Miyamoto
Interviews> September 24th 2000, MSNBC
Interview
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.
When we introduced
"Super Mario" on the N64, we wanted it
to be appealing to the public. We, as
professional game creators, did everything
possible to make it shine. As a result, other
creators saw Mario 64, and somehow misunderstood
that anybody could make [a game] like "Super
Mario 64." They took it for granted that
they could do it without any problem; but, of
course, they could not. That was the problem we
faced at the beginning for N64.
What I said about
GameCube was that what you expected with N64,
with GameCube we have removed the difficulties.
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.
I actually kind of
expected some reaction from the audience, but now
that I have seen the strong reaction... It would
take one year to complete Mario 128 or any
project of that sort.
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 Corp.'s (Nasdaq:
MSFT) Xbox?
Miyamoto: Of course, GameCube is far superior
for game creation, and I cannot talk about Xbox
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 Xbox 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.
I started this career with
the arcade business. One thing that is important
for arcade games is that they have to be
appealing to the person who is passing by so that
they will be attracted to at least play the game
once. As far as this point is concerned, I think
the next generation games are doing a fine job.
But there is something missing. After playing the
game once, will people be addicted to the
gameplay? I think that people are putting so much
energy into giving games beautiful appearance and
boosting the high-performance of the hardware;
but unfortunately they are too busy to work on
something else that is more important - the
creative side of the matter.
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