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



Star Fox 64 3D

It Feels Great to Play with the Gyro Sensor

Iwata

Aside from the graphics, what else about Star Fox 64 did you change?

Amano

The biggest change is that there are now two modes. One is the Nintendo 64 mode which allows fans to play the game just as it was on Star Fox 64, but it does have improved graphics and allow players to experience 3D.

Iwata

In other words, you used the cutting-edge technology of the Nintendo 3DS system to recreate Star Fox 64 from 14 years ago as an even more high-density game.

Amano

Yes, that's right. And as mentioned earlier, some people may find Star Fox 64 to be difficult. Since the game is for a handheld this time, I wanted to make it easier to play, so we created the Nintendo 3DS mode.

Iwata

You lowered the difficulty?

Amano

First, we prepared something that was simply easier. But then something happened… Dylan-san, that was about one month before completion, wasn't it?

Dylan

Yes, I think so.

Amano

Just when I thought it was about done, Miyamoto-san said, "Aren't you going to use the gyro sensor?"

Iwata

Oh, that again! (laughs)

Amano

Uh-huh. (laughs)

Iwata

Ah, that old trick—he upended the tea table! (laughs) (Editor's note: Miyamoto-san sometimes makes drastic change requests at the final stage of game development, which is compared to an upending of a tea table – the changes are so drastic it throws out everything that the development staff has worked on until that point, and they must scramble to "place and reorganize the contents back on the table" to meet his request.)

Amano

Yeah, but he had mentioned it when we began making it.

Dylan

That's true.

Miyamoto

Whew!

Iwata

(laughs)

Amano

But we were making our first game for the Nintendo 3DS system, so our hands were full simply recreating Star Fox 64 and improving the graphics. Then, when the end was in sight, Miyamoto-san hadn't said anything else about it, so we thought, "Hmm, is it really all right not to use it?"

Dylan

That's right. In the latter half of development, we began to worry about that, though. (laughs)

Amano

Yeah. (laughs) Then about one month before the game was done, Miyamoto-san pointed it out. He said that you could play Star Fox 64 on the Wii console's Virtual Console19, and since we were bringing it out specifically for the Nintendo 3DS system, it needed new appeal.

Iwata

And that was the gyro sensor. 19. Virtual Console™: A service that allows players to use their Wii consoles or Nintendo 3DS systems to enjoy recreations of games released for past consoles such as the Famicom, Game Boy and Nintendo 64 systems. Games can be bought and downloaded from the Wii Shop Channel or Nintendo eShop.

Amano

Right. So I hastened to summon two programmers and Dylan-san from Q-Games to a room at EAD and over the course of two days we holed up adapting the game.

Dylan

Yes. But I'm glad we did that.

Amano

It shaped up nicely for the gyro sensor.

Iwata

You made that much progress in just two days?

Amano

Yes.

Iwata

You sure do work fast!

Amano

They were an immense help. Q-Games has lots of foreign staff, but they all love Star Fox and strongly wanted to make it a good game, so they helped with a lot of scenes.

Iwata

But using the gyro sensor to play is something people tend to misunderstand. Especially when it comes to players who are used to button controls, when they hear that you can play simply by tilting the Nintendo 3DS system, they're like, "Is it really fun?"

Amano

Yeah.

Iwata

What did you think about that at first, Amano-san?

Amano

When I started making it, I talked it over thoroughly with Miyamoto-san. There are some basic dilemmas involved in controls for a 3D shooting game. On the Nintendo 64 system, for example, if you pushed the analog stick up, the Arwing descended. But some people feel like if you push the stick up, Arwing should ascend.

Iwata

Right. That is something Miyamoto-san has wrestled with for years.

Miyamoto

Right. When I play Star Fox 64, I feel like the Nintendo 64 controller's analog stick is like a pilot's, so if you push it up, Arwing should go down.

Iwata

But not everyone finds that so natural.

Miyamoto

Right. Some people think it only makes sense that if you push it up, Arwing goes up. The world is divided into these two camps.

Iwata

You couldn't unite the whole world.

Miyamoto

Right. It's a thorny issue. As I wanted to draw forward that feeling of piloting, it doesn't feel right that the plane descends when I pulled the lever toward me..

Amano

But on the Nintendo 3DS system, you can use the Circle Pad.

Dylan

Which was also a problem.

Amano

Even some of the people who knew that pushing the stick up on the Nintendo 64 system caused Arwing to descend would think that now that you have the Circle Pad with Nintendo 3DS, moving it up will cause Arwing to rise.

Iwata

It got even more complicated.

Amano

Right. People think about it different ways, so we realized it was a confusing area.

Iwata

I wonder why such individual differences arise?

Dylan

I think it depends upon where on the screen you are looking—whether you are looking at the cursor or the aircraft.

Iwata

Oh, I see! People who watch the cursor want Arwing to rise when they push the Circle Pad up and people who are watching Arwing think it will descend.

Miyamoto

Right. I always watch the aircraft.

Iwata

Now that I hear that, it makes perfect sense. We've finally solved this long-standing mystery! (laughs)

Amano

But everyone is different that way, so we decided to make it so players can change the settings, choosing whichever method of operation they like best.

Miyamoto

Which brings us to the gyro sensor. If you tilt the Nintendo 3DS system up, Arwing goes up, and if you tip it down, Arwing goes down. It's universal.

Iwata

So everyone can instinctively operate the game in the same way whether they are looking at the cursor or their aircraft.

Dylan

It feels absolutely great to play.

Takano

Yeah, it really does.

Iwata

Why do you think it feels so good? Because it moves directly in line with intuition?

Takano

Like in Super Mario Bros., there are times when you're concentrating on the game and you jerk the controller in the direction you want to jump.

Iwata

Uh-huh.

Takano

Well, the Nintendo 3DS system actually responds to your movement.

Iwata

That is a part of the game controls.

Takano

Right. I think that's why it feels so good.

Miyamoto

Especially when you slip through a low arch.