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




Volume 1: Super Mario 3D Land

Keyword: Reset

Iwata

Today I have asked for staff members from the Tokyo Software Development Department, who worked on the Super Mario 3D Land game to be here today. Thank you for coming.

Everyone

We're pleased to be here.

Iwata

I heard development entails quite some challenges. First, would you please introduce yourselves?

Hayashida

I'm Hayashida from the Tokyo Software Development Department. I was the director, and the one who brought up this project. Playing video games in 3D has been a dream of mine since I was a child, so I wanted to make a 3D Mario no matter what.

Iwata

It was your ambition.

Hayashida

Yes! (laughs) I created a lot of the specs and adjusted the overall game.

Motokura

I'm Motokura, also from the Tokyo Software Development Department. I was design leader. I was in charge of a variety of things, including design coordination, designing Mario's movement, demo designs, and determining the broad story.

Sugawara

I'm Sugawara, also from the Tokyo Software Development Department. I was program leader and also worked on programming enemies like Bowser and Goombas.

Tsujimura

I'm Tsujimura from the Tokyo Software Development Department. As planning leader, I coordinated the planning team and helped serve as a bridge between drawing ideas from the team members and reflecting them in the product.

Iwata

This team has worked on 3D Super Mario Bros. games like the Super Mario Galaxy series1 for many years. When we talk about 3D here, we mean Mario moving around in polygonal space, and this time it also has stereoscopic three-dimensionality. This is the kind of 3D Super Mario that was Hayashida-san's dream ever since he was a child, so could you tell us what kind of game you wanted to make and how you got started? 1. Super Mario Galaxy™ series: The first game in the series was Super Mario Galaxy, a 3D action game released for the Wii™ console in November 2007. The second game in the series, Super Mario Galaxy 2, was released in May 2010.

Hayashida

We have worked on 3D Super Mario games the whole time from Super Mario Sunshine2 to Super Mario Galaxy 2. Usually, you would just move Super Mario Galaxy to the Nintendo 3DS system the way it is, but I thought, "Would that really be all right?" So the first thing I said to the team was, "Let's reset." 2. Super Mario Sunshine™: An action game released for the Nintendo GameCube™ system in August 2002.

Iwata

The keyword this time was "reset."

Hayashida

That's right. I thought we should rethink the rules from the ground up.

Iwata

Even 3D Super Mario can be reset.

Hayashida

Yes. We have been making home console games the whole time.

Iwata

Oh, come to think of it, was this your first work on a game for a handheld system?

Hayashida

Yes, it was. So there was a lot I didn't understand. For example, you can walk around with a handheld system, so some people can play on the train when you commute. I live a few stations away from the station nearest from my home to the company's, so at first I thought I should aim for light courses that you could clear in about that time and stop playing whenever you got off the train.

Iwata

That's a big difference with the Super Mario Galaxy series.

Hayashida

Yes. To me, Super Mario Galaxy 2 is like the Manchu Han Imperial Feast. (Editor's Note: Manchu Han Imperial Feast refers to one of the grandest feasts in Chinese cuisine history, a full dinner course of which is supposed to be continuously served to the guests by spending two or three days in a row. Mr. Hayashida is figuratively using this term to describe something with great volume that is luxurious in both quality and quantity.)

Iwata

Uh-huh. (laughs)

Hayashida

It's the kind of game that says, "There's all this laid out before you, so eat whatever you want!" To eat it all takes hours, so when you finish eating, your stomach is full. We put in everything that had built up since Super Mario Sunshine and made Super Mario Galaxy 2 to be a game that has everything.

Iwata

You put in more each time and it rapidly grew until it was a luxurious item. But that raised the question of whether that was really all right for all the players.

Hayashida

Yes. So this time, I wanted to make a compact game that, rather than the Manchu Han Imperial Feast, was lighter, like a hamburger you could just gobble down. I decided to start thinking from there.

Iwata

You wanted to make a game appropriate to a handheld system.

Hayashida

Another task that arose because of Super Mario Galaxy 2 was the divide between fans of 2D Super Mario and fans of 3D Super Mario.

Iwata

Yes, there are people who say, "I play 2D Super Mario, but not 3D Super Mario. The reason I suggested including the instructional DVD called Super Mario Galaxy 2 for Beginners3 with Super Mario Galaxy 2 was because the distance was growing between people who were familiar with 3D Super Mario and those who weren't, and many were saying "I can't play those!" before they had even played a 3D Super Mario game. That's really too bad for people like you who have worked so earnestly on Super Mario in 3D. 3. Super Mario Galaxy 2 for Beginners: A DVD that came with Super Mario Galaxy 2 in Japan explaining the controls in an easy-to-understand way for players new to Super Mario in 3D. In North America the content of the DVD was localized and can be seen on supermariogalaxy.com.

Hayashida

We strongly feel that 3D Super Mario is fun and want more people to experience that. (laughs) So this time, even more so than with Super Mario Galaxy 2, we decided that we wanted to make a 3D Super Mario game so it can be an entranceway, as an introduction to all the 3D Super Mario games we made before.