The following is a translated digital print of an interview conducted on Nintendo of Japan's official website under the Nintendo Online Magazine banner. This interview has been translated from its original Japanese language to English by Kyoto Report. We also include the original Japanese document alongside; October 2003, Issue 63 . This interview features Goro Abe, Ryutaro Takahashi, and Kyoko Watanabe from the Research & Development 1 Division of Nintendo Company Limited. The development staff discusses the creation of WarioWare Inc.: Mega Party Game$.
Kyoto Report - Translation - Nintendo Online Magazine Vol. 63: WarioWare Inc.,: Mega Party Game$
Q: Explain how this game began development?
Goro Abe: Well the original version on the Game Boy Advance became a great hit for us. One thing we soon decided is that there needed to be a multiplayer version of this game available. Although the development period was short for this game, we definitely did the best we could in providing a really unique experience independent of the GBA version. There are some mini-games not in the GBA version, as well as modes that completely change the way you played the older mini-games.
Q: This game is excellent. Bringing it to the big screen will bring more fans.
Goro Abe: Well one thing we decided to include is the ability to plug in your Game Boy Advance and use it as a controller.
Q: The game is very unique. Did you feel it would succeed as a Nintendo title?
Goro Abe: The Mario Party series is probably the closest competitor as a party game to Wario Ware Inc. The funny thing is, it is produced by our same company. I think overall the enjoyment of Wario Ware Inc. is in its speed and pick-up-and-play nature.
Q: I think what people find interesting is the "moment of action" and one button gameplay. It allows you to try and surprise the player and test his reflexes and skill.
Goro Abe: We wanted the games to be simple and fun. Catching a fly with chopsticks, running from place to place all at once, were some of the games that were easy to make multiplayer. The ranking system is very important for reference.
Q: The multiplayer is interesting also because you can interfere with the other player.
Kyoko Watanabe: It allows you to help determine the winner even after your own demise. Constantly keeping everyone in the game involved.
Q: Will Wario always be greedy?
Kyoko Watanabe: Of course!
Q: By the way. Which character do you think will be most popular?
Goro Abe: Wario. He is the president of Wario Ware Inc.
Kyoko Watanabe: Not my personal favorite, but yeah Wario.
Q: How did the development process go. Most of the staff had just finished developing the GBA version right?
Kyoko Watanabe: When considering the eight main game modes, you might not know we spent 8 hours a time in a humid room discussing them. Perhaps that is why those games are so weird and crazy.
Ryutaro Takahashi: Yeah. Only under that circumstance could we have created "Doctor Says" (one of the game modes).
Q: It's wonderful yet strange!
Ryutaro Takahashi: Wario hates bananas!
Q: The sound work is pretty amazing. How was that decided?
Ryutaro Takahashi: Well, I also regard the sound effects as considerably fastidious. The staff contributed the voice, and all the sound effects were hand made.
Kyoko Watanabe: A lot of credit has to be given to the sound director.
Q: A final word from the development staff?
Ryutaro Takahashi: When a friend comes over, this game will be the topic of talk. There are just so many games and so many different competitive modes. It's just so unique and so fun. You need to try it.
Kyoko Watanabe: No matter how good you get a particular game, there is always a harder mode for you to try and master.
Goro Abe: Even if you played the GBA version, you need to play this edition of the game. The multiplayer aspect is unbelievable. The game even supports 16 player