Miyamoto talks more about Mario Maker’s online features, will have popularity rankings
Posted on 10 years ago by Brian(@NE_Brian) in News, Wii U | 3 Comments
Another excerpt coming from today’s iJustine Shigeru Miyamoto video concerns Mario Maker. Miyamoto once again confirmed online functionality for the title, and went as far as to say that popularity rankings are being implemented.
Miyamoto’s full words are below:
You’ll be able to see what happens when other people play your course, or when you play other peoples courses… there’ll be popularity rankings for the most popular courses and things like that… so there’s a lot on the community side.
More: interview, Mario Maker, Shigeru Miyamoto
Miyamoto interview excerpts about Zelda Wii U
Posted on 10 years ago by Brian(@NE_Brian) in News, Wii U | 10 Comments
We shared iJustine’s new interview with Shigeru Miyamoto a short while ago, but I figured this was worth a separate post. When we get comments about Zelda Wii U, they’re certainly worth paying the extra attention to.
Here’s the Q&A about the new game:
You showed the Zelda trailer and that’s such a huge world. How is that going to be for you guys to approach as far as gameplay and story, because it’s such a huge world.
With Zelda games, what we’ve always done is try to make them where you enter this big world of Hyrule and there’s a lot to explore and discover, but because of the hardware limitations, what we’ve had to do is segment off each area and piece those segments together in a way that make them feel like a big world. Now, with the hardware capabilities of Wii U, we first started by saying if we can take an entire world the size of the world from Twilight Princess, and make that the size of one of the areas in the game.
Do you see that as a game where people will go to complete a certain mission and they end up doing fifty things along the way?
Yeah, there may even be times where you forget what your goal is, because you are doing other things on the side. There may be times where you go in to one big one long dungeon, or you’re headed for a dungeon and doing other things on the side. What we’re trying to do is design it in a way where you don’t have to play it for a super long time, but more matched to today’s lifestyle where you can think for a little bit, and say “maybe I just want to play for a little bit today and do this one thing.” and get that thing done, then take a break.
More: interview, Shigeru Miyamoto, top, Zelda Wii U
Video: Miyamoto talks Mario Maker, Star Fox Wii U, Zelda Wii U, and more
Posted on 10 years ago by Brian(@NE_Brian) in 3DS, Videos, Wii U | 9 Comments
More: Shigeru Miyamoto, top
Video: Miyamoto talks about Nintendo’s 2015 releases, plays Mario Kart 8, eats some chocolate
Posted on 10 years ago by Brian(@NE_Brian) in 3DS, General Nintendo, Random, Videos, Wii U | 10 Comments
More: Shigeru Miyamoto
The Game Awards 2014 – Miyamoto message
Posted on 10 years ago by Brian(@NE_Brian) in 3DS, General Nintendo, Videos | 3 Comments
Miyamoto shares more on the Pikmin Short Movies, confirms Pikmin 3DS theme
Posted on 10 years ago by Brian(@NE_Brian) in 3DS, General Nintendo, News, Wii U | 5 Comments
Shigeru Miyamoto was interviewed over on the Pikmin Miiverse community yesterday and talked quite a bit about the Pikmin Short Movies. While there weren’t any major revelations, he did share some interesting things – including news about a Pikmin 3DS theme.
Here are some excerpts:
On Pikmin being individuals…
Actually, the Pikmin in the game move in a way that is every bit as individual as those in the movies, it’s just that you can’t control them directly, only lead them. And because they’re so small, and there are so many of them, it’s hard to tell what each individual is doing. That is why I wanted to create these Short Movies that focused only on the Pikmin.
On conveying the concept of “affinity” with the shorts…
…the concept of “affinity” was something I really wanted to communicate, so I’m very happy to hear you say that. When I was working on the games, I found this feeling of affinity to build up quite naturally, and even in my normal life I was thinking, “I wonder what would happen if there were Pikmin here?” or “I wonder what this would look like from a Pikmin’s point of view?” Those little ideas became doodles, and that was the beginning of the PIKMIN Short Movies.
On what’s easier: game or movie production…
Game production, I think! But it’s not really that game production is easier, it’s more that movies and games are so fundamentally different that the areas where you must focus your energy are also completely different. For that reason, the easier process to me is the one I’m the most used to, which is game production.
To put it simply, the difference is that with animations and other such visual media the consumer is a viewer, whereas in games the consumer is a player, so they are created from two different mindsets. Being able to make games is no guarantee you’d be any good at making animations, and vice versa. This is another thing the experience of making these movies has taught me!
On the sound for movies versus a video game…
This probably overlaps with what I just said, but games are created for people to play, and if a game is outside the range of the player’s expectations, it creates a kind of wall or a distance between them and the game world. In a film, every frame must be constructed to communicate something to the viewers, and to achieve this purpose, scenes are sometimes intentionally exaggerated or even made absurd.
I worked together with the sound directors from the Pikmin games to create the sound. For the background music and so on, we have a library from the three Pikmin games, so I listened to all of that for the first time in a long time.
On how you can hear sounds when pressing the A button while watching the shorts on 3DS…
Of course I used what I considered to be the right sound for the job in the movies, but I thought I’d add a tiny bit of interactivity here for the viewer!
This hidden feature is only available on the Nintendo 3DS version, but then the Wii U version has those beautiful big-screen visuals, so I don’t think you’re losing out, whichever one you pick!
Final words from Miyamoto…
Now I feel like I’m writing my will or something! Anyway… For a long time I’ve been of the opinion that if a game world is in sync with your personal experiences, it will be more fun to play. By seeing the movies and playing the game like you have, MariChan, I think you can get a deeper level of enjoyment out of the game. For that reason, we’ve created a demo of Pikmin 3! The game now has new control options that make it easier to play, so please enjoy the movies and the game together!
View the gallery below for storyboards, opening art, and a look at the bulletin board that hangs on the wall in Olimar’s room in the first movie.
You’ll also find a photo of a new Pikmin 3DS theme. Miyamoto confirmed that the theme will be releasing next week.
More: 3DS themes, Pikmin, Shigeru Miyamoto, top
Happy 62nd birthday, Shigeru Miyamoto!
Posted on 10 years ago by Brian(@NE_Brian) in General Nintendo, News | 9 Comments
Shigeru Miyamoto was born on November 16, 1952. That means he’s now 62 years old! Let’s all wish Miyamoto a very happy birthday.
Technically we’re a day late on this since it’s now November 17 in Japan. But that’s okay.
Miyamoto’s contributions to Nintendo and the gaming industry as a whole are endless. He’s brought us Mario, Zelda, Donkey Kong, Star Fox, Pikmin, and plenty of other franchises/games. Can you imagine what gaming would be like had those series never been created? I certainly can’t!
More: Shigeru Miyamoto
Captain Toad: Treasure Tracker originally imagined as a Zelda game
Posted on 10 years ago by Brian(@NE_Brian) in News, Wii U | 11 Comments
Shinya Hiratake is the director of Captain Toad: Treasure Tracker. It was many years ago that he thought about a game concept that would take place in a series of small diorama-like levels where the hero couldn’t jump. Players would move the camera around the diorama and guide the hero to the exit.
Who was the hero, you ask? Why, Link of course! Hiratake felt that if he removed the jumping mechanic from a platformer, he could greatly shrink a game’s levels. However, he believed that the concept wasn’t a fit for the Mario universe since most of those characters can jump. It was then that The Legend of Zelda’s Link came to mind.
Image: Miyamoto’s original sketches for Super Mario Bros. sprites
Posted on 10 years ago by Brian(@NE_Brian) in General Nintendo, Images | 6 Comments
An image has surfaced showing Shigeru Miyamoto’s original sketches for Super Mario Bros. sprites. View it above!
More: Shigeru Miyamoto
Miyamoto: Nintendo aims to create game ideas “that could have never happened before”, no news about VR yet
Posted on 10 years ago by Brian(@NE_Brian) in General Nintendo, News | 63 Comments
Earlier today, Telegraph published an interview with Nintendo’s legendary video game creator Shigeru Miyamoto. Much of what Miyamoto had to say focused on the Pikmin Short Movies, but there was time for a few other topics as well.
First, when it comes to what other companies are doing, Miyamoto remarked:
“What the other companies are doing makes business sense. But it’s boring. The same games appear on every system. At Nintendo we want an environment where game creators can collaborate and think of ideas for games that could have never happened before.”
And when asked about virtual reality, Miyamoto stated:
“I have nothing to tell you about Nintendo’s involvement in virtual reality. We have nothing to announce yet.”