Iwata Asks is a series of interviews conducted by former Nintendo Global President Satoru Iwata with key creators behind the making of Nintendo games and hardware.





Game & Wario

WarioWare Greatest Hits

Iwata

Was it easy to come up with the title "Game & Wario"?

Abe

Well, we decided not to use WarioWare in the title. We were worried about giving people the wrong impression, as this game isn't the same kind of quick-fire test of reactions that has featured in the series up to now. But we wanted something with a sound that was close to 'WarioWare' and the idea was that Wario himself had come up with some of the games on it, so after discussing a number of ideas, we initially went for "Game of the Wario".

Sakamoto

At that point, staff at NOA (Nintendo of America) proposed the title "Game & Wario".

Abe

It's a play on the old handheld Game & Watch19 games, and as both 'Wario' and 'Watch' start with a 'W', we thought that this would work really well visually, as a logo. 19. The Game & Watch series were LCD portable games produced by Nintendo between 1980 and 1991. Each model featured a single game. The first game was called 'Ball' and was released in Japan in April 1980, with 'Chef' released in Japan in September 1981. See the Iwata Asks: Game & Watch interview for an in-depth discussion of the series.

Sakamoto

It had a slightly weird ring to it, but I mean that in a good way, and as it was a title suggested by native English speakers, we thought it would work.

Abe

The Japanese title for WarioWare is "Made in Wario" which was a play on "Made in Japan", but this didn't work in English.

Iwata

Yes, it's not correct English, is it? So you decided that instead of this incorrect English, you would use "WarioWare Inc." as the title outside of Japan.

Sakamoto

But this time it was the other way around, with the suggestion coming from overseas! (laughs)

Abe

Yes, and that meant that we had a single title that would work worldwide.

Sakamoto

We then decided to make the names of the 16 games sound like old Game & Watch titles.

Iwata

Ah, that explains why the games have such simple names.

Abe

Yes, that's right. The original Game & Watch titles tended to be very plain, with names like 'Ball' and 'Chef'.

Iwata

So that's how you ended up with titles like 'SKI' and 'ISLANDS'.

Abe

I actually wanted to go for the name 'Mother' instead of 'GAMER'.

Iwata

Ah, because the player character's mother features in the game.

Abe

That's right! (laughs)

Iwata

Now, I also wanted to ask about Miiverse20. 20. A network service for enjoying games even more with people all over the world through Mii characters, which is integrated into Wii U on a system level.

Abe

Well, this game is packed full of great gags and surprises, so it's really fun for players to take screen captures of these and write their own comments. Mori Staff at Mario Club21, who worked on debugging the game, had a lot of fun with that, didn't they? 21. Mario Club Co., Ltd. is the company that carries out testing and debugging of games developed by Nintendo.

Abe

Yes, and it was only during the debugging stage that I realized how much fun it was to take pictures of certain scenes in the game and add comments. There are all kinds of places in the game that you are going to want to share in the Miiverse. I'm really looking forward to players discovering these and putting them on display.

Mori

Players are really going to have a lot of fun with this!

Abe

There's even MIIVERSE ARTWORK which is separate from the 16 main games. Here you can choose the subject you want from a selection of four, and draw something within a one-minute time limit.

Iwata

With such a strict time limit, players won't have any time to look anything up, or do any research, will they?

Abe

That's right, and this means that you have no choice but to draw whatever image you've got in your head. Your artwork will then be automatically submitted to the game's community. So, while you'll see all kinds of great images on Miiverse, that community alone could all get a bit chaotic! (laughs)

Mori

I can't wait! (laughs)

Abe

I remember the artwork that Mario Club came up with during the debugging phase looking pretty chaotic.

Mori

Yes, there was one that was supposed to be a picture of Tutankhamen that ended up looking like a praying Buddha! (laughs)

All

(laughter)

Abe

Yes, it was supposed to look like this! (crossing hands in front of his chest) The actual topics for people to draw are going to be chosen by users, and we're really looking forward to seeing what everyone comes up with.

Iwata

Now, to wrap things up, could I ask each of you to say a few words to the people reading this?

Mori

There's a huge amount of content in this game, so I think you're going to be able to get a lot out of it.

Iwata

Well, you did work flat-out on it for two whole years.

Mori

Yes, we did. This is a game you can enjoy playing alone or with a group of friends, and I think it could really get a party swinging. Oh, and I also want people to do their best to collect every 'CHICK-N-WIN' bonus item.

Iwata

There are 240 to collect!

Mori

Yes, that's right.

Abe

And actually, if you manage to get all 240, you're in for a nice treat...

Mori

Yes, there's more to come...

Abe

You'll be in for a bit of a surprise...

Iwata

Now, as I recall, you needed people to come in to assist you as the project reached its final stages, so I'm pretty sure you didn't really have the time to be working on things like this... (laughs)

All

(laughs)

Iwata

But I suppose that's just the nature of WarioWare.

Sakamoto

Yes, that's right.

Iwata

Over to you, Abe-san.

Abe

The first WarioWare title actually came out exactly ten years ago (Editor's note: this interview took place in March 2013). But I remember when we were working on this game, we'd say things like: "The WarioWare series won't be even a decade old yet when Game & Wario is released, will it?" (laughs)

Iwata

But now you've passed through the tenth anniversary and beyond! (laughs)

Abe

Yes, this wasn't the plan at all! (laughs) But with this title, it wasn't like working on a WarioWare title. In a way, it was like starting from scratch again.

Iwata

Everything was new, including the actual format of the game.

Abe

That's right. I've never experienced anything like this before, in terms of coming up with this volume of gameplay ideas, making sure everything it's all well balanced. And this is for 16 games! It really feels like we have been working on a kind of "WarioWare Greatest Hits" for the last two years. That's why I hope that a lot of people will get to play this game, and that players will really enjoy using Miiverse to share all the fun ideas we've included in the game.

Sakamoto

As we discussed earlier in the interview, we had specialists from the Software Development Department lending their support, and with the addition of their know-how, we ended up with a game that's brimming with content. That's why I think that when you play with your friends or family, it's completely fine to have one particular game where you really excel and which you want to play all the time. Really getting absorbed in one part of the game is one way of enjoying it. Also, without meaning to labor the point, I really want to see people shaking with fear as they play 'GAMER'.

Iwata

Yes, of course! (laughs)

Sakamoto

And then if you get tired of 'GAMER', you can always get those girls to follow you on the ski slope!

All

(laughter)

Sakamoto

There are all sorts of ways to enjoy this game, you see.

Iwata

There are, and Sakamoto-san, you have certainly recommended your own particular one wholeheartedly! (laughs)

Sakamoto

Yes, I have! (laughs)

Iwata

When I play the retail version at home, I want to see whether or not I can manage to ski with all those girls following in my wake.

All

(laughter)

Iwata

Thank you all very much for joining me today.

All

Thank you.