Miyamoto Interviews>
October 19th 1999, Gamepro
GamePro:
Was the creation of Zelda Gaiden motivated by
unfinished creative business? Were there things
in Ocarina of Time that you still wanted to do?
Miyamoto:
Yes, actually. For the 64DD, thought of changing
the dungeons and making some parody games based
upon the Ocarina of Time, but at the same time
the creators felt they wanted to do more and
could do more utilizing the N64's cartridge
system. So we added to the original Ocarina of
Time's code, and we decided to make use of the
Expansion Pak memory kit so that we could explore
new ideas that we couldn't do in the Ocarina of
Time.
GamePro:
Rumors have suggested that Ocarina of Time is
compatible with the 64DD-the "hooks"
are still in the cartridge to interact with the
peripheral. Is this true?
Miyamoto:
Yes. In fact, there is some code already included
in the Ocarina of Time such that once it is
hooked up with the 64DD system, and once certain
software is inserted into the 64DD hardware, we
can make something quite new. But it all depends
on how they make the 64DD system itself.
Unfortunatly, I'm not in a position right now to
comment on what kind of game the new Zelda will
be when it's connected with the 64DD system.
GamePro:
Will you create another N64 game, or is all your
effort focused on Dolphin?
Miyamoto:
Well, I should say on the surface that no, I am
not making anymore N64 games as a director and
that I am concentratiing on development for the
Dolphin, but in fact, I have been supporting the
producers who are still working on N64 games. So,
though I say I'm not making games for the N64,
that doesn't mean that I'm not involved in the
development of any N64 games.
GamePro:
What are your initial impressions on the
Dolphin's Hardware?
Miyamoto:
It should be a good machine if it's not very
expensive, For the N64, we were working with
Silicon Graphics [SGI], and SGI had no knowledge
or experience of making video games, Working with
that kind of company taught us a lotm and that
kind of knowledge has actually been included on
the Dolphin, So I think the new machine should be
far better, I believe that the Dolphin is going
to be a good machine in terms of
cost-effectiveness.
GamePro:
Sometimes, limitations inspire creative
solutions, After so many years of developing for
cartridges, do you see DVD as a valuable creative
asset or just a temptation for designers to fill
with crap?
Miyamoto:
Well, I think for the third party licensees. the
use of DVD software will be very good because it
can decrease the risk of manufacturng costs. When
I think about our own teams at Nintendo, I should
tell you that DVD may not be the best media for
us to opt for. But I think that now the time has
come for us to work on this kind of optical
media. Because we now have larger RAM capacity
inside the console, inside the console, in terms
of the cost of the hardware, we don't need to be
so worried about the memory size of the RAM. If I
may add, everybody knows that we cannot make the
Ocarina of Time on the PlayStation. Many
licensees and developers for the PlayStation
realize that CD-ROM is not the perfect media for
them to work on. At the same time, though, they
realize that in terms of business costs, the
CD-ROM makes more sense, and there are actually
some games that can never be realized on
cartridge-based systems. Now, with the advent of
DVD-based systems, we may be able to solve the
problems of both sides.
GamePro:
Since we appear to be fast approaching the
N64-to-Dolphin transition, looking back, what are
your favorite N64 games aside from those you've
personally created?
Miyamoto:
It's rather difficult... I like games like Smash
Bros. even though they are not made by me. I
liked Konami's soccer game [International
Superstar Soccer 64]. And of course, Rare is good
at making games. I'm sorry, I can't think about
anything else right now. In other words, I want
to say ours are the best!
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