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Interview with Shigeru Miyamoto
This is an article with an inteview of Miyamoto. It is taken from the MSNBC web site, and I did not write it.
Sept. 22 - After creating "Mario," "Zelda," "Donkey Kong," "Yoshi," and "Star Fox," it's hard to imagine what else Shigeru Miyamoto, Nintendo's star game designer, could possibly do for the Kyoto-based video game manufacturer. As it turns out, there's more.
MIYAMOTO RECENTLY JOINED Nintendo's board
of directors, a fitting honor considering the massive role he has played
in the company's success. Also, one of his less publicized accomplishments
is gamepad design. Realizing that few people would better understand the
relationship between gamepads and gameplay, Genyo Takeda, who led the research
and development team that created both Nintendo 64 and GameCube, worked
with Miyamoto to design the systems' controllers.
MSNBC: You mentioned during your presentation (at Nintendo's Spaceworld tradeshow in Tokyo last month) that it is extremely easy to make games for GameCube. What makes it so easy. a superior tool set, better architecture?
Miyamoto: There are a variety
of ways [GameCube makes programming easier]. There are many aspects. In
each aspect of N64, we found difficulty. We made improvements, so it is
not just one specific point upon which we made an improvement that makes
it very easy to create games for GameCube.
MSNBC: How far along is Mario 128?
Miyamoto: (Laughing, even before
his interpreter begins translating) That is actually just one of several
experiments that I am working on right now. I just do not know if I am
going to make a so-called Mario 128.
MSNBC: What is the working title for the Luigi game that you showed?
Miyamoto: Unfortunately, our public relations people have specifically said that I cannot say anything until the E3 show next year. The code name that we are working with is "Luigi's Mansion;" but probably we will not use this as the official name.
MSNBC: Were the scenes you showed of "Zelda," "Luigi's Mansion," and "Metroid" (at Spaceworld) actual playable game footage?
Miyamoto: That is a very good question. As a matter of fact, no. Actually, this is the kind of images that we specifically created so that people will know what the final games will be like. We could have shown actual game footage; but if we had done that, then people [competitors] might have figured out the secrets behind the games, so we specifically went the other way so that what people saw was specific camera angles that we will not be using in the actual gameplay.
MSNBC: Will the look of the games and the polygon counts be as remarkable as they were in the footage?
Miyamoto: Yes, 100 percent assurance.
MSNBC: Can you say what kind of polygon levels we will see during games?
Miyamoto: What we're running was not at peak level. This was what we can run at a constant rate from beginning to end, not at only one instance like the technical shows you saw with the other game machines.
MSNBC: As a game developer, how would you compare GameCube to what you know about Sony's PlayStation 2 and Microsoft's X-Box?
Miyamoto: Of course, GameCube is far superior for game creation, and I cannot talk about X-Box because it is not out right now. We always expected a lot out of GameCube; but now that it is out, I have to tell you, it is even better than we creators had originally expected. Of course, when X-Box is released, it may have superior technology that will be more expensive. As far as technology is concerned, even though I cannot be objective as I am the one who is working on GameCube from the start, I believe GameCube is far superior to any existing hardware from the game creation point of view.
MSNBC: From games you have seen on PlayStation 2, has anything left you impressed?
Miyamoto: I think "Tekken Tag
Tournament" is very well done and a lot of people are enjoying it. As far
as today's dedicated PlayStation 2 games are concerned, I have not seen
anything new when compared to the past [generation of] software. So what
kind of new software should we be looking forward to? That should be the
mission of game creators.
© 2000 MSNBC. Used without permission.