WarioWare (series): Difference between revisions
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==Development== | ==Development== | ||
[[File:Goro Abe.jpg|left|thumb|[[Goro Abe]], a key figure in ''WarioWare'' game development | [[File:Goro Abe.jpg|left|thumb|[[Goro Abe]], a key figure in ''WarioWare'' game development]] | ||
The [[Nintendo 64DD]] title ''[[Mario Artist: Polygon Studio]]'' featured a side mode called "Sound Bomber" which challenged the player to survive a rapid succession of very short minigames that increased in speed and difficulty as the player progressed. According to [[Goro Abe]] of Nintendo R&D1's ''WarioWare All-Star Team'', the first ''WarioWare'' came about when the team decided to make a full game around the concept.<ref> "''In ''Polygon Studio'' you could create 3D models and animate them in the game, but there was also a side game included inside. In this game you would have to play short games that came one after another. This is where the idea for ''WarioWare'' came from.''", Goro Abe, [http://archive.videogamesdaily.com/features/ncl_nintendo_wwiv_apr06_p3.asp Kikizo: Nintendo R&D1 Interview] April 7, 2006. Video Games Daily.</ref> | The [[Nintendo 64DD]] title ''[[Mario Artist: Polygon Studio]]'' featured a side mode called "Sound Bomber" which challenged the player to survive a rapid succession of very short minigames that increased in speed and difficulty as the player progressed. According to [[Goro Abe]] of Nintendo R&D1's ''WarioWare All-Star Team'', the first ''WarioWare'' came about when the team decided to make a full game around the concept.<ref> "''In ''Polygon Studio'' you could create 3D models and animate them in the game, but there was also a side game included inside. In this game you would have to play short games that came one after another. This is where the idea for ''WarioWare'' came from.''", Goro Abe, [http://archive.videogamesdaily.com/features/ncl_nintendo_wwiv_apr06_p3.asp Kikizo: Nintendo R&D1 Interview] April 7, 2006. Video Games Daily.</ref> | ||