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Interviews
GamePro Magazine
interviews The Gaming Master
GamePro: Was the creation
of Zelda Gaiden motivated by unfinished creative business? Were
there things in Ocarina of Time that you still wanted to do?
Miyamoto: Yes, actually.
For the 64DD, thought of changing the dungeons and making some
parody games based upon the Ocarina of Time, but at the same
time the creators felt they wanted to do more and could do more
utilizing the N64's cartridge system. So we added to the original
Ocarina of Time's code, and we decided to make use of the Expansion
Pak memory kit so that we could explore new ideas that we couldn't
do in the Ocarina of Time.
GamePro: Rumors have suggested
that Ocarina of Time is compatible with the 64DD-the "hooks"
are still in the cartridge to interact with the peripheral. Is
this true?
Miyamoto: Yes. In fact,
there is some code already included in the Ocarina of Time such
that once it is hooked up with the 64DD system, and once certain
software is inserted into the 64DD hardware, we can make something
quite new. But it all depends on how they make the 64DD system
itself.
Unfortunatly, I'm not in a position right now to comment on what
kind of game the new Zelda will be when it's connected with the
64DD system.
GamePro: Will you create
another N64 game, or is all your effort focused on Dolphin?
Miyamoto: Well, I should
say on the surface that no, I am not making anymore N64 games
as a director and that I am concentratiing on development for
the Dolphin, but in fact, I have been supporting the producers
who are still working on N64 games. So, though I say I'm not
making games for the N64, that doesn't mean that I'm not involved
in the development of any N64 games.
GamePro: What are your
initial impressions on the Dolphin's Hardware?
Miyamoto: It should be
a good machine if it's not very expensive, For the N64, we were
working with Silicon Graphics [SGI], and SGI had no knowledge
or experience of making video games, Working with that kind of
company taught us a lotm and that kind of knowledge has actually
been included on the Dolphin, So I think the new machine should
be far better, I believe that the Dolphin is going to be a good
machine in terms of cost-effectiveness.
GamePro: Sometimes, limitations
inspire creative solutions, After so many years of developing
for cartridges, do you see DVD as a valuable creative asset or
just a temptation for designers to fill with crap?
Miyamoto: Well, I think
for the third party licensees. the use of DVD
software will be very good because it can decrease the risk of
manufacturng costs. When I think about our own teams at Nintendo,
I should tell you that DVD may not be the best media for us to
opt for. But I think that now the time has come for us to work
on this kind of optical media. Because we now have larger RAM
capacity inside the console, inside the console, in terms of
the cost of the hardware, we don't need to be so worried about
the memory size of the RAM. If I may add, everybody knows that
we cannot make the Ocarina of Time on the PlayStation. Many licensees
and developers for the PlayStation realize that CD-ROM is not
the perfect media for them to work on. At the same time, though,
they realize that in terms of business costs, the CD-ROM makes
more sense, and there are actually some games that can never
be realized on cartridge-based systems. Now, with the advent
of DVD-based systems, we may be able to solve the problems of
both sides.
GamePro: Since we appear
to be fast approaching the N64-to-Dolphin transition, looking
back, what are your favorite N64 games aside from those you've
personally created?
Miyamoto: It's rather difficult...I
like games like Smash Bros. even though they are not made by
me. I liked Konami's soccer game [International Superstar Soccer
64]. And of course, Rare is good at making games I'm sorry, I
can't think about anything else right now. I'm other words, I
want to say ours are the best!
Credit: GamePro Magazine
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