Tsunekazu Ishihara: Difference between revisions

m
→‎History: condensed
(→‎History: Ishihara)
m (→‎History: condensed)
 
Line 8: Line 8:
In 1988, Ishihara published ''Denshi Yuugi Taizen - TV Games'', an encyclopedia of video games, with each game documented in a {{wp|phylogenetic tree}} map. To produce the book, Ishihara traveled across Japan, as well as to the Soviet Union and the United States, and conducted interviews with prominent video game developers. Itoi and Tajiri contributed essays to the book.<ref>Hatakeyama & Kubo (2000), p. 83-88.</ref> Ishihara also began playing {{hdt|Tetris}}, which led to him writing ''How to achieve 100,000 points in Tetris'', published in 1989. Ishihara intended to visit the Soviet Union in order to secure the rights to release the game in Japan, but was beaten by {{wp|Henk Rogers}}, whose company Bullet Proof Software published versions for PCs and the Famicom toward the end of 1988. The limitations of Bullet Proof Software's port inspired him to make his own version of Tetris.<ref>[https://www.famitsu.com/news/201406/08054671.html すべては『ドアドア』から始まった――チュンソフト30周年のすべてを中村光一氏と振り返るロングインタビュー【前編】] Chunsoft 30th Anniversary Interview, [https://shmuplations.com/chunsoft30th/ translated by Shmupulations]</ref> Ishihara and [[Akihiko Miura]] pitched different ideas to {{wp|Alexey Pajitnov}}, who selected "exploding Tetris" as a promising idea. Development took two and a half years, and the Ishihara-produced {{hdt|Tetris 2 + Bombliss}} released in 1991, with puzzles contributed by Miura and [[Kouichi Ooyama]].<ref>[https://shmuplations.com/imadethat/ “I made that!” – 1991 Developer Interviews], from the October 1991 issue of Famitsu, translated by Shmupulations</ref>
In 1988, Ishihara published ''Denshi Yuugi Taizen - TV Games'', an encyclopedia of video games, with each game documented in a {{wp|phylogenetic tree}} map. To produce the book, Ishihara traveled across Japan, as well as to the Soviet Union and the United States, and conducted interviews with prominent video game developers. Itoi and Tajiri contributed essays to the book.<ref>Hatakeyama & Kubo (2000), p. 83-88.</ref> Ishihara also began playing {{hdt|Tetris}}, which led to him writing ''How to achieve 100,000 points in Tetris'', published in 1989. Ishihara intended to visit the Soviet Union in order to secure the rights to release the game in Japan, but was beaten by {{wp|Henk Rogers}}, whose company Bullet Proof Software published versions for PCs and the Famicom toward the end of 1988. The limitations of Bullet Proof Software's port inspired him to make his own version of Tetris.<ref>[https://www.famitsu.com/news/201406/08054671.html すべては『ドアドア』から始まった――チュンソフト30周年のすべてを中村光一氏と振り返るロングインタビュー【前編】] Chunsoft 30th Anniversary Interview, [https://shmuplations.com/chunsoft30th/ translated by Shmupulations]</ref> Ishihara and [[Akihiko Miura]] pitched different ideas to {{wp|Alexey Pajitnov}}, who selected "exploding Tetris" as a promising idea. Development took two and a half years, and the Ishihara-produced {{hdt|Tetris 2 + Bombliss}} released in 1991, with puzzles contributed by Miura and [[Kouichi Ooyama]].<ref>[https://shmuplations.com/imadethat/ “I made that!” – 1991 Developer Interviews], from the October 1991 issue of Famitsu, translated by Shmupulations</ref>


Ishihara left SEDIC in 1991 to become to vice president of Ape Inc., where he produced titles such as ''{{wp|EarthBound}}'' and ''{{smw|Mario's Picross}}''.<ref>Hatakeyama & Kubo (2000), p. 98.</ref> After Ape Inc. ceased production activity, he would later found [[Creatures, Inc.]] in November 8, 1995,<ref>[https://www.creatures.co.jp/en/company/ Creatures Inc. Company Outline]</ref> with the assistance of [[Satoru Iwata]].<ref>[https://www.nintendo.co.jp/ds/interview/ipkj/vol1/ 社長が訊く『ポケットモンスター ハートゴールド・ソウルシルバー』]</ref><ref>[https://iwataasks.nintendo.com/interviews/ds/pokemon/0/0 Iwata Asks : Pokémon HeartGold Version & SoulSilver Version : Just Making The Last Train]</ref>
Ishihara left SEDIC in 1991 to become to vice president of Ape Inc., where he produced titles such as ''{{wp|EarthBound}}'' and ''{{smw|Mario's Picross}}''.<ref>Hatakeyama & Kubo (2000), p. 98.</ref> After Ape Inc. ceased production activity, he founded [[Creatures, Inc.]] in November 8, 1995,<ref>[https://www.creatures.co.jp/en/company/ Creatures Inc. Company Outline]</ref> with the assistance of [[Satoru Iwata]].<ref>[https://www.nintendo.co.jp/ds/interview/ipkj/vol1/ 社長が訊く『ポケットモンスター ハートゴールド・ソウルシルバー』]</ref><ref>[https://iwataasks.nintendo.com/interviews/ds/pokemon/0/0 Iwata Asks : Pokémon HeartGold Version & SoulSilver Version : Just Making The Last Train]</ref> There, Ishihara continued assisting in the development of {{game|Red and Green|s}}. Shortly after, he was inspired to create a trading card game based on the titles, ultimately resulting in the creation of the [[Pokémon Trading Card Game]].
 
In the early 1990s, Ishihara assisted in the development of {{game|Red and Green|s}}. Shortly after, he was inspired to create a trading card game based on the titles, ultimately resulting in the creation of the [[Pokémon Trading Card Game]].


In April 1998, [[The Pokémon Company]] was established as Pokémon Center, Inc. and Ishihara was given the position of representative director.<ref name = cesa/> In 2001, he was named the president.
In April 1998, [[The Pokémon Company]] was established as Pokémon Center, Inc. and Ishihara was given the position of representative director.<ref name = cesa/> In 2001, he was named the president.


Announced in 1997, Ishihara was part of a team developing a game with a working title<ref name=Cabbage64Dream></ref> known as '''Cabbage''' (Japanese: '''キャベツ''' ''Kyabetsu'') alongside [[Shigeru Miyamoto]], [[Satoru Iwata]] and {{wp|Shigesato Itoi}}. Originally intended for release on the Nintendo 64DD, Cabbage was a breeding simulator<ref name=CabbageIGN></ref> where a player was able to raise a pet-like creature, known simply as a Cabbage, a name originating from Itoi.<ref name=Cabbage64Dream>[https://archive.is/UpXPJ 64Dream article on Cabbage.]</ref> It began development in 1996 and was designed around the 64DD, requiring the use of its real-time internal clock.<ref name=CabbageIGN></ref> Cabbage would also have compatibility with the [[Game Boy]], where a player could connect to the 64DD and interact with their pets there.<ref name=CabbageIGN></ref> No builds or gameplay of Cabbage ever surfaced throughout its development, and while many sources say Cabbage was intended to make an appearance at Space World 2000, this is often made in error, citing an IGN article from 2000 where they ''expected'' Cabbage would make an appearance.<ref name=CabbageIGN>[https://archive.is/bQtXa The IGN article discussing Cabbage's appearance in 64Dream.]</ref> Ishihara's role in Cabbage's development is incredibly vague; it is unclear what Ishihara actually contributed to the game's development, only that he (along with Itoi) became too busy with other projects, according to Miyamoto in 2006.<ref name=Cabbage2006>[https://archive.is/q7861 Article discussing Miyamoto's comments on Cabbage in 2006.]</ref>{{fact}} It is likely that joining The Pokémon Company in 1998 affected his time spent on Cabbage's development.
Announced in 1997, Ishihara was part of a team developing a game with a working title<ref name=Cabbage64Dream></ref> known as '''Cabbage''' (Japanese: '''キャベツ''' ''Kyabetsu'') alongside [[Shigeru Miyamoto]], [[Satoru Iwata]], and {{wp|Shigesato Itoi}}. Originally intended for release on the Nintendo 64DD, Cabbage was a breeding simulator<ref name=CabbageIGN>[https://archive.is/bQtXa The IGN article discussing Cabbage's appearance in 64Dream.]</ref> in which a player was able to raise a pet-like creature, known simply as a Cabbage, a name originating from Itoi.<ref name=Cabbage64Dream>[https://archive.is/UpXPJ 64Dream article on Cabbage.]</ref> It began development in 1996 and was designed around the 64DD, requiring the use of its real-time internal clock.<ref name=CabbageIGN></ref> Cabbage would also have compatibility with the [[Game Boy]], where a player could connect to the 64DD and interact with their pets there.<ref name=CabbageIGN></ref> No builds or gameplay of Cabbage ever surfaced throughout its development. Ishihara's role in Cabbage's development is incredibly vague; it is unclear what Ishihara actually contributed to the game's development, only that he (along with Itoi) became too busy with other projects, according to Miyamoto in 2006.<ref name=Cabbage2006>[https://archive.is/q7861 Article discussing Miyamoto's comments on Cabbage in 2006.]</ref>{{fact}}


In April 2023, Ishihara stepped down as CEO of Creatures, Inc., being succeeded by [[Yuji Kitano]].<ref>[https://www.gamesindustry.biz/creatures-inc-sees-leadership-change-as-ceo-and-president-step-down Creatures Inc. sees leadership change as CEO and president step down]</ref>
In April 2023, Ishihara stepped down as CEO of Creatures, Inc., being succeeded by [[Yuji Kitano]].<ref>[https://www.gamesindustry.biz/creatures-inc-sees-leadership-change-as-ceo-and-president-step-down Creatures Inc. sees leadership change as CEO and president step down]</ref>
1,748

edits