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Miyamoto mentions new hardware, new MotionPlus games

Miyamoto was onstage accepting a Special Achievement Prize when he revealed that, in addition to Zelda, he's working on an unspecified number of other projects that use MotionPlus. While unconfirmed, the "Special Achievement" might have been awarded for Miyamoto's work in the field of vague announcements.
[Via Andriasang]
Marble Madness creator Mark Cerny to be inducted into AIAS Hall of Fame

For those of you who don't know, Cerny's been hard at work behind the scenes of some of our favorite games throughout the years. The developer's had a hand in everything from Sonic 2 through God of War 3, with his influential "Cerny Method" of tenacious development being passed down to modern day big boys like Insomniac's Ted Price and Naughty Dog's Evan Wells. "Mark has left an indelible mark on all of the games he's been a part of, the developers that he's collaborated with, and most importantly the individuals that he's worked along-side of," Wells said in the press release (warning: PDF link). For Cerny's part, he said he's "thrilled to accept this award" and humbly offloaded some respect to past colleagues that he's "had the pleasure to work with over the years." We're looking forward to witnessing the "Cerny Method" in action during his acceptance speech, wherein he only allows himself 30 seconds to catch our interest before reevaluating the entire thing.
Iwata Asks: 25 years with Miyamoto's dev posse
In the most recent edition of Iwata Asks, Nintendo prez Satoru Iwata gathers up Takashi Tezuka and Toshihiko Nakago for a thorough discussion of their time with the company, the many projects they've worked on and their 25-year-long partnership with Shigeru Miyamoto. Let's break it down: Takashi Tezuka and Toshihiko Nakago both started at Nintendo around 1984, helping to shape everything from Balloon Fight to Super Mario Bros. These guys were part of the team that developed Super Mario Bros. and The Legend of Zelda -- at the same time.
During the 10-page chat, a plethora of interesting tidbits are revealed about some of the game industry's most influential Nintendo titles. Did you know that Zelda was initially designed as a dungeon game without an overworld? Or, how about the revelation that World 1-1 was created last, after the rest of the levels in Super Mario Bros., and designed implicitly to teach the game to non-gamers? The chat even gets into the lurid sleeping arrangements of Miyamota-san and Nakago-san while on business trips for ExciteBike (spoiler: it's not that lurid).
During the 10-page chat, a plethora of interesting tidbits are revealed about some of the game industry's most influential Nintendo titles. Did you know that Zelda was initially designed as a dungeon game without an overworld? Or, how about the revelation that World 1-1 was created last, after the rest of the levels in Super Mario Bros., and designed implicitly to teach the game to non-gamers? The chat even gets into the lurid sleeping arrangements of Miyamota-san and Nakago-san while on business trips for ExciteBike (spoiler: it's not that lurid).
Nintendo's Aonuma: Majora's Mask the result of Miyamoto challenge
Eiji Aonuma has spent a lot of time developing Legend of Zelda games. In fact, he's been in a managerial role on the franchise ever since the series' arguably most popular installment, The Ocarina of Time. So when Mario creator (and his boss) Shigeru Miyamoto asked Aonuma and his team to develop an "Ura Zelda" (a flipped version of Ocarina of Time -- what would eventually become the Master Quest), Aonuma protested. Miyamoto's compromise, though, instead turned out to be a much greater challenge -- produce a sequel to OoT within one year.
"We were supposed to make its sequel in a year ... at first, we had absolutely no idea what sort of thing we were supposed to make, and we just kept expanding our plans," Aonuma told Nintendo prez Satoru Iwata during a recent Iwata Asks column."in the beginning, it was all trial and error ... ultimately, we adopted the 'three-day system,' and made it so that, if you couldn't clear the game inside of three days, the world was destroyed." Aonuma claims this concept was what allowed Majora's Mask to be created and released just 18 months after OoT came out. He also adds that lessons he learned from the development of Majora's Mask -- from having to remember a sequence of events in order to proceed, to "deep, compact play" -- helped to shape the development of the most recent Zelda release, The Legend of Zelda: Spirit Tracks.
We'd like to say that Aonuma will have a break from the series after serving as producer on Spirit Tracks, but he's the man in charge of the upcoming LoZ game for the Wii. We're sorry, Mr. Aonuma! Keep on truckin'!
[Via Gamasutra]
"We were supposed to make its sequel in a year ... at first, we had absolutely no idea what sort of thing we were supposed to make, and we just kept expanding our plans," Aonuma told Nintendo prez Satoru Iwata during a recent Iwata Asks column."in the beginning, it was all trial and error ... ultimately, we adopted the 'three-day system,' and made it so that, if you couldn't clear the game inside of three days, the world was destroyed." Aonuma claims this concept was what allowed Majora's Mask to be created and released just 18 months after OoT came out. He also adds that lessons he learned from the development of Majora's Mask -- from having to remember a sequence of events in order to proceed, to "deep, compact play" -- helped to shape the development of the most recent Zelda release, The Legend of Zelda: Spirit Tracks.
We'd like to say that Aonuma will have a break from the series after serving as producer on Spirit Tracks, but he's the man in charge of the upcoming LoZ game for the Wii. We're sorry, Mr. Aonuma! Keep on truckin'!
[Via Gamasutra]
Miyamoto: Mario originally named 'Mr. Video,' couldn't jump
Though the latest edition of Iwata Asks is technically focused on New Super Mario Bros. Wii, the first few pages of the interview go off on a tangent about the overall-clad plumber's roots which you might find interesting. For instance, did you know that Miyamoto's original plan for Donkey Kong was a video game based on Popeye? It's true -- it was only after he was denied the rights to put the muscly-armed sailor man in a video game that he created the most prolific video game character of all time.
Of course, just like a timid middle school student, Mario was forced to go through some awkward formative phases. Miyamoto revealed that in the original design for Donkey Kong, Mario -- who, at the time, was referred to as "Mr. Video" -- was unable to jump. Man, we feel like we just gazed into some kind of creepy alternate universe.
"It is me, Mr. Video. I'm going to slowly walk over there, all the while praying that I don't encounter any ground-based enemies."
Of course, just like a timid middle school student, Mario was forced to go through some awkward formative phases. Miyamoto revealed that in the original design for Donkey Kong, Mario -- who, at the time, was referred to as "Mr. Video" -- was unable to jump. Man, we feel like we just gazed into some kind of creepy alternate universe.
"It is me, Mr. Video. I'm going to slowly walk over there, all the while praying that I don't encounter any ground-based enemies."
Miyamoto thinks his college degree wouldn't get him a job at Nintendo today
In the upcoming issue of Edge Magazine, Nintendo's Shigeru Miyamoto discusses a variety of topics with the UK gaming magazine. Develop Online got their hands on a copy of the magazine already, revealing a rather ... revealing quote from the father of Donkey Kong. "Nintendo has become one of those companies that graduates from colleges and good universities really want to work for ... I often say to [Nintendo head] Mr. Iwata: 'If I was applying for a job here today, I, with my actual college degree, would probably not have been employed by Nintendo."
Though he adds that he "might pick up on [applicants] and try to find out something really different within them which you can't judge just by a college degree," it worries us greatly that today's equivalent of the man who helped to birth some of the game industry's landmark franchises may end up unemployed or even dissuaded from game development altogether. All alone! Without a home! We imagine somewhat like a rolling stone!
... Our apologies. That was quite enough.
Though he adds that he "might pick up on [applicants] and try to find out something really different within them which you can't judge just by a college degree," it worries us greatly that today's equivalent of the man who helped to birth some of the game industry's landmark franchises may end up unemployed or even dissuaded from game development altogether. All alone! Without a home! We imagine somewhat like a rolling stone!
... Our apologies. That was quite enough.
Miyamoto: Super Mario Galaxy 2 will be 'really difficult'

Here's our absolutely ridiculous prediction: Miyamoto and crew are going to do with this sequel what they did with Super Mario Bros.: The Lost Levels. Since Galaxy 2 is basically another level pack for an existing game, the team is going to make it almost impossible to complete.
Of course, that won't happen. More likely, Super Mario Galaxy 2 will be on par with the first game in terms of challenge, but will include the Super Guide to stay consistent with Nintendo's current strategy.
Gallery: Super Mario Galaxy 2
Nintendo might be considering hybrid HD/SD console

Genyo Takeda, GM of Nintendo's Integrated Research & Development Division, said that "moving to HD appears to me a natural flow" given the adoption of HD by television programming. "If we can find out the most appropriate medium, between SD and HD, and flexibly move around them depending on the game's contents, it will be good, I think," he suggested. Shigeru Miyamoto agreed, noting that HD wasn't the most important consideration for something like Wii Fit. "Won't HD be better for the games like Pikmin? The developers should choose the most appropriate graphical format depending on the software they make."
Miyamoto: Next Zelda will use MotionPlus for more realistic swordplay
Nintendo's resident legend, Shigeru Miyamoto, has revealed that the next installment in the Legend of Zelda series on Wii will make use of Wii MotionPlus for more realistic sword combat and targeting. "In this (installment of the series), we're using MotionPlus to make you feel much more like you're actually fighting while holding a sword in your hand," Miyamoto disclosed during an October 30 Q&A session, as translated by GameLife.
"In the previous game, you aimed at things by pointing at the screen, but this time we'll use MotionPlus to create a much more convenient targeting system and a more pleasurable playing experience," Miyamoto added.
Despite these revelations, Nintendo has yet to officially state whether Wii MotionPlus will be an option or a requirement for playing the game. When this next Zelda was announced during E3 2009, Miyamoto could only say that MotionPlus-exclusivity was "possible." These gameplay elements -- especially the swordplay -- only make it seem more likely.
[Via GameLife]
"In the previous game, you aimed at things by pointing at the screen, but this time we'll use MotionPlus to create a much more convenient targeting system and a more pleasurable playing experience," Miyamoto added.
Despite these revelations, Nintendo has yet to officially state whether Wii MotionPlus will be an option or a requirement for playing the game. When this next Zelda was announced during E3 2009, Miyamoto could only say that MotionPlus-exclusivity was "possible." These gameplay elements -- especially the swordplay -- only make it seem more likely.
[Via GameLife]
Nintendo still planning to co-market Dragon Quest IX

"Hatano said that helping to sell Dragon Quest IX outside Japan is part of a larger effort on the part of Nintendo to partner with software makers to sell their games for Nintendo hardware," GameLife summarized. Maybe eventually, Square Enix will announce this game.
Also on the subject of Dragon Quest IX, at the same event, Shigeru Miyamoto praised DQIX's communication mode, which allows players to collect and interact with others' characters passively. "Dragon Quest IX's passerby communication has caused the number of people walking around outside using their DS systems to increase greatly, and I'm thinking that I could probably make something unique like that," he said. And then he said "Also, recently, we got a cat." Hint, hint.
[Via GameLife]
Miyamoto a 'big fan' of Star Fox, says series popularity on the decline
For being a Nintendo property, the Star Fox series hasn't performed, well -- it hasn't performed like a Nintendo property. Gaming legend Shigeru Miyamoto recently divulged to MTV Multiplayer that the series has been on the decline since its inception, with steadily declining sales for each new iteration.
But, despite all of that, Miyamoto is still a "big fan" of the series. He says that every time a new entry releases, he's "hoping people will enjoy it as much as I do," but that -- in Japan, at least -- the series' popularity has not met with Nintendo's expectations over its lifespan. It's understandable, really; when a company puts out the best-selling "game" of the last decade, it might find it hard to justify putting out something that isn't guaranteed to create giant piles of cash.
But, despite all of that, Miyamoto is still a "big fan" of the series. He says that every time a new entry releases, he's "hoping people will enjoy it as much as I do," but that -- in Japan, at least -- the series' popularity has not met with Nintendo's expectations over its lifespan. It's understandable, really; when a company puts out the best-selling "game" of the last decade, it might find it hard to justify putting out something that isn't guaranteed to create giant piles of cash.
Miyamoto: Wii successor will likely feature motion controls in 'more compact' form

"With both the Wii remote itself and Wii MotionPlus, what we've been able to do is introduce an interface that is both I think appealing and at the right price for a broad audience," Miyamoto said. "And while we don't have any concrete plans for what we'll be doing with hardware in the future, what I can say is that, my guess is that because we found this interface to be so interesting, I think it would be likely that we would try to make that same functionality perhaps more compact and perhaps even more cost-efficient."
This could result in a single unit that combines the base Wiimote functionality with the extra accelerometer of the MotionPlus, which makes sense. Or, more excitingly, Miyamoto could be talking about the system being more "compact" and "cost-efficient." Either way, it's starting to look less and less likely that the Wii 2 will be just like its competitors, but with Mario games on it.
In much more important news, Miyamoto said that he'd never heard of The Wizard. Bill Trinen's got a night of translating horrible Fred Savage dialogue ahead of him!
New Super Mario Bros. Wii is 'pretty difficult'
While "Demo Play" makes concessions towards novice players, NSMBW celebrates hardcore gameplay. By earning the super coins hidden through each level, you'll be able to unlock a series of "Super Guide" videos that highlight "super skills" tactics. These videos will reveal how to get infinite 1-ups, find the secret goals and show alternate ways of playing the game. (One video we saw showed three Yoshis working in tandem to lick and spit a hapless Luigi throughout the level.)
The newly released video above highlights some of the various stages in NSMBW. Does it look "difficult" to you? You can also check out North America's all-red packaging after the break.
Gallery: New Super Mario Bros. Wii
Miyamoto: 'there may still be some possibility' for Wii Music franchise

"The development team members, the directors of Wii Music were I think, maybe a little bit shocked by the reaction and had hoped it would get a better response than it did," Miyamoto explained through a translator. "So I think if we were to do anything, it would be a matter of getting back together with them and trying to understand what their expectations were and where the gap was between their expectations and what the resulting product was."
That doesn't mean Miyamoto doesn't have any insight into the game's failure to connect with gamers. He explained that the "gap between the positives and the negatives seems to be pretty big," referring to the games reception. "The thing that's interesting about Wii Music is there are people who are very versed in music and play the game and their evaluation of it is very high but at the same time there are a lot of people who play it and don't have a very good opinion of it."
As if to prevent any "Wii Music 2 confirmed!" headlines from finding their way online, Miyamoto clarified, "We have talked about it but it isn't anything that's concrete at this point." As unusual as it is to see a Nintendo product miss the mark, it's similarly unusual to hear the company acknowledge as much.
Miyamoto foresees more user-generated content in the future

Miyamoto then pointed to previous Nintendo works in an attempt to prove his openness towards the idea. "Of course the Mario vs. Donkey Kong series is one that's made in North America by NST, but it's one that I've been involved in and from early on. We did have a lot of discussions about how to enable that kind of level creation in that series. And of course, more recently on Nintendo DSi, we have released Flipnote Studio, which is another kind of utility or tool-type of software that's really about letting users let their creation out and share it with others."
Neither examples have the depth or scope of what we wanted Miyamoto to do: Confirm a LBP-esque community-driven Mario platformer. As implausible as that may sound, Miyamoto reiterated his interest, and admitted that the future will see more of these kinds of games. "And I think those types of interactive experiences are going to continue to broaden and we'll see a lot more user-generated content going forward. I've always had an interest in those kinds of creative tools, so I will definitely be open to ideas like that in the future."

















