3. It Gets Going After You Beat the Game

Iwata:

Now I would like you all to tell me what it is in Nintendo Land that you highly recommend. Yamashita-san, can I start with you?

Yamashita:

Sure, I recommend the Team Attractions. If you beat all the levels in level-based attractions, an extra stage appears that’s like a secret level. Especially when it comes to Metroid Blast, no matter how many times I play it, I can’t clear it! (laughs)

Iwata Asks
Iwata:

To clear all the levels, you need a fair amount of determination and technique.

Yamashita:

Exactly. And all the levels have a Master Rank13. Even the extra stages are hard to beat as it is, so the Master Rank is really quite something…13. Master Rank: This status is gained once you clear a stage under restricted conditions, such as not using certain attacks.

Shimamura:

I’ll feel sad as a developer if it’s all over when you only beat it once! (laughs) We put in a lot of elements that you can play for a long time well after you clear it.

Iwata:

Shimamura-san, what do you want to talk about?

Shimamura:

For me it’s definitely the time attack modes in attractions, like the one in

Video: The Legend of Zelda: Battle Quest

Now I would like you all to tell me what it is in Nintendo Land that you highly recommend. Yamashita-san, can I start with you?
The Legend of Zelda: Battle Quest . The time attack modes have a lot of flavour because they’re simple.

Yamashita:

Things like charging up your bow and arrow to defeat multiple enemies and thinking of how to reduce time loss as much as possible are directly reflected in the results. It’s tough, but there’s a strong sense of accomplishment.

Shimamura:

I’d also recommend the co-operative Challenge in Pikmin Adventure. The clear times are recorded in every stage, so you’ll want to get your personal best score and brag about your best time to friends! And the score attacks in

Video: Captain Falcon’s Twister Race

Now I would like you all to tell me what it is in Nintendo Land that you highly recommend. Yamashita-san, can I start with you?
Captain Falcon’s Twister Race are intense.

Yamashita:

That is awesome! The machine runs by itself so the trick is in how you handle the curves. Depending on the timing, how you accelerate after a drift will affect your score.

Iwata:

The more you play, the more you can enjoy a deeper game experience. Sakaguchi-san, what about you?

Sakaguchi:

On the point of playing up the game, if you can clear a certain criteria in each of the attractions, you’ll gain a special title. If you can get it in all the attractions, you’ll be able to see the ending. The rest is up to the players to find out for themselves! (laughs)

Another point I’d like to mention is that there is an incredible amount of music tracks in this game. If you count short ones like fanfares and arrangements, there are more than 200 tracks.

Iwata:

Over 200 tracks? That’s more than I expected.

Sakaguchi:

That’s right. There are a lot of arrangements of music that people will remember from the past, so that will get you excited.

Yamashita:

It’s not music, but in

Video: Balloon Trip Breeze

Now I would like you all to tell me what it is in Nintendo Land that you highly recommend. Yamashita-san, can I start with you?
Balloon Trip Breeze , the beginning of the night stage in Day 1 has the same course structure as the original, so I think people will notice.

Sakaguchi:

Right! For those that played the original games of the attractions, there are quite a few details in there that’ll bring a smile to your face once you spot it, so I hope people will have fun looking for those things.

Iwata:

Eguchi-san, you’re last.

Eguchi:

What I’d like to recommend is

Video: Donkey Kong’s Crash Course

Now I would like you all to tell me what it is in Nintendo Land that you highly recommend. Yamashita-san, can I start with you?
Donkey Kong’s Crash Course . Depending on the skills and ideas of the player, the course design has been done in a way that you can take shortcuts and do speed runs.

Shimamura:

Donkey Kong’s Crash Course might have been the attraction that excited us the most when playing during development. Every once in a while crowds would gather around the desk of a staff member who was test-playing it, and that usually meant that the staff members were bragging about the new shortcut they discovered and speed run records they had set. (laughs)

Yamashita:

They’d hook one corner of the triangle on purpose before they fell, and make a perfect landing synchronising the fall with the rotation timing of the cart. It was something that made me want to yell out, “Are you a gymnast!?” (laughs)

Shimamura:

Donkey Kong’s Crash Course really stimulated our competitive spirits. Everyone in the development team was all over it.

Iwata:

By the development team competing against each other on game skills and techniques, the course design became even more fleshed out.

Shimamura:

Right. There are extra stages in the Solo Attractions as well. The difficulty level skyrockets, so I would like people to test their skills.

Iwata:

So for those who are confident about their skills, you can say that it really gets going after you beat the game.

Iwata Asks
Eguchi:

I think so. At a glance, every attraction seems simple enough for even a small child to play. In that sense the entrance gate is wide and easy to get in. But once you do, I think people will realise that very deep gameplay experiences await them.

Yamashita:

I have confidence that people will be surprised by the amount of depth the game offers. I hope everyone gives it a try!