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

"Like Team Sports"

Iwata

How have people reacted to the final product?

Shimamura

Something I sensed especially during E3 was that it's a challenging product to get across its appeal in a few sound bites.

Iwata

Compared to how easy it is to recognize what kind of game Wii Sports is by someone swinging around a Wii Remote controller like a tennis racket, Nintendo Land is difficult to convey.

Shimamura

As we polished it up, we had families test it, with kids from 5 to 6 six years old to people about 70 years old trying it out without any explanation. The kids really took to it and explained it to the older folks, and before we knew it, everyone was playing. I think once you try it, groups of friends of families are able to figure it out themselves, even for those who aren't used to playing video games.

Eguchi

But even now, I am still feeling it a challenge that people need to play the game in the first place in order to really understand the experiences that they can enjoy. But watching people play it, communication is occurring in a different way than ever before for multiplayer gaming, so I'm certain it will liven the place up.

Iwata

Until now, I've felt like games for lots of people were incredibly fun when everyone has about the same skill level, but when there's a difference in skill levels, it's difficult for everyone to enjoy them the same way. With several of Nintendo Land's games, however, I feel like people with different skill levels can all play.

Yamashita

The other day, Miyamoto-san and (Takashi) Tezuka-san14 and everyone had the chance to play Mario Chase. Miyamoto-san wasn't very used to the game, so his movements were a bit amateurish. 14. Takashi Tezuka: Executive Officer, Software Development Department, Entertainment Analysis & Development Division. He has been involved in the development of many series such as Super Mario, Yoshi and Animal Crossing. He has appeared in sessions of "Iwata Asks" over the original Super Mario developers for the 25th anniversary of Super Mario, the history of handheld Legend of Zelda games for The Legend of Zelda: Spirit Tracks, New Super Mario Bros. Wii (Volume 2), and the producers of Super Mario 3D Land, as well as in the special edition sessions of "Iwata Asks" for E3 2012 covering New Super Mario Bros. U and New Super Mario Bros. 2.

Iwata

Even though he's Mario's creator he was amateurish? (laughs)

Eguchi

Mario was running around and we were chasing him, but since Miyamoto-san didn't have a handle on the land forms, he didn't know how to chase him.

Yamashita

I'd think, "Aw! Why'd you go that way, Miyamoto-san?!" and watch over his playing, but then he would—completely unintentionally—catch up with Mario. It isn't made so that if you're no good you can't do well.

Iwata

And when it's over, you can have a good time all over again by watching the replay.

Eguchi

Yeah. The routes Mario flee along and everyone else uses to chase him show up just the way they were. You can really tell how everyone was moving, so the replays are really effective. Miyamoto-san alone was apart from the teamwork and off wandering around, but to Mario that seemed like a diversion.

Iwata

(laughs)

Sakaguchi

It's also interesting how conversation arises due to differences in role. When you play tag, if you're It, you're like "Mwa ha ha! I'm going to get you!" But if you change controllers, the roles switch and everyone's tone suddenly reverses. When you're playing, words just pour out.

Yamashita

Yeah, they really do. That element is particularly strong in the competitive attractions.

Shimamura

Yamashita-san always says that rather than there being strategy in the game, there's play outside the game. You call out to each other like "Move that way! Now this way!" and "He's in the red outer periphery!" That's like team sports.

Iwata

Yeah, it is.

Shimamura

You can't beat a group with good teamwork, but if it's a group of well-skilled people at video games but they don't talk to each other, you can beat them pretty easily.

Iwata

It's made to draw gameplay out of elements external to the television and the game.

Shimamura

When everyone plays together, you make discoveries for how to issue instructions.

Sakaguchi

Yeah. (laughs) You come up with all kinds of words to indicate the direction that Mario is fleeing, like "clockwise" and "counter-clockwise" and "outer circle" and "inner circle." We colored the landforms and purposely made a bowl-shape in order to enable words like "up" and "down."

Shimamura

When we on the development team play together, we're like, "Red outer periphery! Clockwise!" (laughs)

Iwata

Uh-huh. (laughs) You can give accurate indications in just a few words, so all of the movements become obvious.

Shimamura

Yeah. That's true for other games in addition to Mario Chase.

Yamashita

And while Tezuka-san isn't usually a rough guy, he's frightfully strong at Luigi's Ghost Mansion, so when he's the ghost, he's like an assassin!

Iwata

Huh? Tezuka-san an assassin?! (laughs) The two just don't seem to fit!

Eguchi

It's really surprising. You'll catch a glimpse and think, "He went right," but then he'll suddenly come from the left. It's like he's two or three moves ahead of us!

Shimamura

There was a Miiverse comment15 that said, "I think I have a detective's instincts!" 15. Miiverse comment: Takashi Tezuka's handwritten post to Miiverse shown in the Japanese edition of Nintendo Direct video for November 7, 2012 covering Wii U console features. (The post can be seen at about 23:45.)

Yamashita

Oh! Maybe he does! (laughs)