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Zelda's creator talks GameCube
September 24
Nintendo's designer of 'Mario,' 'Zelda' and other mega-hits gives
some inside scoop on GameCube and Mario 128.
By Steve Kent, MSNBC
After creating "Mario," "Zelda,"
"Donkey Kong," "Yoshi," and "Star Fox,"
it's hard to imagine what else Shigeru Miyamoto, Nintendo's star
game designer, could possibly do for the Kyoto-based video game
manufacturer. As it turns out, there's more.
Miyamoto recently joined Nintendo's board of directors, a fitting
honor considering the massive role he has played in the company's
success. Also, one of his less publicized accomplishments is
gamepad design. Realizing that few people would better understand
the relationship between gamepads and gameplay, Genyo Takeda,
who led the research and development team that created both Nintendo
64 and GameCube, worked with Miyamoto to design the systems'
controllers.
Miyamoto's newest role seems to be as company
spokesman. Once quietly confused why journalists would even want
to speak with him, Miyamoto has become one of Nintendo's featured
speakers.
The famous game designer was kind enough
to talk with MSNBC.com. The following are some notes from that
meeting:
MSNBC:
You mentioned during your presentation (at Nintendo's Spaceworld
tradeshow in Tokyo last month) that it is extremely easy to make
games for GameCube. What makes it so easy... a superior tool
set, better architecture?
Miyamoto:There are a variety of ways [GameCube makes programming
easier]. There are many aspects. In each aspect of N64, we found
difficulty. We made improvements, so it is not just one specific
point upon which we made an improvement that makes it very easy
to create games for GameCube.
When we introduced "Super Mario"
on the N64, we wanted it to be appealing to the public. We, as
professional game creators, did everything possible to make it
shine. As a result, other creators saw Mario 64, and somehow
misunderstood that anybody could make [a game] like "Super
Mario 64." They took it for granted that they could do it
without any problem; but, of course, they could not. That was
the problem we faced at the beginning for N64.
What I said about GameCube was that what
you expected with N64, with GameCube we have removed the difficulties.
MSNBC:
How far along is Mario 128?
Miyamoto: (Laughing, even before his interpreter begins
translating) That is actually just one of several experiments
that I am working on right now. I just do not know if I am going
to make a so-called Mario 128.
I actually kind of expected some reaction
from the audience, but now that I have seen the strong reaction...
It would take one year to complete Mario 128 or any project of
that sort.
MSNBC:
What is the working title for the Luigi game that you showed?
Miyamoto: Unfortunately, our public relations people have
specifically said that I cannot say anything until the E3 show
next year. The code name that we are working with is "Luigi's
Mansion;" but probably we will not use this as the official
name.
MSNBC:
Were the scenes you showed of "Zelda," "Luigi's
Mansion," and "Metroid" (at Spaceworld) actual
playable game footage?
Miyamoto: That is a very good question. As a matter of fact,
no. Actually, this is the kind of images that we specifically
created so that people will know what the final games will be
like. We could have shown actual game footage; but if we had
done that, then people [competitors] might have figured out the
secrets behind the games, so we specifically went the other way
so that what people saw was specific camera angles that we will
not be using in the actual gameplay.
MSNBC: Will the look of the games and the
polygon counts be as remarkable as they were in the footage?
Miyamoto: Yes, 100 percent assurance.
MSNBC:
Can you say what kind of polygon levels we will see during games?
Miyamoto:
What we're running was not at peak level. This was what we can
run at a constant rate from beginning to end, not at only one
instance like the technical shows you saw with the other game
machines.
MSNBC:
As a game developer, how would you compare GameCube to what you
know about Sony's PlayStation 2 and Microsoft Corp.'s (Nasdaq:
MSFT) Xbox?
Miyamoto:
Of course, GameCube is far superior for game creation, and I
cannot talk about Xbox because it is not out right now. We always
expected a lot out of GameCube; but now that it is out, I have
to tell you, it is even better than we creators had originally
expected. Of course, when Xbox is released, it may have superior
technology that will be more expensive. As far as technology
is concerned, even though I cannot be objective as I am the one
who is working on GameCube from the start, I believe GameCube
is far superior to any existing hardware from the game creation
point of view.
MSNBC:
From games you have seen on PlayStation 2, has anything left
you impressed?
Miyamoto:
I think "Tekken Tag Tournament" is very well done and
a lot of people are enjoying it. As far as today's dedicated
PlayStation 2 games are concerned, I have not seen anything new
when compared to the past [generation of] software. So what kind
of new software should we be looking forward to? That should
be the mission of game creators.
I started this career with the arcade business.
One thing that is important for arcade games is that they have
to be appealing to the person who is passing by so that they
will be attracted to at least play the game once. As far as this
point is concerned, I think the next generation games are doing
a fine job. But there is something missing. After playing the
game once, will people be addicted to the gameplay? I think that
people are putting so much energy into giving games beautiful
appearance and boosting the high-performance of the hardware;
but unfortunately they are too busy to work on something else
that is more important - the creative side of the matter.
See
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