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From Nintendo Europe VIP section
From Nintendo Europe VIP section
Today, March 11, Nintendo DS is unleashed upon Europe. For many of you, its been an agonising few months waiting for this day. But for one man, todays launch is the result of over two years of painstaking work with a team of 200 people.
That man is Satoru Okada, General Manager of Research & Engineering Department at Nintendo Co., Ltd; our Japanese head office in Kyoto.
Mr Okada has been responsible for the development of almost all of our handheld systems; from the original Game&Watch in 1980, to Game Boy, Game Boy Color, Game Boy Advance and Game Boy Advance SP. As well as handhelds, he also worked on the R.O.B. interactive robot and Zapper light gun devices for the NES.
But were here today to talk about his latest and greatest achievement: Nintendo DS!
Nintendo of Europe: How many people in total worked on the Nintendo DS project?
Satoru Okada: I cannot fully comprehend how many because it is a huge project which involves not only my R&D department but also EAD [the Entertainment, Analysis, Development team, headed by Shigeru Miyamoto] and many others. Roughly, I guess there were about 200 people involved at Nintendo Co., Ltd.
NoE: How did the Nintendo DS project begin?
SO: When we were at the very final development stage of Game Boy Advance hardware, we already started thinking about the next projects. One team had started to work further on the GBA hardware that was just about to be launched, and this project resulted as Game Boy Advance SP. Another was the project to create a brand new handheld platform. At the very beginning, we started thinking about realising the better 3D graphics and the compatibility with GBA. Without having the concrete idea on the resulted hardware, we were discussing a number of different ideas. Specifically about the Touch Screen, I myself raised this possibility, but it was one of the ideas that I myself was not sure if it would be incorporated in the end.
NoE: At the beginning of the Nintendo DS project, was it a conscious decision to create something innovative?
SO: Innovation is something we are always trying to realise whenever we develop new hardware. However, at the beginning, we were not imagining this form of innovation. Nintendo DS is the result of many different ideas, for each of which we have gone through reviews and feasibility experiments.
NoE: Nintendo DS offers something different to traditional handheld game systems. Why did you feel the market needed such a radical shift?
SO: To us, developers at Nintendo, it was not a radical shift. I have had a number of experiences on working on handhelds since Game&Watch and our team has been working on Game Boy projects for such a long time. For each project, like I said, we are always trying to make innovation. I know it is always difficult to make the perfect machine, with which we can feel there is nothing we need to change or add. Whenever we reach some development milestones, we always feel we can do more. It is always the repetition of this process. We developed Nintendo DS as the result of such repeated processes. In the end, it may look radical, but to us, it was rather a natural progress.
NoE: Did the idea for dual screens come before the Touch Screen? What was the thinking behind the two-screen design?
SO: Mr. Hiroshi Yamauchi, former president of Nintendo, proposed the two-screen idea. He obviously wanted to let us see things from the different angle. I was already thinking about the Touch Screen idea by then but, I should say, the idea of the dual-screen encouraged the adoption of the Touch Screen. Though I myself was thinking about the Touch Screen idea at an early stage, I thought we would adopt the idea not for this device but probably for some future machine. But our software creators thought that they could create something unprecedented if one of the two screens can be a Touch Screen. Touch screens were used in PDAs, but they were never meant to be hit so hard by a stylus for gaming. It was a big challenge for us to develop a durable enough Touch Screen for Nintendo DS.
NoE: Where did the idea for PictoChat come from? And whose idea was it to embed it into the Nintendo DS system?
SO: I recall it was Mr. Miyamoto who came up with the idea of PictoChat. I have to confess that, when he proposed this idea and the idea to incorporate the feature into the hardware for the first time, I did not think it would be something important because I was thinking about ordinary chatting functions that were available elsewhere. When I actually saw the application, I realised I was wrong. I could not imagine the hand-written messages and pictures through wireless communications and by using two screens would be such fun.
NoE: Why did you decide to give Nintendo DS a clamshell design?
SO: The most important objective was to protect the LCDs from scratches. I should add that the success of SP has encouraged us to adopt this design on Nintendo DS as well.
NoE: Theres been speculation that Nintendo DS will take advantage of its wireless capability for long-distance multiplayer gaming over the Internet. What can you tell us about this, and are there other innovations we can expect for the DS in the coming months?
SO: In terms of the hardware specs, Nintendo DS is ready to be connected with the Internet. Software teams are working on the appropriate applications.
NoE: Youve worked on so many big projects over the years. What is your proudest achievement?
SO: To me, everything was so important that I cannot identify any one of them. I was lucky that almost all the systems I worked on have turned out to be huge hits around the world.
NoE: Finally, why should gamers choose Nintendo DS over alternative game systems?
SO: In short, the unprecedented interactive entertainment experiences! You can have this sensation with no other machines than Nintendo DS.
NoE: Mr Okada, thank you very much for your time!
Nintendo DS is in stores today, priced £99.99 and bundled with a free Metroid Prime Hunters: First Hunt demo.
For more info on the system and the massive selection of launch games, visit the microsite.