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 - Rhythm Heaven Fever

Everyone Decides Together

Iwata

What else did you pass back and forth with Nintendo as you moved forward with Rhythm Heaven Fever?

Tsunku♂

We tried not to focus too much on competing. There are a few two-player games included, but basically, I hope one person will play, with others looking on.

Iwata

Yes, when you square off against someone, you become too absorbed in your own playing and can't see when someone else messes up—which is the best part!

Tsunku♂

This game is good for preying on others. (laughs)

Everyone

(laughs)

Iwata

Even when just one person is playing this game, it's fun as if the people watching are playing, too, so there was no need to make everything for simultaneous play by multiple people.

Yone

That's right. And we paid attention to sound effects that would have an impact and get stuck in your head. When your mom passes by and hears the voices in the game, I want her to say, "What in the world are you doing?" (laughs)

Iwata

That's the charm of sound effects that drag in people who just happen along. Is there anything you did in past games that you changed this time?

Iida

The screen is bigger, so silly things look better—like when you kick a ball and someone behind you catches it. The Nintendo DS system was too small to show things like that.

Tsunku♂

Things that you can laugh at aside from the main character.

Iida

That's something especially people watching from the sidelines would notice.

Iwata

One key point this time is how there are so many elements to please bystanders. Another thing I sensed about Rhythm Heaven Fever is a dynamic contrast between large and small.

Iida

Something like a water flea appears, as well as a rocket.

Iwata

How did you come up with such ideas?

Takeuchi

This time, we all chipped in our ideas.

Iwata

You all came up with them?

Takeuchi

Yes.

Iwata

Wow, that's unusual. Within the larger framework established by Tsunku♂-san, if I could put it this way, it seems like everyone all did whatever they wanted, adding in various elements.

Tsunku♂

We couldn't deviate from the foundation of the game, so we at TNX were always looking forward to the characters that would come up. But we often thought, "Why these visuals for this music?" (laughs)

Takeuchi

That's just how the songs seemed to us!

Tsunku♂

Well, they were completely different from what we imagined! (laughs)

Takeuchi

I always said, "That's what your song suggested to me!"

Tsunku♂

But it's really interesting. Say, I thought I'd made Western food, but they were adding in all kinds of Chinese food or a Japanese-style sauce, so I was like, "What is this?!" (laughs)

Iwata

You made French cuisine, but they served it with Chinese hot sauce.

Tsunku♂

I didn't mind too much, though. I'm not sure why, but that was extremely interesting.

Iwata

Kamada-san, what was it like for you in your work on the songs?

Kamada

It was that way for me, too. A song would have a European air, but the visuals would be Chinese in style. I'd be surprised and think, "Does a game in which you wear a kimono and swing a sword really suit this music?" But Tsunku♂-san didn't mention the graphics, so we worked all the way to the end, thinking, "Doesn't he think anything is off about this?"

Tsunku♂

But rejecting them might have put a stop to the whole thing!

Iida

Well, you generally wouldn't think something like volleyball would fit bossa nova, would you? That's the game called Bossa Nova.

Tsunku♂

I don't get why they're on a turntable! (laughs)

Iida

And it's a little sexy. The voices are…sexy! Incredibly so! (laughs)

Tsunku♂

But for some reason, it matches just fine.

Kamada

At first glance, it's a mismatch, but…

Tsunku♂

It isn't really.

Yone

It may be unique to these games that you're doing something ridiculous in them, but the songs are amazingly cool.

Iwata

I wonder why at first glance the balance is weird, but once you play it, it has an unusual congruence.

Masaoka

I wonder. We pretty much do whatever we want. For example, when Takeuchi-san draws something, the visuals come up before any discussion, and he says, "Put this in." Yone-san is the same. Most of the time he just shows up and says, "Here."

Iwata

You programmed them in a state of anxious trepidation.

Masaoka

I'd think, "They won't get the better of me!" and just do it. (laughs) I'd try not to force it together and preserved the image they had created, and it turned out to be interesting.

Iwata

You can do it that way because you usually work separately.

Tsunku♂

I, too, just hand them what I've made. We all progress with what you might call an irresponsible responsibility, and the end result is fun.

Iwata

There's a certain rhythm to the very way you work together. But I think that only works because your theory of rhythm underlies the game and doesn't budge. By the way, each of the games has a name. Who determines those?

Yone

Everyone.

Iwata

Everyone decides those, too?

Yone

Yes. Is that bad? (laughs)

Iwata

No, no. (laughs) Usually, one person would decide, so it's rare that everyone would also decide the names together. When everyone decides the name of a game, the process can get out of hand, so you pick one person to do it, but…apparently not for this game.

Masaoka

There are different people for visuals, sound and programming, but with regard to ideas for the game itself, everyone really does it together.

Iwata

I guess that works because the series is built around such a solid core.

Tsunku♂

You could also say it's a wasteland! (laughs)

Everyone

(laughs)