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.





Nintendo Land

Design follows Function

Iwata

Sakaguchi-san, after it has been decided that we would make it as a Nintendo theme park, when did you hear about concrete design of the gameworld?

Sakaguchi

I came in about the time that the prototype had come together somewhat. We started by thinking about what kind of package we could put the separate building blocks into.

Eguchi

We came up with the official name of Nintendo Land quite a while later, but we had already decided on the idea of a Nintendo theme park by that time.

Yamashita

However, we strongly felt that we really didn't want each attraction to seem limited.

Sakaguchi

Instead of simply assembling each game, I began to develop an image along the lines of sharpening each game's personality so they would be more like theme park attractions.

Iwata

If it were a package for a sports resort game it would need to have cohesion, but with theme park attractions as the theme, the more different their atmospheres, the more each game's personality would stand out. The theme park idea was an important one for bringing together what are at first glance disparate elements.

Yamashita

We're also making the visuals for every game separately.

Sakaguchi

That's right! (laughs) We designed each game to show off its characteristics—adopting a 2D-like screen or taking an overhead view or dividing up the screen and so on. Another characteristic of Nintendo Land is that before you take on each attraction, there's a scene featuring Mii characters dressing up into different costumes.

Iwata

They suit up in a way appropriate to each attraction, like Mario or Link.

Sakaguchi

Yes. The dress up scene emphasizes that you play dressed as a certain character, so as designers, we were able to play up each game's characteristics as much as we wanted.

Iwata

Through the dress up scene, the players will naturally accept that if the attractions are different, then of course they all look different.

Yamashita

Each game has a different viewpoint for play, so we focused on that. In some of the games, you can't even see the Mii character playing. For example, in Takamaru's Ninja Castle, you're on this side of the camera, so the Mii character never appears.

Iwata

You're like, "Where'd I go?" (laughs)

Yamashita

Yeah. In Donkey Kong's Crash Course, the triangles that roll away aren't even shaped like people! (laughs)

Sakaguchi

Design-wise, I was like, "What in the world is this?!" (laughs) But triangles were the most fun for playing, so we simply kept the same design from the prototype. We settled matters one after the other, and thought, "This is what this game is like," and tried to achieve bold designs.

Iwata

But if a Mii character dresses up as Mario, transforming into an imitation Mario, the difficulty arises of how far you can tamper with the original.

Sakaguchi

Yes. But we had a fun time deciding how to handle that.

Yamashita

We could say to the stakeholders, "It's Nintendo Land, so forgive us!" and we all had a good time riffing on the originals. Well, Eguchi-san did get mad once because we had gone overboard. (laughs)

Eguchi

Well, that wasn't Animal Crossing, it was Sweets Crossing! (laughs)

Iwata

Speaking of which, how did you decide on that idea for Animal Crossing: Sweet Day by which when you eat candy, your head gets bigger and you slow down?

Sakaguchi

At first, a programmer made the heads bigger to make their figures clear, but it looked funny and was an easy rule to understand, so we kept it like that.

Iwata

Huh? You just used a specification adopted by the programmer to make their figures clear in the prototype?

Shimamura

Yeah.

Iwata

Eguchi-san, as one who made the world of Animal Crossing, what do you think? (laughs)

Eguchi

Well… (laughs) The Mii characters are wearing animal headgear. You throw candy into their heads and it tells you when they're full, so since the design expresses a game function, it's okay. (laughs)

Iwata

In the same way that Miyamoto-san asks, "What powers Propeller Mario's movement?"10, you explain it by saying, "Their heads get bigger because they're full of candy." 10. What powers Propeller Mario's movement?: For more discussion about what powers Propeller Mario, go to Iwata Asks: New Super Mario Bros. Wii: Volume 1.

Eguchi

That's right! (laughs)

Shimamura

We created a world that is somewhat released from the original constraints, but everyone was very magnanimous. I'm extremely grateful that they let us do whatever we wanted as long as it was fun. We have taken some extreme liberties, though.

Iwata

Can you give me an example?

Sakaguchi

Something I did with Pikmin Adventure to make use of the important part of gameplay was to place a round ball on enemies' backs so you can clearly tell where their weak spot is. Usually, it would be covered with hair or be more difficult to tell somehow, but this way was much easier to understand.

Iwata

It's the result of pursuing design according to function.

Yamashita

Yes. In Pikmin Adventure, you can become a Pikmin, and since Pikmin are edible, I wanted to feature that and imagined what happened after they were eaten.

Eguchi

If you don't say how that turns out, no one will understand.

Yamashita

Well…Pikmin that get eaten are then excreted. Sorry. We knew they would never do that in the original, so we worked hard to put it in. In The Legend of Zelda: Skyward Sword11, bird poop will fall on you. That realism was a relief. Sorry to be talking about such things. 11. The Legend of Zelda: Skyward Sword: An action-adventure game released for the Wii console in November 2011.

Everyone

(laughs)

Iwata

Shimamura-san, how about you?

Shimamura

I made a cool powered suit for Metroid Blast, but you couldn't tell how much life you had, so I made the life numbers really big. They're on something big like the lid of a pot that you shoulder around. That's sort of unbecoming for Samus, though. (laughs)

Iwata

At first, you may wonder why she's carrying around those numbers, but those numbers glowing in that dark world is sort of cool. (laughs)

Shimamura

Yes. That was the easiest to understand, and I was relieved when (Yoshio) Sakamoto-san12 said, "That's fine." (laughs) 12. Yoshio Sakamoto: General Manager, Software Planning & Development Department, Software Planning & Development Division. He has produced such games as the WarioWare, Inc. series, Rhythm Tengoku, Tomodachi Collection and Metroid: Other M. He has appeared in sessions of "Iwata Asks" over WarioWare: Smooth Moves, Metroid: Other M (Volume 1: The Collaboration) and Kiki Trick, as well as a session with Final Fantasy creator Hironobu Sakaguchi.

Iwata

You really do pursue design by function. By the way, how did that character with a billboard as its head that characterizes Nintendo Land—come about?

Sakaguchi

What was a hint to that character was how we were able to work with two audio output sources. We've never had anything structured like this before, with two speakers—on the television and Wii U GamePad in your hands—so I definitely wanted to take advantage of it.

Iwata

They might say, "This way!" from Wii U GamePad and direct your gaze to the television screen.

Sakaguchi

Yeah. I wanted to make it so that the characters help you navigate by speaking with through that audio feature, and if one was the shape of a monitor, we could display a lot and if it had three fingers, it could count to three, so that's how Monita came about.

Iwata

That's one character born of function! A monitor named Monita! (laughs)

Yamashita

Since it's sort of our poster girl, we decided it's female. (laughs) (Editor's note: Yamashita-san mentions Monita as the "poster girl". The original Japanese word he used here is "kanban musume", which means, "Billboard girl". In retail stores, restaurants and cafes in Japan, if there is a star female staff that is popular among the customers, she may be referred to as the "kanban musume", as if she is the face of the store. In this reference, Monita is the kanban musume of Nintendo Land.)