Author Topic: New Miyamoto Interview  (Read 16776 times)

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Offline Bill Aurion

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New Miyamoto Interview
« on: September 03, 2005, 10:46:35 AM »
Here

Translated from Japanese to French to English, heh heh...Anyways, as long as there is no big translation mistakes, here are the tidbits...

- "I hope that [gamers] are well, that they have fun with our games. It will be the case I think with our new creations. We sought new things, new directions. Simpler, more direct."
- "I did not say that [the Gamecube controller] was too complex, I think just that one can still improve it. And also ways of playing and the controller."
- "The new Mario game will surprise much people. Trust us. I think that it will open with a new way of having fun. There will be a new character at his side."
- "[Mario 128] will not be the only surprise of the next year. We thought the Revolution compared to this new type of game. It is there for much in the design, like Mario 64 in its time. But we can't direct our new console only towards him! We work on expensive under development, very impressive products and pushing the interactivity very far. Games of a new era."

Also, even though people (read: morons) think that Twilight Princess will be delayed to Revolution, it's NOT...
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Offline Renny

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RE: New Miyamoto Interview
« Reply #1 on: September 03, 2005, 11:11:56 AM »
Someone said the Cube controller is too complicated for children. They have trouble using the analog triggers with the analog sticks. Maybe I'll dig up the quote.
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Offline mantidor

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RE: New Miyamoto Interview
« Reply #2 on: September 03, 2005, 11:36:42 AM »
it was Miyamoto himself, look in the Gamespy interview.

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Offline NinGurl69 *huggles

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RE: New Miyamoto Interview
« Reply #3 on: September 03, 2005, 11:48:46 AM »
Mario 128 features Sanity Effects.
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Offline odifiend

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RE: New Miyamoto Interview
« Reply #4 on: September 03, 2005, 12:09:23 PM »
I love reading/listening to what Miyamoto has to say, even in French.  One thing he kind of stressed was game simplicity but in the way you controlled the game, citing Mario Sunshine as a game that used all the many buttons on the Gamecube controller but was still easy to control.  He said this is the concept he wants to achieve.  I think this comment should put to rest all those retard one button Revolution controller ideas since Miyamoto does design the input devices for N's systems.
Miyamoto states that he is wrapped up in Zelda:TP even more than in WW - which just can't be a bad thing .  He said it was delayed to one make it the best it can be and because the developers wanted to add some last minute ideas.  The DJ interjects that maybe that idea is hold off for the revolution, but Miyamoto just states it was announced for Gamecube.
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Offline Bill Aurion

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RE: New Miyamoto Interview
« Reply #5 on: September 03, 2005, 01:26:10 PM »
Also from the interview: "This will no doubt be the last Zelda game as we know it today"  This most likely means that the Zelda series will be evolving come the Revolution, but that's not too surprising, is it?

That said, I'll just go ahead and warn everyone that this apparently hasn't been confirmed yet, though I don't really see the point considering there's no real new info...
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Offline pudu

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RE:New Miyamoto Interview
« Reply #6 on: September 03, 2005, 01:58:48 PM »
Quote

Originally posted by: Bill Aurion
We work on expensive under development, very impressive products and pushing the interactivity very far. Games of a new era."



This is exactly the the kind of stuff I want to year.  If Mario 128, like Mario 64, can set a new bar for interactive gameing this is exactly what Nintendo needs to drive home their vision of the next gen.  The best part is, unlike with the Mario 64 era, the way the game is controlled may very well be unique among all the consoles.  Let's just hope that 3rd parties utilize whatever the controller has to offer in new (and hopefully better) ways and doesn't copy Nintendo's ideas.

Offline Don'tHate742

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RE: New Miyamoto Interview
« Reply #7 on: September 03, 2005, 03:11:48 PM »
"One thing he kind of stressed was game simplicity but in the way you controlled the game, citing Mario Sunshine as a game that used all the many buttons on the Gamecube controller but was still easy to control. He said this is the concept he wants to achieve."

That's exactly what I stated in my "Nintendo and it's philosophies" thread. For some reason, I got negative respones from almost everyone on this forum.

I said you can't have simplicity and functionality in the controller. A one button controller, though simple, provides barely any functionality. I know this; Miyamoto knows this. Instead of trying to simplify the controller, he aims to simplify how you control the game.

It's an excellent point that I geuss I couldn't make.
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Offline stevey

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RE: New Miyamoto Interview
« Reply #8 on: September 03, 2005, 03:17:43 PM »
- "The new Mario game will surprise much people. Trust us. I think that it will open with a new way of having fun. There will be a new character at his side."
- "[Mario 128] will not be the only surprise of the next year. We thought the Revolution compared to this new type of game. It is there for much in the design, like Mario 64 in its time. But we can't direct our new console only towards him! We work on expensive under development, very impressive products and pushing the interactivity very far. Games of a new era."


woot woot finally the fanboy dream of the last 5 years about 128 will come true Iwataton!

Also from the interview: "This will no doubt be the last Zelda game as we know it today" This most likely means that the Zelda series will be evolving come the Revolution, but that's not too surprising, is it?

what...*hype dieing, frear taking over, peeing...again* evolving like loz-lttp-oot-tp for the better or loz2-mm-mc for the wrost?  
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Offline mantidor

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RE: New Miyamoto Interview
« Reply #9 on: September 03, 2005, 03:21:06 PM »
The Zelda series has ALWAYS evolved for the best.
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Offline Bill Aurion

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RE: New Miyamoto Interview
« Reply #10 on: September 03, 2005, 03:36:46 PM »
You just did NOT call Minish Cap a bad game, did you stevey?  Because I'm going to have to pull a Reggie on you...
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Offline stevey

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RE: New Miyamoto Interview
« Reply #11 on: September 03, 2005, 03:52:02 PM »
no I just said it was too much of a diffen from reg zelda. loz2 sucked  
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Offline Mario

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RE: New Miyamoto Interview
« Reply #12 on: September 03, 2005, 05:03:07 PM »
I refuse to believe he can think Super Mario Sunshine's controls were easy, have you even seen a nongamer trying to play it? It's IMPOSSIBLE for them to jump around, move the c-stick and aim fludd at the same time, SMS is one of the most complex games i've ever played.

Offline IceCold

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RE:New Miyamoto Interview
« Reply #13 on: September 03, 2005, 07:03:19 PM »
Quote

There will be a new character at his side
Interesting....

Can't wait for Mario 128, or at least some more details.

And DontHate - Iwata has said numerous times that he wants a controller that looks simple and not intimidating. This interview doesn't dispel that at all. SM wants the controls in the game more simple, but that doesn't mean that the controller shouldn't be simple. You can still have functionality and simplicity. Of course, this doesn't mean a one button controller or anything like that, but he said that it the GCN controller could be improved, and they want to make it look more simple. It will still be functional though, of course.
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Offline Caillan

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RE: New Miyamoto Interview
« Reply #14 on: September 03, 2005, 07:51:20 PM »
Quote

There will be a new character at his side


In the translation I saw, there was a note explaining that it was a difficult section to translate. It also said not to take it too literally.

I was surprised when he mentioned SMS as an example of simplicity. I wasn't so hot on the radical simplification of the controller they seemed to have impied, but if that's what they mean, then it's fine by me.  

Offline odifiend

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RE:New Miyamoto Interview
« Reply #15 on: September 03, 2005, 08:04:30 PM »
Quote

Originally posted by: Mario
I refuse to believe he can think Super Mario Sunshine's controls were easy, have you even seen a nongamer trying to play it? It's IMPOSSIBLE for them to jump around, move the c-stick and aim fludd at the same time, SMS is one of the most complex games i've ever played.


Hmm... glad there is no exaggeration going on in this post.  I find it pretty interesting that you try and get a non gamer to play a one player game where the time between deaths or even trys is about 15 minutes to 2 or 3 hours, but whatever.  Though I got into SMS pretty easy b/c I'm a gamer, I am positive like every Mario game ever made, SMS had a solid learning curve in place.  
I just have to say am completely baffled by this "Save the Non-gamer" mentality.  I have known plenty of non gamers and most can be categorized like this:
1) Non gamers who perceive themselves as an adult/girl and therefore should not be playing video games and refuse to even try
2) Non gamers who play and become (casual) gamers
I don't seem to come into contact with non gamers who just can't overcome the controller.
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Offline King of Twitch

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RE: New Miyamoto Interview
« Reply #16 on: September 03, 2005, 10:03:46 PM »
They'd better put the long jump back in. That was a clear signal that SMS would be a step backwards in level design. Please put platforming back at the forefront of the game.
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Offline Invincible Donkey Kong

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RE: New Miyamoto Interview
« Reply #17 on: September 04, 2005, 03:23:40 AM »
There was no point for the long jump when you had Hover mode...
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Offline Aussie Ben PGC

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RE: New Miyamoto Interview
« Reply #18 on: September 04, 2005, 04:52:33 AM »
Quote

what...*hype dieing, frear taking over, peeing...again* evolving like loz-lttp-oot-tp for the better or loz2-mm-mc for the wrost?


...so, basically, if the game is a retread of the first game and story it's good, but if it deviates from the format, it's bad?  Innovation indeed.
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Offline mantidor

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RE: New Miyamoto Interview
« Reply #19 on: September 04, 2005, 06:09:38 AM »
but Sunshine was pure platforming, having water as the main theme didnt change that.

"You borrow style elements from 20yr old scifi flicks and 10 yr old PC scifi flight shooters, and you add bump mapping and TAKE AWAY character, and you got Halo." -Pro

Offline SgtShiversBen

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RE: New Miyamoto Interview
« Reply #20 on: September 04, 2005, 06:39:59 AM »
MY girlfriend, at the time, bought Super Mario Sunshine (probably just to impress me) and she got pretty into it.  She learned how to wall-jump, hover and all that good stuff.  She is the very epitome of a non-gamer.  She never played video games up until me and she got pretty well into it.  Then she tried a PS2 game I had and threw my controller (the b$##h).

All this talk about the Revolution though isn't anything that hasn't been done before.  This is how Nintendo is every generation so we should all be used to it.  This also tells your which people are new to the game "wars" by how outrageous their comments can get.
"The next step is already being prepared for Revolution. [It's] not just a portable, not just a console -- it's exactly what we wanted in that it's the birth of a completely new platform." - Youichi Wada [Square Enix]

Offline KnowsNothing

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RE: New Miyamoto Interview
« Reply #21 on: September 04, 2005, 07:24:57 AM »
Anybody who hates Mario Sunshine is a trash-bag swinging loaf.  The controls were extremely easy, even for non-gamers.  Such was the case with my brother, who both dislikes most games and sucks at them, yet loved Mario Sunshine and played it with ease.  If you have trouble playing SMS you're a dolt.
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Offline Mario

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RE: New Miyamoto Interview
« Reply #22 on: September 04, 2005, 07:52:35 AM »
Everyone I know says the camera sucks, and it's because they suck at controlling it, which makes the controls too complex.

Offline KDR_11k

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RE: New Miyamoto Interview
« Reply #23 on: September 04, 2005, 08:50:45 AM »
The camera sucks insofar as you can't make a quick 90° turn, either the camera will adjust automatically, rotate your direction of movement and let you drop (there was one "secret" that was damn annoying with this) or you take too long which is fatal when you're on dissolving ground. I preferred the camera in Wario World's platforming bits, at least it always aligned with the level and when you have to make a quick turn it wouldn't rotate and screw up your movement.

Another, MAJOR annoyance with SMS was that there were very few "checkpoints". Feels like SMB3 all over again (my least favourite 2d Mario). Make your way through a long level, die shortly before the end and restart from the beginning (at least SMB3 had very short levels so it was less of an issue). What is this, 1985? Even SMB1 had midlevel checkpoints. It's especially annoying with the "secrets" as dying is pretty easy in those.

The lives in that game were rather useless, most of the levels had no checkpoints at all so when you went Game Over that didn't mean jack. It only meant something with the secrets and there only that you didn't have to play the "exposition" again, you'd have to restart at the beginning of the secret, anyway.

They should group sets of levels (2-3) together and give them midlevel checkpoints. Let the player only choose the group, he has to finish it with one set of lives. Run out, restart the group.

M64 had too many moves, especially lots of redundant ones (sideflip, backflip, longjump, slide, ... Who needs that many? There was a time when the jump and the dash jump were enough). SMS administered the necessary cleanup, SMW style there.

Offline Bill Aurion

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RE: New Miyamoto Interview
« Reply #24 on: September 04, 2005, 09:16:46 AM »
Quote

"Another, MAJOR annoyance with SMS was that there were very few "checkpoints". Feels like SMB3 all over again (my least favourite 2d Mario). Make your way through a long level, die shortly before the end and restart from the beginning (at least SMB3 had very short levels so it was less of an issue). What is this, 1985? Even SMB1 had midlevel checkpoints. It's especially annoying with the "secrets" as dying is pretty easy in those."

And?  If there had been checkpoints there'd be complaining that it was too easy...The secret stages were hardly long enough to require checkpoints...
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