With Pikmin 4 releasing nearer to the end of this week, Nintendo has seen to it to make sure Pikmin 4 was the latest game to get the “Ask the Developer” interview treatment. Across the interview’s multiple instalments, we got to hear from the likes of Shigeru Miyamoto, Yuji Kando and more.

During the interview, Yuji Kando, Yutaka Hiramuki, Taku Matoba, and Shigeru Miyamoto, discussed the benefits of Pikmin 4’s Dadori Challenge mode and time rewinding ability:

Pikmin Devs on Pikmin 4’s Rewinding Time Ability:

Yutaka Hiramuki: In the first concept document created by Kando-san, he wrote, “Eliminate the barriers between modes”. In this game, we’ve blended the story mode, which you can play for a long time, with a versus mode and mission mode, which demand a deeper level of Dandori.

Taku Matoba: The Mission Mode in Pikmin 3, where you had to complete a task within a time limit, was popular among players who were really sinking their teeth into the game. We thought that the Mission Mode would be the best way for players to understand the fun of Dandori. Earlier, Hino-san described the Mission Mode as helping players clear the main story, but in reality, it’s considered a mode that’s well known only to those in the know. This time, we’ve incorporated this mode into the story, so players can find the fun in saving time by practising good Dandori.

Yuji Kando: The Mission Mode has also been renamed Dandori Challenge and added into the storyline to increase player motivation. Also, the versus mode in the second and third games required two players to play, but in this game, we’ve implemented a CPU battle mode so that it can be enjoyed in single player. We call it Dandori Battle, and we’ve integrated it into the storyline so that players can clear it naturally as they progress. Weaving these Dandori Challenges and Dandori Battles into the story is our way of sneakily training up players in the art of Dandori. (Laughs)

Shigeru Miyamoto: And this time you have the option to start over, right?

Yutaka Hiramuki: Yes. Pikmin and Pikmin 3 both involved repeated Dandori within a set period of time – 30 days in the case of the first game and three to four days, before the player’s food supply runs out, in the case of the third. In this game, players can go back in time and start over at any point with a feature called “Rewind Time”. Previous games only let you go back to the morning, no matter what time of day it was, but now you can go back to just a few minutes ago when you realise you’ve made a mistake. This makes it easier to quickly try out new strategies.

Yuki Kando: Until now, it was common for players to be in a situation like, “I’ve worked so hard to plan everything and get to this point, but I made a mistake on the very last move, and my Pikmin died… I have to go back to the morning and start all over again…”. It’s sad when that happens, so we’ve implemented this rewind feature to support players facing such a predicament.

Yutaka Hiramuki: Exactly. By reminding players in-game now and again that it’s OK to rewind time, we’ve been careful not to make them feel like they’re cheating by using this feature. Of course, players who thrive in challenging environments don’t need to use this feature. Also, by developing gear and items or letting Oatchi learn skills, you can do many more things to exercise good Dandori. When it comes to Dandori, there’s more than one approach. Players can do more things as they progress, and their Dandori skills will naturally improve.

Shigeru Miyamoto: The gameplay of the Pikmin franchise isn’t about competition. It doesn’t make players think, “No fair! They only got a high score because they were cheap!”. The fun in this franchise’s gameplay lies in players setting their own goals and overcoming them as they go along.

It’s all about getting in those reps to grow your Dandori muscles. (Laughs)

For the full interview, why not click here to check out Ask the Developer Vol. 10, Pikmin 4 – Chapter 1Ask the Developer Vol. 10, Pikmin 4 – Chapter 2.

Ask the Developer | Pikmin 4 (Participating Developers)

  • Shigeru Miyamoto | Representative Director Fellow
  • Yuji Kando | Entertainment Planning & Development Department, Production Group No.10
  • Yutaka Hiramuki | Entertainment Planning & Development Department, Production Group No.10
  • Taku Matoba | Entertainment Planning & Development Department, Production Group No.10
  • Mitsuhiro Kida | Entertainment Planning & Development Department, Sound Management Group

By Jack Longman

In 2015, when rumours of the NX and Zelda U were everywhere, my brother and I started Miketendo64 and we've been running it ever since. As the Editor-in-Chief, I have attended video gaming events in three different countries, been to preview events, and penned more than 4,000 articles to date, ranging from news, to features, reviews, interviews and guides. I love gaming and I love all things Nintendo. I also love Networking, so don't be afaid to reach out. Email: contact@miketendo64.com / jack.lo@miketendo64.com Website: https://miketendo64.com/ YouTube channel: https://www.youtube.com/channel/UCyVMO4QgcniAjhLxoyc9n8Q

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