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Shigeru Miyamoto

What was Shigeru Miyamoto’s favorite movie of 2015? That honor goes to Star Was: The Force Awakens.

Speaking with Game Informer, Miyamoto shared some thoughts as to why he was impressed with the film:

“There were a lot of good movies last year. One movie that I would have to talk about is Star Wars. It was a movie that I was very worried about. I really enjoyed the original three movies. But as they started to rely more on CG and computer graphics, I gradually stopped watching the Star Wars movies.

I felt that for the people who were taking that on that it was a very big challenge for them. My expectation is that they’d maybe find a way to barely meet that challenge. But when I saw that movie, I was very impressed with what they were able to do.

As a creator, I really respected their ability to take on the challenge and bring back some of the feelings that people had the first time they watched the movies. I really liked that some of those actors from Episode IV came back after all these years, and you can see how they had aged. As a fan, it was a really great movie.”

Miyamoto also discussed his favorite games of last year: Splatoon and Super Mario Maker.

“I haven’t seen as many video games. Two of the games that I have been really happy with. One is Splatoon. We had a very young staff work on that game; particularly in the Japanese market, they’ve introduced a whole new genre of shooter.

And then Super Mario Maker, which Mr. [Takashi] Tezuka worked on, we’re seeing a lot of dads are playing together with their kids. That’s made me really happy.”

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The Game Theorists recently had an opportunity to speak with Shigeru Miyamoto about how Star Fox Zero came to be, the series in general, and more. You can watch the full discussion below.

This information comes from Shigeru Miyamoto…

“The biggest reason [for the delay] is that we didn’t set out to create a Star Fox game to begin with. We started creating a bunch of different experiments that use the GamePad and the TV with two-screen gameplay. We started with those and introduced some of those different games.”

“What we found in making [levels] compact, the Star Fox fan really wanted something that felt more like a Star Fox game. They, in particular, were interested in having the map and those junction points and a game where your strategic approach through the map was really important to them. We spent a lot of time rearranging the content and building the levels in a way that took advantage of the map. We made a lot of smaller changes, as well. We changed some of the icons on the screen. We changed enemy placement and balance. We made changes for people who are maybe new to Star Fox to make the game play a little bit easier for them to understand with the heads-up display and things like that.”

– Motion controls can’t be turned off

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This information comes from Shigeru Miyamoto…

“We were working on a couple of ideas for the game for well over a year. There was one point where we had an Arwing Amiibo that would transform into the walker. But it was really tough to execute that in the normal Amiibo size and in a way that met with product-safety standards. We had to give up on it. For now, it’s only going to work with Fox and Falco from the Super Smash Bros. series. At some point, if we don’t have to do it at Amiibo size, it might be nice to have that Arwing that can transform into a walker.”

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Nintendo of Europe has just posted a new video in which Takashi Tezuka and Shigeru Miyamoto play Super Mario Maker. Tezuka makes a course, and then Miyamoto does his best to complete it. Check out the full video below.

Shigeru Miyamoto is celebrating his birthday today. Well, that was technically yesterday at this point since it’s now November 17th in Japan. But in any case… happy birthday, Miyamoto! He’s now 63 years old.

It goes without saying that Miyamoto has had a monumental aspect on Nintendo and gaming as a whole. He’s created some of the most legendary franchises, including Mario, The Legend of Zelda, Donkey Kong, Pikmin, and plenty more. Although his role at Nintendo has slightly changed, he’s still very involved with a number of games, and we can’t wait to see what he does next at the company.

Nintendo will be “far more aggressive” with its various IPs, according to legendary game designer Shigeru Miyamoto.

Miyamoto shared those words during the company’s financial results briefing today. Seemingly in response to the topic of NX – Nintendo’s next system – Miyamoto said:

“We are going to be far more aggressive in using our IP, and not just stop with licensing, as in the past. The first example is Amiibo. We want our IP to better reach more children, and smart devices is just one vehicle.”

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At Japan Expo in Paris this Summer, both Shigeru Miyamoto and Takashi Tezuka were present at a panel / stage show and talked a bit about their creations during their time at Nintendo. Mario was an especially big topic, given the series 30th anniversary this year. The video below is a small excerpt from the show. Among other things, Tezuka and Miyamoto talk about level design in Super Mario Maker and give tips on how to build a great level.

Last month’s issue of GamesTM has a lengthy interview with Shigeru Miyamoto and Takashi Tezuka. As you would expect, the discussion is largely focused on the Super Mario Bros. series.

A few interesting comments came about when Miyamoto and Tezuka were asked if they ever made any choices that they were concerned about being controversial. Miyamoto started things off, and spoke about how it’s difficult catering to both advanced players and beginners.

He said:

“For me one of the things was maybe the gap between the really advanced players and the first-time players. The difficulty balance is always something that I hear frustrations about from the public, whichever way we decide to go. We always have the testing team test our game, but whatever they say is really fun, the first-time players might consider to be very difficult. One of the things I do sometimes at the later phases of development is go in and hear the testing team’s requests and actually pull that away and lower the barrier or change what it is they want. Sometimes I even hear from the testing team, ‘You’re destroying the fun’, but on the other hand, the flipside is you hear the first-time players saying ‘If I can’t clear a level it’s not fun for me. If I can’t complete a game it’s not fun for me’. The more years that have passed, the gap between advanced and first-time players has become wider.”

This month’s issue of GamesTM has an interview with Shigeru Miyamoto and Takashi Tezuka. The two developers talked about all things Mario, including the evolution of the character’s design.

Tezuka shared the following when asked about Mario’s appearance and how Nintendo has resisted the urge to modernize him:

“I do think it’s changed a bit… For example, in Mario 3 we made him a little cuter. And perhaps with the Tanooki tail and the cape we definitely added items and features so that there’s more variety in Mario’s actions.”

Miyamoto shared a few words on the subject of evolving Mario as well. He also stated that Nintendo keeps Mario close to the vest, and doesn’t allow other teams to develop the core titles since the company wants to be control of the character and his abilities.

“In terms of the 3D Mario performance, it has evolved, but we have always been consistent in trying to be cautious in terms of when you do a B-dash, how far he can jump or how many blocks he can break. We have made it a little bit simpler for players as it’s evolved, because there are more complicated things that we’re asking the players to do. In the original Mario when you’re stopped he can’t do B-dash, but you can do it now with more recent games. So we have made it a little bit simpler and tweaked it throughout the years. In terms of Mario games we definitely don’t have other teams develop it, because we do want to control it and manage those features.”


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