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Posted by GoNintendo Jun 06 2012 16:02 GMT
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Every time we have seen the Wii U console itself it's always been sat horizontally. That's because the system is designed so it can't stand vertically. In an interview on Kotaku, Shigeru Miyamoto explained why. He explained that like with Microsoft's Kinect, that the physical hardware is not the face of the system.

"Similarly with Wii U, when we [considered the question] ‘What is the face of Wii U going to be?', for us the face of Wii U really isn't the console box itself. It's the controller; it's the Wii U GamePad. So just like a set dop box is non-descript and tucked away, our feeling was that the Wii U hardware was something that could be tucked away and out of sight.

Posted by GoNintendo Jun 06 2012 15:11 GMT
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In an interview with Joystiq's JC Fletcher, Mario creater Shigeru Miyamoto confirmed again that he is working on a new game, but it's going to be a while before we get to see what he has been working on. He explained the his role at Nintendo keeps him busy.

"One thing I want to clear up," Miyamoto told Joystiq, "people like to ask me if I want to do a small project with a small team. I do like working with a small team, and I'm working with a number of small teams on a lot of different ideas, but the problem is because of all these different roles that I have to fulfill, it takes me a long time to write the design document." In addition, working with small teams causes design work to take longer, he said, so "maybe this time next year I'll have something ready to show you that perhaps will illustrate that idea."

We have known that Miyamoto has been working on a new IP for a while. It's understandable that with the role he has that working on a new game is something that will take time.



Link

Posted by GameTrailers Jun 05 2012 16:53 GMT
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Mr. Miyamoto and some special friends stop by the Nintendo Press Conference at E3 2012!

Posted by GoNintendo Jun 01 2012 17:33 GMT
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This patent was filed in 2010 but published in 2012. Looks like Silicon Knights and Nintendo were working on something that involved tagging specific objects with indicators that would change your character's animation. For example, imagine walking past a scary painting in a background. The painting would have an invisible tag attached to it, and when your character crossed that tag's path they would start to shiver and sneak by. That's all without any special input from you.

I wonder what these guys were up to with this patent. Thanks to Emily for the heads up!

Posted by GoNintendo May 26 2012 04:57 GMT
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Reader Joseph was very surprised to see a newspaper from his home in Panama covering Miyamoto's recent award. Looks like this was some big news around the world!

Posted by GoNintendo May 25 2012 05:28 GMT
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This is from an official Kirby's Adventure guide in Japan. I can't get over how different Sakurai looks compared to now! Also, his Kirby drawing kicks ass! Thanks to all that sent this in.

Posted by GoNintendo May 23 2012 19:42 GMT
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1up continues their week-long 'what if' series by looking at Shigeru Miyamoto's body of work. Many times over the years Miyamoto has stated that he was considering becoming a manga artist before his work at Nintendo. What if that was the route he actually ended up taking?

Article here [fixed link] --cort

Posted by GoNintendo May 23 2012 10:20 GMT
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Members of the Jury of Premio Príncipe de Asturias, the most important Prize awared in Spain, has decided that 2012 Príncipe de Asturias for Communications and Humanities goes to Shigueru Miyamoto.

There were 21 nominated persons and organizations from 11 countries. Miyamoto won the final voting against Magnum Agency and French philosopher Edgar Morin. American philosopher Gene Sharp, Argentinian comedians Les Luthiers and German Sociologist Ulrich Beck were also nominated.

Miyamoto has won in his third attemp. We was among the finalists in 2011 and second in 2010 in a controversial final, with one of the most important members of the jury saying that video games take children away from books.

The Prize awards with 50.000 euros, an sculpture by Joan Miró, a diploma and a badge. Spanish Academy will hand in the Prize in October in a Ceremony with the Prince of Spain, Felipe de Borbón. Miyamoto, as a winner, is invated to have a speech.

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Posted by GoNintendo May 15 2012 17:54 GMT
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Remember Miyamoto's 1999 GDC keynote? Of course you don't, but that's okay...neither do I! That gives us the perfect chance to check out the freshly-uploaded video of that 1999 keynote! Miyamoto wasn't really out and about back then, so seeing him at an event like this was a huge deal!

Posted by IGN May 04 2012 20:57 GMT
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It's been a tough road for Sony's newly launched PlayStation Vita. Amid dismal sales figures and a lackluster software library, the handheld is having trouble finding its footing. Speaking from his own experience with the 3DS launch, legendary Nintendo developer Shigeru Miyamoto believes he knows why the Vita is struggling...

Posted by GoNintendo May 04 2012 17:22 GMT
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"I think when we started off (with 3DS), we were focussing a lot on the 3D stereoscopic display, on using that effect. And I think [for that] both users who [were] playing the software and us creating the software, [it] was a very central point. Looking back one year, now we've realised that 3D vision is something more commonplace, not extraordinary; we've come to a more natural, easier approach to 3D vision. We've transitioned to use it when it's appropriate and maybe not use it when it's not necessary. In that respect, we've come to a move natural way of dealing with 3D." - Shigeru Miyamoto

That's not all Miyamoto had to say about portable gaming. He also chatted up the Vita and offered a bit of praise for the platform.

"It's obviously a very hi-spec machine, and you can do lots of things with it, but I don't really see the combination of software and hardware that really makes a very strong product."

The 3DS had its software struggles as well, which leads Miyamoto to admit that software support wasn't strong right out of the gate.

"When we launched the 3DS hardware we didn't have Super Mario 3D Land, we didn't have Mario Kart 7, we didn't have Kid Icarus: Uprising. We were striving to have all of these ready for the launch, but we weren't able to deliver them at that time. We were kind of hoping that people would, nevertheless, buy into the product, find 3DS hardware promising, but looking back we have to say we realise the key software was missing when we launched the hardware."

Link, Link

Posted by GoNintendo Apr 27 2012 18:39 GMT
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Miyamoto on not playing games if he didn't make them...

"It could be that … I might not be playing games."

Miyamoto on a typical day...

"My days all follow much the same pattern. They are structured and typical. Roughly half of my time I spend checking new games that Nintendo's directors are working on. I sit at my desk, play their games and create checklists of comments and amends that I then send out to the directors. Then, the rest of my time is spent attending various meetings, talking about management decisions for the general business direction of Nintendo."

Miyamoto on having more free time...

"...the decreased workload allows me to do new projects like the audio guide. But I am still very close to the game development. Although I am not a director myself I do check all of our games and discuss them over email. I visit Nintendo's Tokyo EAD team every few weeks too, so I don't really feel detached from the game side of the business."

Miyamoto on not retiring, but giving new people chances to create...

"There have been numerous media reports that I am about to retire and I very much want to emphasise that this is not the case. I believe that if I remain in the same position as a leader of the development teams within Nintendo, then the entire structure will grow or revolve around me,. I've certainly seen there are other people within EAD that have the potential to be leaders. I wanted to give these people a chance to lead their respective teams. When I said in the press that I would step back a little I was just saying I want to support the company from the side, rather than being front and centre all of the time."

Miyamoto on Nintendo hiring artists and programmers, not designers...

"We don't usually hire game designers. We almost exclusively hire artists or programmers; people who have learnt a technique and have a basis that we start with. Recently we have hired a few game designers, but generally they have already had careers in other companies and then joined us. But we hire a lot of people out of university. They bring basic knowledge and we start from there. Obviously people from artist or programmer backgrounds have to work together soon enough. So I think there are two key characteristics: a positive attitude towards new things, and someone who doesn't easily give up in the face of problems or criticism. That's what I look for in a new hire."

Miyamoto on the 3DS launch, what he would change and 3D tech in general...

"Especially for the first six months following the system's release, sales were weaker than the DS. This was mainly due to the fact we didn't have any big first party titles, I believe. Also the price point was too high.

In fairness to us, we realised that, reduced the price and worked very hard to have a strong lineup for the Christmas season, which we offered with Super Mario 3D Land, Mario Kart 7 and Kid Icarus.

Looking at the situation in Japan today, the console is selling very well. We have now sold 5m consoles there, which is respectable for a console in its first year. The challenge now is to continue to put effort into making the 3DS more widely known. The Louvre guide is another way of doing that.

If I could rewind the clock I would change the lineup for the 3DS launch so it had more Mario titles. Not only that, but we also have some excellent features that appeal to non-gamers: 3D photography, the augmented reality features and other preinstalled apps. We tried hard to communicate these, but we failed. If I could go back I would have communicated these things differently, and spent more time working out that message.

3D is really the most normal thing because it's how those of us with two eyes usually see the world. TVs are the unusual things in 2D! We don't look at stereoscopic as a gimmick. It's rather the most normal way to display things."


Miyamoto on reaching out to new gamers and opening development tools for more to use...

"There are big lines between those who play video games and those who do not. For those who don't, video games are irrelevant. They think all video games must be too difficult. We want to remove that barrier.

Obviously that would mean making development tools more easily available. Maybe we should look into it but any tools we offer would need to be supported. From my perspective, we want to reach out to smaller studios and work on smaller projects while supporting them as an easier and faster way to get smaller studios involved. That would be the best way to go.

Obviously a lot of the potential of handheld game systems can now be covered by smartphones. When we think about new hardware we need to think about what things we can add that you can't currently do with a smartphone. For us, we would need to have a good reason to launch a new hardware – something necessary."

Miyamoto on keeping franchises alive, teases new characters, and surprising people...

"We need to continue releasing new games in existing franchises otherwise those franchises might die. That's not to say that we aren't interested in new games. It's just a case of picking a new game idea. When we have the opportunity we want to create new things in the future, certainly.

I don't have a big list of ideas I want to realise. I usually come up with new ideas while I am working on other games. That said, there's a strong possibility we will introduce some new characters to the scene soon.

The key thing is surprising people. Video game development is actually a very easy tool to use to surprise people and to offer new, unexpected things to players. It can actually be done quite easily. It doesn't take a lot to do this. There are exceptions but games can be created quite easily. I love that.

In the past it was just, you touch a button and something happens on screen and this was surprising enough to people! Like magic. Nowadays we have experienced players and players with no experience and we must accommodate the needs of both groups. It's becoming increasingly difficult. "

Miyamoto on his favorite creation, perfecting franchises, and having less input on the Zelda series...

"Looking back, Donkey Kong is close to me because it was the first game I made where I realised I could actually make a living from this. Then the title that made games known worldwide was Super Mario Bros. so that's incredibly important to me. But this is a very generic answer and maybe doesn't help you too much. Actually, a big innovation was Wii Sports. With this game we kicked off an adventure into something new. I want to be able to do this bold step many times in my life.

It's an excellent point because my desire is always to attempt to perfect my games. I think the Zelda series… I am not so deeply involved any more compared to the past, but Skyward Sword is a very complete and exceptionally well-polished title."

On not having time to play games...

"I think it's the lack of time in general. And maybe I don't see so many titles that I find fascinating enough that I want to spend time playing. Time is precious and a game has to be worthwhile, right? Another problem is that there are so many games on the market today that it's difficult to find the right one. In many ways I think I am in a similar place to the average game player. This is one of the greatest challenges for the industry right now."

Miyamoto on the future of the game industry...

"I am not that concerned, actually. Nintendo and I have always hoped that games would someday become a more accepted part of our daily life. Every month this becomes closer to the reality we live in. Games have grown and developed from this limited in-the-box experience to something that's everywhere now. Interactive content is all around us, networked, ready. This is something I've been hoping for throughout my career. With this success comes a new challenge of course: how do we make our titles relevant in this world of games. How do we keep going when everything has changed? It's a huge challenge. But it's a good one. It's what we always wanted."

Link

Posted by GoNintendo Apr 27 2012 17:54 GMT
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Take a look at this interview snippet with Miyamoto, pertaining to an eShop release for Mario's next big adventure.

"I think we will only put 'bigger' games on the eShop if there is a real meaning for 3DS or the idea. The main Mario titles will always be created for packaging, but if it was meaningful and always there, then maybe we would put one on eShop."

Now, Super Mario 3D Land didn't hit the eShop, and that was the next big Mario game on 3DS. With that said, it sure seems like Miyamoto knew that the idea was being toyed with for a future Mario outing!

Posted by GoNintendo Apr 23 2012 21:38 GMT
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- A Link to the Past and Super Mario World were originally meant to be released at the same time
- Link's famous spin attack was a result of Super Nintendo hardware limitations
- Nintendo had some trouble deciding on ALttP's controller buttons
- Originally Link could light grass fires using the lantern

Posted by GoNintendo Apr 18 2012 17:02 GMT
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We recently filled you on in the 20th birthday of the SNES in Europe. Turns out that Miyamoto was actually in Europe on that date, which lead to a member of the press giving him a birthday card for the event. Hit the link below to see the genuine surprise on Miyamoto's face when he hears the fact!

Posted by GoNintendo Apr 17 2012 16:43 GMT
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Coming from an interview with Miyamoto...

"We have mario team in company, so we are making Super Mario 4. But Only I can say is, We just announced that game. More details will reveal later."

This is from a Korean interview. I did a Google translate and the info seemed to check out. I just don't want to say this is 100% confirmed yet. Thanks to Cat Mario for the heads up!

Posted by GoNintendo Apr 16 2012 18:36 GMT
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The following information comes from an interview with Miyamoto...

- Traditional games are now also available for iPhone and Android, so Nintendo is creating new types of games.
- Nintendo must be prepare for when he retires.
- He is preparing Nintendo for when he retires by taking young and talented developers under his direct command, giving them responsibilities
- on Wii Music: "It is always sad that something is not sold as well as expected. I think these negative experiences on a project is a thorn that is stuck, so we usually try to work the best idea or at least take it up and concretize it from an angle different for use in another title. Yes, I want to do more with that idea (of Wii Music)."
- He thinks the Wii U will have a great future.
- They talk about art but Miyamoto doesn't consider himself an artist

Posted by GoNintendo Apr 16 2012 17:19 GMT
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The following news comes from Spanish newspaper, El Mundo...

"Miyamoto, who smiled during all the interview - even when he wants to change the topic because 'it's not the moment' to talk about Wii U - thinks that the experience and the new game modes of this new console won't be 'easily replicated in other devices', which will allow them to escape the new tablet competition. The creator advances that at the next E3, the biggest video games show, which is celebrated in Los Angeles in June, Nintendo will present a new Super Mario for this platform, in which you will combine the TV screen with the screen in the controller."
Believe it or not, Nintendo actually confirmed this news!

"In a recent interview, Mr. Miyamoto confirmed that a new Super Mario Bros. game for the Wii U system will be shown at this year's E3 Expo," a Nintendo spokesperson said. "We'll have more to announce about our plans for the E3 Expo at a later date."

Miyamoto also confirmed that he's working on a number of projects, including Pikmin 3 and Luigi's Mansion 2.

"I'm working on several projects but I think that I cannot talk about them all [laughs]. Some are small but important projects for Wii U. Also on a new Pikmin, which will take advantage of the new HD screen resolution, and on Luigi's Mansion for 3DS."

Thanks to all that sent this in!

Posted by IGN Apr 12 2012 17:43 GMT
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Shigeru Miyamoto wants to see a new Zelda game in the style of A Link to the Past for the SNES. When recently asked whether he was still intent on porting the SNES title as a 3D classic for the Nintendo 3DS, the legendary designer indicated he had a more original approach in mind...

Posted by GoNintendo Apr 12 2012 17:40 GMT
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The following comments come from Shigeru Miyamoto...

On a new Legend of Zelda that starts after A Link to the Past...

"I think the answer would be the same if we're talking about just porting, but I think I'd be even more interested in creating something new maybe based on, or starting from, A Link To The Past. I think it's important to bring some really new software.

"To be very honest and open, it really depends on the directors that have time at the moment as well. Some directors, I can give them the title and I know they will do something great with it.

Other directors I'm not so 100 per cent confident [in], so they're the ones I'd rather take a more remake approach to the title. It really depends on that as well."


On praise for Koichi Kawamoto, the man behind the concept demo that birthed the WarioWare series...

"(Kawamoto is) a very strong figure [who] will play a very important role in the future."

On the F-Zero series and Wii U...

"I think at the time it (F-Zero) was a really big surprise, a new thing, a product that made sense. I don't see with current hardware how you could create a similar surprise. But maybe with future hardware, with Wii U coming up, maybe we could create something that does make sense, either as a smaller game, or a fully fledged title."

On praise for Angry Birds, but how it could have been better if made for DS

"There aren’t many games that I’ve played recently that have been truly convincing to me. But that said, I have very much enjoyed Angry Birds, especially the way in which it combines traditional and new game elements in exciting ways. Angry Birds is a very simple idea but it’s one of those games that I immediately appreciated when I first started playing, before wishing that I had been the one to come up with the idea first. I mean, obviously I want to be the one creating the most convincing, surprising game ideas.

In particular the control scheme is excellent. When you analyze it, the controls are actually quite fuzzy in terms of the way that it works. It takes a little while to get used to the controls, I think, but once you’ve mastered them, you have a lot of precision. To make it the interface and controls work that well and intuitively… well, I think a lot of work went into getting that right.

Obviously, if the developer had created the game for Nintendo DS the controls would have been even better, but what can you do?"


On keeping an eye on smartphone games...

"I check up on them sometimes, but I don't have a lot of time. I think we also have a history of having certain fun ideas and making a game out of it, and there's lots of other people also doing this [now]. This kind of environment inspires us to try even harder, and create even more unexpected new things."

Link, Link

Posted by GoNintendo Apr 10 2012 18:15 GMT
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Coming from Nintendo of Europe's Twitter...



Miyamoto is trying out the new Nintendo #3DS Audioguide at the #Louvre Museum in Paris.

Link

Posted by GoNintendo Apr 07 2012 17:10 GMT
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One day, I hope to see a Valve game on a Nintendo platform. Until that day, I'll just have to be satisfied knowing that Gabe Newell loves Shigeru Miyamoto. He admitted that fact during the Geek A Week podcast. While Newell loves Miyamoto's work, he says that it would be Super Mario 64 at his side during an apocalyptic situation. I guess that came could keep him busy for years to come!

Posted by GoNintendo Mar 30 2012 18:41 GMT
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“After completing Mr. Gimmick, an acquaintance of Miyamoto’s was kind enough to mention to me that Miyamoto said Gimmick was a lot of fun. Mr. Miyamoto doesn’t seem to be the type to praise other people’s work, so he added that he thought Miyamoto regretted being forced to admit it. Considering I’d always wanted to make a game that outdid every other action game out there, including Mario, that made me really happy.” - Sunsoft programmer Tomomi Sakai

It's true that you hardly ever hear Miyamoto offer up praise for other games. I wonder if Miyamoto even remembers Mr. Gimmick now...

Posted by GoNintendo Mar 15 2012 00:15 GMT
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A portion of a GamesIndustry interview with Yosuke Hayashi...

Q: We were fascinated by Nintendo's decision to work with Team Ninja on Metroid. Looking back at the project, how do you feel about it and how Metroid: Other M was received? What lessons were learned?

Yosuke Hayashi: Other M was the first game that let us work with an external partner whose philosophy towards development is completely different to ours. This was a great chance for us to revise and rethink our approach to development, and this experience is something that is being applied in the studio.

Q: Which game designers have had the biggest influence on you and your career?

Yosuke Hayashi: That would definitely be Shigeru Miyamoto. If it weren't for him I wouldn't be here now.

Video
Posted by GoNintendo Mar 13 2012 17:46 GMT
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"One of the early proposals that we discussed for Super Mario Galaxy 2 was the possibility of including characters from other [Nintendo] franchises. For example, you might have Donkey Kong or Pikmin show up. We presented this to Mr. Miyamoto, but he came down pretty hard, saying that there has to be a functional reason to include characters of a certain type in a game. He went to specify precisely why the Pikmin wouldn't work." - director Koichi Hayashida

I have to agree with Miyamoto on this one. Those cameos just don't seem like they'd make much sense. Glad he stepped in to shoot down that idea.

Posted by GoNintendo Mar 08 2012 10:40 GMT
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Wondering what gems Shigeru Miyamoto passed on to director of Super Mario 3D Land, Koichi Hayashida, while he was creating Mario's first 3D outing? Below are quotes straight from Miyamoto that Hayashida discussed during his GDC panel.

"Remind yourself everyday of what you are trying to make."

"Analyze new information and build your own perspective."

"Even simple things anyone can do can become difficult when you do two of them at the same time."

"We need to remember to let people play the way they want to."

Posted by GoNintendo Feb 18 2012 20:13 GMT
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- Rockstar San Diego was originally an independent developer called Angel Studios
- Angel Studios worked on Major League Baseball Featuring Ken Griffey Jr. for the Nintendo 64
- they also handled the N64 Resident Evil 2 port
- Angel worked with Nintendo and Miyamoto directly from 1996 to 2000
- one of the unreleased titles was Buggy Boogie
- featured vehicles that would eat other vehicles and adopt their powers
- Miyamoto didn't think the game was "fun"
- Miyamoto had the project canned, and then asked them to work on a fantasy golf game
- that game was never released either

Posted by GoNintendo Feb 10 2012 22:09 GMT
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A portion of an Entertainment Weekly interview with Shigeru Miyamoto...

ENTERTAINMENT WEEKLY: I just completed Skyward Sword, which really makes good use of the Motion Plus controller. Can you talk a little bit about how existence of Motion Control changes the development process of these videogames?

SHIGERU MIYAMOTO: First of all, thank you for completing Skyward Sword. You probably know more than I do when it comes to the game, because the version I played was actually the prototype. The version I played through was more challenging than the version you did.

EW: You said that you had played an earlier version of Skyward Sword that was more challenging. How much more difficult was it?

SM: As the development period goes on, we get accustomed to the content and the gameplay and the riddles and whatnot. The developer is almost always thinking, “It’s too easy for me. It must be too easy for the player, as well.” The same with designing bosses: Because the developers are supposed to be very, very skillful in challenging these tough enemies, they often make the boss too tough. It’s a dilemma we always have as developers.

EW: Looking ahead, as part of the release of the Wii U, you’ll be working on Pikmin 3. Are you excited to bring that back as part of the new console?

SM: Originally, I was making Pikmin 3 would be launched on the Wii platform. Because the Wii U is capable of HD quality pictures, and will be accompanied by the subscreen on your hand. I thought that I would be able to make a Pikmin that was closer to my ideal. I am now actually enjoying myself, working on the game.

EW: Who’s your least favorite (Mario Kart) character?

SM: Toad. [Laughs]

EW: My favorite character is your least favorite character?

SM: I understand that he has some popularity. Somehow.