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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Nintendo 3DS



Star Fox 64 3D

"I Want to Work in Kyoto."

Iwata

Thank you for coming today.

Everyone

It's a pleasure.

Iwata

Today, I have gathered the developers involved in the Star Fox 64 3D game. Dylan-san, would you please introduce yourself?

Dylan

Sure. I'm Dylan from Q-Games.1 I founded a company ten years ago in Kyoto. Fast forward, and I'm director of Star Fox 64 3D. Before that, I made Star Fox Command.2

Iwata

Going back a bit, you were also involved in development of the original Star Fox3 for the Super Famicom. 1. Q-Games, Ltd.: A video game developer established by Dylan Cuthbert and others in 2001. Head office: Kyoto. The company developed Star Fox Command for the Nintendo DS™ system and has also developed the Nintendo DSiWare™ software such as Digidrive™, Trajectile™, Starship Defense™ and X-Scape™.

2. Star Fox™ Command: A strategy and 3D shooting game released for the Nintendo DS system in August 2006.

3. Star Fox: A shooting game released for the Super Famicom system in 1993. The first game in the Star Fox series.

Dylan

That's right. Going even further back, about 20 years ago, I came to Japan from England for the first time.

Miyamoto

That was 1990. You came to lend support as a programmer for Star Fox.

Dylan

Yes.

Iwata

How old were you then?

Dylan

I was 18. I remember asking Miyamoto-san how old he was. The next thing I know, I'm about the same age that he was then.

Miyamoto

So you're still young. (laughs)

Iwata

You've got a lot ahead of you.

Dylan

Yes. (laughs) The first time I came to Kyoto, I was only here one week, but it was really interesting.

Iwata

What was your goal during that one week?

Dylan

There was a 3D game for the Game Boy system.

Iwata

Oh, you mean X.4

Dylan

That's right. I was in charge of making X. I was working for a company named Argonaut Software5 and came to show Nintendo a 3D engine I had worked hard on. I came with a colleague. When they showed us into the meeting room, about 30 people all wearing the Nintendo jackets (uniforms) filed in. I thought, "Uh-oh…" (laughs)

Everyone

(laughs) 4. X: A 3D action-shooting game released for the Game Boy™ system in May 1992. The game was only available in Japan.

5. Argonaut Software Ltd.: A British video game developer that developed a 3D engine. Currently Argonaut Games PLC.

Iwata

Everyone was incredibly interested in the engine you had made.

Dylan

Yes, but I was nervous.

Iwata

There were only two of you, but 30 of us, so you must have been under a lot of pressure. You were only 18 years old and in a different country, so it's only natural you would feel that way. (laughs)

Dylan

But my impression of Japan, especially of Kyoto, of this town, was great. It suited me and I thought I wanted to work in Japan.

Iwata

What did you like about Kyoto?

Dylan

Well…

Miyamoto

(whispering) The girls?

Dylan

Well, yes. I was 18, so especially that. (laughs)

Everyone

(laughs)

Dylan

The people were great. Everyone at Nintendo was friendly. During that one week, we ate together at all kinds of places, which to me as an 18-year-old was a lot of fun.

Iwata

The food in Kyoto was good and the people were nice.

Dylan

Yes, exactly.

Iwata

So you heard interesting things every day and thought, "I wish I could work someplace like this."

Dylan

Yes. And I had come from London, where it's always rainy, so Kyoto seemed incredibly bright. It was great.

Iwata

Maybe you came in the right season?

Dylan

It was July.

Miyamoto

In July, the rainy season would have just ended.

Dylan

It was really hot. And it wasn't just hot, it was hot and steamy. Everyone in Kyoto complains about that, but I found it refreshing. (with a puzzled expression) I thought to myself, "What is this feeling?" (laughs)

Everyone

(laughs)

Miyamoto

It's the feeling of subtropical Asia.

Dylan

Yes. When you're outside, the humidity is so high it's like you're in a sauna. I thought, (happily) "It's too humid!" (laughs)

Iwata

I thought the same thing when I first came to Kyoto from Hokkaido. (laughs)

Dylan

It's totally different.

Iwata

It sure is! (laughs)

Dylan

My impression of Kyoto was really great, so I wanted to work with Nintendo.

Iwata

Hearing about those days is fun, so I'd like to ask a little more. Miyamoto-san, what was your impression of Dylan-san when he was 18 years old?

Miyamoto

I was surprised that he could handle programming at that age—that he could work a regular job when so young. I thought, "Oh, so that's what kind of world this industry is." The first thing I thought when I met Dylan-san was that this isn't a field in which you can get puffed up simply by being older.

Iwata

He was able to make 3D games—which were the cutting edge at that time—at only 18 years old.

Miyamoto

Right. You really wanted to learn kanji back then, didn't you?

Dylan

Oh, absolutely.

Miyamoto

He could write hiragana.

Iwata

Oh, so you were interested in Japanese language?

Dylan

The first time I came to Japan for that one week, I thought, "You know, I really got to study Japanese!" I bought a book at the airport on the way back and studied it all the time. Then the next time I came to Japan, I could write hiragana.

Miyamoto

Later, when he started working at Nintendo, I taught him Japanese and he taught me English. He said my English was weird. I asked him what was weird about it, and he said my prepositions were messed up.

Dylan

(laughs)

Miyamoto

So I started studying prepositions and asked him things like, "Do I use 'with' here?"

Iwata

So Miyamoto-san spoke English and Dylan-san, you spoke Japanese?

Dylan

That's right.

Iwata

I suppose that was the best way to study.

Miyamoto

I made rapid progress back then. (laughs)

Dylan

Yes, because we did it almost every day. And Miyamoto-san would try hard to tell the most ridiculous jokes in English. (laughs)

Iwata

Young Miyamoto-san's typical Japanese old guy's fall-flat jokes? (laughs)

Dylan

Yeah! (laughs) But that was fun. Thanks to that, I was able to study a lot about Japanese culture.

Miyamoto

Oh, you were, huh?

Everyone

(laughs)