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

"It's Fun, So It's Okay!"

Motokura

On the theme of boxes, we also slipped in a Mario wearing a Question Block. With that on, you can chime out coins.

Tsujimura

It looks just like a regular Question Block, though. At first, I thought it was a bug! (laughs)

Iwata

What about the coins?

Hayashida

This time, the coins collect itself automatically.

Iwata

Oh, you get them automatically?

Hayashida

Yes. Until now in 3D Super Mario games, if I stepped on a Goomba, for example, and a coin came out, I would go back and get each one. Tezuka-san said that making the player go back was ungenerous. In the 2D Super Mario games that Tezuka-san made, when you stepped on a Goomba, a coin wouldn't come out, but your score would go up, so you just bomp along crushing them.

Iwata

The tempo is better that way. At first, it was just fun running around in 3D space, so going back to collect the coins was fine, but now that it's become normal, he pointed out that perhaps it just ruins the tempo.

Hayashida

That's right. We hadn't fully reset after all.

Iwata

Come to think of it, I heard that Tezuka-san said some pretty harsh things to you.

Hayashida

I think what Tezuka-san pays the most attention to in a video game is how fun it is, how good it feels. So I just recently realized that's the reason he doesn't want to go back and collect coins.

Iwata

Just recently…after working together for so long? (laughs)

Hayashida

In New Super Mario Bros. Mega Mario tromps along defeating enemies. That was an awful thing to do to the people who made the course!

Iwata

Because Mario is destroying game mechanics! (laughs)

Hayashida

But I think he just thinks, "It's fun, so it's okay!"

Iwata

The phrase, "It's fun, so it's okay!" really does fit Tezuka-san. (laughs)

Tsujimura

We also talked about Checkpoint Flags. In the 3D Super Mario games we've made, we placed Checkpoint Flags midway through the levels. Then, when you lose a Mario, you start again at that point.

But in New Super Mario Bros., for some reason, just passing a Checkpoint Flag as Mini Mario returned you to the normal-sized Mario. Tezuka-san asked, "Why doesn't Mario get bigger this time?" And we asked back, "Why should he get bigger?"

Iwata

Yes. If you think about it…it doesn't make any sense. (laughs)

Hayashida

Tezuka-san answered that it was a bonus. We were like, "Bonus? Why a bonus?!" (laughs) Until then, we had focused, after the example of Miyamoto-san, on functionality. So we had established the Checkpoint Flags to function as a place where you could come back to the course.

Iwata

So you wondered why there was a bonus there. (laughs)

Hayashida

Exactly.

Iwata

But he was like, "It's fun, so it's okay!" (laughs)

Tsujimura

And that settles it.

Hayashida

Another thing Tezuka-san didn't like was mean placement—like an enemy right after a jump or an enemy right after a coin—so we fixed those things.

Iwata

He wants the players to enjoy playing the game. No dirty tricks!

Tsujimura

So we made the gameplay this time to be very straightforward. Putting in curveballs and challenging gameplay is the way people who are used to playing the game think. A lot of that simply looks mean-spirited to beginners. We regret that and are fixing it. But we're also putting a lot of it in the special stages. (laughs)

Iwata

Tezuka-san cautioned you against anything that would stress out or disappoint the players, so it turned out to be a game that players used to 2D Super Mario can play more naturally.