Tag Archives: shigeru miyamoto

Satoru Iwata

Satoru Iwata And Shigeru Miyamoto Take Pay Cuts Following Nintendo’s Poor Performance

Nintendo’s president Satoru Iwata has revealed that he will take a voluntary 50 per cent pay cut – for the next five months – following a press conference discussing its Q3 financial results. The president also announced today that two of the company’s directors – including famed video game designer Shigeru Miyamoto – will take a 30 per cent pay cut. Other board members will also have their salaries reduced by 20 per cent.

Earlier this month, the video gaming giant slashed its initial forecast sales for the Wii U and 3DS, admitting that it had a lower-than-expected outlook for its third quarterly financial results. Today, Nintendo has posted a loss of operating income equalling 1,578 million Yen ($15.3 million / £9.2 million / €11.2 million) and projects a future operating loss of up to 35 billion yen for its final financial quarter of the year. Our full report on Nintendo’s Q3 financial results will be published later today.

Miyamoto Says Online Multiplayer “Wasn’t The Focus” For Super Mario 3D World

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In a new discussion with Kotaku, Shigeru Miyamoto discussed the lack of online multiplayer in Super Mario 3D World. While Miyamoto admitted that online multiplayer is possible for Nintendo achieve, and while other games like Mario Kart 7 and Kid Icarus: Uprising have included the feature, Miyamoto contended that it “simply wasn’t the focus” for Nintendo with 3D World. He went on to explain that for the Mario series, Nintendo is currently interested in focusing on the multiplayer experience with people in the same room.

It is difficult to say how the inclusion of online multiplayer could have affected sales of the game, but given how many gamers were upset when Nintendo announced the mode would be missing, it seems like the company is losing out on potential console sales for the fast-sinking Wii U. Here is Miyamoto’s full quote addressing Nintendo’s stance about online multiplayer for Super Mario 3D World:

“While online play is certainly technically possible for us, it simply wasn’t the focus for us this time around. What we really wanted to do was to create something that people could experience fully while playing comfortably with others who were nearby them, and this is something we decided would be best for Pikmin and the best case for Mario here as well.

“Now that is to say the answer to this question might change in ten years time, if there’s a future game where for example we don’t think it’s important to be able to see the face of the person you’re playing with, then we might be able to focus more on some online function there. But for right now our focus is really on a comfortable play experience with people in the same room.”

Kindness Of Zelda Fans Moves Aonuma To Tears On Days When Miyamoto “Gets Mad” At Him

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In a new interview with Spike, Zelda producer Eiji Aonuma has revealed his emotional side, admitting that he is deeply touched by the kind words of Zelda fans. He mentioned a time when he posted about his jet lag from being at E3 and received many kind responses from Zelda fans around the world.

Interestingly, one of the examples Aonuma provided of a stressful event he experiences at work was legendary Nintendo game designer Shigeru Miyamoto “getting mad” at him. He went on to say that the encouraging messages he receives from fans especially move him while he’s going through one of these rough patches. Aonuma’s struggles will be fully realized on November 22nd when A Link Between Worlds slides into the game slot of 3DS owners the world over. Here is Aonuma’s full quote from his interview with Spike:

“I think one thing that surprises me is how many encouraging messages I get when I just post something simple. Like, just at E3, I posted that I was really feeling the jet lag, and people were like, ‘oh, no that’s too bad,’ and gave me lots of pat on the back type messages. It made me realize that Zelda fans are just really, really nice. I didn’t realize they were such great people. When I’m at my job, and working on producing The Legend of Zelda titles, and Mr. Miyamoto is getting mad at me and stuff, then I get these encouraging messages it’s almost enough to make you cry, so it’s just really great.”

Aonuma Has Spoken To Miyamoto About A Unique Zelda Film Experience

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In a discussion with Kotaku, Aonuma has revealed that he has spoken to Shigeru Miyamoto about the possibility of a Zelda film, but that the two would want to make it a completely unique experience and “somehow change what a movie is.” Aonuma went on to say that the two have considered the idea of gamers bringing their 3DS consoles into a theater and making the experience more interactive.

The two legendary Nintendo developers are wise for wanting to change the video game movie formula, as past efforts in the genre have yielded some disastrous results. Movie ideas for Nintendo’s classic franchises seem to pop up every so often, including a recent Metroid film project whose Kickstarter was shut down by Nintendo, and a CGI Zelda film pitched directly to Nintendo. Almost none of these projects ever see the light of day. Would you like to eventually see a Zelda film the likes of which Aonuma and Miyamoto have discussed? Let us know in the comments! Here are Aonuma’s thoughts on a possible Zelda movie:

“This is something that me and Mr. Miyamoto talked about. If we were to make a Zelda title, if we had interest in doing that, I think really what would be most important to us is to be able to play with the format of a movie, make it more interactive, like you’re able to take your 3DS into the theater and that leads you into participating in it somehow. We wouldn’t want to make it the same as any other movie. We want to somehow change what a movie is.”

Miyamoto Says Super Mario 3D World Is Intended To Bridge Gap Between 2D And 3D Mario

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Famed Nintendo producer and creator of Super Mario, Shigeru Miyamoto, has stated that Nintendo’s intention with their upcoming Wii U title, Super Mario 3D World, is to bridge the gap between the company’s 2D and 3D Mario adventures. He acknowledged that both types of games have their own fans, and he pointed out that the gyro controls in the new game will be a main component that bridges the gap. A stunning new trailer was released recently for Super Mario 3D World, along with some interesting details. The game will be released on November 22nd. Here are Miyamoto’s full comments:

“Yes, with the Mario games you have the 2D side-scrolling games and you have the Mario Galaxy games, which are the 3D titles. People tend to prefer one of those over the other. What we tried to do with Super Mario 3D Land, and what we’re trying to do with Super Mario 3D World is to create a type of three-dimensional Mario game that bridges that gap. We’re trying to do that more with Super Mario 3D World, in particular with the gyro controls, and to try and do that in a way that will enable fans of both to really enjoy playing Mario.”

Miyamoto: Retro Studios Will Be Considered For Another Metroid Game

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Nintendo designer Shigeru Miyamoto has revealed that Retro Studios is a “very high priority” when considering who will work on the next installment of Metroid. Although it is working on its second Donkey Kong Country title – subtitled Tropical Freeze – the developer may be given the opportunity to work on another Metroid game, according to Miyamoto.

“Retro is a very capable studio and can design a lot of different types of game and I know that because I produced Metroid Prime,” Miyamoto said. “But when it did Donkey Kong Country Returns on Wii, apparently it had a lot of fun making that title and from what I’ve heard it put in a request and said that it wanted to do a new Donkey Kong Country game on Wii U themselves.

“In particular the company built up quite a lot of knowhow in that specific style of gameplay and as a consequence felt that it could leverage that again in creating something new in that same style for Wii U.

“I think Retro has really come to a point at which it’s possible for it to have multiple lines running at the same time and having different projects in development. I totally think there are possibilities to see different projects from Retro in the future.”

“Certainly the Metroid franchise is one that, when you talk about really bringing the world to life, we feel that Metroid and the characters established are really important for Nintendo. So important that they were included, obviously, in Nintendo Land.

“I definitely think it’s a franchise that we value and we certainly want to see what we can do with it in the future. And, obviously, Retro is a very high priority in terms of the potential team that would be considered for working on a Metroid game.”

The last Metroid game developed by the studio is Metroid Prime 3: Corruption, which was released in 2007 for Wii. Donkey Kong Country Returns: Tropical Freeze launches on December 6th for Wii U.

Pikmin 3 Review

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In Pikmin 3, players control three astronauts from the planet Koppai, named Alph, Brittany, and Captain Charlie. On a quest to find nourishing fruit for the inhabitants of their starving planet, they crash land on PNF-404 (a planet that curiously resembles earth), losing their all-important cosmic drive key, as well as each other, in the process.

As could be expected, the inclusion of three playable astronauts instead of just the one or two found in previous Pikmin adventures, adds new levels of depth to the game. Players can split their squad of Pikmin into three separate controllable units, assigning different groups to tasks in multiple parts of a level. It’s a great feature, but one that can also make the gameplay frantic and confusing. While the multi-astronaut dynamic allows for increased strategy and unique gameplay, the real stars, of course, are the Pikmin. Pikmin 3 introduces two new species to the colorful plant-animal creatures: rock Pikmin and pink, flying Pikmin. The rock Pikmin can break glass and cannot be killed by being crushed, while the airborne variety excel at fighting winged enemies and can carry objects over water. Returning are the red, blue, and yellow Pikmin, who each possess their own unique abilities that have been carried over from the previous games in the series.

The gameplay is tactical, but also quick and fun for a game typically categorized as a strategy title. Throwing Pikmin to accomplish tasks like breaking down walls or defeating enemies is a fluid, addicting exercise, most easily done by tapping the giant “A” button of the Wiimote + Nunchuck combo, though playing with the gamepad is not a chore as other reviewers have implied. One of the biggest disappointments of the game, however, is a glaring lack of gamepad integration. Yes, maps, menus, and notes can be accessed on the gamepad screen, and players have the option of using it as their controller; but if the player chooses the more optimal Wiimote + Nunchuck, the physical process of viewing maps and memos on the gamepad while waving around the Wiimote can be burdensome. Nintendo’s promise of a gamepad-instigated revolution in gameplay is not yet apparent in Pikmin 3, as its incorporation of the device feels more like a side note than an organic, necessary enhancement.

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Perhaps LEAST disappointing of all are the game’s graphics and level design. Each new world is a sight to behold, overflowing with crisp, beautiful foliage and remarkably intricate terrain. But while the landscapes may be beautiful and alluring, Pikmin 3’s time-based narrative may make players feel hard-pressed to enjoy exploring them. Rather than the traditional set-up of a small number of lives that are chipped away at by taking damage, the continuation of gameplay rests on the player’s ability to locate and collect fruit. A timer in the form of a setting sun scrolls across the top of the screen, ticking away each day (one day equaling about 13 minutes of gameplay time). At the end of every day, the Koppaites must return to their spaceship for the night, forfeiting any stray Pikmin to the clutches of nocturnal predators, then consuming one bottle from their inventory of fruit-derived juice. Thus, the player is constantly racing against the clock to round up Pikmin and find more fruit. Without fruit, he or she cannot make juice and advance to the next day. This all results in a gameplay dynamic that can be characterized as ingenious, incredibly rewarding, but also quite stressful.

Despite its cons, the time-oriented gameplay of Pikmin 3 sets it apart from the crowd, making the gameplay experience refreshing and inherently versatile. It also allows the game to recycle only a handful of worlds (there are essentially four in all), forcing players to revisit them multiple times without becoming repetitive. The gorgeous levels and the utterly unique, fruit-collecting-as-sustenance gameplay system, are features that have begun to test the boundaries of the Wii U’s capabilities. Shigeru Miyamoto and his team have delivered another power star of a game that has enough replay value to keep Nintendo fans playing their beloved brand for even more decades to come. The first undeniable reason to pick up a Wii U and fire up a shiny new gamepad is this: Pikmin 3 is only a click away.

9/10

Miyamoto: Pikmin 3 Was Tested On Nintendo Handhelds But Just Didn’t Feel Right

pikmin_3_pikminPikmin 3 has made a solid debut in the UK charts placing at number 2, but previous to making the Wii U its current home, the colourful fruit collection game was also tested for the DS and 3DS, as we reported last month. In an interview with 4Gamer, with translations from KameDani, Shigeru Miyamoto has now revealed the reason behind its evolution to the Wii U and why it just didn’t work on Nintendo handhelds.

“The truth is we were doing prototype tests of Pikmin for the DS and 3DS but it turned into unit management with only the touch pen and no matter what it just didn’t seem like Pikmin. We concluded that Pikmin is a game that revolves around action based on its controls and the strategy sits on top that.  Although there are elements that are built on the strategy, there are other overall things that have to be well considered.  This complete experience is an important element of Pikmin.

“The truth is when we made 1, we were trying to make the easiest to control 3D game around. The focal point was Olimar walking around on screen but the majority of the interface was those controls.  They didn’t interfere with anything else.  There weren’t many 3D games that were that simple to move around in since you could play without even having to control the camera.”

Miyamoto concluded that,  though the title can seem difficult at first, the controls are relatively easy to get to grips with: “Even if you find using the pointer difficult, there is a control method using the GamePad similar to the previous GameCube titles that we’d like people to utilize. To that end, we hope people are able to look at this as a carefree, easy action game.”

Wii U’s Most Recent System Update Lets It Run Smoother Says Miyamoto

wii_U_whiteAlways looking to improve the status of the Wii U, Nintendo regularly works out the kinks in the home console’s hardware so that it can continue to run smoothly for the users. In a recent interview with Japanese publication Famitsu, Nintendo’s game designer Shigeru Miyamoto expressed his opinion on the most recent Wii U system update, saying that it runs much better. Have you noticed any improvements?

“With the most recent version update, the system runs a lot better, and while there will continue to be improvements in the future, I think it’s to the point where it’s a convenient thing to have in the living room.”

Miyamoto: What Makes A New Game Is New Gameplay And New Interactions, Not New Characters

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At last month’s E3, rather than revealing new IP’s, Nintendo focused on its existing franchises. During the expo, the publisher showcased multiple sequels for Wii U, including Super Smash Bros. for Wii U, Mario Kart 8 and Donkey Kong Country Returns: Tropical Freeze. And this has lead people to wonder whether Nintendo is working on brand-new IP’s for its latest console.

Game Informer had the chance to ask Nintendo’s Shigeru Miyamoto whether the company feels the need to create all-new franchises as well as new characters. Miyamoto responded by saying he doesn’t think new characters are what make a new game. According to the video game designer, a new game is one that offers new gameplay and new interactions.

Game Informer: The game’s that you’re showing today – Pikmin, Mario Kart, the Zelda games, Mario 3D World – they’re all definitely part of your core franchises that have always carried Nintendo forward. Internally, do you guys feel the need or have the desire to create new franchises and new characters to add to that stable of the Marios, Links, and Donkey Kongs?

Miyamoto: Certainly within Nintendo, we have people internally who are saying, “Well, we have our old characters from our old games, and that’s old IP, and we should think about creating new IP.” But the question that we always ask is: “Does a new character really make it a new game?” And to me, the answer to that is, “No.” What makes it a new game is new gameplay and new interactions. So when we’re creating a game, we’re always looking at it from, “What is the gameplay, and how are making that gameplay new?” And then, “Who is the character that is best suited to that gameplay?”

By taking this approach, for us, we feel like even when we’re creating new installments in existing series, we’re creating new experiences, because the gameplay that’s in there is something that’s entirely new. And in some cases, we may even end up creating new characters. Pikmin was an example of how we ended up creating new IP, because we created this new style of gameplay, and it really needed a new character in order to have that gameplay work, and that was the approach we took. We created the gameplay mechanic first, and then created the characters afterwards.

What we always stress, when we’re working with our development teams is, “Focus first on creating fun and new gameplay, and then we’ll figure out what the character is or what the IP is that’s going to go with it.” In the future, we may see that that will bring us some new characters and new IP, but what’s important to me is that, even with the existing IP that we’re releasing games for, they’re all new gameplay experiences.