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Shigeru Miyamoto

Famitsu posted a report about the Pikmin short films and Shigeru Miyamoto’s appearance at the Tokyo International Film Festival. Read on below for a summary of what was shared, courtesy of NeoGAF’s “StreetsAhead”.

-The films were screened in 3D at the event.
-The films are ‘Late-Night Juice’ (2 mins), ‘The Treasure Inside The Bottle’ (8 mins), and ‘The Rough Day’ (13 mins).
-Miyamoto showed off some of the storyboards he made in Flipnote 3D at the event.
-He joked that with the time he put in making these short films he probably could have made about 2 games.
-He was reticent to use the Rock Pikmin idea at first, but with the mechanic involing breaking glass/crystal in the game came to the conclusion that rocks breaking it would be easiest to convey.
-Rock (and probably Flying) Pikmin don’t appear in the films since they were made at the same time as Pikmin 3 and they hadn’t finalized everything about those types yet.
-He mentioned that he’s working on the Star Fox game for Wii U.
-They’d like to release the Pikmin 3 demo on Wii U and the films on the 3DS at the same time.

Source

Shigeru Miyamoto attended the Tokyo International Film Festival this past weekend to debut his new Pikmin shorts. At the event, Reuters caught up with Miyamoto to discuss a number of topics.

Here’s a quick overview as to what was shared:

– Miyamoto had balked for years at requests to make films with Nintendo characters
– He warmed to the possibilities of filmmaking given technological advances

Miyamoto noting that he has no plans to shift from games to the movie business….

“I haven’t moved over. But as computer graphics have gotten better, I started to feel that it’s something that I could get involved with. Making films in the past was something that was made with a completely different skill set but now I feel that it’s rather similar.”

ONM #114 is the magazine’s last. The final magazine was produced and released this month.

It’s certainly sad to see that Official Nintendo Magazine has closed, but the pain is eased – though only slightly – with some neat things from some of the more important people at Nintendo.

First, Shigeru Miyamoto drew a special picture – shown above. There’s also a message from Nintendo of Europe president Satoru Shibata. You can find that below.

Earlier today, the animated Pikmin shorts were finally shown at the International Tokyo Film Festival. While they haven’t been made available for everyone else to see just yet, we do have a trailer – that can be found below.

Shigeru Miyamoto and Dwango chairman Nobuo Kawakami also held a press conference of sorts later on. Plenty of information was revealed – the shorts will be coming to 3DS, a Pikmin 3 demo is in the works, and lots more. Head past the break for all of the juicy details!

The Shigeru Miyamoto-produced “Pikmin Short Movies” will finally debut at the Tokyo International Film Festival next month, Variety reports.

A total of three shorts will be shown:

“The Night Juicer”: Captain Olimar makes his favorite juice
“Treasures in a Bottle”: Pikmin meet a strange treasure
“Occupational Hazards”: an adventure at a construction site

Miyamoto will be holding a presentation with Nobuo Kawakami, chairman of Dwango and producer-trainer at Studio Ghibli.

The Tokyo International Film Festival runs at Roppongi Hills and various venues around the city between October 25 and October 31.

Source

During Nintendo’s most recent shareholders meeting in July, Shigeru Miyamoto made a few comments about the games on display at E3.

“This year, the majority of what the other developers exhibited was bloody shooter software that was mainly set in violent surroundings or, in a different sense, realistic and cool worlds,” Miyamoto said at the time. “Because so many software developers are competing in that category, it seemed like most of the titles at the show were of that kind.”

In this month’s issue of EDGE, Miyamoto was asked to follow up on his comments. He stated, “I have not been fully satisfied with the inspirations that I have or that other people in the industry have in general.” Miyamoto also mentioned that industry trends are emphasized over “the creator’s individuality and uniqueness”, and that “the industry has a long way to go.”

Check out all of Miyamoto’s comments below – they’re quite interesting to say the least!

With Splatoon’s visual style, Nintendo wanted to do something “different” from the competition.

“Shooters have tended to become more realistic, but it’s not Nintendo’s way to do that,” legendary video game designer Shigeru Miyamoto told EDGE this month. “It’s [got] to be different from what other folks are doing.”

Elsewhere in the interview, Miyamoto touched on shooters in general. While Nintendo may not visit these types of games on a regular basis, Miyamoto said he likes their controls and he wouldn’t say that he’s not interested in the genre.

Miyamoto’s comments in full:

It’s largely thanks to Shigeru Miyamoto that Hyrule Warriors turned out the way it did.

Zelda producer Eiji Aonuma, speaking with Nintendo Life, said that the project was originally going to be “closer to a Zelda game than a Dynasty Warriors game”. But Miyamoto “up-ended the tea table” and advised the team to go in the opposite direction.

According to Aonuma:

At first, when Hayashi-san approached me, he wanted to make this title closer to a Zelda game than a Dynasty Warriors game — that extended to having boss battles in the dungeons and [having] certain characters in the game. However, Mr. Miyamoto came along and up-ended the tea table, saying, “No, that should not be the case. What we’re doing here is grafting Zelda onto the Dynasty Warriors experience.” It was a reversal of the original proposal from Hayashi-san, which was adding elements of Dynasty Warriors onto the Zelda franchise. It ended up being the other way around based on Miyamoto’s direction.

Yosuke Hayashi also said the following when asked further regarding the challenge of blending the two franchises together:

This relates a bit to when Mr. Miyamoto stepped in to overturn the tea table. It was really trying to strike that balance of making a game that Zelda fans will enjoy that is different from a typical Zelda game, that has enough elements that people will enjoy but also not losing Zelda fans. We ourselves are Zelda fans as well, so we had to ask ourselves the question of what is it that makes a Zelda game, and how many of those elements do we need to include. Up until the very end, we kept adding different elements to the game until we struck a balance that we were happy with.

Source

Nintendo is working on more “Garage” games similar in nature to Splatoon, Shigeru Miyamoto revealed in the latest issue of EDGE. Project Guard and Project Giant Robot also fall under the same category.

As reported by EDGE:

Splatoon and the three prototypes are the first games to emerge from Garage, a new Nintendo development programme set up last year in which developers break off into small teams and work on new ideas. “There are increasing numbers of young staff at Nintendo’s development studios these days,” Miyamoto says, “and these young guys really want to express themselves.” Work is done during office hours, but he compares Garage to an after-school club, in spirit if not in schedule. “Class time’s over: they gather together and think about new projects completely apart from their everyday business assignments. When all of those projects have advanced to a certain stage, we gather together and exchange opinions on the outcome of each of them, and together we decide which ones should continue. We may have shown several software titles at E3 [that came from Garage], but there are many others in development too.

Source

Shigeru Miyamoto

Don’t expect Nintendo to ditch dedicated gaming devices anytime soon. Shigeru Miyamoto expressed the deep need for such hardware in an EDGE interview this month, telling the magazine, “A unique software experience can always be realized with unique hardware that has a unique interface.”

Below are Miyamoto’s comments in full:

“As I said before, there are always people who really want to get deeply into a game. We want to create, and they want to experience, something unprecedented all the time. For us to meet these goals, we need dedicated hardware that is designed to cater to the needs of these avid gamers. People might say that software is software. No. A unique software experience can always be realized with unique hardware that has a unique interface. That is why I believe Nintendo is, and will be, sticking to these dedicated gaming machines.”


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