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 2

Mario Games Possess Variety

Iwata

When I saw Super Mario Galaxy 2, I felt like it was really packed full of fun ideas. It was crammed full ever since the early stages of development, but what kind of a process did you go through to achieve that?

Hayashida

Since we were making a full-fledged sequel, we couldn't just have a new character show up. We needed something to serve as a completely new axis for the game to revolve around. At first, that was the concept of "more," but later we focused on the concept of "switching."

Iwata

What's "switching"?

Hayashida

That's when you do something like push a button, the surrounding world suddenly changes.

Iwata

Oh, I see. The button changes the environment—and not just a little, but in a big, dynamic way.

Hayashida

Right.

Iwata

Why did you decide on that?

Hayakawa

I thought we needed something that would make a significantly different impression than the first game. At first, when we had the idea of using the engine from the first game as a foundation, I think everyone thought of The Legend of Zelda: Majora's Mask.

Koizumi

When we made The Legend of Zelda: Majora's Mask after The Legend of Zelda:Ocarina of Time, we adopted the "three-day system."11 That's a system that suddenly changes the game world.

11.

Iwata

Oh, so for Super Mario Galaxy 2 as well, you tried to think of a system whereby you could change the whole game world.

Hayashida

Right. But when we actually tried to do it, it was hard and just wouldn't come together.

Koizumi

I knew from all the trouble we had with the Zelda series that you have to get all the various elements to fit. Sometimes you have to give up on things you've made up to that point.

Iwata

You lose a lot a lot of different things.

Koizumi

I was afraid of that, so I decided we shouldn't get too hung up on creating a new axis for the whole game to revolve around and I told Hayashida-san that all we needed to do was dedicate ourselves to making interesting contents.

Hayashida

That's right. Making Mario games has always been about conducting experimental developments for what can possibly be fun ideas, throwing out what doesn't work, and tying together what's left over. Koizumi-san and Miyamoto-san told me that, so I decided to change my policy and, instead of getting hung up on the concept of "switching," to just make something fun.

Iwata

Is anything leftover in the game from when you were focused on "switching"?

Hayashida

It appears in a number of elements. As for the overall image suddenly changing, there's the stage with panels that flip from red to blue and back. And then there's the "slow effect." You jump on a button and the whole scene shifts into slow motion. And there's also blocks that change at timed intervals. Those are ideas we thought of during the "switching" phase.

Hayakawa

And ponds freeze and lava turns into ice.

Hayashida

Then, after we had changed policies, we started talking about how Mario games always possess a lot of variety. That was when we came up with the drill and Cloud Mario.

Iwata

I see. Now I'd like to ask you about Mario's new actions. How did you come up with the idea for the drill?

Hayashida

Ever since the last game, Miyamoto-san had been really fixated on holes you could use to pass through to the other side of a sphere, so…

Iwata

I'm guessing he said you weren't making full use of the spheres unless you had more of that.

Hayashida

You guessed it! (laughs)

Koizumi

It was like he was giving us homework!

Hayashida

Going into holes and coming out the other side of a planet was like homework left over from the previous game. I wondered what we could do, and came up with the idea of a drill. We started testing it right away, but drilling through the sphere to get to the other side alone didn't really make for a game.

Iwata

I suppose it wouldn't. (laughs)

Hayashida

It took us a month or two to figure out how we could turn that into fun play. We tested a number of ideas, and came up with something like puzzles. For example, if there's a high mountain you can't climb by jumping, you can do it by digging from the opposite side.

Iwata

I like the way that drill looks. And it's a nifty gadget game-wise.

Motokura

The designers debated whether they should make a "Drill Mario."

Iwata

A Drill Mario?

Motokura

I know, it's weird. (laughs) We didn't really think it was right for a transformation, so we decided to make it an item.
On another note, when we were making Rock Mario, Koizumi-san told me all kinds of stuff during that process.

Iwata

Why is that?

Koizumi

I was the one who made the controls for Goron Link12 in The Legend of Zelda: Majora's Mask, so with regard to Rock Mario, I wouldn't let him rest until I was satisfied.

12.

Iwata

(laughs) How did you come up with Cloud Mario?

Hayashida

Cloud Mario was a character we came up with when we were experimenting with making platforms by spinning. We thought a cloud would make a good platform, so when you spin, it creates a cloud. If you could do that an unlimited number of times, you would reach an incredible height.

Iwata

But that wouldn't make for a good game.

Hayashida

Right, so we set it so that you can only do it three times.

Motokura

Some people were suggesting that we have the cloud platforms move, but the whole point is that they stack up right where you are. And since they hold still, you don't have to hurry. You can relax and take your time.

Iwata

I see.

Hayashida

But even though you can only do it three times, the cloud stacks up and you can reach all kinds of places, which is fun. It was a bit of a headache for us developers, though.

Iwata

There are some places you would rather the player couldn't reach.

Hayashida

Right. The cloud is an incredibly powerful item for people who want to try out different ways of playing.

Iwata

Can you take shortcuts?