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Posts by Hyrule Interviews

PEOPLE:
- Eiji Aonuma, age 61. Producer of the Zelda franchise. Producer or Director of many Zelda titles.

QUOTE: 
Aonuma: It's not easy to touch on the lore of the Legend of Zelda series. When you address the history of the Legend of Zelda, you naturally have to be conscious of how things have been expressed previously in the series. 

But when we think about a new game, we need to think about new developments while being mindful of the past games in the series, so the scope of what you can do becomes increasingly narrow if you think in the same way every time. On top of that, because the series has been running for a long time, players are interested in its history and lore.

PEOPLE: - Eiji Aonuma, age 61. Producer of the Zelda franchise. Producer or Director of many Zelda titles. QUOTE: Aonuma: It's not easy to touch on the lore of the Legend of Zelda series. When you address the history of the Legend of Zelda, you naturally have to be conscious of how things have been expressed previously in the series. But when we think about a new game, we need to think about new developments while being mindful of the past games in the series, so the scope of what you can do becomes increasingly narrow if you think in the same way every time. On top of that, because the series has been running for a long time, players are interested in its history and lore.

Aonuma on the difficulties of working within the lore of the Zelda series, 2024.

Source: Ask the Developer

#Zelda
#TheLegendofZeldaSeriesQuote
#AonumaQuote

www.hyruleinterviews.com/11341fe961fd...

1 day ago 40 4 0 1
PEOPLE:
- Hidemaro Fujibayashi, age 44. Breath of the Wild Game Director.

QUOTE: 
Fujibayashi: Our first approach was to remove those impassable walls, which were a convention of Zelda, by transforming the walls and allowing the user to climb them in our experimental game field [Breath of the Wild prototype]. By transforming walls … into another optional path, it's as if the entire landscape that lays before the user opens open up, asking them 'So, which path are you going to take?'

It was at this point that I realized this was the kind of game design I was striving for.

PEOPLE: - Hidemaro Fujibayashi, age 44. Breath of the Wild Game Director. QUOTE: Fujibayashi: Our first approach was to remove those impassable walls, which were a convention of Zelda, by transforming the walls and allowing the user to climb them in our experimental game field [Breath of the Wild prototype]. By transforming walls … into another optional path, it's as if the entire landscape that lays before the user opens open up, asking them 'So, which path are you going to take?' It was at this point that I realized this was the kind of game design I was striving for.

Fujibayashi on transforming walls from boundaries into optional paths in Breath of the Wild, 2017.

Source: Game Developers Conference (GDC)

#Zelda
#BreathoftheWildQuote
#FujibayashiQuote

www.hyruleinterviews.com/febaddf2a123...

1 week ago 21 4 0 1
PEOPLE:
- Shigeru Miyamoto, age 39. Creator of Zelda. Producer of Nintendo EAD’s Software Development Department.

QUOTE: 
Miyamoto: Back in the day, when we didn't have many staff members and the labor standards law wasn't so strict, we often stayed late at the office until around 2 AM. We would just talk about random ideas and say, “OK let's try that tomorrow.” Then we would go home. It was always like that.

We decided what to do for tomorrow and that made us excited to come back to the office the next day. In a way, it was a necessary preparation.

But now that our staff has increased, I'm a bit concerned because I'm not sure if everyone is looking forward to coming to the office like we used to.

PEOPLE: - Shigeru Miyamoto, age 39. Creator of Zelda. Producer of Nintendo EAD’s Software Development Department. QUOTE: Miyamoto: Back in the day, when we didn't have many staff members and the labor standards law wasn't so strict, we often stayed late at the office until around 2 AM. We would just talk about random ideas and say, “OK let's try that tomorrow.” Then we would go home. It was always like that. We decided what to do for tomorrow and that made us excited to come back to the office the next day. In a way, it was a necessary preparation. But now that our staff has increased, I'm a bit concerned because I'm not sure if everyone is looking forward to coming to the office like we used to.

Miyamoto on working late, planning for the next day, and labor laws, 1992.

Source: Family Computer Magazine (Famimaga)

#MiyamotoQuote

www.hyruleinterviews.com/b03bc1d10e23...

2 weeks ago 20 3 1 2
PEOPLE:
- Hidemaro Fujibayashi, age 32. Director of Four Swords.

QUOTE: 
Q: Four Sword games tend to be more action-oriented than other Zelda games. Is this intentional?

Fujibayashi: No. Every game we developed based on the concept we chose. In the Four Swords series, multiplayer is important and I had a big wish to create a vivid expression of Link’s moves in a 2-D art style. Those important concepts may generate a more action-style game impression compared to others.

PEOPLE: - Hidemaro Fujibayashi, age 32. Director of Four Swords. QUOTE: Q: Four Sword games tend to be more action-oriented than other Zelda games. Is this intentional? Fujibayashi: No. Every game we developed based on the concept we chose. In the Four Swords series, multiplayer is important and I had a big wish to create a vivid expression of Link’s moves in a 2-D art style. Those important concepts may generate a more action-style game impression compared to others.

Fujibayashi on how the action-oriented Four Swords arose from other goals, 2005.

Source: Nintendo Power

#Zelda
#FourSwordsQuote
#FujibayashiQuote

www.hyruleinterviews.com/b53697339a66...

2 weeks ago 11 1 0 0
PEOPLE:
- Satoru Iwata, age 51. President of Nintendo.
- Shigeru Miyamoto, age 58. Producer of Ocarina of Time.

QUOTE: 
Iwata: Still, to think it's been thirteen years already [since the release of Ocarina of Time]…

Miyamoto: I know. My kid was in the upper grades of elementary school… Oh, that's right; one thing I remember very well from that time was when my wife saw our child playing Ocarina of Time. She said, "When I'm just looking at it, I think it's pretty, but I'd never want to try it." I thought, "Something has to be done about this!" [laughs].

I mean, she'd never really cared about games at all before, and here she was, finally showing an interest, and yet… It felt as though a customer had come right up to the entrance, but then she'd turned around and gone back home. …

I thought, "No! I was so close!"

PEOPLE: - Satoru Iwata, age 51. President of Nintendo. - Shigeru Miyamoto, age 58. Producer of Ocarina of Time. QUOTE: Iwata: Still, to think it's been thirteen years already [since the release of Ocarina of Time]… Miyamoto: I know. My kid was in the upper grades of elementary school… Oh, that's right; one thing I remember very well from that time was when my wife saw our child playing Ocarina of Time. She said, "When I'm just looking at it, I think it's pretty, but I'd never want to try it." I thought, "Something has to be done about this!" [laughs]. I mean, she'd never really cared about games at all before, and here she was, finally showing an interest, and yet… It felt as though a customer had come right up to the entrance, but then she'd turned around and gone back home. … I thought, "No! I was so close!"

Miyamoto on the time he was so close, 2011.

Source: Iwata Asks

#Zelda
#OcarinaofTimeQuote
#IwataQuote, #MiyamotoQuote

www.hyruleinterviews.com/d4112e274538...

2 weeks ago 28 7 0 0
PEOPLE:
- Eiji Aonuma, age 56. Producer of the Link’s Awakening remake.

QUOTE: 
Aonuma: When we were thinking about arranging dungeons, creating a puzzle on your own is always a little bit hard, so we thought, “What’s an easy way to have players be able to arrange things?” We thought maybe room arrangement or a map arrangement would be an easy way, and it’d feel like solving a puzzle. That’s how we landed on the Chamber Dungeons [dungeon maker].

Once we landed on the idea of arranging dungeons, we were thinking, in Link’s Awakening, pretty much every room is about the same size, so we thought this would be a perfect fit for incorporating the Chamber Dungeons, and that’s how this [Link’s Awakening Remake] came about.

PEOPLE: - Eiji Aonuma, age 56. Producer of the Link’s Awakening remake. QUOTE: Aonuma: When we were thinking about arranging dungeons, creating a puzzle on your own is always a little bit hard, so we thought, “What’s an easy way to have players be able to arrange things?” We thought maybe room arrangement or a map arrangement would be an easy way, and it’d feel like solving a puzzle. That’s how we landed on the Chamber Dungeons [dungeon maker]. Once we landed on the idea of arranging dungeons, we were thinking, in Link’s Awakening, pretty much every room is about the same size, so we thought this would be a perfect fit for incorporating the Chamber Dungeons, and that’s how this [Link’s Awakening Remake] came about.

Aonuma on why they chose to remake Link's Awakening, 2019.

Source: Kotaku

#Zelda
#LinksAwakeningRemakeQuote
#AonumaQuote

www.hyruleinterviews.com/f6de8600509f...

3 weeks ago 19 3 0 1

It IS interesting how much Nintendo PUSHED for online for many years, until... it became actually feasible and then they backed off.

The SNES had a pilot network for multiplayer gaming in the US. The Famicom, Super Famicom (via the BS) and the N64DD all had network functionality in Japan.

3 weeks ago 1 0 0 0
PEOPLE:
- Eiji Aonuma, age 50. Dungeon director of Ocarina of Time, Director of The Wind Waker. Producer of their remakes.

QUOTE: 
Aonuma: We don’t go out to just make a remake. There should be some kind of meaning to it.

For example, the reason why we released the 3DS version of Ocarina of Time is that we wanted users to enjoy the stereoscopic 3D version. Now that HD is possible with the Wii U, for the same reason, we wanted users to enjoy an HD version [of The Wind Waker] and to be able to use the GamePad, so they could see a difference there.

So it’s not just making a remake that’s the important thing. We wanted to have a particular reason to do it. If there’s a meaning behind doing a remake, then of course we’ll consider it.

PEOPLE: - Eiji Aonuma, age 50. Dungeon director of Ocarina of Time, Director of The Wind Waker. Producer of their remakes. QUOTE: Aonuma: We don’t go out to just make a remake. There should be some kind of meaning to it. For example, the reason why we released the 3DS version of Ocarina of Time is that we wanted users to enjoy the stereoscopic 3D version. Now that HD is possible with the Wii U, for the same reason, we wanted users to enjoy an HD version [of The Wind Waker] and to be able to use the GamePad, so they could see a difference there. So it’s not just making a remake that’s the important thing. We wanted to have a particular reason to do it. If there’s a meaning behind doing a remake, then of course we’ll consider it.

Aonuma on how they only do remakes when there’s a meaning, 2013.

Source: IGN

#Zelda
#TheWindWakerHDQuote, #OcarinaofTime3DQuote
#AonumaQuote

www.hyruleinterviews.com/30241fe961fd...

3 weeks ago 25 6 5 0
PEOPLE:
- Shigeru Miyamoto, age 46. Creator of Zelda & Mario. Producer of Nintendo EAD’s Software Development Department.

QUOTE: 
Q: The 64DD … is compatible with online communication, but what do you think about this feature?

Miyamoto: We are finally at the point where we can begin considering the details on site. In the past, as a game designer, I had to deliberately ask questions such as, “Who will maintain the infrastructure for communication?” 

However, now that everyone is discussing issues such as “How much will the phone bills be?”, there is no longer a need to ask such questions. That's why I'm telling the staff to “go back to the basics.” “Is online gaming really interesting?” “Is it okay that we can't see each other's faces?” “Can we chat using the current controller?”

PEOPLE: - Shigeru Miyamoto, age 46. Creator of Zelda & Mario. Producer of Nintendo EAD’s Software Development Department. QUOTE: Q: The 64DD … is compatible with online communication, but what do you think about this feature? Miyamoto: We are finally at the point where we can begin considering the details on site. In the past, as a game designer, I had to deliberately ask questions such as, “Who will maintain the infrastructure for communication?” However, now that everyone is discussing issues such as “How much will the phone bills be?”, there is no longer a need to ask such questions. That's why I'm telling the staff to “go back to the basics.” “Is online gaming really interesting?” “Is it okay that we can't see each other's faces?” “Can we chat using the current controller?”

Miyamoto on the N64 Disk Drive's online plans, 1999.

Source: The Hyrule Journals

#Nintendo64DiskDriveQuote
#MiyamotoQuote

www.hyruleinterviews.com/24441fe961fd...

3 weeks ago 7 0 1 0
PEOPLE:
Satoru Iwata. President of HAL from 1993-2000, President of Nintendo from 2002-2015.

QUOTE:
Iwata: Ask me what sort of company I would want to work for, and I would say “A place where my boss understands me”, or “A place where my boss cares about my quality of life.”

I also believe that everyone is different and always changing. Sure, lots of people never change. But I would never want to work under a leader who failed to understand that people can evolve.

I would want a boss who pays attention and acknowledges my growth.

PEOPLE: Satoru Iwata. President of HAL from 1993-2000, President of Nintendo from 2002-2015. QUOTE: Iwata: Ask me what sort of company I would want to work for, and I would say “A place where my boss understands me”, or “A place where my boss cares about my quality of life.” I also believe that everyone is different and always changing. Sure, lots of people never change. But I would never want to work under a leader who failed to understand that people can evolve. I would want a boss who pays attention and acknowledges my growth.

Iwata on what sort of company he would want to work for (Hobonichi, 2019).

Source: Ask Iwata

#IwataQuote

www.hyruleinterviews.com/75446f6b0f75...

3 weeks ago 29 3 0 0
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PEOPLE:
- Shigeru Miyamoto, age 66. Creator of Zelda, & Mario. Pokémon Snap Producer.
- Satoru Iwata, age 59. President of HAL, then Nintendo. Pokémon Snap Producer.

QUOTE: 
Miyamoto: It was rare for Iwata and me to commit ourselves to the same game, but a notable exception was Pokémon Snap, for the Nintendo 64, where we were both deeply involved. 

I was working to make the photo-taking aspect more robust, but Iwata stressed that while a game where you take photos was a decent start, what really mattered was what you could photograph. Then at one point he told me “Miyamoto, I think it’s Pokémon. That’s what the people really want to photograph.”

PEOPLE: - Shigeru Miyamoto, age 66. Creator of Zelda, & Mario. Pokémon Snap Producer. - Satoru Iwata, age 59. President of HAL, then Nintendo. Pokémon Snap Producer. QUOTE: Miyamoto: It was rare for Iwata and me to commit ourselves to the same game, but a notable exception was Pokémon Snap, for the Nintendo 64, where we were both deeply involved. I was working to make the photo-taking aspect more robust, but Iwata stressed that while a game where you take photos was a decent start, what really mattered was what you could photograph. Then at one point he told me “Miyamoto, I think it’s Pokémon. That’s what the people really want to photograph.”

Miyamoto on Iwata’s flash of inspiration for Pokemon Snap, 2019.

Source: Ask Iwata: Words of Wisdom from Satoru Iwata, Nintendo's Legendary CEO

#PokémonSnapQuote
#MiyamotoQuote, #IwataQuote

www.hyruleinterviews.com/9f39f7f356ad...

4 weeks ago 37 11 0 1
Post image

A neat little passage from Iwata and Miyamoto about the maps in Kirby's Adventure.

4 weeks ago 63 16 1 0
PEOPLE:
- Atsuko Asahi, age 39. Composer for The Wind Waker HD and Mario Kart 8. Music Lead for Mario Kart World.

QUOTE: 
Asahi: [For Mario Kart 8] I'd been composing custom-made tracks for each course based on the weather and time of day. But now, with everything being connected [in Mario Kart World] and with the ability to drive anywhere, there are so many more things you need to consider. 

We need lots of sounds to fill the gaps between courses, and because players take different routes and drive at different speeds, we have to assume that the timing of background music transitions will vary. I thought we'd never finish development if we approached sound creation the same way as before, and I was worried about whether we'd really be able to get it done.

PEOPLE: - Atsuko Asahi, age 39. Composer for The Wind Waker HD and Mario Kart 8. Music Lead for Mario Kart World. QUOTE: Asahi: [For Mario Kart 8] I'd been composing custom-made tracks for each course based on the weather and time of day. But now, with everything being connected [in Mario Kart World] and with the ability to drive anywhere, there are so many more things you need to consider. We need lots of sounds to fill the gaps between courses, and because players take different routes and drive at different speeds, we have to assume that the timing of background music transitions will vary. I thought we'd never finish development if we approached sound creation the same way as before, and I was worried about whether we'd really be able to get it done.

Asahi on how she had to find new ways to approach audio development for Mario Kart World, 2025.

Source: Ask the Developer

#MarioKartWorldQuote
#AsahiQuote

www.hyruleinterviews.com/20b41fe961fd...

1 month ago 29 8 0 0
PEOPLE:
- Shigeru Miyamoto, age 36. Creator of Zelda & Mario. Producer of Nintendo’s R&D4 Team.
- Shigesato Itoi, age 40. Creator of Earthbound. Founder of Ape, Inc. (later Creatures, Inc.).

QUOTE: 
Miyamoto: There are plenty of cases where being a bit crude [graphically] is actually a plus. Take English, for example. We Japanese have a real complex about it, right? We can't actually understand what they're saying in the movies. So we read the subtitles and just imagine the rest. In a way, we're lucky: the hero becomes even more "heroic" in our minds.

Itoi: Because you don't understand the words, that sense of "mystique" stays intact.

PEOPLE: - Shigeru Miyamoto, age 36. Creator of Zelda & Mario. Producer of Nintendo’s R&D4 Team. - Shigesato Itoi, age 40. Creator of Earthbound. Founder of Ape, Inc. (later Creatures, Inc.). QUOTE: Miyamoto: There are plenty of cases where being a bit crude [graphically] is actually a plus. Take English, for example. We Japanese have a real complex about it, right? We can't actually understand what they're saying in the movies. So we read the subtitles and just imagine the rest. In a way, we're lucky: the hero becomes even more "heroic" in our minds. Itoi: Because you don't understand the words, that sense of "mystique" stays intact.

Miyamoto & Itoi on the sense of mystique granted by crude representations, 1989.

Source: Shmuplations

#MiyamotoQuote, #ItoiQuote

shmuplations.com/itoimiyamoto/

1 month ago 28 5 1 0

My first quote from you, @annacwebs.bsky.social, but I'm sure it won't be the last!

1 month ago 2 1 0 0
PEOPLE:
- Anna C. Webster. English Script Writer for Echoes of Wisdom.

QUOTE: 
Webster: "Character interviewing" is a classic technique from the dramaturgy world. … You're often given the "how" of a character and their function within the plot. It's then your job as a writer to flesh out the "why". And who better to ask than the character themselves?

I like to imagine the character in my head and then ask them a question, such as: "how do you feel about [major plot point]?" …

You may find some characters are naturally chatty and very forthcoming with their answers. Maybe you imagine them frequently talking with their hands and gesturing, or you may get the idea that they're enjoying the spotlight. Other characters might be more shy, dismissive, or even mistrusting.

PEOPLE: - Anna C. Webster. English Script Writer for Echoes of Wisdom. QUOTE: Webster: "Character interviewing" is a classic technique from the dramaturgy world. … You're often given the "how" of a character and their function within the plot. It's then your job as a writer to flesh out the "why". And who better to ask than the character themselves? I like to imagine the character in my head and then ask them a question, such as: "how do you feel about [major plot point]?" … You may find some characters are naturally chatty and very forthcoming with their answers. Maybe you imagine them frequently talking with their hands and gesturing, or you may get the idea that they're enjoying the spotlight. Other characters might be more shy, dismissive, or even mistrusting.

Webster on character interviewing, 2026.

Source: The Game Narrative Kaleidoscope

#WebsterQuote

www.hyruleinterviews.com/31941fe961fd...

1 month ago 20 3 1 0
PEOPLE:
- Satoru Takizawa, age 45. Breath of the Wild Art Director.

QUOTE: 
Takizawa: In the real world, there is a very specific smell right before it rains. I wanted to create the illusion of that smell with the visuals in [Breath of the Wild]. … If we could simulate senses like smell and touch through visual information, the world would truly feel alive, and that was one of our big goals. 

We focused a lot on the air itself. The tropical rainforest is very humid, with particulates in the air. The sunlight is strong in the desert. The amount of dust in the air changes depending on what the wind is doing. The game adjusts light and air quality to more clearly express the differences in weather across regions.

PEOPLE: - Satoru Takizawa, age 45. Breath of the Wild Art Director. QUOTE: Takizawa: In the real world, there is a very specific smell right before it rains. I wanted to create the illusion of that smell with the visuals in [Breath of the Wild]. … If we could simulate senses like smell and touch through visual information, the world would truly feel alive, and that was one of our big goals. We focused a lot on the air itself. The tropical rainforest is very humid, with particulates in the air. The sunlight is strong in the desert. The amount of dust in the air changes depending on what the wind is doing. The game adjusts light and air quality to more clearly express the differences in weather across regions.

Takizawa on simulating all the senses through visuals in Breath of the Wild, 2017.

Source: Creating a Champion

#Zelda
#BreathoftheWildQuote
#TakizawaQuote

www.hyruleinterviews.com/13c41fe961fd...

1 month ago 26 6 0 0

Curious! Hahahah

1 month ago 1 0 0 0
PEOPLE:
- Satoru Takizawa, age 34. Twilight Princess Art Director.

QUOTE: 
Takizawa: I was particularly nervous about Link's design [in Twilight Princess]. The reason for that is ... the more realistic you make characters, the more they tend to start looking a bit like plastic dolls.

... We didn't see any reason to engage … in a struggle over who could make the most photo-realistic game, or any significance in attempting to recreate the real world for that matter. Rather, we felt that it would be more meaningful to create something we wanted to make, and then show the world what kind of game can be made when you have that kind of passion. So we decided to place our emphasis on creating the palpable atmosphere that everyone liked so much about Ocarina of Time.

PEOPLE: - Satoru Takizawa, age 34. Twilight Princess Art Director. QUOTE: Takizawa: I was particularly nervous about Link's design [in Twilight Princess]. The reason for that is ... the more realistic you make characters, the more they tend to start looking a bit like plastic dolls. ... We didn't see any reason to engage … in a struggle over who could make the most photo-realistic game, or any significance in attempting to recreate the real world for that matter. Rather, we felt that it would be more meaningful to create something we wanted to make, and then show the world what kind of game can be made when you have that kind of passion. So we decided to place our emphasis on creating the palpable atmosphere that everyone liked so much about Ocarina of Time.

(My computer is back and so are the quotes!)

Takizawa on the dangers of realistic characters and how they approached Twilight Princess' art style, 2006.

Source: Iwata Asks

#Zelda
#TwilightPrincessQuote
#TakizawaQuote

www.hyruleinterviews.com/2abd5c116f0f...

1 month ago 47 20 1 1

(My PC is at the repair shop, so we’ll have a couple days without new quotes here!)

1 month ago 3 0 0 0
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1 month ago 14 0 0 0

Zelda 1 came out ~3 years before this interview, and things moved fast back then!

1 month ago 0 0 0 0
PEOPLE:
- Shigeru Miyamoto, age 36. Creator of Zelda & Mario. Producer of Nintendo’s R&D4 group.
- Seikou Itou. Novelist. Author of No Life King.

QUOTE: 
Miyamoto: When pornography escalates, it eventually crosses into the grotesque. I think the world of "hidden secrets" in games has almost reached that same grotesque level. It's reached a point where it isn't measured by common sense anymore. It's just people getting bored and looking for stronger and stronger stimulation. We've hit a wall. When you're at the point where you have no choice but to go "grotesque," you have to start thinking of new ways to use the medium.

Itou: In a healthy way.

Miyamoto: Well, as long as there are people willing to play, and we keep on creating, new things will continue to emerge. If there aren't any good games out there, I don't think you should feel the need to go out of your way to find one.

PEOPLE: - Shigeru Miyamoto, age 36. Creator of Zelda & Mario. Producer of Nintendo’s R&D4 group. - Seikou Itou. Novelist. Author of No Life King. QUOTE: Miyamoto: When pornography escalates, it eventually crosses into the grotesque. I think the world of "hidden secrets" in games has almost reached that same grotesque level. It's reached a point where it isn't measured by common sense anymore. It's just people getting bored and looking for stronger and stronger stimulation. We've hit a wall. When you're at the point where you have no choice but to go "grotesque," you have to start thinking of new ways to use the medium. Itou: In a healthy way. Miyamoto: Well, as long as there are people willing to play, and we keep on creating, new things will continue to emerge. If there aren't any good games out there, I don't think you should feel the need to go out of your way to find one.

Miyamoto on escalating to the grotesque, 1989.

Source: Shmuplations

#MiyamotoQuote, #ItouQuote

www.hyruleinterviews.com/31d41fe961fd...

1 month ago 20 1 3 1

They were originally planning on doing a cel-shaded sequel to The Wind Waker (or another game in that style, at least)! Very little is known about it, since they cancelled that plan and shifted towards a realistic Zelda, that became Twilight Princess, very early.

1 month ago 1 0 1 0

Oh thank you!

1 month ago 1 0 0 0
PEOPLE:
- Shinya Takahashi, age 55. Engineer for Ocarina of Time, The Wind Waker, & Four Sword Adventures. Executive General Manager of Nintendo EPD.
- Hisashi Nogami, age 47. Artist for BS The Legend of Zelda. Director of Animal Crossing. Producer of Splatoon 1, 2, & 3.
- Shigeru Miyamoto, age 66. Creator of Zelda & Mario.

QUOTE: 
Takahashi: [Miyamoto] is not involved in the minute details of development, but does oversee entire projects and identifies major issues: this part is bad, this part is bad, THIS part is bad … If he says something’s good, it’s rare, and you know it is. He’s actually a shy person—even when he thinks something is well done, he would not often say that to someone directly.

Nogami: I have never once been praised by Mr. Miyamoto. [deadpan]

Takahashi: Perhaps not to your face, but behind your back he’s very pleased with you. [laughs]

PEOPLE: - Shinya Takahashi, age 55. Engineer for Ocarina of Time, The Wind Waker, & Four Sword Adventures. Executive General Manager of Nintendo EPD. - Hisashi Nogami, age 47. Artist for BS The Legend of Zelda. Director of Animal Crossing. Producer of Splatoon 1, 2, & 3. - Shigeru Miyamoto, age 66. Creator of Zelda & Mario. QUOTE: Takahashi: [Miyamoto] is not involved in the minute details of development, but does oversee entire projects and identifies major issues: this part is bad, this part is bad, THIS part is bad … If he says something’s good, it’s rare, and you know it is. He’s actually a shy person—even when he thinks something is well done, he would not often say that to someone directly. Nogami: I have never once been praised by Mr. Miyamoto. [deadpan] Takahashi: Perhaps not to your face, but behind your back he’s very pleased with you. [laughs]

Takahashi & Nogami on Miyamoto's shyness, 2019.

Source: The Guardian

#TakahashiQuote,#NogamiQuote,#MiyamotoQuote

www.hyruleinterviews.com/2fe41fe961fd...

1 month ago 11 2 1 0
PEOPLE:
- Shigesato Itoi, age 40. Creator of MOTHER (Earthbound Zero). Later: Editor of the Ishinomori A Link to the Past manga.
- Shigeru Miyamoto, age 36. Creator of Zelda & Mario. Producer of Nintendo’s R&D4 Team.

QUOTE: 
Itoi: I'm sitting like this because my body has an actual necessity to be in this posture. It's the result of a struggle between two things: the fact that I'm being watched by others, and my own internal necessity. I believe the future of "creative work" lies in how much we can tap into and breathe life into that kind of raw instinct.

So, if you tell someone, "No, do it this way," about something they love, it's like forcing them to roll over against their will. They'll get sick. And it's not enjoyable for the viewer either. 

Miyamoto: … Whether it's music or art, a game with a distinct worldview is just more fun. When you go that route, the individual creator's touch becomes everything.

PEOPLE: - Shigesato Itoi, age 40. Creator of MOTHER (Earthbound Zero). Later: Editor of the Ishinomori A Link to the Past manga. - Shigeru Miyamoto, age 36. Creator of Zelda & Mario. Producer of Nintendo’s R&D4 Team. QUOTE: Itoi: I'm sitting like this because my body has an actual necessity to be in this posture. It's the result of a struggle between two things: the fact that I'm being watched by others, and my own internal necessity. I believe the future of "creative work" lies in how much we can tap into and breathe life into that kind of raw instinct. So, if you tell someone, "No, do it this way," about something they love, it's like forcing them to roll over against their will. They'll get sick. And it's not enjoyable for the viewer either. Miyamoto: … Whether it's music or art, a game with a distinct worldview is just more fun. When you go that route, the individual creator's touch becomes everything.

Itoi on tapping into raw artistic instinct, 1989.

Source: Shmuplations

#ItoiQuote, #MiyamotoQuote

www.hyruleinterviews.com/31d41fe961fd...

1 month ago 17 3 0 0
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Satellaview - An Explainer (Blog Post) - Yakumono's Personal Site

Feel free to widely share this curated easy to understand #Satellaview knowledge that I just posted on my blog.

I didn't want to overscope it but I spent a lot of time explaining a curated list of games for those who have no idea what the Satellaview is.

luigiblood.neocities.org/blog/2026-01...

2 months ago 351 169 6 1
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Finding clips of the playing (which is nice), do you know if there was also any talking or interview content?

1 month ago 1 0 1 0

Nope! This is brand new news for me! I’ll have to see if I can dig that up, thanks for the tip!

1 month ago 1 0 1 0