Article/Gamefan Shigeru Miyamoto Interview

Originally in Gamefan 808, August 2000.

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> Shigeru Miyamoto Interview GameFan
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> During the tumult that was E3 – amid a mass of flashing lights, scantily-clad booth babes and skull-numbing music – we found the time to sit down with Nintendo’s legendary Shigeru Miyamoto, creator of nearly everything Nintendo (Mario, Zelda, Donkey Kong, F-Zero, Yoshi, Pilotwings, etc). We asked him about a whole range of topics, ranging from where gaming is going today to competing consoles to playing guitar in games. Here’s what he said…
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> Gamefan: With the instant success of Kirby 64 in Japan, which had very 2D like gameplay, do you think it’s still possible for developers to make a successful 2D game?
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> SM: Well, it depends on what people are interested in. The question isn’t “Is it good for me to make 2D games, or is it good for me to make 3D games?” It just depends on the game plan… what you really want to make. Before, yes, the technology allowed us to only make 2D games, but we now have the option to make 3D games, as well. It’s not about a transition, but rather the expansion of the alternatives we now have. As a matter of fact, I don’t think the possibility of 2D has died down at all. It will just keep on going.
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> GF: Good, good… well, classically, Nintendao has had the image of a kid’s system that adults could play if they wanted. How do you feel about a game like Conker’s Bad Fur Day, in which Nintendo almost sheds this image entirely?
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> SM: I think it’s the marketing idea versus the creative idea. When I created Donkey Kong, it was said that this was an adult game that could be played by children as well. But now, somehow, we have the impression that Nintendo is a system for children that adults can play. I just don’t like that kind of stereotype toward Nintendo products right now. So in order to broaden our horizons, I can appreciate a game like Conker’s Bad Fur Day, if we can put the proper marketing spin on it. Having said that, however, I don’t intend to let Mario appear in that type of game. Also on the subject of Mario, I’m somewhat concerned that he has become too childish nowadays, and actually, I’ve been telling this to our team members – so hopefully we can make Mario more adult like.
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> GF: How long do you think Pokemon will be popular? Do you think it’ll be a dynasty franchise like Mario or Zelda, spanning multiple consoles?
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> SM: we are trying to enforce the Pokemon franchise as well, so that it has sustained longevity. The reason Pokemon became the sudden surprise hit it was is because we developed the TV series and movie so quickly. These are not the tactics adapted by Mario or Zelda. Because of that, we are kind of worried what repercussions, if any, there could be… in order to sustain the popularity of Pokemon, we are making constant efforts all the time. But one thing I can tell you is that the reason Mario and Zelda have appealed to audiences for a very long time is because they’re characters in games we are making. And they make constant appearances in our games. As for the games themselves, we are making efforts so that they appeal to as many audiences as possible. That kind of thing is very unique to Mario, Zelda… or even Pokemon. So it’s not the merchandising products we have or the marketing, but basically, we have the strong asst of making gmaes like Mario, Zelda, and Pokemon, and Pokemon is going to survive.
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> GF: How do you feel about the 64DD, and is there a chance you’ll develop a game for it?
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> SM: Actually, I’m one of the main persons behind the 64DD. I’ve been strongly pushing forward the idea of 64DD, and unfortunately, we are not able to provide the product to the mass market yet. However, it has been realizing a very unique gaming environment in the area of interactive communications, and we are hopefully that we may even make some new formats of entertainment by allowing different users to exchange information together. And now we have Mario Artist, Sim City, and such and such… we are happy to hear many people say that if it were on a cartridge, they would buy it. But we are very sorry to say that, because of the system, we are now providing it only for the DD. If you were living in Japan, I think it would be a good buy…
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> GF: We do have a DD, actually…
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> SM: At your office? What do you mean?
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> GF: Yes, we have one.
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> SM: But of course, you cannot communicate with the Japan host CPU…?
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> GF: Well, it is difficult yes…
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> SM: Together with the hardware console and software, it will cost you 30,000 yen per year, so if you can enjoy that with the family, and if you’re living in Japan, it’s not so expensive. Unfortunately, in the United States at this point in time, you cannot subscribe to it…. Well, now that you say you have the 64DD system, we are going to introduce new software called Polygon Studio, which is going to include data exchange discs. Now you will be able to exchange what you have made with Mario Artist or Talent Artist… with this system, you can upload data and download between the host CPU and you. Thus, you and other persons (can interact) through the host CPU… and for the Mario Artist series, I myself am involved in the development.
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> GF: Do you think that single player games like Mario or Donkey Kong can still be successful when everyone is talking about multiplayer and internet networking capabilities?
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> SM: Yes I think it’s going to keep on going. I don’t know if it’s going to be Mario or Donkey Kong exactly, but there are times when you can play alone. Of course, for this type of circumstance, we the creators have to try and make new ideas.
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> GF: It’s been said that you contributed to the design of the Dolphin controller. Can you tell us of any improvements you’ve made? (eg, will it be better for fighting games)?
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> SM: Well, I’m not specifically taking into consideration any specific genre like fighting games. I am making the design so that it can be used for a variety of different methods. But unfortunately, until the August event, I am unable to say anything about the system, so I’m sorry.
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> GF: Ah, I understand. So are you at all inspired to create a voice recognition game like Seaman?
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> SM: Believe it or not, I’ve been personally involved with the development of Seaman, from the very beginning, together with the creator, Mr. Saito. And I’ve also been very involved with the development of Hey You, Pikachu, so yes I have been interested in that kind of system… although it’s a Sega game.
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> GF: [laughs] So it’s ok that I print this right?
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> SM: Yes, as a matter of fact, I am the first person to whom Mr Saito showed the idea of Seaman.
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> GF: I’ve heard that one of your hobbies is playing guitar. I also read that you played guitar on the end track of Super Mario World. Is this true?
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> SM: No, no, no… I think you’re referring to the opening theme of Mother (Earthbound in the US) but it was just the initial music… of course, afterward, it was modified… and improved… and processed…
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> GF: (Nintendo of America president) Mr. Arakawa was quoted as saying, “Microsoft doesn’t know how to make games.” Are you at all worried about Microsoft’s entry into the console market?
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> SM: Well, Microsoft is a company with very strong physical strength, but I don’t think that we should be too concerned about this. If you ask me, “Are you scared of it?” I just don’t know. I’m not worried about Microsoft the company so much – because, after all, it’s the individual creator who’s going to make the good games. So in that sense, yes, I may have to worry about Microsoft if it offers big money to every creator to work for it… That could be a problem, but I’m not worried about it much. What I am concerned with is that Nintendo continues to make something new, regardless of what the others might try…. But we don’t like to have that kind of comparison between other companies in the same battlefield.
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> GF: Is there any chance that we’ll see a brand-new game from you other than another Mario, Zelda, or F Zero?
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> SM: Yes I believe we have to. When it comes to Talent Studio and other 64DD titles, they are actually quite a new challenge for us.
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> GF: IS there any chance we’ll see a new Pilotwings game?
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> SM: Well if we can make it on Dolphin, I think it’s going to be great, because the Dolphin has such enormous power. But as I said, we really want to make something new, not of the so called sequel or traditional series – and to tell you the truth, I’m having my hands full with many projects at this point in time.
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> GF: Thank you for taking the time for this interview.
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> SM: Thank you. I look forward to seeing you at Spaceworld in August.
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