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 September 11, 2000



 



 


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 Managing Gamecube

Nintendo's director and general manager Genyo Takeda talks Gamecube philosophies and more.

September 11, 2000

Electrical Engineering Times recently published an article on Nintendo's next-generation console in which the company's director and general manager Genyo Takeda offered comments on system design philosophies.

Takeda admitted that the first thing Nintendo did when designing Gamecube was take a long, hard look at the shortcomings of its 64-bit console. "We told them, 'Let's achieve what we could not do with Nintendo 64,'" he said. The idea was to create a system that would be extraordinarily easy on software houses -- just the opposite of Nintendo 64 development, which Takeda likened to asking game creators "to make their feet fit [our shoes]."

However, the task of creating a balanced game machine molded to fit today's technology standards wasn't easy. "The most difficult issue in the Dolphin project was the gap between the [technology-driven] culture in Silicon Valley and our intention to pursue entertainment," said Takeda. "Instead, [each one] should work in harmony. It was most difficult to ask [Valley engineers] to swallow their pride."

For the full article, which also offers details on the 8cm optical disc technology and why SRAM is so important to Gamecube's performance, click here.


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