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: Super Mario Galaxy 2 - Volume 1

What I Learned Talking with the Producer

Iwata

This year, 2010, marks the twenty-fifth anniversary of the release of the first Super Mario Bros.6 And it's actually been 14 years since the release of Super Mario 64.

Miyamoto

Has it really been that long? Starting with Super Mario 64, this is the fourth 3D Mario game. Working on the series all this time, we've run across quite a lot of challenges.

Iwata

What kind of challenges?

Miyamoto

One was finding the right way of thinking about how to make Mario games. Take, for example, Super Mario Sunshine7, which was an action game using a water pump.

Iwata

You could use the pump to shoot up into the sky.

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Miyamoto

That's right. It's a game that uses water, so we decided on a southern isle for the setting, and thought having it be a resort spot would be a good idea. And since it's a southern island, you have to go there by plane.

But if you go by plane, it would be weird for Princess Peach to go all alone, so we sent Toad along with her, and thought she needed an attendant, so Toadsworth is there, too. Princess Peach is there with her parasol open and her attendant standing by, but if that were all, it would be pretty lonely for a trip to a resort island!

Iwata

The island needed to have inhabitants.

Miyamoto

Right. You need inhabitants and other tourists. We had quite a discussion about that. We thought other tourists would kill the mood, but we at least needed inhabitants, so first we created the Piantas. We decided on the Piantas and the water pump, and only then began designing the enemies.

Iwata

So you started making the enemies after you had first established the setting to a certain degree.

Miyamoto

Right. And that was completely different than how we had made games up to that point.

In the first place, Mario was the character who was not allowed to be hit by any enemies. But just dodging enemies couldn't make Mario more fun game, so we started thinking about how Mario could beat his enemies. That led us to the idea of Mario Bros.8, where you would hit the floor from underneath.

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Iwata

That's where the turtles came out, right?

Miyamoto

Yeah. Because turtles are a good example if you think of something that's flipped over. (laughs) We had made games that way up to certain point, but it was a completely different approach to first decide on flying to a resort island where people called Piantas are living and only then start thinking about opponents.

Something I started wondering about when we made the first Super Mario Galaxy was how we decided which characters are good and which ones are bad. Often when a new employee would draw a character, I would say, "That's no good," and they would say they didn't know what was wrong with it. I would have to explain why it was no good, and I'd say that with the characters that appear in Mario, it's very important that players be able to tell just by looking at them what their function is. It's easy to understand once you put it into words, but that was the first time I had ever done it.

We overcame a design problems as we made the first Super Mario Galaxy in that way, but another issue was story. I kept wondering if a story was really necessary for Mario games.

Iwata

That's been a hot topic ever since Super Mario Sunshine.

Miyamoto

Yes. Koizumi-san9 was the director of Super Mario Sunshine and the first Super Mario Galaxy. This time, he oversaw Super Mario Galaxy 2 as producer. We've been a good team for quite some time.

Iwata

You guys have worked together since Super Mario 64, so you've been together about 14 years.

Miyamoto

Yes. He came up with the scenario for The Legend of Zelda: Link's Awakening10, so he's good at coming up with stories.

Iwata

In the session of "Iwata Asks" over The Legend of Zelda: Spirit Tracks, Tezuka-san11 said Koizumi-san is very romantic. (laughs)

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Miyamoto

Yes, he is. And he's also good at animation. I've always watched over him to make sure he used those strengths but didn't go overboard. Ever since Super Mario Sunshine, however, I'd felt there was something not quite natural about certain developments. I had, of course, talked about that with him all along, but when it came to certain central elements, there were areas we had each somehow avoided bringing up.

Iwata

You had worked together for so many years, but some things were still unclear between you.

Miyamoto

Right. When making the first Super Mario Galaxy, I had said Mario games didn't need a story or movies, but before I knew it, there were quite a few movies and a substantial amount of story. When it comes to movies, you can pretty much stick them in at the end of development.

Iwata

That's when all the separate elements come together.

Miyamoto

So at the end of development, I was like, "Huh? It's getting more and more like The Legend of Zelda!" (laughs)

Iwata

After you had said there didn't need to be a story! (laughs)

Miyamoto

Right! Because I'd had that experience with the first Super Mario Galaxy, we talked beforehand this time about cutting out such elements, but I began to get the feeling during development that those things were not sufficiently cut off.

Iwata

You said you would cut out, but things just don't work on your way as you go along.

Miyamoto

It wasn't happening. I showed a version of the game to Tezuka-san and Nakago-san12 partway through development and they both said something was wrong.

Iwata

When two guys who had worked on Mario13 for so long said something was wrong, you knew something had to change.

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Miyamoto

Yes. I had been keeping an eye on the action elements, and had checked the course designs, but I had mostly left the more theatrical elements to the team.

Iwata

I see.

Miyamoto

I knew I couldn't leave the game as it was, so one Saturday afternoon, I met Koizumi-san outside the company building to have a long talk with him.

Iwata

Oh, you told me about that the following week over lunch. You said you had talked with him for about four or five hours and figured out quite a lot. You seemed relieved, as if a fog that had been around for years had suddenly lifted. (laughs)

Miyamoto

Yeah. (laughs) I hadn't really talked to him that way for a long time. We were like a married couple that had grown used to each other and not talked heart-to-heart in the many years since their wedding suddenly having a long chat after the children have left the house. (laughs)

Iwata

Ah ha ha! (laughs)

Miyamoto

But talking over fundamental issues like Koizumi-san's views on the importance of story, the function of stories in games and what kind of a game Mario is, I learned something important.

Iwata

And what was that?