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.



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Kid Icarus: Uprising

My Style

Iwata

First of all, congratulations on completing the game.

Sakurai

Thank you.

Iwata

I was able to play the final version before this interview, and its richness, and an unparalleled sense of volume really came across, just like when I played Super Smash Bros. Melee and Super Smash Bros. Brawl1for the first time.

Sakurai

Thanks. 1. Super Smash Bros. Melee and Super Smash Bros. Brawl: The first game in the series, Super Smash Bros., was released for the Nintendo 64 system in January 1999. The second game, Super Smash Bros. Melee was released for the Nintendo GameCube system in November 2001, and the third game, Super Smash Bros. Brawl, was released for Wii in January 2008.

Iwata

Broadly speaking, the Kid Icarus: Uprising game has two modes, right?

Sakurai

Yes. A single-player story mode and a battle mode for up to six players.

Iwata

When I saw the battle mode, one of the things I thought was that this was how the Super Smash Bros. games would look like in 3D. In many ways, like the fast pace, for example.

Sakurai

I think a good number of people feel the same way. I think some people, when they first saw the multiplayer battle video for Nintendo Direct this time2, were taken aback by the whirl of activity. 2. Battle video for Nintendo Direct: The Nintendo Direct held on February 22, 2012. Nintendo Direct is an Internet presentation where Nintendo directly delivers the latest information on its products.

Iwata

Actually, many people now know what kind of game Super Smash Bros. is, but when we first announced it for Nintendo 64, people didn't fully understand its concept right away.

Sakurai

It's easy to misunderstand things that look similar but are actually completely different. So I'm worried that people will misunderstand battles in Kid Icarus: Uprising as well. For example, the rules are somewhat like that on an FPS3, but there are only three controls in this game compared to more than ten that you can find in a standard FPS game. 3. FPS (First-person shooter): A genre of shooting game with 3D space displayed from a viewpoint as if the player him or herself is in the game.

Iwata

With Kid Icarus: Uprising, you only use the Circle Pad, L Button and Stylus to control the game.

Sakurai

Right. You use the Circle Pad to move, the L Button for attacks, and the Stylus for aiming. A crosshair appears on-screen in the same way as an FPS, but this game is something of a very different nature. Once you play it, I think people will understand that these controls make sense.

Iwata

When Super Smash Bros. came out, regardless of its distinctive strategic elements, people compared it in the context of previous fighting games, and some had said, "It's approachable, but a little bland and shallow." So after the game went on sale, we started the Smash Bros. DOJO!!4 website and visited media entities and people who looked like they might understand and explained it to them in our efforts to continue communicating the appeal of this game. This was around 1999, before I moved to Nintendo.

Sakurai

Over ten years ago. 4. Smash Bros. DOJO!!: An official website for Super Smash Bros. where game creator Masahiro Sakurai explains the controls, offers advice on how to enjoy the game, and introduces stages and characters.

Iwata

Back then, unlike today, it was not common to talk about these information through the Internet, and Super Smash Bros. looked at first glance like it was similar to games up to that point, but it wasn't, which was difficult to convey.

Sakurai

That's right.

Iwata

It took quite a lot of time and energy until Super Smash Bros. spread to a large number of people.

Sakurai

Yes. But eventually it found a broader support base.

Iwata

That's right.

Sakurai

That's part of my style, you might say. I think more people are starting to pick up on it.

Iwata

What exactly is your "style"?

Sakurai

Not just Super Smash Bros., but the Kirby Air Ride5 and Meteos6 games were like that as well. 5. Kirby Air Ride: An action racing game released for the Nintendo GameCube system in July 2003.

6. Meteos: A puzzle game released by BANDAI Co., Ltd. (now NAMCO BANDAI Games Inc.) for the Nintendo DS system in March 2005.

Iwata

Like the more you chew it, the more flavor comes out?

Sakurai

Rather, since the rules are so different from convention, people who are especially used to games may have a difficult time comprehending it at first.

Iwata

Trying it a little isn't enough to immediately understand how fun it is, right?

Sakurai

Right. I don't at all intend for it to be that way, but there seems to be a hurdle at the start. Of course, people do take it different ways and have their own preferences.

Iwata

Is that because when you think about the structure of a game, you don't use the conventional game flow but add in twists and changes?

Sakurai

It isn't twists and changes so much as disassembly and reassembly.

Iwata

Disassembly and reassembly? In other words, you break down the elements of conventional games and then reconstruct them your own way.

Sakurai

That's right. For example, there are all kinds of game genres, like fighting games and puzzle games, and each one has its own "fun core." First, I try taking away everything unnecessary around that core.

Iwata

That's disassembly.

Sakurai

Yes. Then, it's like I place the fun core somewhere else and build around it again.

Iwata

And that's reassembly.

Sakurai

Exactly.

Iwata

What kind of disassembly and reassembly was there for Kid Icarus: Uprising?

Sakurai

That's difficult to explain. No matter what I might say, there are parts you can't understand without actually playing it.

Iwata

Oh. Then can you explain disassembly and reassembly using as examples games that everyone knows, like Super Smash Bros., Kirby Air Ride or Meteos?

Sakurai

It applies to so many things that if I were to explain what lies behind Super Smash Bros., it would fill one or two whole books!

Iwata

Yes, I suppose so. (laughs)

Sakurai

But I do think I could offer a simple explanation about some standout elements.

Iwata

Yes, please.

Sakurai

I've told you about how we originally made Super Smash Bros. as an antithesis to 2D fighting games, haven't I?