawamoto-san and his group create augmented reality that used cards, and we'd create augmented reality that didn't use cards. 12. Augmented Reality: A technique of overlaying virtual information on actual images.

Iwata

Oh, I see. That's why Kawamoto-san's team made AR Games, which uses AR Cards, and Suzuki-san's team made Face Raiders, which doesn't use the cards.

Suzuki

Right, and the end products were very different from each other. (laughs)

Iwata

Yes, they certainly did turn into completely different games. (laughs) Let's start with the AR Games that Kawamoto-san and company created. There are lots of technical demos out there, but, surprisingly, what you've done in AR Games strikes me as being quite unique.

Kawamoto

You're right. I think you could see augmented reality technology regularly on the Internet as far back as three or four years ago, but the first thing we saw was in the library, something they'd made in-house. If I recall, it had been made at the Entertainment Analysis & Development Division (EAD).

Iwata

That would be the demo that was based on the independent research by the Design Technology Group of the EAD, wouldn't it.

Kawamoto

Yes. That demo was of the augmented reality that operated on the Nintendo DSi system. However, we thought that just having something appear on top of a card wasn't enough, and we treated it as one technology among many. Personally, though, I thought that had more potential than that.

Iwata

You wanted to get that technology out in public somehow.

Kawamoto

Yes. At the time, much of the augmented reality you could see on the Internet was produced by stabilized cameras connected to desktop PCs. Then, graphically, not much changed, so it came off as a bit lacking. With a handheld game system, though, you can move the camera, so the image can change in many directions. I thought that would be interesting, so we started experimenting.

Iwata

That resulted in games where a 3D dragon jumps out of a box and you shoot at targets, and where your own Mii character appears on top of a card. Originally, the plan was to include only one AR Card with a question mark. However, ultimately, we ended up including six AR Cards. Could you tell us how that came about?

Kawamoto

Of course. It's a little like what happened during the story about how Mii characters came to be made automatically with the camera. When we first made an AR Card with "? (question mark)" on it, we took them around to various people and asked, "Is it okay if we make something like this?" Then Miyamoto-san said, "This is a Mario card, right? Doesn't Mario come out of it?"

Iwata

Under his breath again, I suppose. (laughs)

Kawamoto

Yes, muttering again. (laughs) We were already pretty far along in production at that point, and when I heard that, I thought, "Oh, this is bad…"

Suzuki

I was there at the time, watching from the sidelines. That wasn't an atmosphere in which anyone could have said no. Kawamoto-san seemed to be fighting back desperately anyway. (laughs)

Kawamoto

No, I wasn't fighting back. I… may have said… something like, "You mean… now? We should put that in starting now?" (laughs)

Iwata

When you'd only been planning to include one AR Card, of course you'd think that: "We have to make more AR Cards starting now? That'll be a tough challenge!"

Kawamoto

Since we'd have more types of AR Cards, there were lots of issues we had to overcome, such as what to do to avoid misidentification. It felt as though our workload had suddenly increased six-fold; we went around to different teams, asking them, "Give us a model of Mario" or "Give us a model of Samus." As we made them, I thought, "This sort of like a mini 'Super Smash Bros.'"

Iwata

I see. (laughs)

Kawamoto

But when we actually made them… AR Cards with characters are fun just by themselves, and then of course Mario and other characters come popping out of them. I'm glad we put them in.

Iwata

That is really surprising, isn't it.

Suzuki

It really does feel as though there's a figure right there in front of you.

Kawamoto

When you turn the AR Card, it faces different directions, and you can make it face different ways by using Circle Pad, too.

Iwata

You can also change its size and make it move.

Kawamoto

You can put several characters out at once, so I think there are lots of different ways people can play with this. We hope they'll walk around outside with it and surprise their friends, instead of just playing with it at home. Since that's what we want, we made AR Cards about the size of credit cards, so that people can carry them around easily. Although there were some people who said, "It's Nintendo, after all. Shouldn't you make them the size of playing cards?"

Iwata

Oh, some people said that? (laughs)

Kawamoto

At that size, though, it would have been hard to put them in a wallet. So we made them credit card-sized, slightly smaller than playing cards. AR Cards are easier to read if they're larger, so I worried about this and that, but we ultimately prioritized portability.

Iwata

That said, conversely, you also made a prototype of an AR Card that would have been too big to carry around.

Kawamoto

Oh, yes. (laughs)

Iwata

The one they showed me was a big AR Card, with a life-size Mii character on top of it. The moment I saw that, I said, "Let's make that a Club Nintendo13original item," right then and there. (laughs)

Kawamoto

I'm very happy about that. With AR Games, all you have to do to make larger things show up is make the AR Card larger.

Iwata

It lets your imagination run wild. Actually, the photo I was shown was someone sleeping beside their life-size Mii character. When I saw that, I wanted to try it myself, and this is the photo I took. (laughs)

Suzuki

You weren't kidding!

Kawamoto

Oh, wow!

Mizuki

You're not sleeping beside it, though.

Everyone

(laughs)

Iwata

I want lots of people to be surprised, so I'd love to make this a Club Nintendo original item. 13. Club Nintendo™: A free, members-only point service run by Nintendo, begun in Japan in 2003. When members purchase applicable software or game systems, register the serial number on the Internet, and respond to post-game surveys, they earn points and can exchange a corresponding number of points for special, not-for-sale items. This time, we've prepared a large AR Card, which you can use to take a photo with your life-size Mii character, as a Club Nintendo original item. Detailed information, such as how many points you'll need to get it, will be published on the Club Nintendo website in a little while, so keep an eye out for it. (note: currently there is no plans to bring the large AR Cards for North American Club Nintendo.)