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: The Wonderful 101 Development Staff

Wonder-Director

Iwata

It must have been hard to debug, considering the waves of huge changes you made to the game.

Matsushita

That's true. This may seem like an inside-joke, but there's a character based on Kamiya-san in the game.

Inaba

That would be Wonder-Director.

Matsushita

When we were debugging at Mario Club17, we were really busy as new features would be added on, creating a lot more issues that had to be verified. So everyone was on the edge. And that's when this Wonder-Director would cause a bug. 17. Mario Club: Mario Club Co., Ltd. Debug and tests Nintendo software which is under development.

Everyone

(roaring laughter)

Iwata

That's too good to be true! (laughs)

Matsushita

The reports from Mario Club just said, "Wonder Director's attack made it crash."

Iwata

Ah, that seems deliberate. (laughs)

Inaba

(turning to Kamiya) I hope you're feeling sorry.

Everyone

(laughs)

Iwata

So this Wonder-Director is one of the hundred heroes?

Matsushita

He's a bit of a hidden character. If you play it enough, he'll appear, but he can do something a bit unique, so he was something to watch out for during debug. Physically, he's very unique looking as well, and his collision detection18 seems a bit different than other characters. 18. Collision detection: The area in which player and enemy characters can receive an attack.

Inaba

It's just our creative staff's way of showing their love for Kamiya.

Kamiya

I just need to clarify something: I didn't say "Let's put him in." We were planning on putting in several hidden characters and we had numerous candidates, but he was a low priority. But as the candidate characters got whittled down, they said "Well, we've already made him," and before I realized it, he was in the game.

Everyone

(laughs)

Kamiya

They even made special movement for him, so he runs like a middle-aged guy. When the memory was already so full!

Iwata

Love knows no memory capacity. (laughs)

Matsushita

And he has his own original voice too.

Iwata

That is extravagant.

Kamiya

Pointlessly extravagant. Who will get a kick out of that?

Iwata

But since they put so much work into him, I hope people can find him and play him. (laughs) Speaking of characters, can I ask about the collaboration with "that game?"

Inaba

Please do. Kamiya put a lot of love into that.

Kamiya

This game has a lot of fun characters, so I wanted to make it an amazingly different game, and I managed to make it happen.

Iwata

This is a character whose name you can't yet reveal?

Matsushita

That's right. Just like with Wonder-Director, if you play enough, that character will appear as a hidden character. And "that character" has been re-designed to match the world of 101. I hope everyone will get a kick out of it.

Iwata

I'm excited to see what that character will look like when translated into the world of this game.

Kamiya

Just like the original, the character will fight with guns, and that other trademark item has been changed into a mask as well. The character will also have its own Unite Morph.

Iwata

Its very own Unite Morph?

Inaba

A lot of work's been put in, right?

Kamiya

The specs are slightly different too, so it's a bit of a tricky character.

Iwata

It's what some would call 'high specs.'

Matsushita

As you play through the game, you can use attacks where you become larger, and the part where I think you can really see all the thought that went into everything is that just like in the original game, the character won't fight with guns in that mode but will fight with hand-to-hand combat. All the movements are carefully, carefully made.

Iwata

Those specs are really high-level for a hidden character!

Kamiya

The staff member who created the original movements worked on it. It's the same motion animator.

Inaba

He's always smiling, and no matter what kind of crazy, selfish request Kamiya has, he does it. He's really great.

Iwata

It's so nice to have someone like that. Then you don't have to worry if you need to say something crazy.

Kamiya

He really understands that it's all for the game. I worked with him for the first time on Joe, and this was my third time working with him.

Inaba

He's an indispensible member of the staff who can grant Kamiya's wishes. This was when he was unbelievably busy and must have had no extra time at all.

Iwata

And yet so much thought still went into making it.

Kamiya

Every time we have this kind of conversation it makes me realize just how much making games is about teamwork. I think if you just realized the director's vision as-is, you'd only get about 70 points.

Iwata

That's true.

Kamiya

When you toss different ideas back and forth with the staff during development, each person puts a lot of energy into it, and only then you make something that could be 100 points or even 120 points.

Iwata

When I was talking to Minami-san and Inaba-san last time, they told me that every one of the staff members of PlatinumGames has a very unique personality and focus, and they all know just what they want to do. While it's very important to have a core idea, that wild energy can really combine with it to produce something new. I feel like that's something that's distinctive to PlatinumGames. And I can feel it in 101.

Inaba

The sense of variety that you can feel is really made up of all the passion that the various staff put into this.

Iwata

Each person's unique character creates a kind of chemistry and the things that can happen are beyond the imagination. Were you surprised as the director?

Kamiya

Yeah I was. And that's the best part about this job. When you get a lot of that, things get really interesting.