Meet the Makers

Pokémon Battle Revolution marks many firsts for the Wii console, such as the ability to use the Nintendo DS as a controller, and compatibility with the Nintendo Wi-Fi Connection. What challenges did you face while pioneering these innovations?

Mr. Yoshiaki Iwasawa
It was truly the first experience for both Genius Sonority and Nintendo to develop Wii software with the function of connecting to the Nintendo DS console, and also compatible with Nintendo Wi-Fi Connection. Therefore we had to work very closely to check and confirm the new specs. The communication was kept just before finishing up the Master ROM. It was very intense for all of us.

To connect Pokémon Diamond and Pokémon Pearl with a Wii system, we had to pre-program on the side of Pokémon Diamond and Pearl, too. However the delivery date (the deadline for the master ROM) of Pokémon Diamond and Pearl was earlier than the launch of the Wii; therefore there were many uncertainties left. With such a tricky situation, it was very difficult to plan and develop the all of the specs of Pokémon Battle Revolution. In the end, the project was successful with much support from Game Freak Inc. and other related parties

Pokétopia is a beautiful location for big-screen battles, and it features many great Pokémon themes and locations. How was the architecture and design of Pokétopia developed?

Jamie Turner
We wanted the game to take place in a focused world that had a single theme, but was still fun and exciting, and the setting of a theme park-style city seemed a good fit. Within Pokétopia we wanted to create a wide variety of contrasting locations, so that the player would be excited to see where they'd be going next on their tour of the island, and feel that they'd been on an adventurous journey. The huge Pokémon you can find throughout Pokétopia really came naturally while we were designing the stages – it's fun to think about how to turn a Pokémon into a giant theme park attraction !

The ability to customize the look of your Trainer is a great addition to the Pokémon universe. How did this idea come to life?

Yoshiaki Iwasawa
In the Pokémon world, the individual uniqueness of each Pokémon is well-respected. That is the essence of the Pokémon video games. The fun part is to be able to create (or raise) your own Pokémon that you can not find anywhere else. The idea of customizing a Trainer was developed from the simple question of how we could have an original Trainer, like you can have your own Pokemon. To express your originality, your Trainer can wear unique outfits to battle with others.

The voice narration in this game is fantastic. How was the script developed? Please tell us what you paid attention to?

Yoshiaki Iwasawa
We've received many requests from core Pokémon fans to include play-by-play narration in a 3D Pokémon battle game, since the play-by-play of Pokémon Stadium was very popular. To be honest, we thought including play-by-play narration would be tough as the number of Pokémon and their moves have doubled since Pokémon Stadium.

When we were developing the script, we focused to create an atmosphere like the commentary in sports rather than describing the battles with accuracy. We included some scenarios which would not be expected in an ordinary situation to emphasize the excitement. Please check it out in the game!

I was so pleased with the result of how the commentary narration came out - more than I expected. I have to admit the contribution of the English voice actor was huge. He had a great voice and professional skill. Also we can not forget all of the support from the staff of Nintendo of America and the others who were involved in this project.

Was it difficult to program animations for so many Pokémon in 3D? Were there any Pokémon that were more complicated to program than others?

Takumi Shigeno
Yes, it was. The most difficult part was the positioning of the camera angle. I had to find a camera angle which covered all Pokémon moves even though the sizes of Pokémon are relatively different; from a tiny one to a huge one. Everything had to be captured within the same camera angle. Well, I really struggled with how to capture Wailord!

The number of special move animations in this game is staggering. Was it difficult to include so many unique animations in one game to make sure that each attack had its own unique visual display? Are there any attacks that are your favorite?

Maiko Suzuki
To develop a motion effect of Pokémon moves shared by different Pokemon was very tough since Pokémon sizes are relatively different to each other. To create a natural motion effect that can be applied to over 490 Pokémon was hard work. But working closely with the scenario team, we solved this problem and developed a dynamic and unique battle sense. The hardest moves were Surf and Seismic Toss. But we found the solution to both of them. The Seismic Toss effect is expressed comically and uniquely, adding a special bonus to the script. When we were developing the effect for Surf, we confronted many technical troubles such as the capabilities of the graphics engine and the available visual effects. But we managed to create a dynamic effect of the waves and water splashing on the camera lens.

How was the concept of the Battle Pass developed?

Yoshiaki Iwasawa
The Battle Pass is the key item of Pokémon Battle Revolution, allowing you to enter Colosseums in Pokétopia, and they are fun to collect too! You can edit and design your own pass to express your originality. You can show off your originality to your opponents via the Nintendo Wi-Fi Connection – even someone in the world you don't know! We thought it would be great if you could trade a Battle Pass with the players who you battled with. It took a long time to develop this idea. I looked for any tips by checking my driver's license, and different kinds of credit cards … then I thought that adding the Trainer info could be interesting, as well as the information of the players' Party Pokémon.

What aspect of this game do you think appeals most to Pokémon fans?

Kuniko Kobashi
There are four initial aspects which I think of:

  1. The movements of Pokémon with 3D graphics are so life-like.
  2. The effects of Pokémon moves are very dynamic. Especially, the move effects between two opponents have a great impact.
  3. The speedy and rhythmic tempo of battle scenes. We created battle scenes to attract two groups of Pokémon players: One group of players who love battling and the other group of players who may be not so keen on battling.
  4. The personal connection to the game that the player forms when customizing their own Trainer.

How long did the actual hands-on programming of PBR take?

Yoshiaki Iwasawa
It took about 10 months from the first concept to programming the software -- not counting the additional time for preparation and creating 3D models.

Could you give us a breakdown of what a day is like when programming a game like Pokémon Battle Revolution?

Yoshiaki Iwasawa
I believe that people think that game programmers are staring at a PC monitor or consoles all day. But if you observe the people here, you will find different expressions or emotions: one is screaming about bug trouble, the other is happily smiling with satisfaction of their work and so on. The important thing is to respect others, especially when everyone is under pressure. You need self-control and to not disturb others. A day can be completed with such teamwork.

Was there more that you wanted to program into the game that just wasn't possible given the time restraints?

Yoshiaki Iwasawa
There were a few things we wanted to develop, but could not because of time. We wanted to include puzzle games or sub-battles within the tutorial. The current tutorial is explained only by text, and you receive a special gift after completing it. Our game planner wanted to include stories for each of the Colosseum leaders like how the Master of Pokétopia has his own story.

When we were developing the Japanese version, there was not enough time to develop the game in a 16:9 (widescreen) screen resolution. But we had more time for the USA version so managed to develop 16:9. We are so happy with the result of 16:9! It's so great!

With a lack of scenario mode, Pokémon Battle Revolution becomes more of a battle-intense fighting game. What changes did you have to make (from a programmer's standpoint) when balancing the gameplay of Pokémon XD versus Pokémon Battle Revolution?

Kuniko Kobashi
In the development of Pokémon Battle Revolution, we paid attention to the sense of immersion for the player to be a Trainer in the Pokémon world. A player can express their originality by designing and editing a Battle Pass and customizing Trainer profiles. A Battle Pass is a tool to create your own battle strategies, and customizing a Trainer profile is a way to express the uniqueness of players. Pokémon Battle Revolution is focused on maximizing your originality. If you use your own Pokémon raised in Pokémon Diamond and Pearl, the sense of “originality” will be even stronger.

What were some of the favorite Pokémon of your programmers?

Kuniko Kobashi
There are many different Pokémon on the staff's desks such as Snorlax, Deoxys, Chatot, Happiny, Manaphy, Piplup, etc. I believe that it is fun to choose your favorite Pokemon from a selection of 490!

The look of Pokétopia has a very art-deco feel to it, reminiscent of 1930's America. Did your programmers do a great amount of research of the art deco style?

Jamie Turner
The design team did a lot of research of the art deco and streamline modern styles of the 1920's and 30's, looking at many different designs and objects from that era -- buildings, vehicles, posters, clothing -- even jewellery. We used the forms and colors of these objects as inspiration when we designed our world. The art deco style is elegant and slightly futuristic, and at the same time recalls a bygone golden era, so it's a great match for the escapist feeling of a theme park city like Pokétopia.

The name Pokétopia combines Pokémon with utopia. Is Pokétopia the ultimate Pokémon city? What kind of basic image did you have?

Jamie Turner
We wanted to create a place where the greatest Pokémon Trainers from all over the world would love to visit and battle. We wanted Pokétopia to be a vibrant and thrilling location so that the players would feel excitement when they brought their Pokémon teams there. To create a contrast with the rather futuristic neon-lit areas of Pokétopia, we also created peaceful natural locations, like a sunset beach and the Waterfall Colosseum, where the player can appreciate beautiful views while battling.

Did you want to program more functionality into the Wii Remote? How would you use the functionality of Wii Remote?

Yoshiaki Iwasawa
(You need to use the Wii remote at all times except in DS Battle Mode)
It took us a long time to decide what would be effective ways to use the Wii Remote to emphasize the dynamic excitement of Pokémon 3D battles. Interesting ideas were discussed during the planning period, such as using a Wii Remote to throw a Poké Ball and how a Pokémon appears. We tested these ideas in practice. But because Pokémon Battle Revolution is not an action game, people may get tired of playing with such actions for a long time. We decided not to focus on the newness of Wii Remote functionalities, only applied the functions of pointing at the screen, controller buttons and the freedom to hold the controller horizontally.
 

There is a secret code hidden in Pokémon Battle Revolution, can you tell us what's going to happen?


Kuniko Kobashi

That is a very special gift for the players in the US, you can find out what it is by sending the gift into the DS game cards of Pokémon Diamond or/and Pearl. Please check it out!