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

Play on a Swivel Chair. Square Off Against Opponents.

Iwata

Now I'd like to ask about the second mode, called Periscope Strike. Why did you decide to make this mode?

Sugiyama

We made Periscope Strike because we wanted to broaden the game's appeal so everyone could easily enjoy it.

Miyamoto

It's sort of like the torpedo games you used to find in arcades at the top of department stores.

Sugiyama

The upper screen looks like you're peering through a periscope. You spin it around, and when you find an enemy ship, you fire a torpedo and sink it.

Iwata

Imamura-san, you came up with the idea for Periscope Strike after the decision to release the game as packaged software for the Nintendo DS system, didn't you?

Imamura

Yes.

Iwata

How did this mode come about?

Imamura

Submarines immediately call to mind periscope games, so the whole staff had always had the idea of a periscope mode. We decided to try making one, and Giles and I spent about three days making the prototype for Periscope Strike.

Iwata

Giles's work then was incredibly fast.

Imamura

Yeah, really fast.

Iwata

We just had an idea in our heads, but he whipped off the programming and showed it to us right away. That was unbelievably helpful.

Giles

Actually making something is the best way to get a feel for it. And you can see everyone's reaction right away.

Iwata

That's exactly how EAD works. See the response, then flesh it out.

Imamura

I immediately had Sugiyama-san look at it. He said it was good.

Sugiyama

So I had them polish it up. And then, when the hardware switched from the Nintendo DS system to the Nintendo 3DS system, we could make use of the gyro sensor12, so we brought that in. 12. Gyro sensor: A measuring device used in attitude control to detect angle and rotation speed. Gyro has such meanings as wheel and rotation.

Giles

At first, I thought that might just be a gimmick, but when I actually played it, it felt great.

Miyamoto

It's perfect for a periscope that you turn around and around.

Sugiyama

I suggest playing while sitting in a swivel chair. It's a mode that anyone can enjoy, so I hope people who own the game will have the people around them play it, too.

Imamura

I hope so, too.

Iwata

The third mode is called Steel Commander. As mentioned earlier, this was Miyamoto-san's second shot at a game like this.

Miyamoto

That's right.

Iwata

How would you sum up the Steel Commander mode?

Miyamoto

Remember how there used to be a board game back then? You started by lining up aircraft carriers and destroyers so your opponent couldn't see them.

Iwata

Then you had to guess where your opponent's ships were and place pins to represent where you shot. If you hit, you could sink them.

Miyamoto

Right. A similar game was in The Legend of Zelda: The Wind Waker.13 Steel Commander is a more modern version of that. 13. The Legend of Zelda: Wind Waker: An action-adventure game released for the Nintendo GameCube system in December 2002. The Sinking Ships game was a feature available on Windfall Island.

Imamura

In those games you could only guess where to shoot, but in Steel Commander, you move your units strategically, like in chess, and search for each other's ships.

However, you can't directly see your opponent's units. So, for example, if you use sonar14 in your search, you'll learn the location of enemy ships, but you won't know whether it's an escort or supply ship. What's more, the moment you use sonar, your opponent learns your location. 14. Sonar: A device that uses underwater acoustic waves to search for, detect and determine the range of surface vessels, submarines and other objects in the water.

Miyamoto

Using sonar is risky. And the distance you can move is limited, so while the enemy won't be on you right away after it finds you, you can be certain they will be closing in.

Imamura

Being unable to see your opponent is unnerving. If your opponent finds your supply ship, which is important, usually you would try to run away on your next turn.

Miyamoto

And once you locate your opponent, you might think, "I bet they'll run," but sometimes they don't. Even if they do, you don't know if it was their supply ship or not.

Iwata

It might be a trap.

Miyamoto

Yeah!

Imamura

You have to watch your opponent's face and exchange such words like, "It was just a trap, wasn't it?" and "Maybe, or maybe not." That kind of back-and-forth is really interesting.

Giles

You have to use your poker-face. (laughs)

Sugiyama

You can really enjoy reading each other's hidden motives in this mode. Imamura-san and I played this mode a lot as we were developing the game as packaged software for the Nintendo DS system. We really got into it.

You can also play the computer in Steel Commander mode, but there's a special enjoyment that can't be duplicated when you play against a real person. As long as you have one cartridge of the game, you can use the Download Play feature, so I hope people will enjoy squaring off against each other.

Iwata

You hope people will watch each other's facial expressions and enjoy tricking each other.

Sugiyama

Yeah.

Iwata

About when did you have to switch Steel Diver, which you were developing for the Nintendo DS system, over to the Nintendo 3DS system? In our last session of "Iwata Asks," Miyamoto-san said that "it would look great in 3D."

Miyamoto

I didn't tell them about the Nintendo 3DS system for quite a long time. (laughs) Not until it was almost done.

Iwata

You didn't tell them on purpose? (laughs)

Miyamoto

Yeah. (laughs) I knew the game was perfect for the Nintendo 3DS system, but I was afraid that if we switched from the Nintendo DS system to the Nintendo 3DS system in the middle of development, the contents wouldn't be thoroughly fine-tuned. So after the Nintendo DS version was about done, I said, "Let's shift this over to the Nintendo 3DS system."

Imamura

When we heard that, we already had plans for debugging. Development was all but over.

Iwata

Did Miyamoto-san just hit you with it all of a sudden?

Miyamoto

Yeah. Like dropping it on us all of a sudden was part of a plan!

Iwata

(to Giles) Sorry about that.

Giles

No problem. (laughs)

Imamura

But I was the one who had to tell Giles! (laughs)

Miyamoto

Yeah. I stayed behind the scenes. (gesturing as if manipulating a marionette) Like this. (laughs)

Everyone

(laughs)