Taku Sugioka: Difference between revisions

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[[File:TakuSugioka.jpg|thumb|Taku Sugioka, as seen in the Iwata Asks for ''[[WarioWare: D.I.Y.]]''.]]
[[File:TakuSugioka.jpg|thumb|Taku Sugioka, as seen in the Iwata Asks for ''[[WarioWare: D.I.Y.]]'']]
'''Taku Sugioka''' is a programmer and game designer employed by [[Intelligent Systems]]. Sugioka has been heavily involved in the ''[[WarioWare (series)|WarioWare]]'' series and has since directed ''[[wikipedia:Pushmo|Pushmo]]'' and its sequels.
'''Taku Sugioka''' is a programmer and game designer employed by [[Intelligent Systems]]. Sugioka has been heavily involved in the ''[[WarioWare (series)|WarioWare]]'' series and has since directed ''{{wp|Pushmo}}'' and its sequels.


==History==
==History==
Taku Sugioka was brought in to help speed up ''[[WarioWare, Inc.: Mega Party Game$!]]'''s development, as director [[Goro Abe]] knew him to be a skilled programmer<ref name="Iwata Asks D.I.Y">[http://iwataasks.nintendo.com/interviews/#/ds/diy/0/0 Iwata Asks: WarioWare D.I.Y]</ref>.
Taku Sugioka was brought in to help speed up ''[[WarioWare, Inc.: Mega Party Game$!]]''{{'}}s development, as director [[Goro Abe]] knew him to be a skilled programmer.<ref name="Iwata Asks D.I.Y">[http://iwataasks.nintendo.com/interviews/#/ds/diy/0/0 Iwata Asks: WarioWare D.I.Y]</ref>
 
He worked on the Korean localization of ''[[WarioWare: Touched!]]''<ref name="Iwata Asks D.I.Y"></ref> After completing work on it, he was one of the first people contacted by Goro Abe about developing ''[[WarioWare: D.I.Y.]]'' Taku Sugioka was interested by the game's concept although was unsure of its feasibility, but Abe managed to convince him. Later in development, Sugioka lobbied for the game to be shipped on a {{wp|Flash memory|NAND}} cartridge and personally debugged the format when a glitch threatened to delay the game. As he was heavily involved with programming duties, he did not design any [[microgame]]s.<ref name="Iwata Asks D.I.Y"></ref>


He worked on the Korean localization of ''[[WarioWare: Touched!]]''<ref name="Iwata Asks D.I.Y"></ref>. After completing work on it, he was one of the first person contacted by Goro Abe about developing ''[[WarioWare: D.I.Y.]]''. Taku Sugioka was interested by the game's concept but unsure of its feasibility, but Abe managed to convince him. Later in development, Sugioka lobbied for the game to be shipped on a [[Wikipedia:Flash Memory|NAND]] cartridge  and personally debugged the format when a glitch threatened to delay the game. As he was heavily involved with programming duties, he did not design any [[microgame]]<ref name="Iwata Asks D.I.Y"></ref>.
==Games credited==
==Games credited==
*''[[Panel de Pon]]'' - Opening Program / Select Program
*''[[Panel de Pon]]'' - Opening Program / Select Program
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*''[[Paper Mario: Sticker Star ]]'' - Special Thanks
*''[[Paper Mario: Sticker Star ]]'' - Special Thanks
*''[[Game & Wario]]'' - Supervisor
*''[[Game & Wario]]'' - Supervisor
*''[[WarioWare Gold]]'' - Special Thanks
*''[[WarioWare: Get It Together!]]'' - System Support


==References==
==References==
<references/>
<references/>


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{{People}}
{{People}}
[[Category:People]]
[[Category:People]]
[[Category:Game Designers]]
[[Category:Game designers]]

Latest revision as of 20:39, October 16, 2021

Photo of Taku Sugioka.
Taku Sugioka, as seen in the Iwata Asks for WarioWare: D.I.Y.

Taku Sugioka is a programmer and game designer employed by Intelligent Systems. Sugioka has been heavily involved in the WarioWare series and has since directed Pushmo and its sequels.

History[edit]

Taku Sugioka was brought in to help speed up WarioWare, Inc.: Mega Party Game$!'s development, as director Goro Abe knew him to be a skilled programmer.[1]

He worked on the Korean localization of WarioWare: Touched![1] After completing work on it, he was one of the first people contacted by Goro Abe about developing WarioWare: D.I.Y. Taku Sugioka was interested by the game's concept although was unsure of its feasibility, but Abe managed to convince him. Later in development, Sugioka lobbied for the game to be shipped on a NAND cartridge and personally debugged the format when a glitch threatened to delay the game. As he was heavily involved with programming duties, he did not design any microgames.[1]

Games credited[edit]

References[edit]