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



Steel Diver

Ever Since the Original Star Fox

Iwata

Today, I would like to ask about Steel Diver. Could you each please introduce yourselves?

Sugiyama

I'm Sugiyama from the Software Development Department of the Entertainment Analysis & Development Division (EAD). I worked as the producer.

Imamura

I was director. I'm Imamura, also from the Software Development Department.

Giles

And I was the main programmer. I'm Giles from Vitei Inc.1Thank you for inviting me today. Editor's Note: Giles was speaking in Japanese during this interview and his comments have been translated into English by Nintendo.

Iwata

It's a pleasure. You're from England. After you came to Japan, you worked in Miyamoto-san's team for a long time, before striking out on your own.

Giles

That's right. 1. Vitei Inc.: A video game developer founded in 2002. Headquarters: Kyoto. CEO: Giles Goddard.

Miyamoto

At what age did the young Mr. Giles come to Japan?

Imamura

You were 18, right?

Giles

Yes.

Miyamoto

We've been working together ever since he was 18, so we go way back.

Iwata

May I start at the beginning?

Imamura

The beginning?

Iwata

How did you first meet "the young Mr. Giles" (laughs) when he came to Japan from England?

Imamura

Oh, that's what you mean by the beginning! (laughs)

Miyamoto

That alone could take up this whole interview! (laughs)

Everyone

(laughs)

Iwata

About 20 years ago, he came to Japan to help us out when Nintendo was making our first attempts at 3D with the Super Famicom system.

Miyamoto

Yeah, he was our helper from overseas! (laughs) At that time, we had partnered with an English company that handled 3D graphics, and we had them send us some of their programmers.Editor's Note: The term "helper from overseas" (suketto gaikokujin) is a term commonly used in Japanese baseball where they refer to foreign players in the league as a form of friendship.

Imamura

There were three, including Giles.

Miyamoto

Right. And two of them were new employees still wet behind the ears! (laughs) How long were you at your previous company before coming to Nintendo?

Giles

About three years.

Miyamoto

Three years by the time you were 18, so…

Giles

I've been working since I was about 16.

Miyamoto

In England, many people choose their specialty in junior high. Then they get a job soon after they graduate. I was incredibly surprised at how well they handled their work at such a young age.

Iwata

That's when you made the first Star Fox.2 Does anything from that time stand out in your memory? 2. Star Fox: A 3D shooting game released for the Super Famicom (Super NES) system in February 1993. It was the first video game to use the Super FX chip, which made possible the rendering of 3D space.

Imamura

What I remember most is how impressed I was by how amazing the demo sequences programmed by Giles were! The CG back then was still undeveloped, but with his camera work it was…

Iwata

It looked cool.

Imamura

Yeah. We would just hand him some rough storyboards and say, "We want you to do something like this."

Iwata

With the tools we have today, designers adjust the cameras. But back then, camera work was part of the programmer's job.

Imamura

That's right.

Iwata

In those days, a programmer's sense for things made a difference as to the outcome.

Imamura

Yeah. When another designer and I saw the camera work for when you shoot through that passage into the final enemy's fortress, we were both like, "Wow! That's awesome!"

Miyamoto

I only became able to give instructions about how to move the camera because Giles showed me how he was doing it. I wrote out specs explaining how the Arwing (fighter jet) should face a certain way at a particular camera angle.

Giles

I made lots of demos for when the Arwing appeared.

Miyamoto

Yeah, lots. (laughs) The Arwing's movement was completely different depending on whether the camera shook up and down or stayed still.

Imamura

Oh, that's right.

Miyamoto

He's also the one who taught me juggling.

Iwata

Juggling?

Miyamoto

Yes. You know how a clown can juggle balls in the air? All the programmers from England could do that.

Iwata

All three who came to Nintendo could do it?

Giles

Yeah. (laughs)

Miyamoto

They'd be juggling and suddenly toss out a floppy disk.

Iwata

Huh? They'd throw floppy disks?

Miyamoto

Because there wasn't a network.

Iwata

Oh, back then the computers weren't linked.

Giles

So we'd toss each other floppy disks for sharing files.

Miyamoto

They'd snatch one out of the air and stick it in our computer. (laughs) And when they had some spare moments, they would juggle three balls. I was interested, so I had them teach me.

Iwata

Oh! (laughs) Giles, what was it like for you to come to Japan when you were 18 and start working at Nintendo?

Giles

I didn't know anything about Japan. I thought everyone could speak English.

Iwata

Ahh… (laughs)

Giles

But hardly anyone could…

Iwata

I bet that was hard.

Giles

Of course, some people could, but when I couldn't communicate with the people around me, I panicked. I didn't know what to do. The first six months were the hardest. Several times, I thought about going back to England.

Miyamoto

Really?

Giles

(hanging his head) Yeah.

Iwata

That's shocking to learn. (laughs)

Giles

But I knew I had received a great opportunity when I was still 18.

Miyamoto

If you had gone back to England, the first Star Fox—and Stunt Race FX3, which we made after that—wouldn't have turned out the way they did. And later on, 1080° Snowboarding4might have never made it out into the world.

Imamura

That's right. And we might not have been able to make Steel Diver, either.

Miyamoto

I'm glad he didn't go back! (laughs)

Everyone

(laughs) 3. Stunt Race FX: A 3D racing game released for the Super Famicom (Super NES) system in June 1994. It was the second video game to use the Super FX chip.

4. 1080° Snowboarding: A snowboard action game released for the Nintendo 64 system in February 1998.