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Shigeru Miyamoto

This month’s issue of Retro Gamer published a lengthy feature on Super Mario Kart. It includes commentary from producer Shigeru Miyamoto plus co-directors Hideki Konno and Tadashi Sugiyama.

All three developers went in-depth as to how Super Mario Kart came to be. They explained the game’s F-Zero roots, how the team settled on Mario characters, including power-ups and the Battle Mode, and much more. If you have any interest in Mario Kart at all, chances are you’ll find these insights very interesting as many of the ideas set the standard for the series, up through Mario Kart 8 Deluxe.

We’ve rounded up most of Miyamoto, Konno, and Sugiyama noteworthy comments below. Pick up this month’s issue of Retro Gamer for the full article.

Nintendo of America put up a couple of additional videos for MAR10 Day on its Twitter account a few hours ago. In both, Yoshiaki Koizumi, Shinya Takahashi, and Shigeru Miyamoto were asked about the one game they’d play if they were stuck on an island. Find their responses below.


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The MAR10 Day celebrations continues with a new video from Shigeru Miyamoto. Below, you can hear Miyamoto answering a question about the power-up he’d want to have the most in real life.


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The concept for Zelda: Breath of the Wild began with Shigeru Miyamoto and series producer Eiji Aonuma asking what would players would be able to do in the new game. Hidemaro Fujibayashi, who became the project’s director, responded by saying you could do everything.

Fujibayashi told Kotaku:

“But I had to sell it to them. How we’re going to make this happen. And I felt like the best way to convey this idea to them was to show them that you could climb walls.”

Work on Breath of the Wild began with a prototype. The team created a starting area with a small field and trees, along with rupees hidden throughout. Fujibayashi describes how Miyamoto played the demo:

Update (2/28): Here’s the embed from YouTube:


Original (2/27): The next piece of content stemming from Game Informer’s month-long coverage of Zelda: Breath of the Wild is now online. In today’s feature, the magazine spoke with Shigeru Miyamoto and series producer Eiji Aonuma about the younger generations of game developers within Nintendo.

For now, you can watch the interview on Game Informer here. We should have an embed option from YouTube within a couple of days.

Update (2/20): Here’s the embed version:


Original (2/17): Game Informer once again has a feature on Zelda: Breath of the Wild. Today, the magazine caught up with Shigeru Miyamoto and series producer Eiji Aonuma to chat about fan feedback.

You can watch the interview for yourself right here. We should have an embed option within the next couple of days.

TIME is back with yet another Nintendo-centric interview. In its latest piece, the site chats with Shigeru Miyamoto about Switch (including the involvement from late president Satoru Iwata and HD rumble), virtual reality, stories in games and more.

Per usual, we’ve picked out important comments below. TIME has the full interview here.

Update (2/9): Embed version is up:


Original (2/8): Game Informer put up its first online feature pertaining to its cover story on The Legend of Zelda: Breath of the Wild today. In a four-minute chat, Shigeru Miyamoto and Eiji Aonuma talk a bunch about the anticipated game, as well as other topics such as Link’s full name, what “NX” stood for (they don’t really know), and more.

Unfortunately, we don’t have an embed option at present, so you’ll need to visit this page for the full interview. We’ll add it in here once it’s posted to Game Informer’s YouTube page.

At the Q&A session at Nintendo’s latest Corporate Management Policy Briefing, one of the questions was about Nintendo’s internal development structure, the development team that handles the smart device games and Nintendo’s hiring process. The question was answered by company president Tatsumi Kimishima, Shigeru Miyamoto (Director, Creative Fellow) and Genyo Takeda (Director, Technology Fellow).

Q: I would like to hear more about the current and future direction of your development structure, which is widely considered to be your greatest competitive strength. Do you plan to maintain the current scale for the mid- to long-term, or will you expand it? How will you expand the smart-device team within the larger development structure? My assumption is that there are currently fewer than 100 people on this team, do you think that is sufficient? Also, what sort of employees are needed to help Nintendo grow and evolve in the future, and how do you plan to develop these employees?

A: Kimishima:

Our overall development staff has increased over the past year, but that does not mean it will necessarily continue to increase. In the entertainment industry, it is very common to take the approach of hiring employees who already have experience and technical knowledge in needed areas, in addition to developing new technology and ideas within the company. Going forward, we would like to increase the number of employees who already have some technical ability and who have fun ideas that can inspire new game experiences. These are the kind of people we see as necessary in our field of development. For smart devices, we have been developing using one of our most important IPs, Mario, so instead of using a team that had no prior experience with Mario, we had developers who worked on past Mario games join the development of Super Mario Run. The scale of the team we currently have working on apps is not as large as you
surmise. In the future, while we will plan the course of development, we may not necessarily allocate exclusively internal development resources. We would like to continue cooperating with external partners who understand Nintendo well when the situation calls for it.

Head past the break for Miyamoto’s and Takeda’s take on the subject:

Nintendo has just published a translated transcript of the Q&A session at their latest Corporate Management Policy Briefing.

The following question is about Nintendo’s third party relations regarding the Switch, how Nintendo’s own internal development teams are handling it and Nintendo partnering up with NVIDIA. The question was answered by Shinya Takashi (Director, Managing Executive Officer, General Manager of Nintendo’s Entertainment Planning and Development Division), Shigeru Miyamoto (Director, Creative Fellow) and Genyo Takeda (Director, Technology Fellow).

Q: I believe that inadequate third-party support for the platform (and the lack of compatible software as a result) was the big issue for Wii U. Mr. Takeda just mentioned that Nintendo Switch is a high-performance system. From that viewpoint, I would like to know how third-party publishers are viewing Nintendo Switch. Also, how are Nintendo?s internal developers appreciating Nintendo Switch and what kind of development direction are they taking in creating software for it? Also, what has technically been done for the system in order to realize the high performance of GeForce while managing the power consumption?

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