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==Development== First publicly mentioned in 1997,<ref name="The 64Dream Dec 1997"/> [[Shigesato Itoi]] (designer of ''[[EarthBound]]''), [[Tsunekazu Ishihara]] (designer of ''[[Pokémon]]'') and [[Shigeru Miyamoto]] codeveloped a [[Nintendo 64]] prototype of a pet creature breeding game called ''[[Cabbage (video game)|Cabbage]]''. Its four-year development was fundamentally enabled by the [[real-time clock]] and mass writability introduced in the requisite [[64DD]] peripheral "such that even if the power is cut, [the game] can still raise the creature"<ref name="Cabbage at IGN"/> and with optionally purchasable enhancement data.<ref name="64DD: The Games"/> A subset of creature maintenance functionality would be made portable on the Game Boy and could be synchronized back to the 64DD disk, via the [[Transfer Pak]].<ref name="Cabbage at IGN"/><ref name="64DD: The Games"/> It was expected for release in 1998<ref name="Miyamoto Opens Vault"/> and then, in 2000,<ref name="Cabbage at IGN"/> but all further development was distracted. In 2006, Miyamoto concluded: "It disappeared, didn't it ... However, the conversations and design techniques that popped up when we were making ''Cabbage'' are, of course, connected to ''Nintendogs'' and other things that we're doing now."<ref name="The 64Dream Dec 1997">{{cite journal |last1=Miyamoto |first1=Shigeru |author-link=Shigeru Miyamoto |last2=Itoi |first2=Shigesato |author-link2=Shigesato Itoi |date=December 1997 |others=Translated by Yomuka |title=A friendly discussion between the "Big 2" |url=http://yomuka.wordpress.com/2013/03/29/itoi-miyamoto-interview-64dd/ |journal=The 64DREAM |page=91}}</ref><ref name="Cabbage at IGN">{{cite web |url=http://www.ign.com/articles/2000/04/05/nintendo-still-cooking-cabbage |title=Nintendo Still Cooking Cabbage |website=IGN |date=2000-04-04 |access-date=2014-02-25 |archive-date=2014-02-23 |archive-url=https://web.archive.org/web/20140223063258/http://www.ign.com/articles/2000/04/05/nintendo-still-cooking-cabbage |url-status=live }}</ref><ref name="64DD: The Games">{{cite web | title=64DD: The Games | date=January 29, 1998 | author=IGN Staff | url=http://www.ign.com/articles/1998/01/30/64dd-the-games | access-date=January 25, 2015 | archive-date=January 29, 2015 | archive-url=https://web.archive.org/web/20150129025943/http://www.ign.com/articles/1998/01/30/64dd-the-games | url-status=live }}</ref><ref name="Miyamoto Opens Vault">{{cite web | title=Miyamoto Opens the Vault | date=August 21, 2006 | first=Anoop | last=Gantayat | website=IGN | url=http://www.ign.com/articles/2006/08/21/miyamoto-opens-the-vault | access-date=January 28, 2015 | archive-date=September 24, 2015 | archive-url=https://web.archive.org/web/20150924152037/http://www.ign.com/articles/2006/08/21/miyamoto-opens-the-vault | url-status=live }}</ref><ref name="64DD Pet Projects">{{cite web | title=64DD Pet Projects | date=December 10, 1997 | website=IGN | url=http://ign64.ign.com/articles/061/061567p1.html | url-status=dead | archive-url=https://web.archive.org/web/20060314205040/http://ign64.ign.com/articles/061/061567p1.html | archive-date=March 14, 2006 | access-date=November 21, 2015}}</ref> The project which ultimately became ''Nintendogs'' began as a technical demo on the [[GameCube]] long before it was considered for the DS. It was migrated to the DS when the handheld was still in development. [[Shigeru Miyamoto]] originally came up with the idea for the game when he and his family bought a dog, which inspired him to create the project.<ref>{{cite interview|last=Miyamoto|first=Shigeru|interviewer=Peter Rojas|title=Nintendo's Shigeru Miyamoto|url=https://www.engadget.com/gaming|access-date=2009-05-03|archive-url=https://web.archive.org/web/20130724064136/http://www.joystiq.com/2005/10/03/the-engadget-amp-joystiq-interview-nintendos-shigeru/2|archive-date=July 24, 2013|publisher=[[Joystiq]]|date=2005-10-03}}</ref> The game's producer, [[Hideki Konno]], looking for a game to take full advantage of all of the Nintendo DS's features, decided on a dog simulation game. ''Nintendogs'', first called ''Puppy Times'', was originally designed to have fifteen different versions, one for each breed of dog. [[Satoru Iwata]] suggested this to convey the feel that the player was choosing a dog from a [[kennel]]. However, the debugging process for each version was deemed too time-consuming to be feasible. After going back and forth between several versions, they eventually settled on three, with six dogs each and the rest available after completing in-game goals.<ref>{{cite web|url=http://ds.ign.com/articles/616/616923p1.html|title=E3 2005: Nintendogs Interview|work=IGN|date=19 May 2005|access-date=28 January 2015|archive-date=11 December 2010|archive-url=https://web.archive.org/web/20101211070742/http://ds.ign.com/articles/616/616923p1.html|url-status=live}}</ref>
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