GameSpy: Power-wise, DS is slightly more powerful than N64. Is that
enough?
Miyamoto: In 20 years, if you think in terms of
cost, battery-life, and size, we have put together a package that is easy to
use and really easy to develop for. People are going to enjoy it.
In terms of power, I think that when you go beyond the N64, you have a level
of power that is not limiting you from doing things and the new features
give you more freedom to be more creative.
GameSpy: (To Miyamoto) How did you help with
the design of DS?
Miyamoto: I think I was a pain because I was
always coming to them giving them ideas on things to do and demanding
things. Really, we worked together from a very early stage on DS. Mostly I
would go and look at things in terms of gameplay designs.
I would go and look at things like the distance between the two screens, and
what would be the best distance in terms of gameplay. I looked at button
positioning and things like that and how they would affect the gameplay and
how players can play with them.
I have an industrial design background; but as hardware designers, they
don't like to hear me talk about my background. I try to stick to more
gameplay-oriented comments.
Sugino: It's not like Mr. Miyamoto just comes to us and tells us how
to do everything. If you think about it, Nintendo has some very talented
software designers working in-house.
Mr. Sakamoto (Yoshio Sakamoto, head
of Research and Development 1 and creator of Wario Ware, and the
original Metroid) and other people who are designing software for us.
We go to each of them and take our ideas past them. Mr. Miyamoto was just
one of several people giving input on the system.
GameSpy: Granted, but Shigeru Miyamoto is the
most famous name in gaming. Don't you feel pressure trying meet his needs?
Sugino: I must apologize to Mr. Miyamoto, but
I do not feel any kind of pressure. Nintendo has a very strong family
atmosphere. So, I go to him quite a bit. I speak with him frequently. So
if I need something, I go right up to his desk and talk to him. I
understand how people feel about Mr. Miyamoto; but to me, he's just a guy
whom I work with every day.
For me, I do not feel that kind of pressure meeting Mr. Miyamoto's needs.
For me, as a hardware designer, it is advantageous to have Mr. Miyamoto as
almost a consultant in the work that we do. We can go to him and have
these discussions. It's really a great environment for us.
GameSpy: With the tech demos you have now, it
seems like the touch screen is more a source of innovation than the two
screens.
Sugino: Adding touch-panel control really
adds a new feel to video gaming, but then you have the challenge of the
pen you are using blocking your view of the screen. That is why I believe
that two screens is a great layout. You can use the stylus down below and
still have view of what is going on in the game.
GameSpy: So are you satisfied with the uses that you have seen of
your system so far?
Sugino: When I saw the variety of games that
we were able to show I was really surprised because there was a wider
variety than I expected there would be available so early. Because we have
been able to deliver such a wide variety in such a short time
that
says to me that we can really look forward to some great games a little
ways down the road.
Miyamoto: When we look at creating peripherals for our hardware
systems, the Research and Development teams always come back to us and
say, 'We have this idea for a camera or a tilt sensor
' And I wonder,
'How much are we really going to use this? How many games are going to
take advantage of this?' Obviously, the R&D teams are very busy
creating games.
To devote time to some new peripheral
obviously the teams are not very
pleased if we only use it for one or two games. In this case, with the
touch sensor, when we came up with the idea, they were in doubt asking how
much it was going to get used and how we were going to take advantage of
it in our games.
To come to the show and see so many games taking advantage of touch
control is really a good sign about what is yet to come.
GameSpy: Are you nervous about games like
that Sonic game wearing out the screen too quickly?
Sugino: We will make a system that can stand
up to that kind of abuse.
Miyamoto: When I saw that, I said to Mr. Naka, 'Maybe we need to
come up with some guidelines.'
Sugino: When I first saw it I was a little nervous; but because we
saw it at such an early stage, we now realize that there will be this kind
of game for the DS and we are able to go work on it so that there will not
be any trouble.
GameSpy: Do you have a favorite of the DS
games?
Sugino: I really like the submarine game. In
fact, I am really kind of addicted to that game.
Because the DS was so secret, we have not been shown a lot of software
outside of the development groups. Coming to E3, we have been here for
five days now setting everything up. Any time that the set crew had any
time off, we would always end up going up stairs to the submarine game and
playing it. We kept getting better at it until now it is sort of this big
high-score race.
GameSpy: Who is the best at it?
Miyamoto: The people who are best at it are
the ones who are doing the least amount of work.
Sugino: The EAD staff are very hard to catch up to. They are very
good at it. I have gotten very good at it, too. So after them, it may be
me.
GameSpy: I know what the answer is going to
be, but I might as well ask. Have you started work on your next hardware
system?
Sugino: Rather than finish one hardware
system and move on to the next one, we are always in the process of
developing new ideas and technologies. Take, for example, the DS. We have
been working on the touch-panel technology idea for a long while. We have
been working on the wireless connectivity on a separate research and
development track.
What we do while we work on these different technologies is we try to
figure out which ones we can apply to different video-game systems or how
we can incorporate them into a hand-held system. We look for ways that
will not only expand the system, but also expand the software and make
that better.
Instead of it being a more staged set from one machine to the next, it's
an amalgam of several research and development tracks going on. We
evaluate what we can pull from our research and how best to match that
into a new hardware system.
GameSpy: Have you ever finished a system or
a prototype that you thought was good but never released?
Sugino: You might be a bit confused about the
way that we design hardware. We never have a plan for designing a
specific hardware system. We don't create prototypes, evaluate them,
then decide whether or not to launch.
To put it in a better perspective, look at the Game Boy SP. With the SP,
we basically added rechargeable batteries and front lighting to the AGB.
Obviously, rechargeable battery technology had been around for a while.
We had been researching it. The front-light technology had been around
and we researched that.
So, in terms of how you bring those into new hardware, it's all about
timing. It's timing to see when it's [the innovations] right for the
hardware in terms of balances such as power consumption. This was
something that Yokoi-san was very attentive to -- the needs of the
consumer, the needs of the hardware, the needs of the developer, and
balancing them together to create the right hardware.
So, in that sense, we have all of this research and development work
going on, and we look for the right timing in terms of bringing these
elements together into a new hardware system.
GameSpy: Did you work under Yokoi-san? (The
late Gumpei Yokoi, dean of Nintendo's engineering efforts and creator of
Game Boy.)
Sugino: Yes, from the time that I first
joined Nintendo to the time that Mr. Yokoi left I worked under him. I
worked as a hardware designer under Mr. Yokoi on projects like Game Boy
Pocket and Virtual Boy.
GameSpy: When did you start?
Sugino: 1989.
GameSpy: Yokoi, along with creating hardware, developed some fine
software. Did you work on software as well?
Sugino: Yes. For the four years after I
joined Nintendo, I worked on software. The first game I worked on was Balloon
Kids, which was a Game Boy version of Balloon Fight. I worked
on the first Wario Land game, and I was involved with Fire
Emblem.
In terms of actual game design, Wario Land was one of the games
where I worked in more of a game design capacity. Rather than saying I
was a game designer, I would say I was involved in more of the game
creation work.
GameSpy: You actually remind me a little of
Mr. Yokoi. (This should come as no surprise. Yokoi was so admired by the
engineers he worked with that they were said to imitate the way he
worked in the lab, addressed problems, and even the way that he
dressed.)
Sugino: Thank you very much. I actually
visit Mr. Yokoi's grave every once in a while. Next time I go, I will be
sure to let him know that you have said that.
Miyamoto: I did not know that you visited Mr. Yokoi.
GameSpy: If you could add a single feature
to a console or handheld game, what would that single ideal feature be?
Sugino: By introducing so many new features
and innovations on the DS, we have created a system that takes new
players and expert gamers and takes them all back to the starting line.
In that sense, I hope that many non-gamers will look at DS and say, 'Oh,
that looks like a video-game system that even I can play.'
How many more people can we bring into the gaming pool with DS? I think
that the response to the DS is going to impact the future of our home
gaming console and what that is going to be like. In that sense, rather
than worry about how the DS may potentially be linked to the next
system, I think there may be other developments beyond that that we may
get to see.
GameSpy: But how about new features? If
there was one feature you could add, what would it be?
Sugino: In our booth we are showing off a
lot of titles that show the many directions in which the DS may go in
terms of the balloon trip game, and Mario, and Metroid
Metroid in particular with its new styles of control. I think
they all have good ideas that can be expanded upon.
I think the best example has to be Wario Ware. I think that it is
a game that anybody can pick up and they will go have the same
experience.
GameSpy: Will the next new Mario
adventure be for DS, GameCube, or for a new console?
Miyamoto: It may end up on DS. You have
seen Mario 64 x 4 here, but there is another Mario game
that we are working on for the DS that is best suited for that system. I
think that will be the next Mario game to come out.
GameSpy: What is going on with Mario 128?
Miyamoto: It's moving along secretly like a
submarine under the water. When developing, we often look at the
different hardware and run different experiments on it and try out
different ideas. There have been a number of different experiment ideas
that we have been running on the GameCube. There are some that we have
run on DS, and there are other ideas, too.
At this point I just don't know if we will see that game on one system
or another. It is still hard for me to make that decision. I am the only
director on that game right now. I have the programmers making different
experiments, and when I see the results, we will make the final
decision.
GameSpy: That new adult Zelda game,
could you run that on DS?
Sugino: If we wanted to re-create Ocarina
of Time on the DS, we could do that very easily. We are researching
a number of different things.