PlayStation Portable was due to Aria of Sorrows success on Nintendo's Game Boy Advance, and Igarashi's observations of both consoles during the 2005 E3 Media and Business Summit. He felt it was a waste to use the storyline with Soma Cruz and the Tactical Soul system in only one game, contributing to his desire to make a sequel. The original design team from Aria of Sorrow, as well as personnel from Konami Tokyo, were involved in the production of Dawn of Sorrow. Igarashi intended to include a white-collar Japanese worker in the game. This worker would be a manager in a Japanese firm and have a family. However, the development team's opposition to this idea forced him to drop it. The use of the technical features of the Nintendo DS was one of the production team's principal concerns during development. The DS touch screen was a primary point of interest. Several functions such as picking up items on the screen and moving them were originally intended to be incorporated into the game. However, scheduling problems forced the development team to abandon many of these ideas. Igarashi's primary concern with using the touch screen was that it would detract from "the Castlevania pure action gameplay", since the player would have to slow down play to use the stylus. The DS microphone was looked at during development, but Igarashi noted that although he found humorous uses for it, it was never seriously considered for inclusion in the game. For the graphical representations of the game's enemies, Igarashi had sprites from earlier Castlevania games such as Castlevania: Symphony of the Night reused, and the development team redesigned them for use on the Nintendo DS. Unlike most recent Castlevania games, Ayami Kojima did not participate in designing the characters for Dawn of Sorrow. Instead, the characters were drawn in a distinctive anime style, influenced by producer Koji Igarashi who wanted to market the game to a younger audience. Aria of Sorrows sales figures did not meet expectations, and as a result, Igarashi consulted Konami's sales department. The staff concluded that the demographics of the Game Boy Advance did not line up with the series' target age group. Igarashi believed the Nintendo DS inherently attracted a younger audience, and he was working to court them with the anime style. Furthermore, Igarashi considered the anime style a litmus test for whether future Castlevania games would incorporate