iwata

Latest

  • Iwata Asks Wii Fit: Volume 3

    by 
    David Hinkle
    David Hinkle
    02.18.2008

    For those of you who just love the interviewing skills of one Nintendo pres Satoru Iwata, then you should know the next segment in the interviews revolving around Wii Fit has gone live. This time around, Iwata chats with Hiroshi Matsunaga and Tadashi Sugiyama, two folks who oversaw the software development of the game.As you might imagine, the interview not only focuses on the introduction of the title from a developer's standpoint, but also fleshing out Miyamoto's idea to something more than an application for weighing yourself every day. Oh, and did you know that Wii Fit was originally planned as a DS game?

  • Iwata Asks about the Balance Board

    by 
    Candace Savino
    Candace Savino
    02.16.2008

    For the second installment of Iwata Asks (the Wii Fit version), Iwata gets the nitty gritty from the developers of the Balance Board. It's pretty interesting to see what the board could have ended up looking like. Take, for example, the crazy octogan-shaped thing about. Also, whenever reading about a development process, it's almost scary to know all the problems and obstacles that the makers run into.Of course, the developers prevailed and the Balance Board was born. From Sumo wrestlers to Miyamoto slamming a table, the interview has some nice insight on what it was like to make the unique peripheral. As per usual, click the picture or the "read" link to check it out for yourselves.

  • The skinny on Wii Fit is that it won't make you skinny

    by 
    Candace Savino
    Candace Savino
    02.14.2008

    Once Iwata's Brawl interviews ended, we started having severe "Iwata Asks" withdrawals. Yet, we're glad we waited before turning to heroin, hash, or horse tranquilizers to fill the voids in our hearts.* Our patience was vindicated, and a few days ago Iwata once again started up his Q&A segments, this time questioning Miyamoto about Wii Fit. If you were hoping that Wii Fit would be the answer to your love handles or scrawny limbs, though, think again. Wii Fit isn't a get-thin-quick plan, it's a life lesson. As was clarified by Miyamoto in the interview, "I don't think Wii Fit's purpose is to make you fit; what it's actually aiming to do is make you aware of your body."Since body awareness is part of attaining a healthier lifestyle, don't be too deterred. It's possible that Wii Fit can still get you on the right track to becoming fit, if you let it. Still, at the end of the day it's just a video game, not Richard Simmons.*Seriously -- don't do drugs. [/Public Service Announcement][Via CVG]

  • Nintendo's Miyamoto, Iwata discuss Wii Fit origins

    by 
    Ludwig Kietzmann
    Ludwig Kietzmann
    02.11.2008

    In the latest edition of "Iwata Asks," a series of articles in which Nintendo president and CEO Satoru Iwata interviews colleagues about their recent work, Shigeru Miyamoto finds himself discussing the origins of Wii Fit. Much like Pikmin and Nintendogs before it, the popular balancercise board has its roots in Miyamoto's everyday life. After a hectic work schedule heaped pressure and extra pounds onto the renowned designer's body, he swapped smoking for swimming and steadily grew more conscious of his body and his weight. Next came a special diet which required frequent measurement and recording of body weight. "Personally, I quite enjoy doing things that become habitual, as if it was daily routine work," explains Miyamoto. "I put the scale and graph paper in the bathroom, and after continuing the pattern for a month, it became like a ritual before getting into the bath. I wasn't able to relax without doing it!" Transforming the habitual measurement into something fun was the next step, one that preceded months of prototyping and "upending the tea table" -- a reference to Miyamoto's tendency to make last-minute decisions and cause a panic right before a deadline.

  • Iwata Asks Miyamoto about Wii Fit

    by 
    JC Fletcher
    JC Fletcher
    02.11.2008

    The Iwata Asks interviews with Masahiro Sakurai were interesting not just because of the revelations about Smash Bros., but also because they reminded us that Iwata was once just some normal guy who programmed video games for HAL Laboratory. We were pleased to see another Iwata Asks so soon -- and he's interviewing Shigeru Miyamoto this time about his latest project, Wii Fit.As usual, Wii Fit was born of one of Miyamoto's hobbies. Seeking a new, healthier way to relax, Miyamoto quit playing pachinko and took up swimming. He then started graphing his weight daily. This was the basis for the "Wii Health Pack" project, which, at first, didn't have any design specs except measuring weight on a graph. The actual game, then, came from the need to integrate exercise with a device that measured weight. This began with an experiment with balancing on two scales.The old rumor that Nintendo would be designing a new Balance Board for our big American clown feet is also called into question by the fact that Reggie and other large-footed staffers were brought in to test the Japanese board.

  • Iwata on Wii party culture, Wii Ware, and changing the world

    by 
    JC Fletcher
    JC Fletcher
    02.06.2008

    Gamespot's question-and-answer session with Satoru Iwata is rich with (written translations of) excellent sound bytes. For example, about the risky change in strategy that brought about the DS and Wii: "I worked under the assumption that if five years went by and the world didn't change, I could kiss my job good-bye." Luckily for Iwata, the world did come along right about when the DS Lite came out.Iwata expresses his surprise with the success of the Wii several times. As he puts it, the DS was easier to share and thus drive further sales, but showing off the Wii requires someone to visit your home. "In retrospect, the U.S. culture of the house party played a major role in spreading the value of Wii to a bigger circle faster than we ever predicted." He attributes the Wii's meteoric rise in the U.S. to this cultural difference, while Japan has gone more for the DS.But by far the most interesting part of the discussion is about the upcoming Wii Ware service. Surprisingly for someone with such an interest in casual games, Iwata sees download services not as the entire future of gaming, but as a breeding ground for experimental game design: "When making games, though, you come up with a lot of fun ideas that could sell for ¥500 (about $4.70). Well, if there were a forum for releasing that ¥500 single idea into the market now, maybe the idea would grow into something that could be used as a full packaged game in the future."[Update: Sonic_13 points out Iwata's claim in this interview that more than 10 million Virtual Console games have been downloaded worldwide! Go old games!]

  • Develop Magazine: Iwata is a 'Game Changer'

    by 
    JC Fletcher
    JC Fletcher
    02.05.2008

    Develop magazine's "Game Changers" is a list of 25 gaming industry luminaries who are "reshaping the games development business as we know it." At the top of the list: the lovable Satoru Iwata. The Nintendo president was cited as an influential figure due to his instrumentality in the creation of the DS and Wii, which have then led to a massive influx of new console gamers.Other notable Nintendo-related names on the list include: Mistwalker's Hironobu Sakaguchi, who is creating more titles simultaneously in less time than he ever did at Square, by combining a core creative team with outsourced technical development; and Majesco's Jesse Sutton, who has turned a failing major publisher around with a casual-inclusive, Nintendo-friendly lineup.

  • Iwata Asks Sakurai: Volume 7

    by 
    Candace Savino
    Candace Savino
    01.30.2008

    We've been told that all good things must come to an end, and this unfortunately applies to Iwata's informative interview segments with Sakurai (no one ever expects a Sakurai inquisition!). So, what better way is there to end things than to talk about the beginning?In this installment, Iwata questions Sakurai about the roots of the Smash Bros. legacy. While the original idea (Dragon King: The Fighting Game) sounds like it'd be a good time, we're really glad that Smash Bros. became what it did. To think, the game almost didn't have Nintendo characters in it (gasp, shock, sound of horror)! As we always say, you can't know where you're going if you don't know where you've been -- so, head on over to the interview and read about the beginnings of Nintendo's beloved fighter in the final segment of "Iwata Asks."%Gallery-10206%%Gallery-6869%

  • Iwata Asks Sakurai: Volumes 5 & 6

    by 
    David Hinkle
    David Hinkle
    01.29.2008

    Looks like we missed an update in the on-going series of discussions between Nintendo president Satoru Iwata and Smash Bros. Brawl. dev lead Masahiro Sakurai. This latest portion of their discussion centers around some of the new features that made the cut into the latest Smash Bros. game. Things such as the decision to include Final Smashes into the mix, as well as the almost limitless supply of trophies in the game are discussed. Today's portion of the discussion focuses on the music of the game. With over thirty different games to pull tracks from, the music in the game is almost as important as the character roster. And with new arrangements of classic tunes, as well as the option to pick from multiple tracks on each stage, we imagine the task of incorporating what Sakurai felt to be enough music was brutal, to say the least. Still, we're glad they put the effort in, because that surely means this will be the greatest game ever made. %Gallery-10206% Read - Iwata Asks Sakurai: New Smash Bros. Brawl features Read - Iwata Asks Sakurai: Music

  • Iwata Asks Sakurai: Volume 4

    by 
    David Hinkle
    David Hinkle
    01.25.2008

    Another day, another portion of the discussion between Satoru Iwata and Masahiro Sakurai. And today's focus is on the single-player experience in Brawl, which has gotten a lot more love from Sakurai than from those who've worked on previous installments in the franchise.Essentially, he describes the single-player campaign as a completely different experience than that of the tried-and-true multiplayer game, citing differences in both character movement and the "basic game system." On top of that, it will offer players a more fleshed-out and digestible storyline, instead of just tossing the player into a scenario and asking them to complete it.

  • Iwata Asks: Volume 3

    by 
    David Hinkle
    David Hinkle
    01.24.2008

    Following the first two installments of Iwata Asks with special guest star Masahiro Sakurai, we're now presented with the third. And, just like the first two segments of the interview, this one is chock full of interesting stuff. Again, we point to Iwata's uncanny ability to interview folks.This piece of the interview focuses on the fun you can have in Super Smash Bros. Brawl with others, whether it be locally or through Nintendo Wi-Fi Connect. It touches on stage building, sharing and, one of the aspects of the title we're most looking forward to, co-op.

  • Dojo update: Manaphy and Iwata asks

    by 
    David Hinkle
    David Hinkle
    01.22.2008

    Today's dojo update is a pretty good one, as we not only get shown a new Pokemon that has a pretty unique skill, but also get another installment in Iwata Asks, where the Nintendo president not only apologizes for the Smash Bros. delay, but also talks about some other stuff. As interesting as that is, we're going to shift things back to the new Pokemon included in Smash Bros. Brawl.Manaphy has a unique ability where it will swap the hearts of two combatants. What this does is cause them to switch bodies, essentially changing your character should you get caught in Manaphy's ability. For example, you can see Zelda and DK switching bodies here.%Gallery-10206%%Gallery-6869%Read - Iwata asks SakuraiRead - Manaphy

  • Iwata: Wi-Fi to get expanded this year

    by 
    David Hinkle
    David Hinkle
    01.07.2008

    Nintendo head honcho Satoru Iwata recently conducted an interview where his comments regarding Nintendo's Wi-Fi Connect were pretty darn interesting. While the dreamer in us was hoping for a retooling of the useless Friend Code system, such is not the case. What Iwata hopes to do is expand how the DS is used to access information, such as possibly downloading surrounding map data after getting off of a train. The idea of being able to do things such as this with your DS is something we definitely can get down with, but we wonder about the execution. The homebrew community can definitely come up with applications to cater to these needs, but an official Nintendo solution, a kind of "all-in-one" thing would be great. Get on it Nintendo, we need more excuses to carry our DS everywhere.[Via Nintendic]

  • Nintendo, Monster Hunter score big in part one of Famitsu's end of year list

    by 
    Ross Miller
    Ross Miller
    12.24.2007

    Famitsu has published (via 1UP) the first part of its reader's choice awards looking back at the year in Japanese gaming. A number of gamers and retailers were given a questionnaire by the magazine, and this week's issue debuted the initial results.The major winner is Nintendo, who topped the developer lists for both gamers and stores, the hardware lists (DS for retailers, the Wii for gamers), industry figures (Miyamoto), and even won the category for what kanji character represents 2007 best? (Readers picked "Nin," the first character of Nintendo's Japanese name.)Capcom (thanks in no small part to the Monster Hunter series), Sony and Level 5 (Professor Layton) also placed high on the lists, and Mistwalker founder Hironobu Sakaguchi tied with Miyamoto on the stores' list of which industry figure put in the best showing. Conspicuously absent from the list? Microsoft. Okay, we're not that surprised.

  • Iwata is named Person of the Year

    by 
    David Hinkle
    David Hinkle
    12.20.2007

    Who doesn't love the great Satoru Iwata. He's a very kind man and a pleasure to be around (this blogger knows, he met him a couple years ago). Not only that, but he has a good mind for business, as he's managed to turn Nintendo into a crazy-rich company with the hottest console and handheld on the market. Certainly, he deserves this honor.He isn't the only person from Nintendo to be recognized, however. Next-Gen's list encompasses 25 people from the industry, and other notable Nintendo folk include George Harrison and Yoshiaki Koizumi (the director behind Super Mario Galaxy).

  • Miyamoto talks Super Mario Galaxy co-op

    by 
    Alexander Sliwinski
    Alexander Sliwinski
    11.08.2007

    Nintendo's corporate Wii site has an "interview" between Nintendo president Satoru Iwata and Nintendo guru Shigeru Miyamoto, meaning it's not exactly the most authentic conversation you'll read this decade. There is, however, something interesting about Miyamoto's ideas on co-op in Super Mario Galaxy.Now, if you read it on the American Wii site the headline is "Cooperative Game Play, a Secular Challenge," while on the British site it's "The Old Issue of Two-Player Play." Either way, Miyamoto explains that Galaxy was originally going to have more cooperative elements (like the second person might have controlled jumping, for instance), but a player would only end up getting in the other's way. By having the second player collecting things on screen and being able to point at objects, Miyamoto envisions parents being able to play with their children and the generations assisting each other in the experience. Considering Mario has always been a solo experience (or a player-at-bat concept), it'll be nice to have a friend or significant other be able to do something other than watch. It's a subtle co-op design choice, but one we can see other games picking up if it works.

  • Iwata: We aren't planning a next-gen DS

    by 
    David Hinkle
    David Hinkle
    11.06.2007

    During a recent financial briefing, Iwata spoke about some concerns over a possible revision to the DS or a possible next-gen successor to the dual-screened handheld. Turns out, Iwata isn't so keen on a new handheld device coming from Nintendo right now, or anytime in the future. Instead, he plans on extending the functionality of the DS.Iwata wants your DS to become a companion so deeply in touch with your life that you'll find it useful in everyday situations. Sure, you can enhance your life with your DS at the baseball game, museum or when you're studying hard at school. Until the DS can't do that anymore, we imagine it'll be sitting pretty in the driving seat.[Via Game Informer]

  • Nintendo rethinks console life cycle

    by 
    David Hinkle
    David Hinkle
    11.06.2007

    var digg_url = 'http://digg.com/nintendo_wii/Iwata_comments_that_the_Wii_could_last_longer_than_the_usual_5_years'; Nintendo consoles have usually enjoyed a five-year life span, Iwata explained during a Japanese conference documenting the Q3 earnings of the company. During this briefing, Iwata spoke of the new gift-giving feature and TV guide Channel, but what was overlooked until now was his comments regarding how long of a life the Wii will have."As we continue our research and study for new hardware, when we will be able to launch a new kind of hardware will actually depend on when we can change entertainment completely, and so have a strong impact on people around the world," he said. "Or, there will certainly be a time when we have to say that we have done everything possible with the current machine, that we can never propose anything new." Iwata further explains that fresh hardware is often the result of the company needing a new weapon in the fight against other consoles. With the Wii, however, he feels that the company won't be needing any new weapons for quite some time, stating "But today's situation is such that we are not desperate for any new weapons at all."So, could the Wii be the first console to break the tradition of a five-year lifespan, even though its hardware is considered by the mainstream to be weaker than its competition? The way Iwata is talking, and the fact that it could be almost 2 years before the supply meets the demand for the console, makes it sound like it could very well be a reality.[Via Aussie-Nintendo]

  • Financial Briefing: TV guide videos, gift channel, and more

    by 
    JC Fletcher
    JC Fletcher
    11.01.2007

    Nintendo has transcribed a Financial Results briefing given by president Satoru Iwata. Being a Financial Results briefing, it of course focuses on sales history, but it is also loaded with information that may be of interest to you beyond the charts and graphs detailing how awesome Nintendo is.* This includes Iwata's new philosophy of the roles of Nintendo's gaming systems. The DS is now being seen as a "machine to enrich its owners' lives," in ways beyond gaming. Nintendo's plan for new DS-based utilities is an instantiation of this idea, allowing users to carry their DS systems around for many purposes, improving the quality of their lives. The Wii, on the other hand, is seen as the "Machine to put smiles on people surrounding it," meaning that entire households should be encouraged to interact with the Wii, even when not playing games. You are free, of course, to moan about this being the death of gaming or whatever.Spreading happiness is the goal of the two new updates headed to the Wii. Check pages 6 and 7 for video of the gift-giving function of the Wii Shop Channel, which will work for both VC and Wii Ware games, and a demonstration of an early version of the TV Program Schedule Channel. It allows users to search by genre or keyword, and to mark their favorite programs with a color code.*For an analysis of the charts and graphs detailing how awesome Nintendo is, check out this Gamasutra feature from our own Eric Caoili!

  • Iwata says no price cut in sight

    by 
    David Hinkle
    David Hinkle
    10.30.2007

    With the holiday season right around the corner, this is the time when everyone in the industry talks price cuts. The Xbox 360 has cut its price down, the PS3 has (multiple times, it seems) and everyone is looking at the Wii and wondering if Nintendo too will follow suit. According to company president Satoru Iwata, Nintendo has no plans whatsoever. "We're still focusing on how to meet booming demand," Iwata stated, as the company has had several issues with getting its product out onto store shelves and keep it there for consumers to pick up. "We're absolutely not considering a price cut," he adds. And, really, why should they? Nintendo has the most popular console on the market and it's still the cheapest, as well.