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



Luigi's Mansion: Dark Moon

Upending the Tea Table

Iwata

By the way, Miyamoto-san, you visited Next Level Games, didn't you? I think it was twice?

Miyamoto

Yes, that's right.

Iwata

How was Miyamoto-san's visit to Canada?

Brian

I remember how that was the only time we wore suits! (laughs)

Ikebata

Even people who almost as a policy only wear shorts all year long wore proper trousers that day.

Iwata

Oh, I see! (laughs)

Brian

And hearing rumors that Miyamoto-san was coming to Canada, people from other development companies were hanging around our company. They wanted to exchange data with Miyamoto-san via StreetPass8, so they held a Nintendo 3DS over their heads! (laughs) 8. StreetPass: A communication system that allows users to exchange game data with other users that they pass on the street.

Everyone

(laughs)

Chad

Everyone was really excited that time.

Iwata

Did actually meeting Miyamoto-san change your image of him?

Miyamoto

Please, be honest! (laughs)

Brian

Okay. (laughs) At first, I was surprised at how humble he is. At the same time, his sharp observations when evaluating what we were developing were impressive. We had him look at the spider boss, and I was surprised at how he beat it right away, and, while playing, tossed out comments right and left.

Chad

It was quite a nerve-wracking experience to collaborate with another company in making a game, but I was incredibly impressed at how Miyamoto-san put everyone at ease and created an atmosphere where everyone could speak freely.

Miyamoto

This is turning into a Miyamoto-praise-fest!

Iwata

Yeah. (laughs)

Miyamoto

But Luigi's in the spotlight this time.

Iwata

Right. (laughs)

Miyamoto

So to talk about player controls in Luigi's Mansion: Dark Moon, we remade them more than ten times.

Iwata

That many?

Ikebata

Yes. At first, every time we met to discuss the game, we were like, "Let's try a different type of controls."

Bryce

(nodding) Yeah.

Miyamoto

Then, when the feeling of the controls changed, I would ask, "How are you programming the data?" and sometimes go inside. I felt like that is something that I was personally involved with to a fair extent this time.

Ikebata

Yes. I remember we went back and forth with regard to that quite a lot.

Miyamoto

I didn't do much else, though.

Ikebata

No, no, no, that's not true! (laughs)

Miyamoto

The game features a haunted mansion, so elements that were like a parody of haunted-mansion movies kept developing. But Luigi's Mansion is its own unique world. So I told them they should develop more freely.

Iwata

In other words, don't be constrained by movies about haunted houses.

Miyamoto

Right. With the usual sort of ghost parodies, things like "We've got to do that" and "We've got to do this" tend to pile up. But I thought if they strayed outside those bounds and had more fun and freedom, it would be more enjoyable when it was done.

Iwata

You wanted them to make it freely, without being limited by existing conventions.

Miyamoto

I also said that if you have a good time in development, it will work out somehow. But when I said such optimistic things, they would be like, "But that's so irresponsible!" (laughs)

Ikebata

Yes. That caused some trouble. (laughs)

Miyamoto

For example, on the stage "Haunted Towers," which has two towers flanking a big tree, we were talking about what to do for the boss, and I said, "How about making the stairs the boss?" and we went back and forth for a while about how we could achieve that. We came up with ideas together then.

Iwata

So you also came up with content?

Miyamoto

Yes.

Iwata

But didn't you just say you didn't do much?

Miyamoto

Yeah. (laughs)

Iwata

Bryce-san, how were Miyamoto-san's ideas?

Bryce

I think that stairway boss was the first upending of the tea table.

Iwata

(laughs)

Bryce

At first, we were considering a plant boss.

Ikebata

Because of the big tree on that stage.

Bryce

But Miyamoto-san said that was too ordinary.

Miyamoto

The boss that appears on the first stage is a spider. And, for example, sand is the theme on the "Old Clockworks," so if you made a pyramid and had a mummy boss appear there or a sphinx boss—ideas that anyone can come up with—the result would be an ordinary action-adventure game. Thus, the setting is a mansion, so I tried to decide up front that the stairs are the boss in this building or the clock is the boss in this building. And apparently that gave everyone trouble.

Iwata

Did you have trouble?

Ikebata

Yes. (laughs)

Miyamoto

First, they made a boss in the shape of stairs, but all it had was a gaping mouth, so it wasn't very interesting.

Bryce

Then we made it so that climbing the stairs itself was the purpose of the gameplay. We lined up three really long staircases and you had to go up, zigzagging from one to the next, but if you messed up, you'd fall.]]>

Iwata

The stairs have traps.

Miyamoto

Yes. If you run fast, you'll sort of see a hint, so if you try hard to race up, you can clear it. Then, just when you're relieved to finally reach the top, a boss in the form of a short staircase comes out—da-da-doom!—but it's mostly for show.

Iwata

That boss is weak?

Miyamoto

Yeah, you can beat it relatively easily.

Bryce

After running up all those stairs, if a really strong boss appeared, it would be stressful, so we decided to treat facing that boss as a special bonus for successfully climbing up the stairs.

Miyamoto

We want to create a memory so that when looking back, players would think, "The boss in that building was the stairs!" (laughs)