Nintendo CEO Satoru Iwata has died [pdf]
nintendo.co.jp
nintendo.co.jp
Edit: I found a PET quote from Iwata Asks.
http://iwataasks.nintendo.com/interviews/#/3ds/creators/4/0
> Iwata: Disassembling! Wow, that really brings back memories. I remember getting my first computer, which was a PET, and disassembling it to try and analyze it. We didn't have printers at the time, so I wrote everything on the screen by hand. I really can't believe I did that. (laughs) That's how I found out what was going on inside.
> Iwata: It just so happens that a computer and the Famicom system had a similar CPU. That's why when I started working with Nintendo, I knew about the 6502 better than anybody else in the company.
Iwata was a lead programmer on Earthbound/Mother 2 (my favourite game of all time). The game went through a troubled development and if you trust the impressions of Itoi, the lead designer, Iwata's incredible skills saved the game from cancellation. An Earthbound fan translated a Famitsu interview from Mother 2's initial release where he talks about programming a bit. https://yomuka.wordpress.com/2011/12/24/weekly-famitsu-septe... EDIT: More here: http://earthboundcentral.com/2013/03/itoi-iwata-discuss-moth...
Incredibly, Iwata was still doing some programming work during the Gamecube era in the 2000s. http://nintendoeverything.com/iwata-on-his-super-programmer-...
“When I’m parting with a friend, regardless of the circumstances, I find it best to just say, ‘See you later.’ We’ll meet again. After all, we’re friends.
That’s right—nothing unusual about it. I’ll see you later.
You went on a trip far, far away, even though it was planned for many years from now. You wore your best outfit and said ‘Sorry for the short notice,’ though you didn’t say it out loud.
You always put yourself last, after you’d finished helping everyone else. You were so generous as a friend that this trip might be your very first selfish act.
I still can’t grasp what’s happened. It feels like I could still get a light-hearted e-mail asking me out to lunch at any moment—after you’ve made sure lunch wouldn’t disrupt my schedule, of course.
You can invite me out whenever you want. I’ll invite you, too.
So for now, let’s plan on meeting again. You can call me up whenever you like, and I’ll give you a call, too. I still have a lot to talk to you about, and if I come up with any particularly good ideas, I’ll let you know.
So let’s meet again.
No–I suppose we’re already meeting. Right here, right now.”
— Shigesato Itoi
The fact that Iwata-san's passing is being mourned by so many around the world really speaks to his contributions to gaming, and also to the fact that video games are already - and have been for 30+ years - a true art form.
http://earthboundcentral.com/2011/04/a-look-at-the-mother-2-...
My only complaint is that it is a bit long. It'd be nice to have some cheats that would let you level up more quickly, in order to get through the story a bit more briskly. But even so it's totally worth playing, and has a killed soundtrack.
This is about normal for a SNES-era RPG.
The end boss is maybe one of the best end bosses I've ever seen in a game, the music is absolutely amazing, and the characters are wonderful.
I don't want to say anything more because not only will it be a spoiler, but it may not even make sense out of context... and once you play Earthbound, you will know exactly what I mean.
8-bit chiptune throwback before throwbacks were chic = jawdropping for 1995
Mother is basically unplayable in 2015. The encounter rate is beyond ridiculous. I'm a little surprised they released it unmodified. Shortly before the official Nintendo release this year, someone put out a great hack that makes the game actually enjoyable. If you're going to play Mother, play this version.
https://forum.starmen.net/forum/Community/PKHack/Mother-25th...
Earthbound is pretty good unmodified, but there are hacks around that make the game more playable.
http://www.hyper.metroidconstruction.com/
Hacks of 16 bit games are getting really interesting at the moment.
That game really rewards exploration. There are hilarious jokes hidden everywhere... even on the back of billboards :)
http://iwataasks.nintendo.com/interviews/#/wii/mario25th/4/3
> Iwata: That was fun for me, too. At the time, when someone came to me and said, "I'm having trouble because there isn't enough memory," I was—to be honest—really happy. (laughs) Seeing if you could achieve programming for the same functions with a smaller amount of memory was one way for a programmer to show off.
> Miyamoto: We were like, "If we just leave it to Iwata-san, he'll take care of it." (laughs)
> Iwata: I enjoyed that as I worked.
I don't remember if there's evidence for this, but I believe the experience of Iwata and the rest of the HAL Laboratory crew with the 6502 led to them choosing it for the Famicom system. There are certainly plenty of PET and VIC-20 games they developed, including this one with his name hidden in it:
https://www.youtube.com/watch?v=ZsA8JPReMzE
HAL Laboratory made some excellent games with their software sprite system. It's surprising that Iwata is gone so soon.
Not talking about him as a human being, but his decisions in the past few years have put Nintendo in trouble, actually.
I know many who agree with me, including plenty of friends at their 20s up to their 50s - Nintendo's legacy often shows up in their works today, whether it be in the game industry, or the music industry. Iwata had a large part in that, from the Mother series (Earthbound), Kirby series, and Smash Bros. games - I think he was also involved in my favorite game series, the Panel de Pon/Tetris Attack/Puzzle League/etc. series. It is a sad day :( .
That's my own gripe with the game. Why offer splitscreen if the game becomes unplayable?
They made the right call.
Being unable to take any turn without having the track memorized by-heart is a large issue.
Actually no, they went back to profit in the 2014-2015 period (and since their first report in 1981, the 3 years period 2011-2014 is the only time they had yearly losses)
http://www.theverge.com/2015/5/7/8564303/nintendo-fy-2014-ea...
http://m.ign.com/articles/2005/03/11/gdc-2005-iwata-keynote-...
It is kind of sad to me that the newer generation does not get to grow up playing old school games like Final Fantasy and Zelda. Some of the games these days really focus too much on graphics and not gameplay. I felt a lot of games back then were much harder and more unforgiving than games today.
they're not nearly as detailed, but they're just more artistic/pleasant, as if more time was spent in that direction to "compensate" for the lack of detail
I was thinking a long time about why I prefer 2D games to 3D ones, at least in terms of visuals. The conclusion I reached is that it's because technological limitations you get to see in graphics. Models are made from low-poly meshes, and you can (still) see the straight edges where you know they should be curved. Textures are too low-detail; stand next to a wall or close to any entity in a 3D game and you'll always see the texture upscaling, lack of detail.
Most of 3D games try to go for "realistic" visuals, but they never cross the uncanny valley. 2D games seem to look prettier to me because they don't set up expectations - so as long as they have consistent art style, the brain doesn't complain much. Moreover, in 2D productions artists usually have full control of every pixel displayed on screen, so the art can be (and usually is) very detailed. The limits that 2D environment places are more strict than limits of available technology, so your experience doesn't get ruined by jagged edges and texture upscaling.
That's why I still like the original StarCraft more than StarCraft 2 and think that introducing 3D graphics was a bad decision - the original art style looked serious, dark, had an atmosphere. SC2's style is dominated by clunky 3D models which look more like child's toys than serious hardware. But then again maybe this was made on purpose - the plot of SC2 seems about as serious as the graphics, which is not at all.
Starfox was a rail shooter that used 3D models rather than scaled sprites.
the more complicated stuff came with third person shooters and similar. Where you either had fixed cameras, thus having the controls shift between "cuts", or the camera on its own control (tap your head and rub your tummy style).
Most of the people who encountered the N64 did not know how to hold the controller at first glance. This was made worse by the fact that practically every game has a different idea about how the controller was to be used. Nintendo had to settle a court-case by distributing gloves to players complaining of friction injuries.[0] .
This was mostly because developers didn't know how to deal with the control schemes of 3D environments very well, and Nintendo was planning for what they considered to be needed in the future : more controls.
There's very likely a reason that the M shape was never used for controllers again, however it did leave a lasting legacy in the form of trigger buttons (not shoulder buttons), which are now practically a universal controller feature.
I'm pretty sure I saw someone being vapourised by one in an episode of Lexx, too.
Also analog sticks, which are even more important.
I'd imagine the friction lawsuit had something to do with that.
- Shovel Knight
- Dust: An Elysian Tail
- Hotline Miami
- Don't Starve
- Spelunky
- Braid
- Papers, Please
- Sunless Sea
There _has_ been quite a few retro-style, pixelated graphics style games to come out of that sector for one reason or another, but ignoring that, the games tend to have a more stylized feel to them. Limited fidelity means the games need to more creative, but I think that tends to just come with works of passion from smaller studios.It's been awhile since I've played a sidescroller that warranted multiple playthroughs, but I picked up Shantae: Risky's Revenge up in one of the HumbleBundles, and I loved the hell out of it.
One part Castlevania, one part Megaman, one part Metroid.
It was so good I went out and bought an XBox One controller to play it further, even though I don't own an XBox One. Side note: apparently its the best PC gamepad you can find that has a good D-Pad; the D-Pad is probably the best one I've used since my childhood.
Also, I don't need to put batteries in if I run it off wired USB, so theres also that.
I own a bunch of retro consoles and games, pretty much all by Nintendo and have always wondered if there's an interest in "let's play" of an original Legend of Zelda and so forth (I'd guess most are done via emulator but that just doesn't feel right to me :P). Would require buying a hardware capture device that's Linux compatible but those are 1in the 50-200 Euro range. I'm feeling like it would be something I'd have a blast with but not sure.
Is there a practical intro somewhere? One that allows me to actually play a game, even losing it badly, but not encounter half a dozen "huh, I have no idea what that means and what I should do now" situations every turn.
That's how people learn Dwarfortress, which is even less penetrable. Remember, losing is fun.
It's worth it, though...
Exactly, it's a good example of a game that uses 3D only for effect, without incorporating it at all in the gameplay.
The new content update 1.3 is boss.
- A Valley Without Wind (I like Valley 2): https://arcengames.com/a-valley-without-wind-1-2/
- Rimworld: http://rimworldgame.com/
- Starbound: http://playstarbound.com/
There are also games like Super Meat Boy and Binding of Isaac.
What makes you think they don't?
http://www.amazon.com/Classic-USB-Super-Nintendo-Controller-...
Heh, so basically "look past everything and you'll have fun!"
I'm susceptible to this myself, I played through the Resident Evil 1 remake on the Gamecube when I was probably 12-13 and managed to beat it a couple of times. I tried to pick it up again recently with the newest remaster and found it brutally difficult (as I suspect it always was, but I feel sensitive to it in an age where CoD regenerating heath and cover systems make games very easy)
But then, let's see these kids play the NES version of the Ninja Turtles game. You know, the one with the dam level where you have to diffuse the bombs.
I got hold of it recently to see if it was really as hard as I remembered.
It was harder.
I can look at a game like Tales of Phantasia and bask in how beautiful everything looks, even at 256x224 on that limited hardware. I can even go way back to the '80s on PC-88 titles like Undine and have a lot of fun.
But I load up Grandia and ... oh dear. I know it's a great game, everyone says it's wonderful, but it looks absolutely dreadful.
"Retro" graphics are pretty popular now, though. They're in the mainstream all the time.
If only. There are exceptions but the vast majority of mobile games that "make it" have very simple and mindless gameplay. Games like Super Mario/Metroid/Zelda do exist on mobile but very rarely do well, and as a result not many people make them. It's nothing at all like the 80s/90s.
Give me a crosspad and two buttons. And then get off my lawn.
I considered buying one when I had a 5S, but decided against when it leaked that the 6's would be bigger. Don't know if the situation's changed.
Not that I don't agree with you --- I do; gaming on phones is a miserable experience. You do get game controllers for phones, but they're frequently awful and game designers can't assume that people have them so they have to design for playing on the screen anyway.
I'd love to see a proper solution for this.
Phones are just not built to be a good gaming platform as is, and I am not convinced they will be comparable in experience for at least another decade, if not longer. The technology isn't optimal yet.
The only Nintendo games I'd be interested in playing on mobile are RPGs like EarthBound or Pokémon.
Seriously, most games are finished in a month if they're good and maybe 2 if they're not. So lets go with $.99/Month on the mobile model.
Unless it's one of the endless time suck games like current mobile games, eg dudes fighting castles, or some big online multiplayer on PC you're not really getting a multi month subscription out of it.
The poster boy in this thread, any mario game, is maybe 2 months, 3 in spurts. That's 3 @ .99, 6 @ 1.99, or 9 @ 2.99. None of which gets you even close to what they were making.
And none of those games will hit the same scale as the dudes n castles games will because those games are simple time wasters with little barrier to entry, eg no skill required. You have to limit max players BEST CASE for your great yester year at the same for any console game, eg maybe 10M players max. If they all played for 3 months at max price your best case is 100M, but more likely 10-30M best case. And likely lower. Eg console numbers is console numbers.
These games cost 10M + to develop these days even great 2d ones because they're still modelled in 3d for parts of it. This isn't the multiple order of magnitude payback the mobile folks are getting on their hits with their quick iterate and the dogfight for the winner.
They're on the e-shop on the 3DS and WiiU, as well as sold in game stores, just as game cases that are for download codes. I'm pretty sure the newer generation is exposed to them.
Some games might have felt unforgiving because technological limitations (no saves) or commercial considerations (coin-op first, home later) forced players to repeat procedures over and over again. This is not something to celebrate. I hope my kids will never have to spend the same amount of time and money I wasted on the first 8 levels of WonderBoy II.
Like, which ones? Triple-A FPS games that actually have players that require marksmanship? I don't know of any.
If you play a game competitively, you play against other people. That will always take skill. The conversation going on above is about playing against the game itself, not other people.
Proof: there is no technological limitation for modern coin-ops regarding saving state, but games actually implementing some sort of saving mechanism are still few and far between (and even then, saving features are almost invariably another way to force players to buy add-on gizmos...).
Funny picture, when asked to draw Kirby. Artists vs Programmers. Miyamoto, Sakurai and Iwata I believe. http://i.imgur.com/S5Cq9lT.jpg
From left to right:
桜井 政博さん Sakurai Masahiro-san
「星のカービイ」を考えましたスゴイ人! 開発スタッフの中ではいちばん若いけど、 おもしろいゲームを作ることなら、 だれにもまけない。 口数の少ないアイデアマン。
The amazing person who thought up Kirby's Dream Land! Although he's the youngest of the development staff, when it comes to making interesting games, he won't lose to anyone. An idea man of few words.
宮本 茂さん Miyamoto Shigeru-san
「スーパーマリオ」や「ゼルダの伝説」シリーズなどを作った。 有名な人!みんなもよく知ってるよね? 今回の「カービイ」でもプロデューサーを担当。
He made series such as Super Mario and The Legend of Zelda. He's famous! But you already knew that, right? For this Kirby, he took on the roll of producer.
岩田 聡さん Iwata Satoru-san
任天堂から発売されたゴルフゲームの、ほとんどを作ったエライ人! 「カービィ」では、 みんなを明るくはげましなから、プログラムもやってしまうプロデューサー。
He's the great person who practically made Nintendo's golf game! Due to everyone's enthusiastic encouragement, he was both a programmer and a producer for Kibry.
I'm sad to see him finally leave us.
The Japanese announcement says 胆管腫瘍.
Just when Nintendo has started having some bright spots in their business.
RIP.
EDIT: and I think he was lying a bit about the diagnosis in that letter, or else his docs were lying a bit to him. That may have been what he wanted to believe. If it was discovered "routinely" outside of surgery it was stage 4 to begin with, and there wasn't any hope, and it was probably inoperable (the fact that he got an operation and only lasted 12 months suggests the op didn't do any good).
Not really casting aspersions on him, though, just cancer is really shitty, and this one particularly bad.
I wonder if the Wii and the DS are used as case studies in business schools. Smaller company playing a disruptive strategy against giant competitors.
I also think it's equally impressive how Nintendo always lived to fight another day... seems so many technology firms have one or two hits then get wiped out when a new product under-performs.
Although before that, Nintendo owned the games console industry, so it wasn't exactly a small startup. It had market-leading software franchises to sell its hardware.
> seems so many technology firms have one or two hits then get wiped out when a new product under-performs.
Absolutely true. It's one of the main reasons why the IBM PC (running DOS) and then openly-licensed Windows came to dominate the PC market rather than Acorn, Apple, Commodore (Amiga), Sinclair and hundreds of other proprietary manufacturers.
That was never a viable strategy in the games console market because most consoles were sold at a loss, ie software sales subsidized hardware sales.
It's a bit ridiculous to try to paint the picture of a small company upsetting the balance and applying the "disruptive" buzzword to 2000s Nintendo.
As for living to fight another day, well, that's the price of innovation. For every Wii, there is a Virtual Boy. For every Ocarina of Time there is a Phantom Hourglass. Not every bold move pays off, not every innovation is well received. Fortunately for Nintendo they never stopped innovating and taking risks. The times it paid comfortable offset the times it didn't (like the current gen Wii U). Besides that, they have extremely valuable IP they can cash on (Mario, Pokémon, etc).
2. The Wii is practically the definition of a 'disruptive strategy.' They stopped trying to compete on what was previously considered key (specs, AAA games) and instead focussed on adding a radical new dimension to gaming (motion sense controller).
Five years ago, I read (and saved) a series of fascinating interviews about the development of the Wii. Some of them were on the Nintendo corporate sites (see https://web.archive.org/web/20100612175931/http://wii.ninten...) while others were from Japanese magazines that a colleague translated. It was really a remarkable tale — Iwata was a CEO who loved to work with his engineers and designers, and in the case of the Wii, they created something that was truly innovative, and not just in an engineering sense. The following excerpt discusses the creation of the Wii remote/nunchuck:
Iwata: I still remember the first time I saw the pointer demo in one of the conference rooms. From the moment I picked it up, it just felt right. I had handled other pointer devices before, but they are not normally responsive and leave you feeling more frustrated than relaxed. The pointer idea itself was also good, but in this case it was the sense of control, the finish of the product, that was particularly good. I suppose that was the result of the technology brought in by Mr Takeda.
Ashida: Well, it was because the main controller was just a rod. (laughs) It clearly couldn't be used to control existing games. Since Wii is compatible with GameCube games, and we also had the concept of the Virtual Console, we had to make it possible to play games from the NES days, too. On top of that, we also had to consider FPS (first person shooter) games for the overseas market. These factors ultimately gave birth to the idea of combining various controllers to the main controller with an extension connector.
Miyamoto: The idea of connecting controllers spread very quickly, but the Nunchuk, which had such a strong impact when it was announced, was done much later.
Ashida: I first heard about the idea for the Nunchuk from Takeda-san. He said, “can you try to make something like this?” There were also requests from the development teams for Metroid and other software titles asking for a new kind of controller that uses both hands, that can offer a new type of gameplay. And so, yet again, we started out by moulding another clay model. (laughs)
Takeda: This idea originally came from one of the young developers involved in the project I mentioned earlier, the one aimed at selling packaged peripherals with GameCube games.
Iwata: I can still vividly recall the look of anxiety on Mr Ashida's face when he showed me the Nunchuk. What was running through your mind at that time?
Ashida: Well, I thought it wouldn't fit well with the streamlined designs of the console and controller. At first, I also considered a design similar to that of the remote. But since it was so obvious that the right and left hands are used differently, I realized that making the designs similar would just make it harder to control. When I asked for Mr Takeda's advice, he reassured me that it was fine for them to be different since they would be used separately.
Ikeda: we used to call the Wii Remote the Core Controller, or alternatively the Core Unit, because peripherals were attached to its extension connecter.
Miyamoto: Oh, that's right, we called it the Core, didn't we? But the term Core Unit doesn't sound very accessible, even though that's what we were aiming for all along! (laughs) It was Mr Iwata who insisted that the main controller be called a remote, wasn't it?
Iwata: Yes, that was something that I was unusually stubborn about. The TV remote is something always sits within reach and is picked up and used by everyone all the time. Since I wanted the controller to be used in the same way, and since it ended up looking like one in the end, I strongly believed that it should be called a remote. And also because one of the most fundamental questions behind Wii's development was why some people use the TV remote all the time, but hesitate to pick up a game controller. So I really insisted that it be called a remote.
Ikeda: n the early stages of development we ran into a number of problems that we hadn't anticipated, like the fact that the controller would react to fluorescent light, for example. Creating a mechanism that prevents the controller from responding to fluorescent light and sunlight may not sound overly difficult, but it still caused us a good deal of trouble.
Iwata: So, that's how the specifications of the Wii controller were decided. However, it wasn't until the Tokyo Game Show last year that it was unveiled to the general public. I was up on stage at that event, and I still vividly remember the silence that followed the video that introduced the controller. It felt like time was standing still... It was as though the audience didn't know how to react. Given that you'd all worked so hard on the controller, what did you think of that reaction?
Miyamoto: Like Mr Takeda, I too was very much on edge. I was certain that they wouldn't understand Wii unless they actually tried it out for themselves, and so I was unsure how convincing the presentation alone would be. Everyone was clapping, but I couldn't help but wonder whether our message had gotten across, or whether people thought it was too unconventional. However, looking at the other unveilings at the Tokyo Game Show that day, I was very much relieved by the fact that Nintendo was the only one doing something new. Everyone else seemed to be just polishing up something that everyone had already seen before.
Ashida, when asked about reax from developers: For the most part, their feedback was very positive, which was a great relief. Needless to say, there were a few cries of dissent, but most people were left with a favourable impression.
Ikeda: I was often left in charge of explaining the controller's functions, but it was only when they actually got their hands on the controller that their faces would light up. Seeing this, I really felt as though we'd scored a hit. And then, immediately after they had a go on Wii, they started coming up with ideas. Right there and then they were already discussing what they could do and how they could do it! I was amazed by the speed of this.
Iwata: Producers are more likely to pick up the controller and start thinking about its limitations. Creators, on the other hand, are more likely to look at what is possible, come up with ideas and ask a lot of questions. They'll go home with smiles on their faces, won't they?
Iwata: In bringing Wii to the world, we've filled up countless boxes with mock-ups, prototypes, trial software, and so on. But I truly feel that none of our efforts were wasted. These concepts came and went at a remarkable pace, until we came across those special technologies that solved all of our problems at once. Nowadays, nobody has any doubts about the "d-pad with two main buttons" interface. But twenty years ago many people wondered whether such a controller could really be used to play games. So, if we continue to do what we know has to be done, our controller, which now appears quite unusual, may very well become the new standard. As someone who has made it their life’s work to make innovative products, I feel very lucky to have had the chance to witness this story from beginning to end. Everyone, thank you very much.
Japanese companies are sometimes portrayed as being too conservative. However, I have found that there is a creative/innovative streak in certain firms that can lead to truly innovative products that push the engineering and creative envelopes, open up new markets, and force everyone to realize new possibilities. Satoru Iwata deserves much credit for what happened at Nintendo.
Society is gridlocked in a similar fashion -- people are afraid to spend their money so much that the economy, on a national scale, is generally sluggish. Yes, extravagance is abound in the nouveau riche, however that is the exception rather than the rule.
There is a great fear that their new jobs will vanish on a moment's notice, and there is little faith in the social support systems.
May the way of the hero lead to the triforce, my friend.
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nintendo executive mid 50s latest console was not well received dies suddenly