Miyamoto
Interviews> August 23rd 2001, Spaceworld
Press: Mister
Miyamoto, why did you decide to change the
direction of the Zelda game?
SM: Yes, as I
already told you on the stage, I was not ready to
say more about the Legend of Zelda. We want to
talk more about the games that are coming out
shortly before the end of this year. As you know,
I asked you not to take pictures and publish
them, so if you're going to include pictures of
the Legend of Zelda, I going to know who you are.
(laughs)
Joking aside, the media
which we showed at the E3 show was almost
identical to the one we showed one year ago at
the SpaceWorld show. Actually, we weren't lying
to you about what we were doing. As a matter of
fact, at the time of the E3 show we were hiding
the secret, but one year ago at the SpaceWorld
show we were seriously working on that project
for the Legend of Zelda. Well, actually, about a
year ago, we were repeating so many different
experiments , and we were trying to decide what
direction the new Legend of Zelda should take.
After that, as you know I've been working on some
other projects, including the Legend of Zelda
GameBoy versions, and during that course I was
starting to wonder what was actually the ideal
age for Link. It's really something I want to
pursue: the grown-up Zelda or even more grown-up
Zelda.
As you know, if you visit
the arcade game sectors, for example, if one
product receives rave reviews and becomes a hit,
then next year there will be a number of very
similar games following the trend. And look at
the movie industry, and typically the animation
industry made in Japan, they are following a
similar trend: there's one hit, somebody else
follows, and in the end only the very
enthusiastic, avid movie-lovers can tell the
difference. But the general public can never tell
them apart.
In more detail, what we are
making emphasizes on making something better than
the others instead of in the same direction and
ignoring the importance of making something
different. As a result, in this community called
the industry, the people who are most sought
after is the people with the better technology
and skills, rather than the people who love to
challenge something very fun by making
breakthrough ideas, but rather the people who are
sought after are the ones who have better skills
in certain fields which are booming in the
R&D and creative works; that kind of
situation I really hate.
So that's why I told you my
staff you should have more freedom in creating
anything you like. At the same time I've been
telling to other people that my ideal, that I
want a Link this way and that way, and we have
repeated several experiments and as a result, now
I think that the video we have shown you today is
the course we should take with the next Zelda.
So I can tell you now that
the title is under very good progress for now.
One thing I'm afraid of that is that, of course,
people already saw the Link in the older graphics
and they are looking forward to the
better-proportioned, much more sophisticated Link
figure in the next Legend of Zelda. I do not want
to hurt their expectations and feelings, so what
we are working on doing now is to make Zelda as
unique as possible because whenever we
areproducing a new Zelda, uniqueness is something
they are always looking forward to. So I think I
can say that we are ready to make that unique
Zelda. But that's all I can say about the Legend
of Zelda.
Press: Animal Forest
and Kirby were both GameBoy games. Will the
GameCube version be a stand-alone version, or
will the GameBoy Advance send the program to the
GameCube? It seemed like you needed the game to
play the Advance part of the game.
SM: Well, what we
did today was on the GBA side there was no
program, you know, it had some special cartridge
with a tilt function but nothing else. No game
contents, the game contents were sent from the
GameCube, and that's what we are working for, so
the final production will be GameCube.
You know that the original
verion of Kirby's Tilt and Tumble, the GBC
version was already unique enough, and you know
we are going to make more beautiful graphics and
better sound with the GBA. We don't think people
will be tricked by this kind of new feature, so
other than that I thought it would better for us
to have the GC make much more changes like what
you saw today. The GC in Kirby's Tilt and Tumble
can rolling on the upon the holes or something
like that, and also for those who are walking and
moving and would like to have a sequel to the GBC
version, the data can be transferred to the GBA
so you can take and play with it. So that's why
we are doing so, and also it's not decided yet,
but I think the parallel version of Kirby's Tilt
and Tumble should probably include a
communication function with the GBA so when you
leave you can play it on GBA. Between the GC and
GBA, you can have other communications and kinds
of communication games.
As a matter of fact, some
of you have already noticed that it's going to be
the cartridge including the tilt function, as
well as the link, so it can be used for other
games. Of course, it won't be so popular at the
moment, but once Nintendo starts selling this
game with the tilt function, third parties will
also be able to use this cartridge. For example,
they may have some extra data that can always be
transferred to this tilt cartridge. And also, as
you know, the GBA itself contains a RAM area, but
it's relatively small, you can do for example one
cartridge four-player mode, and the RAM holds the
game data, which is wonderful. But by inserting
this tilt cartridge, there is additional memory
that the GBA can use, so there me be some new
types of communications games.
Press: For Animal
Forest, you download to the GBA texture
information using the data port and then put it
into sleep mode, do you have to transfer that
data back and put it into the game in order to
play anything like Mario Kart, or ... ?
SM: Yeah, during the
course of sharing data while you are out with
your GBA, you can design your own clothes or
something else, and if it's put into the signal,
it can be uploaded, but I don't really understand
what you mean about Mario Kart
Press: Once you do
your graphic changes, but you're not close to
your GameCube so you can upload what you've done,
can you still plug in a different game and play
it, or will all the memory on the GBA be cleared?
SM: Yeah, if you're
going to play a new game on your GBA, that data
will be erased. Yeah, in that case, the tilt
cartridge we just mentioned may be handy, but we
are getting into a discussion that's very complex
and complicated, so we should rather not at this
time.
Press: Nintendo is
not making any big announcements about online
games. Will this change? Why is this; why are you
not making big announcements?
SM: Well, of course,
Nintendo is in this industry and we are well
aware of the latest technologies and so forth, so
because of this Nintendo is very skeptical of the
business side of the online business, and now I
know that many people are saying that online is
the wave of the future are starting to wonder
just as we have been wondering the business side
of the online aspect. I myself as a game creator
cannot say I'm not interested in the online game
at all. There is some charm and attraction to the
future of online gaming, but looking at the
current situation very calmly or quizzically, I
have to say that many of the people who are just
saying "online online online," they are
stuck with the current situation. They cannot
find out any new way of creating games, so by
saying online is the future, they are trying an
excuse already. Having said that, of course,
Nintendo is always ready to expanding to the
online. In fact we are making the preparations
for that, but once again, we cannot say there is
an established business aspect right now. And for
me as the creator, what are the online aspects?
The communication aspects of gameplay is more
interesting. I think online is just the power of
communication which is much larger. And, for
example, the Animal Forest, which we were saying
today, is a type of communication game. At least
Nintendo, and I myself, has characterized or
capitalized on other communcation games because
it encourages the communication among family
members and among friends.
Press: Nintendo has
already shown its involvement with Retro's
Metroid project by making it a priority within
the company, but I'm curious to know how Nintendo
is directing the design of the Metroid project.
SM: Well, how to
make the game between the two different companies
is a rather complex subject. If we say that we
are going to direct, and so we are going to
dictate the direction of the gameplay, then we
have to send out directors from Nintendo to some
other company. And what I am doing about this
Metroid Prime project is between Retro and
Nintendo, the development has been working pretty
well, so we are already in the stage of
fine-tuning and finishing touches.
As a matter of fact, we
were about to present it to the SpaceWorld show,
but unfortunately, we had not enough effective
sound, and I make much of the controller ability
of the game, meaning that how it will feel to
touch the controller; I could not be fully
satisfied, so I decided that we should not bring
it to the spaceworld show. And also, I was
actually thinking about showing you today the
video footage of the Metroid and actually the
video tape is inside of my bag, but the guy
sitting next to me (points to interpreter) said
that if we were going to show the Metroid video,
the whole one hour would be occupied with talk,
so he discouraged me to do so.
So what I can tell you is
that, yes, we are on the right progress, and
probably will be ready to launch it within one
year time of now, and the directors are located
in the United States, and we as the game
producers are giving suggestions almost every
weeek, and at least every other week, we have
conferences. And also in once every month or two
we have face-to-face meetings.
Press: Three
questions, two of which related to the
connectivity of the Game Boy Advance and Game
Cube, and of course I want to point out again
after discussing the two patterns of connectivity
I said there were much more capabilities, and I'd
like to have some examples of these. And the
second one is the things which we've shown today
are somewhat difficult, especially for the people
who only have one system like the GC or GBA. So
for those who are going to get the one system,
what kind of steps will Nintendo take to persuade
them this is a good enough game for a one-console
user? Finally, about Zelda, some has already been
explained today, but what's become of the new
Mario, especially, what are the features that are
enabled only by the GameCube this time.
SM: First of all, as
for the other uses for connectivity, one way is
to insert some cartridge into GBA, and there is
the way not to insert anything into the GBA.
About one that needs the cartridge to be
inserted, I was showing today the motion sensor
cartridge, so of course if we put some other
cartridges, there are different ways to use
different functions for this specific activity.
And also by utilizing the
cable, lots of data can be transferred. One use
is that you can change the design of something by
making use of the GBA. Today I was showing you
only one example using one GBA, but we can use
for example link up to 4 or just a couple of
them. A couple of people can use a couple of GBAs
and one GameCube. I just wanted to demonstrated
the most simple way of connecting today.
And also some other game
makers or maker could be making some announcement
of the connectivity like they can use the common
backup data between the GBA and GC.
So once more you'll see
that the game is available from only one console.
Of course, the ideal situation is that they're
going to buy both, that's part of the marketing
ploy we have in mind by doing this kind of
system, but to start with when only one system is
available, and it's kind of hard for people to
own both, I think we are going to introduce more
of standalone game, and then if you have both
systems and the link cable, there is something
special you can do.
I'm sure that many other
third party companies are interested in this
connectivity, and I'm sure many companies are
going to want to introduce same or similar
software for GBA and GC from now, so they will be
making use of this system.
Of course, I'd rather not
explain about Mario, as I said in the
presentation, but as I said, I was careful in
choosing to show images that do not tell a lot so
you won't know the secret and other companies do
not imitate. But because we have eliminated this
kind of footage, I think you are wondering what's
so interesting about the Mario game.
One thing is for sure: it's
called Mario Sunshine, so as long as it's Mario
Sunshine, we really have to sell it during the
summer time.
Mario was shouldering some
mysterious machine, so yeah, of course, it
contains some secret. You remember the Koizumi
who went with me to the States introducing the
Zelda and Mario 64, he was actually one of the
persons mostly responsible for the animations of
Mario 64 as well as Zelda 64, I mentioned he is
now deeply involved in Mario Sunshine and the new
Zelda, so what I can say is that yes, we are
going to take the right direction for what we're
doing.
Press: I've got a
question about Luigi's Mansion: most of your
games are very easy to pick up and play; you just
pick up the controller and it's very apparent how
you play the game, but Luigi's Mansion is very
complicated; a lot of people get disorientated at
first. Why have you done this with that
particular game? Why is it not as pick up and
play as other Mario games?
SM: That's really a
tough question. I hope at least that you'd
appreciate we have incorporated very simple kind
of maturation. Luigi's Mansion has gone through
many monitors of difficulty level of the
controller ability. And as you know we've been
repeatedly saying that the ideal situation for a
game is for gamers to be able to use just A
button and the main stick, that's all, but of
course Luigi's mansion is a bit more complex, so
you have to use other buttons on the controller
(I'm paraphrasing from memory here; that part is
completely incomprehensible.) We make games with
very simple use of the control, but we know that
you're going to have games with more complex
useage of the controller. But yes, you're right,
had we released Mario Sunshine first, you
wouldn't be disturbed by the complex useage
required by Luigi's Mansion's gameplay. But once
again, we used the simplest way of controlling
Luigi's Mansion, and it has passed the test of
our monitors about controllability.
Press: Following
along with the Mario discussion, Mario Sunshine
is obviously the next main Mario game, then what
is Mario Net or 100 Marios; I've seen those names
thrown around. Are those real games?
SM: So many projects
and so many experiements are being carried out at
Nintendo R&D, for example the 100 Mario, 128
Mario, some of the power of which had already
been integrated into Pikmin. Having said that,
some other parts are still going on because we
are always looking to 2 years later, 3 years
later, so maybe later some part of 100 Marios
will show up elsewhere.
As for Mario Net, it's
still under product improvement; it's not a Mario
game to sell, which is either a Mario Net game
which is why we call it that, and then I'm hoping
to make something both complicated and simple
together, something of an in-between concept. But
already, there are some problem with the
experiments, and once again, sometimes in the
future, I may be able to show you something about
it. That means we are always working on so many
different projects, and wherever, there is a new
aspect, we are always trying to make new
experiment or integrate some of the good aspects
of projects into other games. That's how Nintendo
is able to make such good games.
Press: Why didn't we
see a new Pokιmon title?
SM: The main focus
of today was the production of software to be
released in this calendar year, that's why you
didn't see Pokιmon and other projects, but in
the future, we are going to show you something
about a GameCube version of Pokιmon.
Yeah of course, we've shown
it once or twice, and today we did not show, so
in that case please suspect that there are some
things which are not decided. And some things not
yet ready to be shown, but when that something is
ready, we'll be ready to show it.
Press: So far we've
seen Luigi's Mansion and now Mario Sunshine, but
is there any chance that we'll see the return of
the Mario Brothers together?
SM: If what you
wonder about is just a more complicated or more
better graphics version of the past Marios for
GameCube, well of course, in Luigi's Mansion, in
the end you are going to see Mario. And
technologically it's possible that Mario and
Luigi will be together, it's something we always
talk about, that's what I can say.
Press: It's known
that you've been making minor changes to the GC
controller for a while now and I was wondering if
you're finally completely satisfied with the
final product, or if you would change something
had you the time.
SM: I'm fully
satisfied with the design, so in the very near
future there won't be any changes, and in the far
future there may be some changes like some
buttons will become bigger and some will become
smaller, but the basic layout of these buttons,
they are not going to be changed. Likely the
basic layout is cutoff already; the perhaps
perfect or perhaps extremely well-done design of
the controller.
Press: I was
wondering if Mr. Miyamoto is disappointed that
there will not be a Mario game at launch, whereas
with the last 3 Nintendo systems there has been.
SM: Well, you know
that some members really wanted to release Luigi
pretty bad, so that's why, and of course, if
possible I wanted to release MS first, but at the
time I was devoting most of my time to Pikmin and
the aspects I wanted to make. And there's got to
be something big in the launch schedule, so this
time it's going to be Luigi's Mansion, Pikmin,
Mario Sunshine, and Zelda, but yes, I was a bit
dissapointed by the fact that Mario was not the
first game for GameCube.
Press: Can you say
anything else about Link's new design?
SM: At the beginning
of the game, Link shall be more of a child rather
than an adult, that's my image, and after that we
were trying to make Link with somewhat better
computer graphics and sophistication.
I went by a gut feeling; it
was an emotional issue, not the number of
polygons. We had Link beginning to wear
piercings, and things like that, and I just
started to dislike these kind of ideas, so it was
mainly an emotional issue and that's all.
But its interesting for you
to know that the new Zelda images you've seen and
the older ones, they are created by the same
artists.
Press: The GBA is an
excellent piece of hardware, but there's been
some dislike expressed of the screen; it can only
be used in bright conditions. Is Nintendo
planning to remedy this?
SM: Yeah, we've
heard some complaints about that, in Japan too,
and what we are telling is that its a kind of
offset between low pricing and better gameplay,
but having said that, however, by making doing
some tricks on the software side, you can have
much brighter images. And actually, that's what
we're encouraging makers to do. So we believe
that from now on more games will have bright
images. There are some simple rules, like don't
use a dark color in between dark and so forth, so
there are many ways to deal with the lightness of
color. But that said, its a matter of making it
affordable, so there have to be some factors. If
we attached a backlight, some would be satisfied,
but the number of people who could afford it
would be smaller.
Technologically speaking,
the GBA has an even lighter screen than the GBC,
but only when you insert the GBC software into
the GBA, the people may find it much darker when
than they are making use of the clear line on the
GBC screen. And these kind of things as we
pointed out can be solved by some software
tricks, so we'll make some progress from now on.
Press: The GC is
pretty powerful hardware, so can we expect any
other uses of it?
SM: In the future
there may be some talks because of the GC
hardware, it's such a powerful machine, but at
this point in time theres no such plans to
release the GC hardware for anything but gaming.
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