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



Kid Icarus: Uprising

Battle Someone At Least Once

Iwata

Lastly, would you say something to the fans?

Sakurai

Oh…right…that question! (laughs) You were sure to ask it, so why didn't I think of something?

Iwata

(laughs) I do suppose you're not the type to say, "If anything, check out this one single feature!"

Sakurai

Yeah, I don't do that. (laughs)

Iwata

But if you were to convey a message to fans of Kid Icarus?

Sakurai

I think many different players enjoying it in many different ways would be the best of all.

Iwata

That has been a common theme in your game development that began 20 years ago with Kirby's Dream Land.17 17. Kirby's Dream Land: The first game in the Kirby series. Released for the Game Boy system in August 1992.

Sakurai

Right. But this time, there's an element of playing a rail shooter, following a fixed plot along predetermined points.

Iwata

There are air battles, but you can't fly around the sky wherever you want.

Sakurai

Right, but I suspect that the way it plays and feels will be quite different for each person. At the same time, I believe the players will devise all sorts of tactics for playing this game.

Iwata

Each person can choose his or her own tactics freely, so personality comes out in strategy.

Sakurai

But while I think some people may only play solo…

Iwata

It is a substantial game even for single players.

Sakurai

Nonetheless, I want those people to battle someone at least once.

Iwata

Then you can see a difference.

Sakurai

Yeah. It doesn't matter if you win or lose, but the more you experience matches, the more you'll see.

Iwata

When you battle others, you come to see parts of the game—like various strategies and tactics—that you hadn't discovered yourself. Then it gets more fun.

Sakurai

As a developer, I would be happy if they notice that.

Iwata

Yes. Development did last a long time.

Sakurai

At first we didn't have the Nintendo 3DS development kit, so we started making it on a PC. Oh, and for a while we were using a Wii to make it! (laughs)

Iwata

That's how early, compared to the other Nintendo 3DS titles, you began development.

Sakurai

I wrote a project proposal and the script right away. And when Project Sora wasn't even up and running yet, with a small team, we began making videos of prototype air and land battles.

Iwata

You made those so that when a bunch of new development staff members joined you could get them on the same page by saying, "Let's make something like this!"

Sakurai

Right. As you can see, what we made doesn't differ much from the overall image of the final version. There wasn't any deviation in policy from the beginning of the project, but in order to apply it to the Nintendo 3DS and maximize its performance, we had to work hard.

Iwata

Because you started developing the game so early on, getting it to run really well on Nintendo 3DS took much longer than what we originally anticipated. But now that the game is finished, I feel the efforts were well worth it. Good job working on it for so long. I'm glad we could talk about so much today.

Sakurai

It was a pleasure. Thank you!