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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...

19 3 1 2
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...

27 7 0 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...

7 0 1 0
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...

36 11 0 1
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/

28 5 1 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...

20 1 3 1
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...

17 3 0 0
PEOPLE:
- Shigeru Miyamoto, age 46. Producer and Co-Director of The Legend of Zelda.
- Gunpei Yokoi, age 57. Creator of the D-Pad and the Game Boy. Miyamoto’s lead from 1980-1983.

QUOTE: 
Q: Before interviewing you Mr. Miyamoto, I visited Fushimi Inari Taisha Shrine. Then, when I stopped by a souvenir shop, I saw plates and jars with the familiar triangular mark everywhere! Is the Triforce related to the shrine?

Miyamoto: No, it has nothing to do with it. Gunpei Yokoi's family crest was the same, but I only found out about that later. It was a complete coincidence. When we were first making Zelda, we were wondering what kind of items to use, and we decided that some kind of “triangle power” would be good, so that's how it came about. The design was the most beautiful and fit well.

PEOPLE: - Shigeru Miyamoto, age 46. Producer and Co-Director of The Legend of Zelda. - Gunpei Yokoi, age 57. Creator of the D-Pad and the Game Boy. Miyamoto’s lead from 1980-1983. QUOTE: Q: Before interviewing you Mr. Miyamoto, I visited Fushimi Inari Taisha Shrine. Then, when I stopped by a souvenir shop, I saw plates and jars with the familiar triangular mark everywhere! Is the Triforce related to the shrine? Miyamoto: No, it has nothing to do with it. Gunpei Yokoi's family crest was the same, but I only found out about that later. It was a complete coincidence. When we were first making Zelda, we were wondering what kind of items to use, and we decided that some kind of “triangle power” would be good, so that's how it came about. The design was the most beautiful and fit well.

Miyamoto denies a connection between the Triforce symbol and the Fushimi Inari-Taisha Shrine, 1999.

Source: The Hyrule Journals

#Zelda
#TheLegendofZeldaQuote
#MiyamotoQuote, #YokoiQuote

www.hyruleinterviews.com/24441fe961fd...

19 4 1 0
PEOPLE:
- Shigeru Miyamoto, age 60. Director of Super Mario Bros. and The Legend of Zelda.

QUOTE: 
Miyamoto: We wanted to create a game with a bigger character that you could move around. The problem was that if you had a bigger character, there was less space. … 

In Excitebike, the screen scrolled so that there was more room to play. We used this screen scrolling technology to create a bigger Mario and allow him more room to move. So we made Mario bigger and had him running across the screen, which turned out to be fun.  However, we [also tried making] Mario smaller so that the space in the game seemed bigger. 

We enjoyed the big and small Mario so we thought it would be more fun if Mario could change sizes [in Super Mario Bros.]

PEOPLE: - Shigeru Miyamoto, age 60. Director of Super Mario Bros. and The Legend of Zelda. QUOTE: Miyamoto: We wanted to create a game with a bigger character that you could move around. The problem was that if you had a bigger character, there was less space. … In Excitebike, the screen scrolled so that there was more room to play. We used this screen scrolling technology to create a bigger Mario and allow him more room to move. So we made Mario bigger and had him running across the screen, which turned out to be fun.  However, we [also tried making] Mario smaller so that the space in the game seemed bigger.  We enjoyed the big and small Mario so we thought it would be more fun if Mario could change sizes [in Super Mario Bros.]

Miyamoto on how both big and small Mario came to be, 2013.

Source: Time For Kids (Time Magazine)

#SuperMarioBrosQuote
#MiyamotoQuote

www.hyruleinterviews.com/2fe41fe961fd...

22 3 0 0
The Japanese logo for the first Zelda game, The Hyrule Fantasy

The Japanese logo for the first Zelda game, The Hyrule Fantasy

Today is the 40th anniversary of Zelda 1!

Of all the Zelda titles, this is the one we know the MOST about; they've discussed it in interviews for years. Let's go down memory lane with some fun quotes

#Zelda
#TheLegendOfZeldaQuote
#MiyamotoQuote, #TezukaQuote, #NakagoQuote, #KondoQuote

105 30 1 1
PEOPLE:
- Shigeru Miyamoto, age 46. Producer of Ocarina of Time.

QUOTE: 
Miyamoto: Right after Super Mario 64 was finished, I went to Germany by myself. I attended a presentation and visited some castles and also bought lots of books. 

When we think of castles, we tend to imagine them standing alone on hilltops, but that's not actually the case. There are various types of castles, such as those built by the Jukyo [feudal lords] and those designed to keep enemies at bay. 

… Inside the castle walls, there are various living spaces, and beyond the gates, the castle itself stands. Additionally, there is always at least one other building besides the castle itself, where someone of higher status resides. Therefore, in [Ocarina of Time], I wanted to create a castle where those people live.

PEOPLE: - Shigeru Miyamoto, age 46. Producer of Ocarina of Time. QUOTE: Miyamoto: Right after Super Mario 64 was finished, I went to Germany by myself. I attended a presentation and visited some castles and also bought lots of books. When we think of castles, we tend to imagine them standing alone on hilltops, but that's not actually the case. There are various types of castles, such as those built by the Jukyo [feudal lords] and those designed to keep enemies at bay. … Inside the castle walls, there are various living spaces, and beyond the gates, the castle itself stands. Additionally, there is always at least one other building besides the castle itself, where someone of higher status resides. Therefore, in [Ocarina of Time], I wanted to create a castle where those people live.

Miyamoto on visiting Germany to study castles, 1999.

Source: The Hyrule Journals

#Zelda
#OcarinaofTimeQuote
#MiyamotoQuote

www.hyruleinterviews.com/24441fe961fd...

36 9 0 0
PEOPLE:
- Satoru Iwata, age 51. President of Nintendo.
- Shigeru Miyamoto, age 58. Producer of Ocarina of Time, creator of the Zelda series.

QUOTE: 
Iwata: What do you think it is that makes Ocarina of Time a special game for so many people?

Miyamoto: Hmm… What indeed. I don't understand it all that well myself.

Iwata: Of all the Zelda games, you were very deeply involved with Ocarina of Time.

Miyamoto: I was. I think I was most deeply involved in that one.

Iwata: That just may be the answer, right there [laughs].

Miyamoto: No, no [laughs]

PEOPLE: - Satoru Iwata, age 51. President of Nintendo. - Shigeru Miyamoto, age 58. Producer of Ocarina of Time, creator of the Zelda series. QUOTE: Iwata: What do you think it is that makes Ocarina of Time a special game for so many people? Miyamoto: Hmm… What indeed. I don't understand it all that well myself. Iwata: Of all the Zelda games, you were very deeply involved with Ocarina of Time. Miyamoto: I was. I think I was most deeply involved in that one. Iwata: That just may be the answer, right there [laughs]. Miyamoto: No, no [laughs]

Miyamoto on the Zelda game he was most deeply involved with, 2011.

Source: Iwata Asks

#Zelda
#OcarinaofTimeQuote
#IwataQuote, #MiyamotoQuote

www.hyruleinterviews.com/d4112e274538...

20 3 0 0
PEOPLE:
- Shigeru Miyamoto, age 60. Director of Mario Bros. (1983). Creator of Zelda.

QUOTE: 
Miyamoto: We spoke to our colleagues in America and wanted help finding a name for the second character [in Mario Bros.] They said that if you want Italian brothers and the first brother is called Mario, you should call the other brother Luigi. We noticed that ruiji, which means "similar" in the Japanese language, was very close to Luigi, so it became a joke in Japan that Mario is similar to Luigi. 

PEOPLE: - Shigeru Miyamoto, age 60. Director of Mario Bros. (1983). Creator of Zelda. QUOTE: Miyamoto: We spoke to our colleagues in America and wanted help finding a name for the second character [in Mario Bros.] They said that if you want Italian brothers and the first brother is called Mario, you should call the other brother Luigi. We noticed that ruiji, which means "similar" in the Japanese language, was very close to Luigi, so it became a joke in Japan that Mario is similar to Luigi. 

Miyamoto on how Luigi got his name, 2013.

Source: Time For Kids (Time Magazine)

#MarioBrosQuote
#MiyamotoQuote

www.hyruleinterviews.com/2fe41fe961fd...

28 4 0 0
PEOPLE:
- Shigeru Miyamoto, age 60. Creator of Zelda & Mario. General Manager of Nintendo EAD.

QUOTE: 
Q: Nintendo’s main headquarters are in Japan, where you work. What are some ways Japanese culture has influenced popular Nintendo games?

Miyamoto: I don’t think of myself as being very Japanese. Ever since I was a kid I’ve always liked America and American culture. I’m a big fan of bluegrass music. 

What’s also interesting is that Nintendo’s headquarters is located in Kyoto. People typically focus on Japan’s capital city of Tokyo but the people of Kyoto don’t focus much on Tokyo. The people of Kyoto love their city and are somewhat more individualistic. That is probably why the games we created have a more universal appeal. 

PEOPLE: - Shigeru Miyamoto, age 60. Creator of Zelda & Mario. General Manager of Nintendo EAD. QUOTE: Q: Nintendo’s main headquarters are in Japan, where you work. What are some ways Japanese culture has influenced popular Nintendo games? Miyamoto: I don’t think of myself as being very Japanese. Ever since I was a kid I’ve always liked America and American culture. I’m a big fan of bluegrass music. What’s also interesting is that Nintendo’s headquarters is located in Kyoto. People typically focus on Japan’s capital city of Tokyo but the people of Kyoto don’t focus much on Tokyo. The people of Kyoto love their city and are somewhat more individualistic. That is probably why the games we created have a more universal appeal. 

Miyamoto on how Japanese culture influenced Nintendo games, 2013.

Source: Time For Kids (Time Magazine)

#MiyamotoQuote

www.hyruleinterviews.com/2fe41fe961fd...

22 3 0 1
PEOPLE:
- Shigeru Miyamoto, age 58. Producer of Ocarina of Time.

QUOTE: 
Miyamoto: The theme of Ocarina of Time is very simple: it's about a child becoming an adult. There are people who watch over that protagonist. There are many encounters and partings, and the three women. … But if you just scatter that theme and story around a landscape, it won't make the game interesting.

So, what is it that makes it interesting as a game? The foundation lies in the puzzles that have appeared in The Legend of Zelda franchise since the first game. It's taking that traditional series material and skillfully transposing it to 3D that really makes the game The Legend of Zelda. When we took series elements and used 3D composition, things just got more and more interesting.

PEOPLE: - Shigeru Miyamoto, age 58. Producer of Ocarina of Time. QUOTE: Miyamoto: The theme of Ocarina of Time is very simple: it's about a child becoming an adult. There are people who watch over that protagonist. There are many encounters and partings, and the three women. … But if you just scatter that theme and story around a landscape, it won't make the game interesting. So, what is it that makes it interesting as a game? The foundation lies in the puzzles that have appeared in The Legend of Zelda franchise since the first game. It's taking that traditional series material and skillfully transposing it to 3D that really makes the game The Legend of Zelda. When we took series elements and used 3D composition, things just got more and more interesting.

Miyamoto on the theme of Ocarina of Time, 2011.

Source: Iwata Asks

#Zelda
#OcarinaofTimeQuote
#MiyamotoQuote

www.hyruleinterviews.com/d4112e274538...

22 2 1 1
PEOPLE:
- Shigeru Miyamoto, age 58. Creator of Zelda & Mario. General Manager of Nintendo EAD.
- Satoru Iwata, age 51. President of Nintendo.
- Gunpei Yokoi. Producer of Miyamoto’s games from 1981 to 1983. Creator of the D-Pad and the Game Boy.

QUOTE: 
Q: Was your boss Gunpei Yokoi-san [early in your career]?

Miyamoto: Not exactly.

Q: No?

Miyamoto: No. Although I did learn a lot by watching him work, in terms of who my boss was, that would directly be the then-president Hiroshi Yamauchi-san.

Iwata: Yokoi-san was only above Miyamoto-san for a very short time. During that time, the relationship between Yokoi-san and Miyamoto-san was an important 
one, but it isn't quite right of what you always hear about Miyamoto-san's only true mentor being Yokoi-san.

PEOPLE: - Shigeru Miyamoto, age 58. Creator of Zelda & Mario. General Manager of Nintendo EAD. - Satoru Iwata, age 51. President of Nintendo. - Gunpei Yokoi. Producer of Miyamoto’s games from 1981 to 1983. Creator of the D-Pad and the Game Boy. QUOTE: Q: Was your boss Gunpei Yokoi-san [early in your career]? Miyamoto: Not exactly. Q: No? Miyamoto: No. Although I did learn a lot by watching him work, in terms of who my boss was, that would directly be the then-president Hiroshi Yamauchi-san. Iwata: Yokoi-san was only above Miyamoto-san for a very short time. During that time, the relationship between Yokoi-san and Miyamoto-san was an important one, but it isn't quite right of what you always hear about Miyamoto-san's only true mentor being Yokoi-san.

Miyamoto & Iwata on whether Yokoi was Miyamoto's boss, 2011.

Source: Iwata Asks

#MiyamotoQuote, #IwataQuote, #YokoiQuote

www.hyruleinterviews.com/8f65dbbe83ce...

8 0 0 0
PEOPLE:
- Shigeru Miyamoto, age 58. Creator of Zelda & Mario. General Manager of Nintendo EAD.

QUOTE: 
Miyamoto: The reason Mario is a plump shape is because gaming devices at that time could only read collisions between square boxes, not because I wanted to make him cute. His design turned out like that because I adjusted for the capabilities of the gaming device of the day.

For example, resolution was low, so I made his face big.

PEOPLE: - Shigeru Miyamoto, age 58. Creator of Zelda & Mario. General Manager of Nintendo EAD. QUOTE: Miyamoto: The reason Mario is a plump shape is because gaming devices at that time could only read collisions between square boxes, not because I wanted to make him cute. His design turned out like that because I adjusted for the capabilities of the gaming device of the day. For example, resolution was low, so I made his face big.

Miyamoto on why Mario is a plump shape, 2011.

Source: Iwata Asks

#DonkeyKongQuote, #SuperMarioBrosQuote
#MiyamotoQuote

www.hyruleinterviews.com/39d6164a4154...

236 18 9 0
PEOPLE:
- Shigeru Miyamoto, age 58. Creator of Zelda & Mario. General Manager of Nintendo EAD.
- Satoru Iwata, age 51. President of Nintendo.

QUOTE: 
Miyamoto: The essence of flight-simulation games is to enjoy the controls of airplanes. …

PC flight simulators have been around for a long time, and some arcade games were also offering that type of simulations. The difficulty level is high with these simulators when we see them as video games but that difficulty is one of the greatest charms for them.

Iwata: It's simulating the actual control of the machine. In the same way that flying a plane in real life is difficult, the controls for these games were difficult too.

Miyamoto: That's right. It's the polar opposite of the "controls" for the action games I usually make.

PEOPLE: - Shigeru Miyamoto, age 58. Creator of Zelda & Mario. General Manager of Nintendo EAD. - Satoru Iwata, age 51. President of Nintendo. QUOTE: Miyamoto: The essence of flight-simulation games is to enjoy the controls of airplanes. … PC flight simulators have been around for a long time, and some arcade games were also offering that type of simulations. The difficulty level is high with these simulators when we see them as video games but that difficulty is one of the greatest charms for them. Iwata: It's simulating the actual control of the machine. In the same way that flying a plane in real life is difficult, the controls for these games were difficult too. Miyamoto: That's right. It's the polar opposite of the "controls" for the action games I usually make.

Miyamoto & Iwata on flight simulators, 2011.

Source: Iwata Asks

#MiyamotoQuote, #IwataQuote

www.hyruleinterviews.com/d4112e274538...

16 2 1 0
PEOPLE:
- Satoru Iwata, age 49. Programmer on Balloon Fight, President of Nintendo.
- Toshihiko Nakago, age 52. Programmer on Balloon Fight, Super Mario Bros., and The Legend of Zelda.
- Shigeru Miyamoto, age 56. Director & Producer of Super Mario Bros. and The Legend of Zelda.

QUOTE: 
Iwata: HAL Laboratory worked on the [Famicom] version of Balloon Fight while…

Nakago: We worked on the arcade version. … We wondered why the player's movements were smoother on the home version and asked Iwata-san for advice.

Iwata: That's when I told Nakago-san everything I knew. One thing I recommended was that instead of calculating the character's position using integers, they should also calculate it using decimal points, thereby doubling the precision. In this way, calculating gravity, buoyancy, acceleration and deceleration all become more precise and the movements look smoother. …

Nakago: … I remember Miyamoto-san complaining: “Why do you have to go to another company to find this stuff out?” [laughs]

PEOPLE: - Satoru Iwata, age 49. Programmer on Balloon Fight, President of Nintendo. - Toshihiko Nakago, age 52. Programmer on Balloon Fight, Super Mario Bros., and The Legend of Zelda. - Shigeru Miyamoto, age 56. Director & Producer of Super Mario Bros. and The Legend of Zelda. QUOTE: Iwata: HAL Laboratory worked on the [Famicom] version of Balloon Fight while… Nakago: We worked on the arcade version. … We wondered why the player's movements were smoother on the home version and asked Iwata-san for advice. Iwata: That's when I told Nakago-san everything I knew. One thing I recommended was that instead of calculating the character's position using integers, they should also calculate it using decimal points, thereby doubling the precision. In this way, calculating gravity, buoyancy, acceleration and deceleration all become more precise and the movements look smoother. … Nakago: … I remember Miyamoto-san complaining: “Why do you have to go to another company to find this stuff out?” [laughs]

Iwata on the time he gave programming advice to Nakago, 2009.

Source: Iwata Asks

#BalloonFightQuote
#IwataQuote, #NakagoQuote, #MiyamotoQuote

www.hyruleinterviews.com/01d01475fc47...

17 5 0 0
PEOPLE:
- Shigeru Miyamoto, age 56. Creator of Mario & Zelda. General Manger of Nintendo EAD.
- Satoru Iwata, age 49. President of HAL from 1993-2000, President of Nintendo from 2003-2015.

QUOTE: 
Miyamoto: We decided to research what made hit titles [in 1980] so popular. Well, when I say “research”, I just mean playing the games! [laughs]

Iwata: Playing in the name of research! [laughs]

Miyamoto: As you can imagine, I was a big fan of games. What's more, while now there are lots of people at Nintendo who are highly skilled video game players, at the time I was one of the best.

Iwata: People would gather round to watch when you were playing in the arcade, wouldn't they?

Miyamoto: Before I knew it, there'd be a crowd of people around me!

Iwata: There was even a time when I had people gathered around me, you know!

PEOPLE: - Shigeru Miyamoto, age 56. Creator of Mario & Zelda. General Manger of Nintendo EAD. - Satoru Iwata, age 49. President of HAL from 1993-2000, President of Nintendo from 2003-2015. QUOTE: Miyamoto: We decided to research what made hit titles [in 1980] so popular. Well, when I say “research”, I just mean playing the games! [laughs] Iwata: Playing in the name of research! [laughs] Miyamoto: As you can imagine, I was a big fan of games. What's more, while now there are lots of people at Nintendo who are highly skilled video game players, at the time I was one of the best. Iwata: People would gather round to watch when you were playing in the arcade, wouldn't they? Miyamoto: Before I knew it, there'd be a crowd of people around me! Iwata: There was even a time when I had people gathered around me, you know!

Miyamoto & Iwata on having crowds around them at the arcade, 2009.

Source: Iwata Asks

#MiyamotoQuote, #IwataQuote

www.hyruleinterviews.com/309b8c772861...

24 4 2 0
PEOPLE:

Satoru Iwata. President of Nintendo from 2002-2015.Shigeru Miyamoto. Creator of Zelda, Mario, & more. General Manager of Nintendo EAD.

QUOTE:
Iwata: When we were creating WarioWare, I remember saying all the time, “We need to do whatever Nintendo hasn’t been able to do.” Interestingly enough, it was Shigeru Miyamoto who masterminded the release of the first WarioWare title, putting tons of energy into the plan.

Essentially, the idea of “doing what Nintendo can’t do” meant “anything [but what] Miyamoto would probably do”. What Miyamoto wanted more than anybody was the sort of games that he would never make.

PEOPLE: Satoru Iwata. President of Nintendo from 2002-2015.Shigeru Miyamoto. Creator of Zelda, Mario, & more. General Manager of Nintendo EAD. QUOTE: Iwata: When we were creating WarioWare, I remember saying all the time, “We need to do whatever Nintendo hasn’t been able to do.” Interestingly enough, it was Shigeru Miyamoto who masterminded the release of the first WarioWare title, putting tons of energy into the plan. Essentially, the idea of “doing what Nintendo can’t do” meant “anything [but what] Miyamoto would probably do”. What Miyamoto wanted more than anybody was the sort of games that he would never make.

Iwata on the direction for WarioWare (Hobonichi, 2019)

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

#WarioWareQuote
#IwataQuote, #MiyamotoQuote

www.hyruleinterviews.com/cb278bf9f772...

29 4 1 0
PEOPLE:
- Eiji Aonuma, age 54. Director of Majora’s Mask, The Wind Waker, & Twilight Princess. Producer in charge of the Zelda series.
- Shigeru Miyamoto, age 64. Creator of Zelda. General Manager of Nintendo EAD when The Wind Waker was finished.

QUOTE: 
Aonuma: I told Mr. Miyamoto that I didn’t want to be the [Zelda] director anymore.

This thought sprung up right after The Wind Waker was finished … I was tired of the heavy workload, and I was not comfortable conducting promotional interviews with Mr. Miyamoto. He points out every mistake that I make in front of the reporters! …

For example, the most [frequent] question [is about the essence of Zelda]. It’s a hard question to answer, even for us. Even Mr. Miyamoto is inconsistent with his answers. … So I would talk about that “Zelda-ness” just as Mr. Miyamoto would describe, only to be interrupted by Mr. Miyamoto himself disagreeing with me saying, “No, that’s different,” in front of all the reporters!

PEOPLE: - Eiji Aonuma, age 54. Director of Majora’s Mask, The Wind Waker, & Twilight Princess. Producer in charge of the Zelda series. - Shigeru Miyamoto, age 64. Creator of Zelda. General Manager of Nintendo EAD when The Wind Waker was finished. QUOTE: Aonuma: I told Mr. Miyamoto that I didn’t want to be the [Zelda] director anymore. This thought sprung up right after The Wind Waker was finished … I was tired of the heavy workload, and I was not comfortable conducting promotional interviews with Mr. Miyamoto. He points out every mistake that I make in front of the reporters! … For example, the most [frequent] question [is about the essence of Zelda]. It’s a hard question to answer, even for us. Even Mr. Miyamoto is inconsistent with his answers. … So I would talk about that “Zelda-ness” just as Mr. Miyamoto would describe, only to be interrupted by Mr. Miyamoto himself disagreeing with me saying, “No, that’s different,” in front of all the reporters!

Aonuma on why he wanted to stop directing Zelda games, 2017.

Source: Den-fami Nico Game Magazine

#AonumaQuote, #MiyamotoQuote

www.hyruleinterviews.com/ccd8776d3b62...

26 7 0 2
PEOPLE:
- Shigesato Itoi, age 62. Creator of Earthbound. Editor of the A Link to the Past manga by Ishinomori.
- Shigeru Miyamoto, age 58. Creator of Zelda & Mario.

QUOTE: 
Itoi: Take the perfume industry. You have professional perfumers, and what they smell determines how perfumes all over the world are made. If you or I can smell 10 different scents, they can divide those into another 10 classes of scents, and then classify those even further. They're able to distinguish tens of thousands of scents.

Miyamoto: Right.

Itoi: And for you, Miyamoto-san, I think that you can do the same with the way that it feels when a character's movement is satisfying. Whether it's turning around really slowly, or turning really quickly, or jumping, you're able to differentiate the way that each of those feels.

PEOPLE: - Shigesato Itoi, age 62. Creator of Earthbound. Editor of the A Link to the Past manga by Ishinomori. - Shigeru Miyamoto, age 58. Creator of Zelda & Mario. QUOTE: Itoi: Take the perfume industry. You have professional perfumers, and what they smell determines how perfumes all over the world are made. If you or I can smell 10 different scents, they can divide those into another 10 classes of scents, and then classify those even further. They're able to distinguish tens of thousands of scents. Miyamoto: Right. Itoi: And for you, Miyamoto-san, I think that you can do the same with the way that it feels when a character's movement is satisfying. Whether it's turning around really slowly, or turning really quickly, or jumping, you're able to differentiate the way that each of those feels.

Itoi on Miyamoto's character movement vocabulary, 2011.

Source: Iwata Asks

#ItoiQuote, #MiyamotoQuote

www.hyruleinterviews.com/8f65dbbe83ce...

23 5 0 0
PEOPLE:
- Shigeru Miyamoto, age 45. Producer of Ocarina of Time.

QUOTE: 
Miyamoto: The other day I asked, “Could we connect four controllers [in Ocarina of Time] and play the ocarina as an ensemble?”.

Maybe if I had asked earlier we could have made it happen.

PEOPLE: - Shigeru Miyamoto, age 45. Producer of Ocarina of Time. QUOTE: Miyamoto: The other day I asked, “Could we connect four controllers [in Ocarina of Time] and play the ocarina as an ensemble?”. Maybe if I had asked earlier we could have made it happen.

Miyamoto on a multiplayer Ocarina ensemble, 1998.

Source: The Hyrule Journals (@javedlsterritt.bsky.social)

#Zelda
#OcarinaofTimeQuote
#MiyamotoQuote

www.hyruleinterviews.com/1a541fe961fd...

14 2 1 1
PEOPLE:
- Shigeru Miyamoto, age 45. Producer of Ocarina of Time.

QUOTE: 
Miyamoto: We eventually decided to create the main game [of Ocarina of Time] on cartridge and expand it using the Disk Drive. In the end it turned out to be a good decision to go with cartridges. … Cartridges allow for large amounts of data to be quickly handled and processed at the same time. The N64 reads audio and animation data in real-time.

There is a big difference in the scale between a game that relies on repeatedly reading and writing vs loading in real-time. Real-time has fewer restrictions on the … calculations and combinations of actions at any given time, so there is a lot of flexibility with enemies for example, whereas on CD and Disk Drive, you become quite limited.

PEOPLE: - Shigeru Miyamoto, age 45. Producer of Ocarina of Time. QUOTE: Miyamoto: We eventually decided to create the main game [of Ocarina of Time] on cartridge and expand it using the Disk Drive. In the end it turned out to be a good decision to go with cartridges. … Cartridges allow for large amounts of data to be quickly handled and processed at the same time. The N64 reads audio and animation data in real-time. There is a big difference in the scale between a game that relies on repeatedly reading and writing vs loading in real-time. Real-time has fewer restrictions on the … calculations and combinations of actions at any given time, so there is a lot of flexibility with enemies for example, whereas on CD and Disk Drive, you become quite limited.

Miyamoto on swapping Zelda 64 from disk to cartridge, 1998.

Source: The Hyrule Journals

#Zelda
#OcarinaofTimeQuote, #OcarinaofTimeMasterQuestQuote
#MiyamotoQuote

www.hyruleinterviews.com/1a541fe961fd...

11 2 0 0
PEOPLE:
- Shigeru Miyamoto, age 48. General Producer of the Oracles.
- Yoshiki Okamoto, age 39. Producer of the Oracles.

QUOTE: 
Miyamoto: Back when Okamoto first said to me, “Let's make a Game Boy Zelda,” he gave me a development schedule for the game that was just... I couldn't believe it at all. But he said, “Oh, we'll just bang them right out.” I thought then that if he was able to pull it off, then he must really be something. Capcom itself must really be something... And then he ended up not making it at all, so I was a little relieved. You really do need time to make a project like this after all.

Okamoto: I figured about three or four months would do for development.

Miyamoto: “Give me eight months and I can crank out three titles, just like that.” Something like that.

PEOPLE: - Shigeru Miyamoto, age 48. General Producer of the Oracles. - Yoshiki Okamoto, age 39. Producer of the Oracles. QUOTE: Miyamoto: Back when Okamoto first said to me, “Let's make a Game Boy Zelda,” he gave me a development schedule for the game that was just... I couldn't believe it at all. But he said, “Oh, we'll just bang them right out.” I thought then that if he was able to pull it off, then he must really be something. Capcom itself must really be something... And then he ended up not making it at all, so I was a little relieved. You really do need time to make a project like this after all. Okamoto: I figured about three or four months would do for development. Miyamoto: “Give me eight months and I can crank out three titles, just like that.” Something like that.

Miyamoto & Okamoto on Oracle development schedule, 2001.

Source: Nintendo Power

#Zelda
#OracleofAgesQuote, #OracleofSeasonsQuote
#MiyamotoQuote, #OkamotoQuote

www.hyruleinterviews.com/4111087af4de...

24 5 1 1
PEOPLE:
- Shigeru Miyamoto, age 46. Creator of Zelda & Mario. Producer & Director of Super Mario 64.

QUOTE: 
Miyamoto: When we were stuck on talk of the spectacular 3D graphics of Mario 64 and racing games, we a saw huge hit in the form of Tamagotchi—a tiny key chain boasting pictures made up of no more than 10 or 20 dots.

At that time, I thought that Mario 64 had lost to Tamagotchi. I'm serious!

PEOPLE: - Shigeru Miyamoto, age 46. Creator of Zelda & Mario. Producer & Director of Super Mario 64. QUOTE: Miyamoto: When we were stuck on talk of the spectacular 3D graphics of Mario 64 and racing games, we a saw huge hit in the form of Tamagotchi—a tiny key chain boasting pictures made up of no more than 10 or 20 dots. At that time, I thought that Mario 64 had lost to Tamagotchi. I'm serious!

Miyamoto on Mario 64 losing to Tamagotchi, 1999.

Source: Game Developers Conference (GDC)

#TamagotchiQuote, #SuperMario64Quote
#MiyamotoQuote

www.hyruleinterviews.com/361de4272595...

23 3 2 1
PEOPLE:
- Shigeru Miyamoto, age 55. Creator of Zelda & Mario, General Manager of Nintendo EAD.
- Satoru Iwata, age 48. President of Nintendo.

QUOTE: 
Miyamoto: I’ve always been into first person shooter-style games, 3D games in which you can walk around freely and see things from your own point of view. 

Iwata: And why do you like those games?

Miyamoto: I think it is more comfortable, more natural. We are creatures of habit. We don’t look at our feet when we’re walking around, and we’re always trying desperately to take in the scenery while we’re living our lives. So, even in these games I want people to be able to get really into the 3D geography, so it feels like you’re really there, since I think it’s a really natural thing to be able to look around while you’re walking.

PEOPLE: - Shigeru Miyamoto, age 55. Creator of Zelda & Mario, General Manager of Nintendo EAD. - Satoru Iwata, age 48. President of Nintendo. QUOTE: Miyamoto: I’ve always been into first person shooter-style games, 3D games in which you can walk around freely and see things from your own point of view.  Iwata: And why do you like those games? Miyamoto: I think it is more comfortable, more natural. We are creatures of habit. We don’t look at our feet when we’re walking around, and we’re always trying desperately to take in the scenery while we’re living our lives. So, even in these games I want people to be able to get really into the 3D geography, so it feels like you’re really there, since I think it’s a really natural thing to be able to look around while you’re walking.

Miyamoto on the first-person perspective, 2008.

Source: Iwata Asks

#MiyamotoQuote, #IwataQuote

www.hyruleinterviews.com/b5e9f8738b76...

16 0 0 0
PEOPLE:
- Koichi Hayashida, age 45. Director of Super Mario 3D World, Producer of Captain Toad: Treasure Tracker.
- Shinya Hiratake. Level Designer for Super Mario 3D World, Director of Captain Toad: Treasure Tracker.
- Shigeru Miyamoto, age 62. Creator of Zelda. General Producer of Super Mario 3D World and Captain Toad: Treasure Tracker.

QUOTE: 
Q: [Captain Toad began life as a Zelda project?]

Hayashida: It seems like the truth has gotten a little twisted here [laughs]. When we started work on Super Mario 3D World, we created a number of tests, one of which was a stage where you look in from the outside; a little diorama stage using Mario. The thing we noticed was that if Mario could jump, the stages become pretty big so we wondered whether it would be possible to make a game with a character who can’t jump. 

Hiratake submitted an idea to Mr. Miyamoto … to use Link as the character. Unfortunately, this idea was stopped right at the planning stage.

PEOPLE: - Koichi Hayashida, age 45. Director of Super Mario 3D World, Producer of Captain Toad: Treasure Tracker. - Shinya Hiratake. Level Designer for Super Mario 3D World, Director of Captain Toad: Treasure Tracker. - Shigeru Miyamoto, age 62. Creator of Zelda. General Producer of Super Mario 3D World and Captain Toad: Treasure Tracker. QUOTE: Q: [Captain Toad began life as a Zelda project?] Hayashida: It seems like the truth has gotten a little twisted here [laughs]. When we started work on Super Mario 3D World, we created a number of tests, one of which was a stage where you look in from the outside; a little diorama stage using Mario. The thing we noticed was that if Mario could jump, the stages become pretty big so we wondered whether it would be possible to make a game with a character who can’t jump. Hiratake submitted an idea to Mr. Miyamoto … to use Link as the character. Unfortunately, this idea was stopped right at the planning stage.

Hayashida on an early pitch for some courses in Super Mario World 3D, 2014.

Source: Nintendo Life

#CaptainToadTreasureTrackerQuote, #SuperMario3DWorldQuote
#HayashidaQuote, #HiratakeQuote, #MiyamotoQuote

www.hyruleinterviews.com/2cb41fe961fd...

9 0 0 0
PEOPLE:
- Shigeru Miyamoto, age 58. Producer of Ocarina of Time.
- Satoru Iwata, age 51. President of Nintendo.

QUOTE: 
Miyamoto: We had the most freedom with Ocarina of Time in that respect.

Iwata: Because it was the first 3D Zelda game.

Miyamoto: That's right. It was the most primitive, and the freest. That's all there is to it. It isn't that subsequent games lost that freedom, only that the games which were put out later simply had more things which needed to have attention paid to them.

Of course, even Ocarina had traditional elements dating up to A Link to the Past for the Super Nintendo, so it wasn't completely free. It's just that it was the first 3D Zelda game, and we were able to explore what would be most interesting about making it in 3D without worrying about much else.

PEOPLE: - Shigeru Miyamoto, age 58. Producer of Ocarina of Time. - Satoru Iwata, age 51. President of Nintendo. QUOTE: Miyamoto: We had the most freedom with Ocarina of Time in that respect. Iwata: Because it was the first 3D Zelda game. Miyamoto: That's right. It was the most primitive, and the freest. That's all there is to it. It isn't that subsequent games lost that freedom, only that the games which were put out later simply had more things which needed to have attention paid to them. Of course, even Ocarina had traditional elements dating up to A Link to the Past for the Super Nintendo, so it wasn't completely free. It's just that it was the first 3D Zelda game, and we were able to explore what would be most interesting about making it in 3D without worrying about much else.

Miyamoto on the Zelda development with the most freedom, 2011.

Source: Iwata Asks

#Zelda
#OcarinaofTimeQuote
#MiyamotoQuote, #IwataQuote

www.hyruleinterviews.com/d4112e274538...

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