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This information comes from Shigeru Miyamoto…

On whether Super Mario Odyssey was influenced by Zelda: Breath of the Wild…

Miyamoto: I think starting with myself, there is an underlying philosophy that goes across Nintendo. For example, the Mario team and the Zelda team are in two different places – one is in Kyoto, one is in Tokyo – so they don’t have direct communication. But the people who are leading that and organizing that have this underlying philosophy that they have a pretty direct connection with myself.

In terms of Breath of the Wild and Odyssey, honestly if we were to have waited until the success of Breath of the Wild to make Odyssey it would have been too late. So it’s not that they influenced each other. I think what I did with both teams was when I touched any of the prototypes or tests that they would bring me, I would try to make sure that it feels good, and that it feels good being in that world, and that’s what I did for both teams. That was my role.

This information comes from Shigeru Miyamoto and Ubisoft CEO Yves Guillemot…

On how the game came to be…

Shigeru Miyamoto: It started out when launching Just Dance in Japan – and the idea to have Mario in there. Ubisoft has provided a lot of support for [Nintendo] hardware and they understand how it works. They’ve made products which are very satisfactory and fit the market we’re shooting for. We’ve had a relationship now for over 20 years, but this is the first time we’re operating at the level where we’re sharing characters.

In terms of major games in both companies – Ubisoft has Rayman, it’s a similar sort of platformer. We thought about ways of collaboration and then Rabbids came up – and that them collaborating with Mario might be a fun idea. We also wanted to create a new genre with this collaboration.

This information comes from Xbox boss Phil Spencer…

“I don’t know yet. I’m guessing no. And this is a collaborative relationship between Nintendo and I; they don’t have Achievements on their platform. If they want us to, I would love to be able to do it… The relationship with Nintendo is incredibly strong. We obviously did the Mario mash-up pack into Minecraft; that doesn’t happen that often.”

Source

This information comes from Xbox boss Phil Spencer…

“We use Xbox Live as the way to make sure we know who our players are, controls around parental controls and other things that we put into our platform are there. And as you’re buying things in Minecraft, you want to make sure you have them available on other platforms, so we have to know who you are. If you have a realm that you’ve created on the PC and you want to get to it on the Switch, we have to have an identity system and we just use Xbox Live.”

Source

This information comes from Nintendo of America president Reggie Fils-Aime…

On Virtual Console for Switch…

“We know that our fans, our players, want access to all of our digital content, we know that. What we’re working through is, ‘okay, what’s going to be the best way to make that happen, to make that available?’ Certainly, we recognize there’s an appetite for all of our great legacy content.”

On My Nintendo…

“From the Nintendo of America standpoint, we have it as a priority to make My Nintendo much more meaningful moving forward.”

This information comes from Nintendo of America president Reggie Fils-Aime…

“What we are doing, as quickly as we can, is scaling up the production to make more available into the marketplace, to get to the point where every consumer who wants a Nintendo Switch can find a Nintendo Switch.”

“That’s what we’re trying to get to. I’m not going to tell you when we’ll get there, but our goal is to improve our supply chain so that more product is available to more consumers. And that is a key focus.”

Source

Glixel has a massive interview up with Nintendo of America president Reggie Fils-Aime. We’ve included some of the excerpts below, but there’s much more here.

A couple of years ago, Shigeru Miyamoto stated that Pikmin 4 was “very close to completion.” However, we’ve yet to see the game at all, and some have been concerned that Hey! Pikmin was the project he was referring to.

Eurogamer caught up with Miyamoto at E3 this week and asked for an update on Pikmin 4. There’s no need to fear, as Pikmin 4 and Hey! Pikmin are separate.

Regarding Pikmin 4, Miyamoto teased: “I’ve been told not to share anything about this from PR, but I can tell you it is progressing.” Nintendo also told the site separately, “We can confirm that Pikmin 4 is in development but that is all we can confirm at present.”

Source

This information comes from Nintendo’s Yoshio Sakamoto…

“It’s the same game. … All of the fundamental design is the same … in that the basic map structure is all based off the Metroid II map. Basically what we’ve done is we’ve used this new technology that we have at our fingertips to just polish up what was already there and to improve upon it. Maybe the thing that felt so different was that it was in full color.”

On whether Samus Returns is getting the same expansion as Zero Mission…

“I believe that yes you can go ahead and look forward to some of those same experiences that you had with Zero Mission.”

On whether we’ll get an additional layer of back story like Zero Mission…

“[In] this game there’s a lot of background, there’s a lot of lore involved in this title. But it’s not like a novel or something. It incorporates the lore, but it’s not integral to the gameplay experience. It’s in the background more than in the foreground. There is definitely information for the players to get that revolves around sort of the larger storyline.”

This information comes from Super Mario Odyssey director Kenta Motokura…

On how a throwable cap was integral from the start…

“As far as the hat action goes it was included in one of the prototypes the staff had come up with. It was part of the game right from the beginning. We have several different themes that arose from those prototypes, and one of those was focusing on the Joy-Con [motion controls].”

On how it’s not always clear what you can interact with, which is intentional…

“Because throwing the cap is a new action, we want players to feel empowered or encouraged to go ahead and try this action wherever they feel it might work. There are certain topographical hints near areas where you’re going to be looking, and you might say ‘That looks like some place my hat might reach or might attach to.’ So there are some hidden elements like that, that players will start to get used to.”

“The game’s structure isn’t designed so that you have side quests, it’s more that as you’re traveling around the different kingdoms or areas, you’ll find something that attracts your attention and there may be some sort of a quest around that, but it’s all about going and finding and collecting the Power Moons. You need a certain number of Moons to unlock a new kingdom, so some of these what we might consider side quests, are solving some issue within a kingdom, but the real goal of that is to provide you with enough Power Moons to move on with the main storyline.”


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