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Shigeru Miyamoto

Earlier today, Nintendo published a new interview with Shigeru Miyamoto about Donkey Kong on its Japanese website. It was conducted in celebration of the NES Classic Edition/Famicom Mini due out on the market next month.

To say that the interview was interesting would be an understatement. It’s unfortunately Japanese-only right out, but Wired has provided a pretty good rundown of what was talked about. Miyamoto revealed how Nintendo’s company bathtub helped soothe his thoughts, working with Nintendo of America and pushed for Donkey Kong’s name, how he tried conveying that Mario was in his 20s, and more.

Head past the break for a summary of Wired’s article. We encourage you to read their full piece here as well.

This past weekend, Nintendo hosted a special 30th anniversary Zelda concert in Kyoto, Japan. It was a big event as key staff involved with the series were present – Shigeru Miyamoto, Eiji Aonuma, Takashi Tezuka, and Koji Kondo. Famitsu shared an in-depth report of what occurred and what was said.

Voice actress Ruriko Aoki hosted the concert. She was actually planning on buying a ticket for the event in Nagoya, and even asked her agency to free up her schedule. However, she was eventually told that she got the job for this concert. Series producer Eiji Aonuma also appeared and introduced Aoki. The two showed up together during a Niconico Majora’s Mask 3D live stream last year, and since she’s a big fan of Zelda, he asked her to be the MC.

These days, it’s easy to associate Sonic with Nintendo. The character has appeared in Olympics games with Mario, and SEGA even partnered with the big N on some exclusive games. During the early ’90s, however, things were much different as Mario and Sonic were pretty big rivals.

Game Informer put up a new piece today about how Sonic eventually landed on Nintendo platforms following SEGA’s exit from the gaming hardware business. It contains some interesting quotes from the likes of creator Yuji Naka, Sonic developer Takashi Iizuka, and even Shigeru Miyamoto.

Read up on some noteworthy comments below. You can find Game Informer’s article here for more.

Just when we thought all of the Super Mario Run interviews with Shigeru Miyamoto were done and over with, another one popped up on our radar. Pocket-lint was among several outlets that caught up with Miyamoto following the big news a few weeks ago. Topics in the interview included the importance of making Super Mario Run simple, how Nintendo is approaching mobile and its future there, and more.

As always, we encourage you to read up on the full article, which you can do right here. A roundup of notable comments can be found after the break.

As we mentioned yesterday, Nintendo is now 127 years old. BBC is pulling something out of its archives in celebration.

In 1990, the Money Programme visited Nintendo in Japan, and it was apparently one of the first times that cameras were let inside. A good portion of the brief video also shows a young Shigeru Miyamoto, and has him speaking about why be enjoys working at the company.

Here’s the full video:


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Two seperate interviews from 1996 with Shigeru Miyamoto and other Nintendo employees who worked on Super Mario 64 together were recently translated and published on the website Shmuplations for any interested party to read.

The interviews come from a time where Super Mario 64 had just been released and was making waves in the gaming world. The questions cover a variety of topics about Super Mario 64, focusing mostly on the creative process of designing a game in 3D compared to 2D and the early history of the game.

On the origins of Super Mario 64 and how the project got started, Miyamoto had this to say:

Well, in the beginning… we were working on something really simple—deceptively simple, even, from the perspective of the team that would go on to finish the huge, final game. (laughs) There was a room made of simple lego-like blocks, and Mario and Luigi could run around in there, climb slopes, jump around, etc. We were trying to get the controls right with an analogue 3D stick, and once that felt smooth, we knew we were halfway there. And so, along the way, we realized wanted to create a slightly larger area for them to move around in…

After Nintendo revealed Super Mario Run last week, a bunch of outlets were able to speak with designer Shigeru Miyamoto about the game. Yahoo is one such outlet that now has an interview up.

During the discussion, Miyamoto talked a bit about Super Mario Run’s origins and the opportunity of Mario impacting a bigger audience. He also shared a comment about the continued importance of consoles to Nintendo.

Continue on below for notable excerpts from the interview. To read the full talk between Miyamoto and Yahoo, head on over here.

Last week, Nintendo announced its brand new mobile game Super Mario Run. Shigeru Miyamoto revealed the project himself during Apple’s latest conference.

Nintendo now has a short video up on its North American Twitter page featuring Miyamoto. Find it below, which has him speaking briefly about the game and showing his favorite ways to play.


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IGN has now published its full interview with Shigeru Miyamoto about Super Mario Run. Among the responses, Miyamoto touched on when development truly began, the various modes, the fact that it’s a different experience compared to the console games, pricing, and more.

We’ve rounded up the interesting comments from Miyamoto below. You can read IGN’s full article IGN.

With Super Mario Run, Nintendo will be attempting to attract players who aren’t entirely experienced with Mario titles or games as a whole. However, that doesn’t mean it’ll be devoid of challenge for longtime fans.

Nintendo developer Shigeru Miyamoto wouldn’t divulge what we can expect from Super Mario Run’s later levels. He did say, however, that Mario fans won’t have to worry about easily making it to the end.

Miyamoto teased:

“A big point with this game is, ‘How can we make this a game that people who aren’t good at games can play the game and enjoy it?’ But also at the same time, we’ve been making Mario games for a long time, and we know how to make them challenging. So if you’re a Mario fan, I don’t think you have to worry about that part of it.”

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