Toru Iwatani, the creator of which popular video game admitted in a 1996 interview that the story of a pizza missing a slice being the inspiration of the game's main character was only half true?
"selection. In ""Game Over"" (2006), PES recreated classic arcade death sequences (from the games Centipede, Frogger, Asteroids, Space Invaders, and Pac-Man) with familiar objects including muffins, toy cars, insects, pizza and fried eggs. The film was inspired by an interview with Toru Iwatani, the creator of Pac-Man, who said the original source of inspiration for the Pac-Man character was a pizza with a slice missing. In July 2016, PES published a newly remastered HD version of ""Game Over"" on his YouTube Channel. In July 2008, PES released his short ""Western Spaghetti"". The film shows PES cooking spaghetti (the hands in"
"was inspired by a pizza missing a slice, he admitted in a 1986 interview that this was a half-truth and the character design also came from simplifying and rounding out the Kanji character for mouth, ""kuchi"" (). Iwatani attempted to appeal to a wider audience—beyond the typical demographics of young boys and teenagers. His intention was to attract girls to arcades because he found there were very few games that were played by women at the time. This led him to add elements of a maze, as well as cute ghost-like enemy characters. Eating to gain power, Iwatani has said,"
"Toru Iwatani Iwatani was born in Meguro ward of Tokyo, Japan. He was self-taught, without any formal training in computers, visual arts, or graphic design. For example, he filled his school textbooks with scattered manga, which went on to influence the character designs in his video games. He joined the computer software company Namco in 1977. This was where he started his career in the video game business. There, he came up with the idea for a game called ""Pakku-Man"" and in 1980, he, along with programmer Shigeo Funaki (舟木 茂雄), a hardware engineer, a cabinet designer and Toshio Kai"
"video games, and he has developed a significant enough following that he has been mentioned by mainstream media outlets such as ABC News. The character appeared in the 1986 release ""Kid Icarus"", and has since featured prominently in both of the game's sequels. He first appeared in the Nintendo Entertainment System (NES) video game ""Kid Icarus"". Eggplant Wizard was inspired by Toru Osawa's love for eggplants. Osawa also claims that he drew the Eggplant Wizard to celebrate his summer bonus. The Eggplant Wizard appears in the TV series """" voiced by Michael Donovan. He appears as a major antagonist alongside"
"engineers to develop their own video games as to compete with companies like Atari, Inc. ""Pac-Man"" was one of the first games developed by this new department within Namco. The game was developed primarily by a young employee named Toru Iwatani over a year, beginning in April 1979, employing a nine-man team. It was based on the concept of eating, and the original Japanese title is , inspired by the Japanese onomatopoeic phrase , where ""paku-paku"" describes (the sound of) the mouth movement when widely opened and then closed in succession. Although Iwatani has repeatedly stated that the character's shape"
"""Silver"" that allowed them to include the whole of the world from ""Pokémon Red"" and ""Blue"" without compromising the size of the ""Gold""/""Silver"" world. Within """", a daily challenge that occurs on each December 6 (Iwata's birthday) uses a unique avatar based on Iwata. Satoru Iwata Born in Sapporo, Japan, Iwata expressed interest in video games from an early age and created his first simple game while in high school. He majored in computer science at the Tokyo Institute of Technology. In 1980, he joined the game developer HAL Laboratory while attending the university. During his early years at HAL"
"idea. The initial concept was how something pure had been corrupted and needed to be purified once again, with the main theme being love. The concept of the heroine needing to eat meat did not come until much later, when producer Chikako Yamakura was talking with another staff member about the then-prevalent fashion for ekiben, boxed lunches served on trains, and the idea came to her ""out of the blue"". Only the basic elements of the story had been decided by then, and despite reservations by Nintendo's then-CEO Satoru Iwata, the project was greenlit as Iwata felt that they deserved"
"2007 Game Developers Conference in San Francisco, iNiS Vice President Keiichi Yano described the process which eventually resulted in ""Osu! Tatakae! Ouendan"". His first inspirations for the game came when he first tried a Nintendo DS handheld, and development on the game began after successfully pitching the concept to Nintendo. At the conference, he also displayed early concept art for lead ""Ouendan"" character Ryūta Ippongi, who originally wore the shirt of his gaku-ran uniform unbuttoned and had a significantly shorter hairstyle. Yano noted that Nintendo was fond of the characters due to their manga-style aesthetic. Yano also displayed an unused"
"Tajiri cites Shigeru Miyamoto as a major influence, thinking of him as a sort of mentor. For this reason, his developmental style closely matches that of Miyamoto. In the ""Pokémon"" anime, the main character is named Satoshi, and his rival is Shigeru. Tajiri drew much of his inspiration from old Japanese shows and anime, including Godzilla and Ultraman . He has stated that if he did not design video games, he would most likely be in the anime field. IGN named Tajiri one of the top 100 game creators of all time, mainly for his ability to have built ""Pokémon"""
"a part in the ""slow erosion of historical sense."" The 1996 video game ""Wrath of the Gods"" was an adventure game set in mythical Greece, and had an educational component where players could learn about Greek myths and history and see images of Greek art in cut-a-ways. In 2003, GameSpy remarked that the 1986 video game ""Kid Icarus"", which had become very popular and then faded to relative obscurity, had followed a trajectory similar to its namesake from Greek mythology, Icarus, who had escaped imprisonment when his father created wings from feathers and wax, but ignoring his father's advice, Icarus"
"after its reorganization that year. Atari first previewed the 2600 version of the game at the 1984 Consumer Electronics Show in Chicago. It was released in limited numbers later that year, and became moderately rare. The 2600 game consists of two playable screens and can be played by one player or two players alternating turns. The first screen is similar to the 1981 game ""Kaboom!"". The player controls protagonist Billy Peltzer, who runs side-to-side across the screen catching falling Mogwai to prevent them from eating hamburgers. In the second screen, similar to ""Space Invaders"", the player moves Billy back and"
"best selling game for the Wii. Miyamoto produced ""Wii Sports"", another of the best-selling games of all time and part of the Wii series. The name of the main character of the PC game ""Daikatana"", Hiro Miyamoto, is a homage to Miyamoto. The character Gary Oak from the 'Pokémon"" anime series is named Shigeru in Japan and is the rival of Ash Ketchum (called Satoshi in Japan). ""Pokémon"" creator Satoshi Tajiri was mentored by Miyamoto. In 1998, Miyamoto was honored as the first person inducted into the Academy of Interactive Arts and Sciences' Hall of Fame. In 2006, Miyamoto was"
"land was paved over, habitats for hunting bugs were lost. Tajiri wanted his games to allow children to have the feeling of catching and collecting creatures as he had. He became fascinated with arcade games as a teenager, though his parents thought him a delinquent for this pastime. He particularly enjoyed playing Taito's ""Space Invaders"", which drew him into other video games. His interest eventually evolved into attempting to plan his own games. He took his Famicom apart to see how it worked, and won a contest for a video game idea sponsored by Sega. Because of his fascination with"
"were fun to talk about, some were not very realistic. The ""Express"" series, known in PAL regions as the ""A Little Bit of..."" series and in Japan as the ""Chotto"" series, was proposed, but was unnoticed amongst other proposals. The name was conceived by Satoru Iwata, CEO of Nintendo, jokingly using the name ""Chotto! Generations"". He stated that while some may find a video game fun, they may also worry that it would be too time consuming. The series was modelled after the nature of the ""Brain Age"" series, which allows for short play times. Due to complications between Shigeru"
"was drunk at a bar; however, Kitano himself explains that the plot was solely the result of an hour-long talk at a café near his production company. The game was originally planned as a Famicom version of Kitano's television show, ""Takeshi's Castle"", before Kitano contacted the game designers about ideas for a new game. The game's basis of being able to exert violence on all characters is similar to that of the ""Grand Theft Auto"" series. However, many of Kitano's ideas were rejected either because of the limitations of the Famicom game system, or because the content was not suitable"
"creator Toru Iwatani stated that he designed each enemy with its own distinct personality to keep the game from becoming impossibly difficult or boring to play. Iwatani described the enemy behaviors in more detail at the 2011 Game Developers Conference. He stated that the red enemy chases Pac-Man, and the pink enemy aims for a position in front of Pac-Man's mouth. The blue enemy is ""fickle"" and sometimes heads towards Pac-Man, and other times away. Although he claimed that the orange enemy's behavior is random, in actuality it alternates from behaving like the red enemy when at some distance from"
"reasoned that he wouldn't and that ""even as a ghost he’s going to try and save the people in Nakatomi Plaza, including his wife.'’ which led to the initial concept of the game. The team had trouble at first integrating Western and Eastern philosophies regarding ghosts. About the process, Brunner later stated ""There are a lot of assumptions that we weren’t even aware of, that we were making on both sides, about how to fictionally support who you are as a character in this world. It took us, I would say, a good year and a half of constant back-and-forth"
"of Industrial Arts with a degree in industrial design but no job lined up. He also had a love for manga and initially hoped to become a professional manga artist before considering a career in video games. He was influenced by manga's classical kishōtenketsu narrative structure, as well as Western genre television shows. The title that inspired him to enter the video game industry was the 1978 arcade hit ""Space Invaders"". Nintendo, a relatively small Japanese company, had traditionally sold playing cards and other novelties, although it had started to branch out into toys and games in the mid-1960s. Through"
"the barrier between anime and video game"". Hiroshi Matsuyama, one of the creators of the game, commented that the staff wanted to try to remove the borderline between the anime and actual gameplay. They wanted to reach an effect where people actually look at the scenes as anime rather than a game. The core concept of the game is that of a one on one battle. Though the storyline from the game is based on the first 135 episodes of the anime series, the producers picked out key areas within the story, effectively forming a line from the first to"
"he was not a skilled player, and so he imagined the possibilities of smashing the car into a wall and transporting the player to another dimension. He thought it would be more enjoyable for players like him that were unskilled at other games. From there, he got the idea of creating an imaginary world with the same irrationality and easily forgettable nature as dreams. He did not give the game any objectives because, according to him, they are not essential in video games because even natural human existence cannot be reduced to simple objectives. For inspiration, Sato pulled ideas from"
"money to pay the employees. Five employees quit, and Tajiri did not take a salary, instead living off of his father's income. Investment from Creatures Inc. allowed Game Freak to complete the games, and in return, Creatures received one-third of the franchise rights. Between the approval and completion stages of the project, Tajiri assisted in the design of two ""Mario"" spin-off games for Nintendo: ""Yoshi"" and the Japanese-only release ""Mario & Wario"". He also worked on 1994's ""Pulseman"". Once the games were completed, very few media outlets gave it attention, believing the Game Boy was a dead console; a general"
"British video game journalist Ste Curran wrote that ""Broken Sword"" influenced the adventure games ""Toonstruck"", in which Cecil has a ""Special Thanks"" credit, and ""Escape from Monkey Island"", which features a puzzle that involves a broken sword. Kevin Bruner, co-founder of Telltale Games, has said that he is a ""Broken Sword"" fan. Ashton Raze, a writer for The Telegraph and the co-creator of the 2013 adventure game ""Richard & Alice"", said that ""Broken Sword"" is his biggest influence. In his review of the 2010 adventure game ""Deponia"", Declan Skews of Video Games Interactive said that the game drew inspiration from"
"Keiichi Yano In 1996, Keiichi Yano co-founded the production company, iNiS, and began development of video games. His first project was the early music video game, ""Gitaroo Man"" for which he acted as lead programmer. The game enjoyed only moderate sales, however it received critical accolades and became a well-known cult classic. Since then Yano has developed a number of other music video games including the ""Ouendan"" series. The ""Ouendan"" games have been criticized as unintelligible to Western markets due to its emphasis on Japanese Ōendan culture, however despite this Yano has created Western-targeted localizations such as the Blues Brothers-influenced"
"was conceived when director Shū Takumi was searching for ideas for a game in which the player could discover lies or contradictions in statements. Wright's Japanese given name, Ryūichi, alludes to the mythical dragon with its use of . His Japanese surname, Naruhodō, references the Japanese expression , which equates to the English ""I see"". This phrase is often used in Japan to express attentiveness to the subject at hand. Takumi chose the phrase to highlight Wright's inexperience; even though his name reads ""I see"", he may not in fact understand what is happening, something which may also be true"
"games as ""a legendary sword made by the famous blacksmith, Cusinart "" but its meaning was misinterpreted because Cuisinart food processors were virtually unknown in Japan. However, this misconception appealed to early computer gamers who were looking for something different and made the ""Wizardry"" series popular. Conversely, the fourth game, ""The Return of Werdna"", was poorly received, as, lacking the knowledge of subcultures necessary to solving the game, Japanese players had no chance of figuring out some puzzles. The eight main titles in the series are: In 1996, the series received the first (and, so far, only) spin-off developed in"
"Mario"" games is actually based on psilocybin mushrooms. However, there is no evidence to back up that claim. According to Shigeru Miyamoto, the creator of the ""Super Mario"" series, it was inspired by Lewis Carroll's ""Alice's Adventures in Wonderland"", a story in which eating specific mushrooms cause one to change size. In fact, Miyamoto decided to call it a ""Super Mushroom"" instead of a ""Magic Mushroom"" in part to ""avoid"" the likely association with the psychedelic variety, which often goes by the latter nickname. However, the mushrooms depicted in the game (white circles on red caps) have a similar appearance"
"wider audience. Uchikoshi's idea for this was to combine puzzles with a story, in a way where puzzles are integrated into the story and includes clues, and need to be solved in order for the player to make progress. The inspiration for the first game was the question ""where do mankind's inspirations come from?""; while researching it, Uchikoshi came across the theories of the English biochemist Rupert Sheldrake, and used them as the main theme. The game's setting was meant as a depiction of two of humanity's instinctive desires: the unconscious desire to return to one's mother's womb and shut"
"the game's success, Liotta reportedly claimed that he was underpaid for the role. The majority of the game's animations were original, with very few borrowed from ""Grand Theft Auto III"". For the characters, the team used motion capture and stop motion animation techniques; cutscenes use the former, while gameplay movements use a combination of both techniques. The team encountered difficulty in animating motorcycle animations, due in part to the variety of models. Pedestrian character models use skins in ""Vice City"", allowing the artists to produce more realistic characters. There are 110 unique pedestrian models throughout the game world alongside roughly"
"size was influenced by common Japanese folktales in which people wander into forests and eat magical mushrooms; this also resulted in the game world being named the ""Mushroom Kingdom"". The team also deliberately chose not to have Mario begin levels as Super Mario in order to make obtaining a mushroom more gratifying for the player. Miyamoto explained: ""When we made the prototype of the big Mario, we did not feel he was big enough. So, we came up with the idea of showing the smaller Mario first, who could be made bigger later in the game; then players could see"
"game, like car companies and fashion companies, but because of the nature of the ""Yakuza"" game, they were rejected down by most of them. However, the company Suntory accepted them. Suntory wanted to sell whiskey, and they felt the game's demographic and the whiskey-drinking demographic would mesh nicely. The game's original voice actors are Japanese celebrities which can be voice actors, singers, ""tarento"", film or TV series actors, radio or television celebrities. Cabaret girls and alike characters have featured models, gravure idols and adult actresses as voice actresses and likenesses. Since the 2008 spin-off, the game series' main characters have"
"game in development at the time of his death. A non-playable character, who bears a striking resemblance to Satoru Iwata, asks for the player to go atop Satori Mountain in search of the mystical Lord of the Mountain. Given the similarity between ""Satori"" and ""Satoru"" and the fact that the Lord of the Mountain is seen as a guiding spirit, the quest is thought to be an elaborate tribute to Iwata. In September 2017, modders discovered that an emulated version of the NES game ""Golf"", which Iwata programmed, is included in every Nintendo Switch console's firmware, and can be accessed"
"was what people got from it, saying that some people interpreted the bond between Phoenix and Edgeworth as ""intensively passionate"". Because of these two episodes, Takumi considered Edgeworth to be the game's protagonist in a way. The classroom trial in the game's fourth episode is based on real events: when Takumi was in second grade, he had found a 5 yen coin and put it in his pocket; his teacher accused him of stealing it from another student and made him apologize to her. Takumi spent little time writing a backstory for Phoenix before writing the game's story, and instead"
"use a typical role-playing game system (focused on combat) but instead focused on puzzle-solving, although noted paint capacity changed over time as the player collected hammer scraps and was thus a form of 'leveling'. The combat system was developed to create controls only possible on the Wii U. Responding to criticism of the lack of character variety, Tanabe explained that Shigeru Miyamoto, the creator of Mario, asked the developers to make the game with only ""Mario"" characters. Tanabe explained that many expressions and jokes differed depending on the language (for example, a joke referencing """" was changed for the Japanese"