Waluigilicious
Member
Great thread.
Sakurai really felt like his protege. He also tends to give no fucks. Make him the new president.
In his Famitsu piece Sakurai seemed unsure whether he'd even continue to work with Nintendo without Iwata.
Mentioned in the Kotako article about it: http://kotaku.com/smash-bros-creator-remembers-satoru-iwata-1719451777 (Of course they had to botch the title by writing "Smash Creator" and not think of Iwata as one.)That's kind of heartbreaking. You have a link?
You mean the E3 2001 press conference where Iwata spoke? https://youtu.be/jWSmFjOgyG4?t=494 Added that, thanks. ^^I think one of his most important keynotes was in 2001 when they unveiled the gamecube. Lots of foreshadowing for the DS, Wii etc. On my mobile right now, will provide links later.
Arcana is a little-known SNES HAL JRPG that Iwata definitely had a hand in programming. I'd be interested in learning more about how much he did on it. I love this game. It's a first-person dungeon crawler by the way.
Damn! Did he really work on this? A first-person dungeon crawling JRPG? I need to check this out!
Tramiel was using intense competition to bring out the best in his people. The biggest rivalry occurred between the systems group at MOS Technology and Moorspark in Silicon Valley. Now, he brought Commodore Japan into the competition.
Terakura was largely unaware of the political battles between the east coast and the west coast when Tramiel asked him to design a color PET computer. "I don't recall him ever getting caught up with anybody's politics" says Peddle. Tramiel asked Terakura to bring his prototype to the upcoming Hanover Fair in April 1980.
To add color to the PET, Terakura replaced the 6845 video chip with a standard color video chip similar to the Texas Instruments TMS9918 chip. This was not a plug-in replacement, forcing Terakura to rewire the video section of the board. "It was a mockup with experimental stuff," says Terakura
The engineer recived help from a group of young Japanese PET 2001 owners, who frequently stopped by the Commodore Japan office. "All those kids from high school and collage, they all owned a PET", he says. "It was pretty expensive, like a $3000 machine, but everybody had one." At home, the kids used their primitive PET 2001 computers with only eight kilobytes of memory and a rubber calculator-style keyboard. When Commodore released the more expensive PET computers with more memory and real keyboards, the kids yearned to use the better machines. "They had smaller machines and wanted to have bigger and better machines, so they came over to my office to use the better machines we had."
One of the young engineers was 21-year old Satoru Iwata, the future CEO of Nintendo. "Iwata was one of these kind of groupies when I was in Commodore who used to come to my office all the time" says Terakura. "He tried to get all the information from me about the new type of machines."
Although curiosity brought the young programmers to Commodore Japan, they eventually became unpaid interns for the company. "His job was to come to my office and kind of clean everyting up, making backup files of the different software," laughs Terakura. "Those days we had a bunch of floppies, so he had to check everything and make sure everything was updated. He was pretty much my own secretary."
Terakura was something of a mentor to the young Iwata. "He was going to school at the time in college. So on the way home he always stopped by our office, almost every day. There were a few of them like that. That was before the Nintendo days and everybody wanted to work on a PET."
When Tramiel gave Terakura the assignment to design a new color computer, Iwata and the other groupies were understandably excited. "Being a software engineer, he wanted to get all the inside information I guess" he says.
Iwata's intense interest in the machine was apparent, and soon he was helping code the ROM software in the prototype. "He was a very good software engineer and he was helping me develop some of the test programs," says Terakura. "Actually he helped me design the software side of the Commodore ColorPET, the one I built."
Added, thanks. Very interesting to read how small the PET world was back then. ^^From the book Commodore: A Company on the Edge, interview with Yash Terakura who was the head engineer of Commodore Japan at the time.
You mean the E3 2001 press conference where Iwata spoke? https://youtu.be/jWSmFjOgyG4?t=494 Added that, thanks. ^^
Iwata 2001 said:Nintendo has strong views on how we should run our company.
We consider ourselfs above all a game based entertainment company.
We believe other people who make videogame systems see themself first
as technology companies.
This is an important distinction.
Added your quote, thanks. ^^Exactly this one. Tons of good quotes but especially this one:
Thanks. What does N.R. stand for?I'm still searching for documents so when i find something useful i'll write again.
Thanks. Didn't know he had a hand in Mario as well. Gaming won't be the same without him.
Added your quote, thanks. ^^
Thanks. What does N.R. stand for?
In general we should try not to turn this into a staff credit dump (mobygames does a better job of that) but refer to talks and memories mentioning his work. I also have to say I find it infuriating how many writers of secondary source articles don't bother to credit or at least hint at their primary sources. I often filter out the search results past his death due to that.
"We became friends, formed a club, and soon rented an apartment in the Akihabara district of Tokyo where we began designing our own games," recalls Satoru Iwata. "We worked until midnight or later every night, and that group of friends is what became the company known as HAL today."
The two ambitious entrepreneurs, Tanimura and Iwata, were still attending college at the time. "I don't really remember how, but I managed to keep up with my class work and graduated from the institute," says Iwata. "When it came time to take a job, I had the distinction of joining the smallest company of any graduate in my class. I left to become only the fifth full-time employee of HAL."
Mr. Ieda said that Satoru Iwata should have translated a sort of manuals of 6502. This is an important hint for reconsidering about the facts above. MOS Technology 6502 commonly known as 6502 is a CPU gets abreast of Z80 underpinned a lot of 8-bit great machines. It was used in home computer such as Apple II, BBC Micro, PET, and VIC-20. Family Computer and PC Engine (released as TurboGrafx-16 in U.S.) also used its variations.
And now what was “a sort of manuals of 6502″ that Iwata translated? I can’t get over that it was a document about KIM-1, which was a single board computer MOS Technology developed in 1976. Probably it was a datasheet like SY6500/MCS6500 Microcomputer Family Programming Manual by Synertek.
What was Japan for Commodore?At one point, I negotiated a contract with Ninendo for all of their games to be ported to Commodore computers, and got them pretty excited about the prospect of being on home-based machines. At the last minute - when the contract was ready to be SIGNED - Jack without warning told me he was cancelling the deal I negotiated. I was extremely humiliated by that, and lost face as a result. I believe that my efforts to evangelize home computing to Nintendo had a direct impact on their decision to go into the game console market, because they weren't really thinking about that before I approached them with our licensing deal.
On February 21, 1980, five of the groupies form their own company.
Although Iwata was a young man, several of the programmers were still in high school. In terms of the programmers, a number of them were just really young, says Commodore software developer Andy Finkel. There were a couple of senior guys so they werent entirely kids.
The groupies were fixated with the PET 2001 computers, and the obvious similarities of the monitor housing and keyboard from the film 2001: A Space Odyssey, In the film, a super intelligent computer named the HAL 9000 controls a complex space station. The Japanese game programmers decided to name their company HAL Laboratory.
When the young programmers saw that Commodores Yash Terakura was working on a small computer meant for video games, they know were they wanted to spend their development efforts.
Each programmer focused on developing an arcade version for the VIC-1001, with much attention spent on Pac-Man.
Note: Taro Tokai, known as Tony Tokai by westerners was Commodore Japans general manager.Although the VIC-1001 was not a good development system, the programmers could use the more powerful PET computers to code and compile, then run the software on the VIC-1001. They had a lot of things first which were really convenient for the average computer enthusiast to be able to develop their own software outside of Commodore, recalls Finkel. They got the hard drives first, which are kind of nice for development. They had the memory expansions first.
Tony Tokai made sure the HAL programmers had early versions of the VIC-1001 so they could bring them back to their rented apartment in the Akihabara section of Tokyo and program games through al hours of the night. The developers used an interface to connect the VIC-20 cartridge slot to the PET computer so that the cartridge could load right from the expanded PET memory. When done coding the game, they burned the code to a ROM chip and placed it into a cartridge, says Tomczyk.
The young HAL Laboratory programmers also made conversions of the most popular arcade games of the day by Atari, Namco, and Taito Space Invaders, Avalanche, Galaxian, Night Driver, Rally-X, and Lunar Lander.
When the groupies had several games in beta version, Iwata approached Tony Tokai of Commodore. According to Finkel, The kids in Japan wrote some games and went to Commodore and said, Hey weve got these really nice games. Want to sell them?
With a small but impressive library of games ready to demonstrate the computer, Tony Tokai was ready to launch the computer in Japan.
They are also mentioned in the book.There are also a J. Suzuki and a Hitoshi Suzuki, but didn't find anything on them.
A programmer named Hitoshi Suzuki developed a clone of Atari's1979 game Lunar Lander.
Suzuki's brother ported a version of Atari's 1976 arcade game, Night Driver.
Well thanks, that's what I saw in the respective games. I meant I don't know what they went to do afterward, they seem not to be part of any easy attainable HAL staff lists afterward. Does the book contain any more names of those groupies?They are also mentioned in the book.
Edit: It's getting fuzzy what HAL actually consisted of in its early days (Iwata was only the 5th employee as well as the first/only programmer there when joining full time, but earlier HAL was already known for its programming proficiency, and several sources say that group would form the later HAL?).
That's what I already wrote above. The curious part is not that one person could make games alone or HAL was small at that time (I think everyone is aware of that) but that according to Iwata's 2005 interview with Itoi he was also the first full time programmer, meaning that there already were four full time non-programmers at HAL, which clashes with the Commodore history book's description of HAL consisting of five programming students that founded the company (though at least one more, Hiroaki Suga, later joined HAL full time as well). The interview being primary source means the book's technically wrong with that part. That's all.Also note, Iwata was not the 5th employee but the 5th FULL TIME employee, it's different.
That's what I already wrote above. The curious part is not that one person could make games alone or HAL was small at that time (I think everyone is aware of that) but that according to Iwata's 2005 interview with Itoi he was also the first full time programmer, meaning that there already were four full time non-programmers at HAL, which clashes with the Commodore history book's description of HAL consisting of five programming students that founded the company (though at least one more, Hiroaki Suga, later joined HAL full time as well). The interview being primary source means the book's technically wrong with that part. That's all.