Nintendo R&D1 Interview
Kikizo dropped by at Nintendo's enigmatic global HQ to chat with the six-member "Wario Ware All-Star Team", headed by Metroid talent Yoshi Sakamoto.
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Kikizo: So did the SaWaRu and MaWaRu teams share ideas when both projects were overlapping?
YS: Not really, we were too busy working on the games to actually talk to each other! [laughs]. To tell you the truth, most of the ideas that work in SaWaRu probably wouldn't work in MaWaRu, because they use different technology. We did share some ideas though, I guess. If one idea didn't work on one project, we would tell the other team our idea.
Kikizo: Why did you go with a totally new gimmick for MaWaRu?
GA: At the time, there were some members of our team that were working on a new project that dealt with a new technology involving the tilt sensor. When they were finished with the project, they thought "what could we use this technology for?" and they thought that a new Wario game would work well with it, so we decided to do it.
Kikizo: Did you ever think of having some multiplayer mode for SaWaRu like you did for Wario Ware on the GameCube?
GA: We do have some multiplayer games there, but unfortunately due to the deadline we didn't have enough time to do anything more.
Kikizo: After Twisted and Touched, what new element can we expect from the next Wario game?
YS: We're not too sure right now, and of course I'm not at liberty to say right now. But whatever game we decide to do - whether it's Wario or another game - I hope that our fans will appreciate the game and look forward to it.
Kikizo: Why did you decide to use the old games from Wario Ware for the GameCube version?
GA: Well, we used the old games for Mega Party Games but they all had different objectives. We wanted to concentrate more on enjoying the games than learning them. We thought that if we used the older games then people would have an easier time understanding what you had to do in each putti (mini-game).
Kikizo: What do you think is the most un-used feature of the Nintendo DS?
Everyone: The second screen is the most un-used feature! In most games, it's just a map or a menu. I think that there hasn't been one game that has fully used the second screen to its potential, and I hope that it happens soon.
Kikizo: If you could go back and change something about any of the Wario games, what would that be?
GA: Well, of course we would like to add in more content, but personally I'd like to go back and fix all of the bugs that are still in the game [laughs].
Kikizo: What's the deal with Kat's song in the first Wario Ware game? Is there any significance behind it?
KT: Oh, well, that's a kind of Japanese-style song, called Enka. It's actually a really old style of music that's Japanese, so maybe some people don't understand it. It's basically like a story, kind of like American Blues. In the game, Kat is rescuing someone who was kidnapped, and the song is about the changing seasons and life in general. It's supposed to be a joke in the game.
Kikizo: So, are we actually going to see more Enka in the Wario games?
YS: [laughs] If people demand more Enka, we might put it in the next game!
Kikizo: Weren't you afraid of someone hurting themselves on the train while playing MaWaRu?
GA: We are usually very careful about that, and we know that the game involves some movement. That's why on all Nintendo games they have warning labels, and in MaWaRu we also put a warning label in the game in case something bad happens. We hope that everyone doesn't hurt themselves on the platform
Kikizo: Well, the train platform is okay, but what about inside the train?
GA: ...I hope that people don't hurt themselves in the train either!
Kikizo Staff
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