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



Mario & Luigi: Dream Team

Pixel Art Craftsmen

Iwata

So Mario & Luigi: Dream Team started. How long did it take from the beginning of the development until the completion for the mass-production?

Kubota

Wet started with the basic parts that we call the alpha version, so about one year and a half from the prototype.

Otani

This time, we divided the entire development phase into the one to create an alpha version, one for a beta version and even a gamma version, and looked back as we developed it.

Iwata

A gamma version? Video games usually only have alpha and beta versions for the developments.

Otani

Usually, yes. (laughs) This time, we actually made the backgrounds in 3D, but all the characters are 2D pixel art. It was hard making that stereoscopic for the Nintendo 3DS. That was one reason it took so long after the previous game.

Iwata

What?! You mean to say that pixel-art craftsmen drew each character as pixel art that would look three-dimensional?!

Otani

Yes, that's right. (laughs) We worked out special ways of drawing and using color to make them look three-dimensional. The work load was tremendous, but thanks to that, it has the sort of smooth polish distinctive of AlphaDream.

Kubota

But the larger the character, the more the flatness of the 2D would stand out, so we had to do a lot of retakes.

Sano

Boss battles have to have impact, so we asked them to do those over and over until we were satisfied.

Iwata

What an interesting way to make a game! (laughs) Why did you choose that method?

Maekawa

To be honest, part of it was that AlphaDream's background is in 2D pixel art and we don't have enough in-house personnel in 3D. This time, Luigi fights as a giant in the Dream World, and when it came to 2D giant battles—and only then—we ran against our limits, so we asked another company to work on them.

Sano

Just looking at AlphaDream's precise animation makes me feel warm inside, and thanks to rendering the characters in 2D, that is fully in effect on the Nintendo 3DS, too.

Iwata

While company circumstances lay behind it, it's interesting how well it worked out, rather than posing a constraint. Nonetheless, while lots of people can do pixel art, I've hardly heard of anyone who could do stereoscopic pixel art! (laughs)

Otani

It was my first time, too! (laughs)

Iwata

And you used pixel art for all the direction patterns for character movement?

Kubota

Yes. All of them. On the Nintendo DS, there were about eight directions, but for the Nintendo 3DS, we made pixel art for 16 directions. What's more, Luigi's hat has an L on it, so we couldn't simply mirror the data.

Iwata

If you did that, the L would be backwards. (laughs)

Sano

Likewise with Mario, he always raises his left arm when jumping. Simply mirroring him was off the table because the gesture would be backwards.

Iwata

How many people on the staff worked on Mario and Luigi's animation patterns for 16 directions?

Kubota

There were a lot besides Mario and Luigi, so including all the characters, we had up to about five to six people making them.

Iwata

The volume of work makes me feel faint. (laughs)

Kubota

Yeah. (laughs) One thing we paid attention to was how, depending on how we showed them, it might feel weird when lots of Luigis showed up—like when you hit an enemy with a bunch of Dreamy Luigis stuck together into a Luiginary Ball. It could give you a chill to see a bunch of little Luigis lined up!

Iwata

It felt worse the more orderly they were?

Kubota

Yeah. So we changed the movement for each one and changed the poses to keep it random. If you look closely, we made sure each one is in a slightly different position and the movement of the animation is different. (laughs)

Otani

Also, Mario and Luigi rarely speak, so we have to express their emotions through their poses. The way their reactions make you laugh is incredibly well done. That's what's great about AlphaDream's pixel art.

Iwata

Who provided the direction for those movements?

Kubota

For the most part, Otani-san and I made requests, but otherwise, the designers made them as they pleased.

Iwata

And they didn't use any preexisting data?

Kubota

No, they're each one of a kind.

Iwata

You made each one specially? Wow…that would take time! Now I understand why it took three years since the previous game. What a staggering workload! (laughs)

Everyone

(laughs wryly)

Iwata

But it's in proper 3D, so it feels different than polygons, which is mysterious in a way I've never seen before. The more I look at it, the richer it is, like, "You draw it by hand…right? But even so, doesn't it look unique? How did you make that?" You truly are a team that's proud of what you do with pixel art.

Sano

Another thing that was hard in its own way was the process of trial and error in presenting three Luigis together: the pixel-art Luigi in the game, the polygon Luigi in the giant battle, and the Luigi sleeping in the bottom screen, which has an illustrated touch. In the end, we asked them to remake the Luigi in the bottom screen.

Kubota

Yeah, we gave him a big makeover!

Iwata

Luigi's difficult even when he's asleep. (laughs) Hmm. Still, I have to say I've hardly ever heard of anyone who can do stereoscopic pixel art.

Everyone

(laughs)