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A Medal for Skilled Players

Miyamoto
At first, we had the option to view the Super Guide on the first menu screen. But as I couldn't bring myself to allow that, we considered a number of solutions and eventually came up with the idea that after losing three turns, a hint block would appear. If you hit that, then the option to view the Super Guide would be displayed.
Iwata
You made it so that players can view the Super Guide after giving it three tries but not being successful.
Miyamoto
At that point, I played that version myself, but that still made me upset!
Iwata
(laughs)
Miyamoto
I thought: "Are you making fun of me!?" (laughs) When we had the hint block appearing from the beginning, I just felt like: "I don't need this!"
Iwata
If it appears right from the start, you feel: "This has got nothing to do with me!"
Miyamoto
Right. But if you lose the turn three times and it appears…
Iwata
Then you feel really annoyed?
Miyamoto
(abruptly) …"Leave me alone!"
Iwata
(laughs) It's fine if it appears when you're on the verge of tears, but if it pops up when you're still brimming with determination to do it, then you feel: "I can do this! I'm going to clear this! What's this thing doing popping up?"
Miyamoto
Right!
Iwata
So in the end, getting that timing right is extremely important - how many times should the player be allowed to slip up before the hint block appears?
Miyamoto
That caused us a lot of headaches. Should it be five times, or would it be better if it were ten times? I thought that ten times would probably be best, but there were people who thought somewhere in between would be better and they suggested: "How about making it eight times?"
Iwata
So that's just about in the middle.
Miyamoto
You start the game with five turns. But you'll pick up a number of 1-Ups once you make a little progress. So we thought that if the player attempts to clear a level over a couple of sessions but can't manage it, surely it's okay to let them move on to the next level. That's why we decided that after losing eight turns, the hint block should appear. But here's the funny thing - when it appears after you slip up eight times, I think: "But I didn't want it to pop up at all!"
Iwata
You have your pride as a gamer, after all! (laughs)
Miyamoto
I can't forgive myself! (laughs) That's why I'll try my best to complete the level in seven attempts or less.
Iwata
It's funny that even though you were the one who added the Super Guide feature, you're dead set on not letting it pop up! (laughs)
Miyamoto
That's why I wanted something to appear for players who didn't allow the hint block to pop up.
Iwata
Something for players who've done really well?
Miyamoto
Right. For those players, there are medals awarded for not bringing up a hint block that are displayed on the title screen.
Iwata
I see.
Miyamoto
With that feature, it now means that if you bring up a hint block even once, you'll want to wipe all your save data and start again from scratch.
Iwata
So basically, if you slip up eight times, you start again from zero! (laughs)
Miyamoto
Right. You go back to an earlier save game and try again! (laughs) A lot of the staff does that, and it's actually an exciting way to play. If you've been coasting on autopilot up until then, this will make you refocus and give it your all.
Iwata
So you're playing hardball every time! (laughs)
Miyamoto
You're playing hardball. That's something that we wouldn't have come up with if we hadn't thought of the Super Guide…
Iwata
What kind of feedback did you get from the hardcore gamers at Mario Club22?
22 Mario Club Co. Ltd. is responsible for the debugging and test play of Nintendo software during its development.

Miyamoto
They are all extremely skilled gamers so they are never going to actually need the Super Guide. On occasion, someone would say that a certain level was difficult and you'd check their data and see that they'd only slipped up three times.
Iwata
So if they fail three times, it's a difficult one! (laughs)
Miyamoto
There are a lot of hardened gamers at Mario Club who are aiming for a perfect performance and this time round you can actually view a Super Skills display from some of these hardest-of-the-hardcore gamers.
Iwata
Tell us more about this Super Skills display.
Miyamoto
Well, this is Mario, so naturally there are three Star Coins to be found on each level. Needless to say, if you use the Super Guide, it won't collect them for you or show you how to collect them. That's why you need to get them through your own efforts.
Iwata
So simply by playing using the walkthrough, there are aspects of the game you definitely can't complete. At the same time, really good players will be able to prove that they stand out from the crowd.
Miyamoto
By collecting Star Coins relying on their own abilities, skilled players will be able to watch a Hint Movie made up entirely of displays of Super Skills.
Iwata
So there's an example video with the very best play by the hardcore gamers at Mario Club and this will serve to enable skilled players to become even better.
Miyamoto
That's the idea. What's more, if you collect all of the Star Coins and fulfill other conditions, you'll be able to play new levels in the ninth world.
Iwata
If the levels are for someone to have gone that far, the ninth world must be tough.
Miyamoto
It's not that these levels are all really difficult. We've got a mix of fairly unique levels as well as difficult ones.
Iwata
Am I right in thinking there are fairly unforgiving levels?
Miyamoto
Right, they're unforgiving! (laughs) We've constructed the game so that not only Mario novices, but also skilled players, can really get the most out of it. I think that even playing alone, you can thoroughly enjoy the game. But this time we've also got multiplayer action, which means that everytime you play, you'll get the sense that you're playing on a new level.
Iwata
Out of interest, did you intend to include multiplayer modes in the game from the beginning?
Miyamoto
Yes, I did.
Iwata
Ever since Mario Bros., you've had your heart set on making a multiplayer Mario game. You've tried each time, but it's never quite come together… Even with Mario 6423, it started with Mario and Luigi running around together, didn't it?
Miyamoto
That's right. The screen was split and they went into the castle separately. When they meet in the corridor, I was incredibly happy! (laughs) Then there was also the mode where the camera is fixed and we see Mario running away, steadily getting smaller and smaller.
Iwata
Yes, that's right.
Miyamoto
That was a remnant of an experiment we did where Mario and Luigi would run away from each other but you could still see them both. But we were unable to pull it off…
23 Super Mario 64 was the first 3D Mario platform game. It was released in Japan along with the Nintendo 64 console in June 1996 and in the US in September 1996.

Iwata
The idea of having multiplayer mode in Mario is one you've worked on for many years. How were you finally able to realize it this time round?
Miyamoto
We owe it all to Wii's processing power. The CPU is much faster than anything we've worked with before, its graphical capabilities are advanced and it has a large amount of memory.
Iwata
So your longstanding dream has finally been realized on Wii.
Miyamoto
Yes, it has.