New GameCube Game Facts Discovered

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Did you know that GBA connectivity almost had a  much bigger role in Wind Waker? Or that Olimar’s   wife was abusive? Or did you know that Mario Party  was never actually intended to be a series? Lately   we’ve been crawling through hundreds of Japanese  magazines looking for interesting tidbits to   translate, and that’s where pretty much all of  today’s info came from. We stumbled upon a few   interviews for GameCube games during our research,  all of which were bursting with facts we’d never   heard before -- probably because the info never  made it to the West. So unless you speak Japanese   or lived in Japan in the early 2000s, you probably  haven’t heard any of the stuff in this video.   Today we’re gonna focus on facts from a few  ‘Cube titles like Wind Waker, Pikmin 1 and 2,   and a couple Mario games. So let’s jump right  in with a round table interview we translated   all about Wind Waker from Japan’s Nintendo Online  Magazine -- their January 2003 issue to be exact.   This interview’s in two parts, with the first  half featuring Wind Waker’s director Eiji Aonuma,   and key members of the game’s audio team  like composers Koji Kondo, Kenta Nagata,   and Hajime Wakai, as well as sound effects  programmer Masafumi Kawamura. The interview   opens with a few things we’ve already talked  about on the channel before, like how Aonuma   thought about using a theremin as the game’s  main instrument instead of a conductor’s baton. After Aonuma mentions how they strived for  high-quality realistic audio, the interviewer   asks if the team used actual seagull cries in  their sound design. This is where Kawamura joins   the conversation and starts bringing up details  we’ve never heard before. He says “It’s actually   not a seagull [in the game]. We tried using one at  first, but it didn’t really sound like a seagull,   so we used altered elephant sounds. We also tried  out a lot of other options, like mixing crocodile,   camel, and lion sounds.” For reference, this is  what seagulls sound like in Wind Waker We’re not   sure why a seagull didn’t sound like a seagull,  or how you turn elephant sounds into that,   but it’s all pretty impressive if you ask us.  Then Kawamura mentions how they get a lot of   their sounds from sound effect collection  CDs, but that they do grab some of their   own sounds out in the wild. “...I wanted to  record the sound of metal hitting a tree,   so I hid a metal pipe in an instrument case and  went out into the forest with it.” He also adds   that the sound of walking on sandy beaches were  made by shaking a bag of potato chips. Take a   listen. The team talks a little about how they  were originally gonna voice all the game’s NPCs   themselves, but it turns out they were, uhh,  not good at it. Kawamura remarks that some of   the staff gave good performances, and there were  plenty of instances where they’d get good takes,   but problems sprung up when they had to get  recordings for unique situations. “There   were a few things where the staff gave good  performances, but there are limits to what an   ordinary person can do. Even if there’s a script  it might just say “oi”, and even if you tell them   to imagine yelling it out to someone 100 meters  away, that’s difficult for a regular person.” Then the discussion falls to an important note  about Wind Waker’s development; that this is the   first 3D Zelda game where Koji Kondo wasn’t solely  in charge of the music. In fact, Kondo helmed the   music for basically every console Zelda game  besides Zelda II up until Wind Waker. And with   Kawamura, Wakai, and Nagata stepping up, they  all decide to drop a little tidbit for us in the   interview about what that was like. Kawamura says  that before taking on the role he’d heard that the   only sound effect that carried over from A Link  to the Past on SNES to Ocarina of Time on N64 was   the ‘puzzle solved’ sound, so he made sure this  was the only sound effect he carried over to the   ‘Cube -- to carry on the tradition so to speak.  This piqued our interest, so we went through   every sound effect for both games, and although  the puzzle solved fanfare is indeed the same,   a bunch of other Ocarina sounds get reused in  Wind Waker. The jingles for collecting a new item,   opening a treasure chest, and collecting a heart  piece are repeats just to name a few. So if   Kawamura’s telling the truth here, some other devs  carried over sounds too. Wakai says he didn't want   to step up at first because he thought that if he  helped make the game he’d lose all the pleasure   of playing it. Nagata on the other hand says he’s  always wanted to work on Zelda. And this part of   the interview closes out with Aonuma talking about  the power of music, and how important it is to the   feel of Zelda. He mentions that he’s played builds  of Zelda games in the past with no sound at all,   and that it was actually painful, and felt  like the game might never be finished. But   as soon as the audio’s in, all that changes,  and you understand the importance of sound. The next part of the interview centers on Aonuma  and Toshiaki Suzuki, who led development on Wind   Waker’s GBA connectivity and the Tingle Tuner.  Before Wind Waker, Suzuki directed a buncha stuff,   like Super Mario Bros. Deluxe, Kirby Tilt 'n'  Tumble, and Super Mario Advance. But it’s his   work on Tilt ‘n’ Tumble that caught Aonuma’s  eye. Basically, part way through Wind Waker’s   development Aonuma realized he wouldn't be  able to finish the main game if he spent much   time on GBA connectivity, so he brought Suzuki  in to take the reins. After the introduction,   Aonuma jumps straight into a bunch of tidbits  we’ve never heard before, like how the Tingle   Tuner concept came from Miyamoto saying “Zelda's  a single player game, but dads want to play too,   right?” Aonuma continued: “That stuck in the back  of my mind, and I wondered if we could actually   make something like that. Then I heard about the  Game Boy Advance and GameCube’s connectivity.   That's when I came up with a plan for how dads  and kids could play together. There was actually   a point when I thought about making this a major  part of the game, but that would mean you couldn’t   enjoy it if you didn’t own a GBA, so we settled  on the balance we have now.” They elaborate on   this a little more, and seem to say they wanted  to let folks control Link on the overworld map   using the GBA from the beginning, and the focus  on maps made them start thinking about Tingle,   since he’s a map merchant in Majora’s Mask. Then  Aonuma says “At first we envisioned it as walking   around holding Tingle inside the GBA like an  insect cage. But Tingle's a character with a   lot of popularity within Nintendo. Ultimately, we  expanded his role to appear in the main game too,   and eventually to the point that Tingle  has his own island in the main game.” The devs all had their own vision of who Tingle  was, so they had to come together and establish   what it was to be Tingle. Suzuki gives an  example of how he casually made a red and   white costume for Tingle, and then was surprised  when another dev said that those colors weren’t   very Tingle-like, since he wears green clothes to  imitate a fairy. In the final game we see white,   pink, and blue Tingles in the form of Tingles  brothers, but never a red Tingle. One of the   most interesting Tingle-centric facts divulged  in the interview relates to Wind Waker’s huge max   wallet size of 5000 rupees -- which is ten times  the size of Ocarina of Time and Majora's Mask’s   biggest wallets. Apparently this huge wallet only  came about thanks to Tingle. “Tingle gives you   bombs and items in exchange for money. We made the  wallet incredibly big to accommodate Tingle. It's   the biggest wallet in the entire Zelda series.”  The interview closes out with Aonuma saying how   he thinks this’ll be the last time he works on  a Zelda game: “I think this might be the last   time I’m personally involved with Zelda. I’ve  already squeezed out every last drop of an idea   to the point that even if they told me to make a  sequel, I couldn’t.” Seems he changed his mind,   because he’s basically worked on nothing but  Zelda since -- being credited on over a dozen   Zelda titles after Wind Wake’s release. Wind Waker  has a fair amount of interesting behind-the-scenes   info, but another ‘Cube title has even more  secrets hidden beneath the brush -- Pikmin. But before we get to Pikmin, a word from this  video’s sponsor: Persona 5 Tactica. Persona 5   Tactica is a turn based strategy role-playing game  that takes place alongside the story of Persona 5.   Revisit your favorite characters from the Phantom  Thieves of Hearts, who’ve been transported to an   oppressed alternate world and must team up with  the Rebel Corps freedom fighters to revolt against   the tyrannical Legionnaires. In Persona 5 Tactica  you can dominate the battlefield by keeping tabs   on your foes and thinking on your feet. Set  up combos in snappy fast paced battles using   close-quarters and ranged physical attacks, with  long range weapons being able to target multiple   enemy units. Players control a party of up to  three characters, and can surround weakened   enemies to pull off a special "Triple Threat"  attack capable of eliminating all foes in battle.   The game uses a grid-based combat system, a  weapon affinity system, and features staple   mechanics from the Persona series like summoning  and fusion. And speaking of Person staples,   Toshiki Konishi returns from Persona 5 to  compose the game’s catchy new sound-track.   For all this and more, check out Persona 5  Tactica -- available now on Xbox Series X/S,   Xbox One, Windows PC, PS4, PS5, Nintendo Switch,  and Steam. Now back to the GameCube facts… We recently translated Nintendo Dream’s January  2002 issue, which has a great interview with   Miyamoto all about Pikmin. And here he says  that when he was a kid, he often engaged in   quote-unquote "cruel play." He'd put ants in a  leaf boat and send them downriver. With Pikmin,   he wanted to make a game where you can do that  kinda thing virtually. And unlike most other video   games, the creatures Pikmin kill aren't actually  enemies. He says: "They’re not really evil,   they’re just living their lives there normally.  When you start the game you think the [creatures]   are evil, but as you progress you think Olimar  might be worse, and then in the end you might   think the Pikmin are actually the bad guys.  [Laughs] It’s a game where you can’t make   clear value judgments on the characters." He also  mentions how Pikmin was almost a Nintendo 64 game,   but the console was too underpowered -- then  later, GameCube turned out almost overpowered.   Quote: "We couldn’t decide whether to make  it for N64 or GameCube at first, but when we   started testing it on the N64 we could only get 30  Pikmin moving on screen at a time. We thought it   had to be on the GameCube, then we had 300 Pikmin  moving around. Until recently [before release],   we had 200 in-game, but it was hard to handle,  so we reduced it to 100." In that same magazine,   he goes on to say they thought about adding  more puzzles, but decided against it. This was   because the game’s opening shows Olimar's  ship parts fall to the planet's surface,   and it wouldn't make sense if they just happened  to land on a bunch of puzzles. They also thought   about every Pikmin having their own individual  names and stats, but it would've been too taxing   on the GameCube to generate all that data when  a bunch of Pikmin popped out of an onion. They   figured players would've lost track of their  favorite Pikmin anyway, like maybe you'd   grow an affection for Red Pikmin Steve, but  pretty soon you wouldn't be able to find him. After the game was finished, Miyamoto says they  changed some details in the American localization,   like Olimar's wife beating him. We went through  all the Japanese monologues to translate that   Olimar quote, but it looks like it doesn't  exist -- maybe Miyamoto was exaggerating,   or Olimar's abusive wife was originally in the  game but got removed, even in Japanese. We did   however find that Olimar's wife isn't quite as  sweet as you might've thought. She's depicted   in a positive light in the English version, but  in Japan, she belittles him. Olimar says, quote:   "my wife is always saying I suck at precise  work." Another log says she's quick to anger,   but in the English version it was changed to  say it's Olimar's boss who's quick to anger,   instead of the ol' ball and chain. Olimar also  has a dream where she's literally forcing Pikpik   carrots down his throat, which was toned down in  English. For better or worse, his wife's dark side   was left intact in the English version of Pikmin  2. Speaking of the sequel, we translated another   issue of Nintendo Dream from a few years later,  where the devs spend 8 pages talking about Pikmin   2's development. They show a clay figure from back  when Purple Pikmin had tails -- it was originally   brought to Miyamoto for his approval, but the  tails ended up getting cut. They also say the   Purples were originally a dark green color, but  changed them because co-director Hino wanted a   Pikmin type who looked like eggplants. The devs  go on to say Louie was originally called Louzee,   to sound like the English word "loser,"  but they ultimately changed that too. The other co-director, Abe, says they also  considered making it so the longer it took you   to beat the game, the interest on the company's  loan would accrue higher and higher. They also   note that if you play long enough, the day counter  goes from 99 to 100, then up to 1000, then 10,000,   and so on. Every time a digit's added, the numbers  get smaller, and eventually they're too small to   read. We spent an hour going to sunset over and  over to show you 100, but ain't no way we're doing   a thousand. A lot of Pikmin 2's treasures  got changed in localization, like Japanese   corned beef getting switched out for Skippy peanut  butter, and the batteries changing from a Japanese   brand to Duracell. We already covered those in  a dedicated Pikmin video 10 years ago, and the   brands got removed from the Switch port anyway,  but there's one treasure swap we still wanna   highlight. In this magazine, they say the picture  inside the Time Capsule is one of the devs' dogs,   Gon-chan -- but in the original Japanese  version, it was Chi-chan, the cat who belongs   to Mr Yamaguchi, who made all the promotional  clay figures. For the most part, in the Japanese   version they used branded items that maybe didn't  exist anymore, but were commonplace when the devs   were kids. This is because Pikmin 1 was especially  popular with women of all ages, so for the sequel   they wanted to target dad's demographic -- guys in  their 30's and 40's who'd be nostalgic for those   old Japanese trinkets that don't exist anymore.  Basically, the developers' own demographic. Pikmin   fans have long speculated that the lack of humans  in the series meant they'd long gone extinct,   and Olimar was exploring a post-apocalyptic  Earth. But maybe that's not actually the case. In this magazine, they note that areas in  Pikmin 2 are the altered versions of the   first game's areas. When the interviewer  asked why, co-directors Hino and Abe said:   "[The areas aren't] exactly the same, but we  intentionally made them look similar to give   a sense of deja vu that you’ve been here  before... Like maybe it is the same place,   but time has passed and humans have interacted  with them.." The house in Pikmin 4 also seems   to hint that humans aren't as extinct as maybe  we once thought. So what's the overall theme   of the Pikmin series? According to the clay  guy Yamaguchi, it's a message that applies to   both the game world and the players' real  lives. "Even in a world as cruel as this,   you can't give up on living." But what does the  big cheese Miyamoto think? In the September 2001   issue of Nintendo Online Magazine, he said "On  screen, Pikmin are constantly born and constantly   dying. It’s a deep game that really understands  how the world is a cycle of life and death." An   existential game with a determined undertone  -- that's the philosophy the Pikmin team wants   you to take away, especially after the game's  turned off and you walk outside to touch grass. Now we’re gonna take a look at something  that drums up a little less existential   dread -- some newly translated facts about Mario  Party 4. The info here comes from Nintendo Online   Magazine’s December 2002 issue, which has an  interview all about Mario Party 4. Joining   this time is the director of every Mario  Party game up to this point, Kenji Kikuchi,   as well as mini-game director Shuichiro Nishiya,  mini-game designer Daisuke Takeuchi, Art Design   Director Yukinori Goto, and project coordinators  Hiroshi Sato and Miyuki Hirose. Right off the bat,   Kikuchi brings up how he never intended for Mario  Party to become a series. It seems there were tons   of ideas the devs had left over from the first  game, so they pushed to make a sequel. Now here we   are, 25 years and 18 games later. Mario Party 4’s  biggest change to the series was the entire game   would now be 3D -- so no 2D game boards. Early  Mario Party titles on N64 had flat 2D game boards,   but the power of the GameCube meant they could  do fully 3D boards, and this drove much of the   devs thinking during production. To emphasize  this, they wanted to add one dynamic 3D element   to each board, which led to the inclusion of  the roller coaster in Toad’s Midway Madness. Mario Party 4 also introduces a mechanic  where players can change their character’s   size to either tiny or gigantic using Mini or  Mega Mushrooms. According to Daisuke Takeuchi,   originally, when characters ate Mega  Mushrooms, they’d become so big that   their models were completely enveloping  the board spaces. And conversely,   according to Yukinori Goto, he wanted to  make the tiny characters so small that   you couldn't even see the models on the board.  But they realized that was a pretty bad idea,   so they made the characters actually visible. The  team’s approach to mini-games was just as bold.   They went and asked every single member of staff  at the company, regardless of job title or rank,   to come up with ideas for mini-games. Many  submitted full explanations of how a mini-game   should work, but others just sent in simple  doodles, or sometimes even just a one line memo.   And once all the ideas were collected, it fell to  Takeuchi to decide which mini-games to make. Some   games came with highly specific requests, like in  the case of the swimming mini-game Mario Medley,   where staff asked him to use the same camera  angles as Olympic swimming. So Takeuchi went out   and rented a video tape of the Olympics and asked  the devs working on it to recreate what they saw   on the tape. At this point in the interview the  devs are asked about a fan favorite mini-game,   Booksquirm, and how they came up with it.  According to Kikuchi, he just wanted to   try making it from a technical standpoint,  saying it’s the kind of game you just have   to make and see how it feels to have the pages  falling down on you before you know it works. While all the devs are talking about mini-games,  Goto brings up a pretty big element of the game   that got left on the cutting room floor. He  said: “We added in a lot of small objects   since the GameCube can display them well and  we wanted to make use of that ability. At   the first stage of planning we had an idea  to make the whole board a giant dollhouse,   and what’s left of that idea became the present  room.” The Present Room’s where players can look   at what they’ve won in the game's Story Mode,  and it’s pretty easy to see how all these designs   might’ve once been part of a big doll house  game board. And just as a quick aside here,   the description of Daisy’s side table in the  Present Room tells players not to peek at her   journal. But if you wanna ignore that bit of  advice, you’ll see that her journal is actually   a Japanese copy of Mario Party 2. Another unique  room in Mario Party 4 is the Extra Room. Takeuchi   says the Extra Room is where "substandard  mini-games" go, and it came about after the   team made the Beach Volley Folly mini-game. It was  so fun and engrossing that the devs would end up   completely forgetting the game even had a board,  and the matches’d go on for ages. This is what   Takeuchi meant by “substandard”, because it didn’t  fit the requirements for a Mario Party mini-game,   which needed to be short and sweet. But  they didn’t wanna just throw the game away,   so they made the Extra Room for mini-games that  could go on for a while. Project coordinator   Hiroshi Sato believes that before they added  in the Extra Room, the game wasn’t up to snuff.   They already had the tiny-huge size changing  mechanic and a bunch of other unique features,   but the Extra Room was the final touch that made  the game worthy of the title ‘Mario Party 4’. Back in our ‘New N64 Fact Discovered’ video,  a lot of folks really loved the insight and   work ethic of Shugo and Hiroyuki Takahashi and  their work on the Mario sports games. So today   we’re delving into another interview with the  duo all about the development of Mario Golf:   Toadstool Tour. The interview’s from Nintendo  Online Magazine’s September 2003 issue,  and features the Takashis alongside sound director  Masaaki Uno, and game coordinators Toshiharu Izuno   and Kenichi Nishida. The article opens up with  Hiroyuki talking about how one of the reasons   they wanted to make Toadstool Tour was that the  GameCube basically didn’t have any “fully-fledged”   sports titles at the time. But they also wanted  to right some wrongs with Mario Golf on the   N64. They were super confident in Mario Golf, and  thought families would enjoy playing it together,   but that didn’t quite work out. After Mario Golf  came out on N64, Hiroyuki saw children playing   it in the toy section of a department store. But  to his dismay, the kids just couldn’t figure out   how to play it properly. This is why Toadstool  Tour has the auto shots -- where the player taps   the A button to determine the power, then  the computer handles the rest. In fact,   all the shots in the game can be performed by  just pressing combinations of A or B, simplifying   even technical shots. Apparently this system took  about half a year to think up and refine through   trial and error. The overall goal for Toadstool  Tour was to make a golf game that captured the   essence of Mario, encouraged families to play  together, and was user-friendly for beginners. But they needed to provide enough depth for  enthusiasts and avoid leaning too heavily   into fantasy, fearing that might detract  from the golfing experience. However,   they also thought if they made everything  realistic it’d strip away the Mario essence,   so a lot of consideration went into harmonizing  these elements. At one point, Shugo tried pulling   in assets from other Mario games to see how they’d  look, and recalls thinking it’d be a good idea to   use the water from Super Mario Sunshine, seeing as  how it had great looking water for the time. But   when he put Sunshine’s water into Toadstool Tour,  it didn’t fit at all, and he had to rethink his   approach. Masaaki Uno talks about how the struggle  to strike a balance between fantasy and reality   seeped over into the game’s audio too: “If we used  real sounds for when a ball falls onto the lawn,   it would get dull. So we tried using bubble wrap,  and with the sounds of water hazards, we filled a   bucket with water and poured it on a glass ashtray  in the conference room. Shugo and I spent a long   time doing it all by hand.” And they even show us  a picture of the same ashtray in the interview. The developers also decided to include jeers so  that if it wasn’t your turn you could at least   impact someone else’s. Another reason for letting  folks boo their friends was that Hiroyuki didn’t   like the idea of just taking his turn then staring  blankly as the ball flew. He wanted everyone   around him to join in at every possible moment --  even if that means being heckled by other players.   He went on to say that when people think of golf  games, they kinda have this static image in their   mind of a course and someone just lining up and  hitting a ball. But when you golf in real life,   the environment is much more lively and dynamic.  The team went to great lengths to make the   experience authentic -- so much that they even  brought in a pro golfer to test the game. Just   as well, because some of the stuff had never even  played golf. Kenichi Nishida told N.O.M. “I’ve   never played golf, but playing this made me think  that ‘golf is fun, I’d like to try it.’” Did you   also know that Did You Know Gaming is making an  actual game that tests your video game knowledge,   and that you can preorder it right now? For  more on that, check out the video on screen.
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Channel: DidYouKnowGaming
Views: 109,358
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Keywords: nintendo, gamecube, gcn, gamecube games, nintendo games, gamcube facts, nintendo facts, gcn games, the legend of zelda the wind waker, the legend of zelda, zelda, wind waker, the wind waker, wind waker facts, zelda facts, pikmin, pikmin 2, pikmin facts, pikmin 2 facts, mario party 4, mario party 4 facts, mario golf, mario golf toadstool tour, toadstool tour, did you know gaming, didyouknowgaming, dykgaming, dykg, gaming, link, ganon, mario, super mario, luigi, princess peach, bowser
Id: z5aI0uja4Yo
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Length: 22min 42sec (1362 seconds)
Published: Mon Nov 20 2023
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