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More from Miyamoto – Vitality Sensor and Galaxy 2 talk, more

Posted on May 14, 2010 by (@NE_Brian) in General Nintendo, News, Wii

This comes from the same German Miyamoto interview from our last post. Again, this is somewhat of a rough translation…

Miyamoto on how many ideas not realized in Galaxy 1 were realized in Galaxy 2…

“We have developed two Super Mario Galaxy games for Wii, though we rarely produce two episodes of a series for the same console. Nevertheless, Super Mario Galaxy 2 was developed for Wii. The Galaxy series works with 3D animation, which offers many new game options and makes the game more user friendly. Since not all ideas could be realized after Super Mario Galaxy 1, version 1.5 was produced. But we added so many ideas that it was better to have a completely new version to develop. The result was Super Mario Galaxy 2.”

Miyamoto on whether the awards he has received puts pressure on him…

“The many awards given to me give me the feeling that I am older. Of course, an award comes with some pressure connected to be allowed to make mistakes, because I want to be a role model be for the next generation.”

Miyamoto on the Wii’s successor…

“Unfortunately I can not make any statement on this. But in any case, Nintendo will produce something unique.”

Miyamoto on the Vitality Sensor..

“I can not tell yet. Really. But more will probably be revealed at E3. Maybe we can say more then. Unfortunately, you have to wait. But with this unique hardware we provide something completely new.”

Miyamoto on whether producing both hardware/software affects development…

“We are already thinking in the design of the hardware out, which game we want to develop for it. This is obviously an advantage for us. On the other hand we have to produce our games, before the hardware is finished. This is a disadvantage for us. Our position is on the one hand advantageous, on the other advantageous. But the is not the decisive factor for our company, our goal is to make our hardware more flexible for the future for more games. If the concept of these games is correctly understood and implemented seriously by third-parties, then the end-product quality is as high as our products and player-friendly. That would be purely structurally possible. I wish that it happens.”

Miyamoto on whether Nintendo’s past, such as their playing cards, has an impact today…

“Mr. Yamauchi, the former president has long worked in the entertainment industry and taught us a lot. He wanted us always to focus on entertainment in this industry and to seek a unique monopoly position. A monopoly sounds real dangerous, but in the entertainment branch it is important that a company creates something unique. Hence we must produce something that does is not offered by any other company. If you ask consumers what they want, they call features that others have. But in reality, they want get presented by the developers with new functions which the others have not produced. Therefore, it is our task to design something that which we meet the unconscious desires of consumers.”

Miyamoto on how the pressure was with the original Donkey Kong…

“At that time I did not realize how important that was. I am of the opinion that pressure leads to nothing. You have to think in any situation, whether one can create something new. I set myself no goal but rather to go step by step. So I’m not afraid, even if I may not reach the goal. At that time I did not feel the gravity of the situation.”

Miyamoto on whether he expected the success of Donkey Kong…

“No, I never would have thought it would achieve that success. I see very often the old versions of ‘Donkey Kong’ in the U.S. or at shows like E3, and old games/technology we don’t even have not in the company any longer. It gives me great joy.”

Miyamoto on which of his personal experiences are in Galaxy 2…

“Right, I’ve never been in space. But this time Yoshi puts fruit in the mouth and pulls the fruit from the ground, which is still stuck. And how this pull feels, I know from personal experience. What I experience in daily life, I bring it into the game. Yoshi is easy or difficult to control, but I want the players to try it. If successful, this is a great feeling. In action games that’s what’s fun. I challenge the players.”

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