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12 december 2024 , door Don Exclusive Interview: Kazutoshi Iida Creator of Doshin the Giant

Exclusive Interview: Kazutoshi Iida Creator of Doshin the Giant

From October to November, we went to Japan and had a exclusive interview with Kazutoshi Iida, known for being the Director of Doshin the Giant!

Nintendo 64DD Randnet Complete Delivery Bundle

Collectible informatie

Zeldzaamheid
Rare
User Score
Good

We asked to our community which questions to ask, and we picked up a few ones. and asked the following

picture by: Archipel
picture by: Archipel

1: When did you start developing games?

While studying oil painting at Tama Art University, I wanted to incorporate computergraphics into my works. So, I started working part-time at a multimedia content production company. Through that job, I gained practical experience with computers and content creation.

2: Please tell us about your first game: Aquanaut's Holiday. How long did it take to develop?

I had been conceptualizing it since my student days, but the actual development period was less than a year, if I recall correctly. Initially, we started with a small team of about three people.

Aquanaut's Holiday was developed by the Japanese studio Artdink and directed by Kazutoshi Iida
Aquanaut's Holiday was developed by the Japanese studio Artdink and directed by Kazutoshi Iida

3: On Nintendo, was it easy to develop for the 64DD?

During the development period, the 64DD's release schedule kept changing, and I was worried that the game we had worked so hard on wouldn’t be released. I distinctly remember a dinner meeting with President Yamauchi, where he offered words of encouragement. Iwata-san, who was then the president of HAL Laboratory, was also present at that meeting.

Nintendo 64DD Development D-Drive Tool Kit

Collectible informatie

Zeldzaamheid
Epic
User Score
Good

4: What was the most challenging part of creating Doshin the Giant?

I’ve always created games with unique concepts. However, I wanted to ensure that the games provided a satisfying experience for many people. I realized that if I worked alone, I might overlook this aspect, so I brought on board Gabon Shibata, a game designer, to join the team.

5: Your games were a huge success in Japan and Europe. Why did you stop creating games?

Although I was successful in my 30s, I wasn’t personally prepared for it. My private life became unstable, and I needed time to rebuild it. After Doshin, I took a six-year break before returning with Discipline: Birth of the Empire (WiiWare). Later, I also worked on exhibit productions for the National Museum of Emerging Science and Innovation (Miraikan).

by GoldMetalSonic , Trailer of Discipline on the Tokyo Gameshow in 2008

6: Was there any plan for a third Doshin the Giant game?

No, there wasn’t. I was burned out.

7: Was there any content or ideas left out of Doshin the Giant?

Not just for Doshin, but there were many scrapped ideas. However, those experiences lead to future projects. Although there was a significant gap after Doshin, those ideas didn’t go to waste.

8: Did you work on the GameCube version as well? If so, what was it like?

For the GameCube version, I asked Giles Goddard, who had previously worked on 1080° at Nintendo, to handle the programming port. The CG production was outsourced to a studio that specialized in special effects for movies. We made a lot of fine adjustments, so I visited Giles’ office in Kyoto weekly.

9: Do you still have any development software or hardware for the game?

I returned everything that needed to be returned.

He did however gave us this! a Controller manual in how to play Doshin the Giant, this was used in events where the 64DD could be played.
He did however gave us this! a Controller manual in how to play Doshin the Giant, this was used in events where the 64DD could be played.

10: What would you think if Doshin appeared in the Smash Brothers series? How did you feel when you noticed Doshin was included in Smash Bros. Melee on the GameCube?

I believe Sakurai-san approached me about including Doshin in Smash Bros. Melee. I was delighted to create and provide the data for it. It made me very happy.

11: On the VHS, there’s a rap song of Doshin the Giant! Do you know anything about this?

It was created by manga artist Daisuke Nishijima. If you play track 2 on the disc of Tail of the Sun in an audio player, you can hear a song I composed. I think that’s how it all started.

Video uploaded by Hard 4 Games (Rap song at 26:36)

12: Are there any funny facts about Doshin or the game that we haven’t asked about?

I feel like there are many, but… I think the magazine interviews and features from that time would provide more accurate and detailed information. (laughs)

13: Why was Doshin the Giant not sold in North America, but only in Japan, Europe?

When presented the game to Nintendo of America, they said that North America;s market is for Action/Racing/Sport games, and did not find this game interesting and did not took the risk to sell Doshin the Giant in North America.

After the interview We got him a piece of paper and some markers, and asked if he could drew someting for us.. and oh boy he did!

Creating Doshin the Giant Drawings for us in his office!
Creating Doshin the Giant Drawings for us in his office!

Like the first question. he studied in an Art of University, and he made these drawings for us, an unforgettable moment with Kazutoshi Iida!

Doshin the Giant Good, Evil, and Chilling.
Doshin the Giant Good, Evil, and Chilling.

Thank you for your time and answers We hope you enjoyed it as much as we did!

- Consolevariations

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