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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Luigi's Mansion: Dark Moon

Like a Shepherd

Iwata

(looking at the Next Level Games staff on a video-conference monitor) Thank you for wearing Luigi hats!

Miyamoto

I'm not wearing one today! (laughs)

Everyone

(laughs)

Iwata

Today's interview is about Luigi's Mansion: Dark Moon. First of all, thank you for the long time you spent on development.

Bryce

Thank you.

Iwata

I thought you would be able to take it easy by the Christmas season of 2012, but it ended up taking until 2013. You're all smiles now, but the end of last year was really hard, wasn't it?

Bryce

Yeah. I was tearing out my hair! (laughs)

Iwata

But thanks to your hard work, the content turned out to be worthy of a product produced by Miyamoto-san.

Bryce

Thank you. I'm very proud of what we accomplished in the last few months.

Iwata

I'd like you to introduce yourselves, starting with Next Level Games.1 1. Next Level Games Inc.: A video-game developer located in Vancouver, Canada. Founded in 2002. This company has been involved in development of games such as the Mario Strikers series and Punch-Out!!

Bryce

I'm Bryce Holliday. I was game director of Luigi's Mansion: Dark Moon.

Chad

I'm Chad York. I was audio director of Luigi's Mansion: Dark Moon.

Iwata

Audio is a very important element of games in this genre.

Chad

That's right.

Brian

I'm Brian Davis. I was involved as gameplay programmer. I was in charge of developing the spider boss and stairway boss and so forth. It's a great honor for me to be here today.

Ikebata

I'm Ikebata from the Software Planning and Development Department. I was involved with this title as supervisor. I thought about the game's content and specifications together with Bryce-san and the others in Canada, reported progress to Miyamoto-san regularly, and conveyed the results back to Next Level Games.

Iwata

Ikebata-san, while you were taking on duties close to that of a director, you were also the liaison to Miyamoto-san.

Ikebata

Yeah.

Iwata

Miyamoto-san, I suppose you don't need to introduce yourself.

Miyamoto

Huh? But I want to! Um…I'm Miyamoto from Nintendo. (laughs)

Everyone

(laughs)

Miyamoto

I've produced a variety of products.

Iwata

Yes, you have.

Miyamoto

But this time was a little special. I was involved first as an original creator of Luigi's Mansion2, and then indirectly for a long time as a guardian of the director team by talking with Ikebata-san once every two weeks, so it was a very unusual style of production. I was a guardian in the sense that the guys doing the hands-on development were basically in charge of the creative work and I wasn't directly in charge. 2. Luigi's Mansion: An action-adventure game released simultaneously with the Nintendo GameCube console in September 2001.

Bryce

But to us, you were the best coach.

Iwata

You produced in the form of a mentor this time?

Miyamoto

What do you mean by a "form of a mentor"?

Iwata

A mentor can mean a guide, or a teacher. I think that to the hands-on development staff, you were a sort of spiritual teacher.

Miyamoto

I wasn't anything that cool! I suppose I was like a shepherd.

Iwata

A shepherd? (laughs)

Miyamoto

Yeah. Even then, I didn't give clear instructions like "Go that way!" but I served as a sort of a sheepdog by just saying, "Don't go that way!"

Iwata

In other words, instead of saying "Please, head this direction with development," you just said, "That direction is the wrong one."

Miyamoto

Right. That way they wouldn't do anything unnecessary and almost all the work they did would lead to the final result.

Bryce

Sometimes, we wanted to graze freely (laughs), but I think he did a good job leading us.

Miyamoto

They raced along for over three years and it all went into the ROM.

Iwata

Indeed, the development phase for this project was very long.

Ikebata

Yeah, it was long. We've been involved with this title since 2009, so it's been a little over three years.

Chad

I've had two children since then! (laughs)

Iwata

Congratulations! (laughs) You say it took over three years, but that doesn't mean you got off course, does it?

Ikebata

No. I feel like it passed by in a flash.

Iwata

Even though it took three years, it went by in a flash?

Ikebata

Yeah. That's how intense it was.

Iwata

Your shepherd provided good guidance, so development never lacked focus.

Ikebata

Yes. Thanks to that, we never turned into a lost sheep! (laughs)

Iwata

What was your impression at Next Level Games when you first heard about this project?

Bryce

At the time, we were actually involved with a completely different project for Nintendo, and one day we had a video conference about that.

Chad

We had made a prototype in preparation for that meeting.

Bryce

And Kensuke Tanabe-san3 suddenly started something like a drumroll and said, "You're gonna make Luigi's Mansion 2!" I was so surprised I could barely speak. 3. Kensuke Tanabe: Executive Officer, Software Planning and Development Department, Software Planning and Development Division. He has worked on such games as the Metroid Prime series (Nintendo GameCube, Wii) and Donkey Kong Country Returns (Wii). In the past, he has appeared in sessions of "Iwata Asks" covering Metroid Prime 3: Corruption, Donkey Kong Country Returns and Paper Mario: Sticker Star.

Chad

Everyone was incredibly excited. I had been involved with the audio for Mario Strikers4 and Punch-Out!!5, but Luigi's Mansion isn't a sports game like those, so I thought, "I can make all kinds of music!" I was so happy I was in seventh heaven! 4. Mario Strikers: The first game in the series was Super Mario Strikers, released for the Nintendo GameCube in January 2006. The sequel was Mario Strikers Charged, a fighting-soccer game released for the Wii console in September 2007.

5. Punch-Out!!: A boxing game released for the Wii console in July 2009.

Brian

I've always been a big fan of Nintendo. Ikebata-san really knows that! (laughs)

Ikebata

Yeah, I sure do! (laughs)

Brian

I've been playing Nintendo games forever and I love Luigi's Mansion so much that I even brought the Nintendo GameCube software with me today. I remember how thrilled I was to become involved with the sequel and have my experience and knowledge up to that point play a role in it.