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

F-Zero in Slow Motion

Iwata

I don't think anyone else would group F-Zero and Steel Diver together, so that's very interesting. (laughs)

Imamura

But I made it with that intention!

Sugiyama

That's the first I ever heard of it.

Giles

Me, too.

Imamura

(wearing an innocent expression) Ohhh?

Iwata

(laughs)

Miyamoto

Usually, you would tend to have a large opponent appear that you would defeat by upping the power of your torpedoes, but this game isn't like that. You could describe it as the ultimate time trial. The movement is in slow motion, so you need skill.

Iwata

You can use certain techniques to beat the course.

Miyamoto

For example, in order to go around a certain corner, should you tilt the submarine, or let momentum carry it up, or inject air? The combinations of techniques are endless.

Imamura

While some may find it plain, successfully navigating the courses without wildly veering around is an important element of the game.

Miyamoto

So even if you think you did well, you never know if that's the best score.

Imamura

I want players to try the same courses over and over and thoroughly master them.

Miyamoto

From the perspective of time trials, it is a lot like F-Zero!

Imamura

Yeah. And like a racing game, you can save a ghost on each of the levels. However, since submarines move slowly and it takes time to reach the goal, it was hard making the save data. I guess that isn't very flashy either. (laughs)

Iwata

I can really understand how hard it must have been to record a ghost with a slow submarine on a long course.

Imamura

To completely record the player's behavior would take more space than we had, so I talked with Giles, and we made repeated adjustments. In the end, the ghosts turned out to be incredibly natural. You can also play the game by turning on the staff ghost, learning the best course, and following that the best you can.

Iwata

You can learn how to best tackle the course by watching the ghost's movement.

Imamura

Right.

Iwata

But that isn't easy, right?

Imamura

No. Each course has three staff ghosts: gold, silver and bronze. You can't beat gold without putting forth some serious effort.

Giles

Gold is really tough.

Imamura

The first one that comes out is bronze-class, so following it is relatively easy.

Iwata

So it isn't the kind of game you clear once and set aside. It's like you're trying to beat yourself. Even I, upon hearing what you just said, thought that I would like to go play it again! (laughs)

Imamura

Yeah, I want people to play the same courses time and time again. To that end, we added decals for powering up.

Iwata

Decals are usually stickers you put on plastic models, right?

Imamura

Yeah. We decided to use that word for the stickers you put on your submarine. We prepared about 30 types. You can collect them in bonus games. For example, if you put on a certain decal, you can generate a faster time, or if you put on a different decal, the damage taken from mines goes down. Each decal has a different property.

Iwata

In other words, depending on the course, by changing your decal, you can get a better time or get through the course in a cool way.

Imamura

Right. One decal will help you easily beat a battleship. I'd love it if players discover them all and get the most out of using them.

Miyamoto

Also in the Missions mode, you had a hard time with collision detection when objects hit each other.

Imamura

Oh, that's right! Nice way to bring up collisions!

Miyamoto

(laughs)

Imamura

You move slowly, so when the submarine makes contact with a wall or something, there's no hiding it. So if you even barely cut into a rock, it can be apparent.

Iwata

Oh, I see. While some things might go unnoticed on faster paced games, they're immediately apparent at the slower speeds of a submarine.

Miyamoto

Right. Not only are submarines slow, but they're a complicated shape.

Giles

Lots of things, like the periscope, stick out from a submarine.

Iwata

Yeah, that is difficult.

Miyamoto

That's why I even thought maybe we should give up on submarines and just use a container. (laughs)

Iwata

Container? (laughs)

Miyamoto

If a square object like a freight container were to go underwater, that would be much easier, but a submarine has projections like the periscope, which makes collisions difficult.

Imamura

That's right.

Miyamoto

The reason Mario is a plump shape is because gaming devices at that time could only read collisions between square boxes, not because I wanted to make him cute. His design turned out like that because I adjusted for the capabilities of the gaming device of the day. For example, resolution was low, so I made his face big. But today's game consoles can handle collisions with round or irregular shapes. Even so, it's difficult with a complicated shape like that of a submarine.

Giles

So we assembled shapes like points and cigars.

Iwata

You combined a number of various shapes for collisions.

Giles

Yes. If we hadn't, bad things like getting stuck between rocks would happen.

Iwata

I didn't realize until hearing you say it today just how many difficulties are involved in slowly moving a complicated shape like a submarine.

Miyamoto

That's why I asked Giles to do it! (laughs) So he could figure it out.

Imamura

He was a big help this time, as always.

Giles

No, no… (laughs) It felt just like when I was in EAD.

Iwata

It felt like you were working together as one single group.

Giles

Yeah! (laughs)