Table of Contents

This is the 1997-1998 page of the Shigeru Miyamoto Archive

| 1983-1996 | 1997-1998 | 1999-2000 | 2001-2003 | 2004-2007 | 2008-2009 | 

| 2010-2011 | 2012-2013 | 2014-2015 | 2016-2017 | 2018-2023 | 2024-2027 |

| Lost, Suspected, Incomplete, Unscanned, Untranslated |

 

1997

Unknown (Pokémon Gold and Silver Version interview)

Publication Date: 1997

Subject(s): Pokémon Gold Version and Silver Version

Format: Transcribed interview

People: Satoshi Tajiri, Tsunekazu Ishihara, Shigeru Miyamoto

Archive Link: https://web.archive.org/web/20111130222502/http://www.glitterberri.com/pokemon-gold-silver/pokemon-2

Translator: GlitterBerri

Summary: He’s not involved with Pokémon Gold Version and Silver Version yet.

Gold and Silver will be 8 megabits, more than the originals.

He’d like to make a Pokémon game on the Nintendo 64 game that’s essentially a Pokédex.

When he suggested making multiple versions of the original games, it wasn’t so they would sell more copies. He thought of a family with three kids that all had something unique.

 

Kono Gemu ga Sugoi! 64 Edition

Publication Date: 1997

Subject(s): Nintendo 64, 64DD, Disneyland, Nintendo 64 Transfer Pak

Format: Transcribed interview

People: Unnamed Kono Gemu ga Sugoi! 64 Edition interviewer, Shigeru Miyamoto

Scans:

Translator: Kody NOKOLO for Hard4Games

Notes: YouTube user Hard4Games commissioned this translation, I assume was responsible for the scans, and made a video about it. The video description contains a link to the full translation and scans. There does not seem to be any information about this publication on the English Internet, but if it is like Kono Manga ga Sugoi! and Kono Light Novel ga Sugoi! then it is a mook. The name of this publication translates to This Game’s Awesome!.

Summary: Many Nintendo 64 games could be called extensions their of Super Nintendo Entertainment System versions. When people say the N64 version is just an upgrade it has a deeper meaning. People also say that the games that really introduce new ways to play like Super Mario 64 aren’t coming until 1998. This motivates the people working on those games.

The Super Nintendo-like games are trying to be Disneyland fun. Mario and The Legend of Zelda are play spaces for people to enjoy.

Mario, Zelda, and Star Fox games are like finding things to do at Disneyland. Their N64 versions bring them closer to Disneyland.

He’s dissatisfied with Star Fox 64. It should be more fun.

Nintendo tries to entertain the way that Disneyland does.

The 64DD will allow users to rewrite data. The three things that make it fun are enhancing, replacing, and adding. You’ll be able to record your game’s world and share it, or make new content.

The N64 isn’t complete without the 64DD, it’s an expanding play platform. You can share data between the Game Boy Pokémon games and Pokémon Stadium. They are working on a voice recognition system so that you can move your character in Mario Artist without your hands.

At Disneyland you can run around off the path and swing sticks, no one will make you go somewhere. That’s the kind of fun the 64DD enables. It’s important to him to create Disneyland and non-Disneyland experiences.

Game worlds are for entertainment, they shouldn’t make the player feel anxious. He’s happy if people just play the first part of his games, he doesn’t want them to overexert themselves. The N64 is trying to be a tool for realizing creativity. No matter their age, everyone loves to create.

 

Nintendo Power: Miyamoto Does it Again, and Again, and Again

Publication Date: January, 1997

Subject(s): Rumble Pak, Mario Kart 64, The Legend of Zelda: Ocarina of Time, Star Fox 64, F-Zero X, Earthbound 64

Format: Transcribed interview

People: Unnamed Nintendo Power interviewer, Takashi Tezuka, Hideki Konno, Shigeru Miyamoto

Scans:

Notes: This interview took place during Space World 1997. The Famimaga 64 scans (which are from Gaming Alexandria) seem to indicate (if machine translation can be trusted) that they are running a portion of an interview they got from Nintendo Power. Looking at machine translation I am pretty sure I have matched the Famimaga 64 scan to the right Nintendo Power interview.

Nintendo Power scans are by Retromags.

Summary: The Rumble Pak was designed for a fishing game, it would rumble when a fish bites. It will release before the fishing game because it works well with Star Fox 64 and Blast Corps.

They couldn’t use tunnels or jumps in Super Mario Kart, but the Nintendo 64 has almost no limitations. The Super Nintendo Entertainment System was limited in how many enemies could appear at once. They can also now include real time cinema scenes, even with different camera angles.

The N64’s CPU isn’t being used to its fullest extent, they can still improve AI, keep track of characters that aren’t on screen, and add lighting effects.

The Legend of Zelda: Ocarina of Time is about half done and should release in 1997. Or maybe it’s 10% done.

They put things where they feel right. Fun ideas are put in. They wanted to use Super Mario 64’s penguin in every game, but not every developer wanted to. Look for a giant penguin boss at the end of Star Fox 64.

The F-Zero X programmer is studying physics, it should be released within a year.

Earthbound 64 should release six months before the 64DD.

 

Total!: Nintendo 64DD The Recordable Future

Publication Date: January, 1997

Subject(s): 64DD, The Legend of Zelda: Ocarina of Time

Format: Transcribed interview

People: Unknown Total! interviewer, Shigeru Miyamoto

Links: https://tcrf.net/Prerelease:The_Legend_of_Zelda:_Ocarina_of_Time/A_%2B_B#Specifications

https://zeldachronicles.de/galerie/displayimage.php?album=407&pos=0

Archive Links: https://web.archive.org/web/20170519065404/https://tcrf.net/Prerelease:The_Legend_of_Zelda:_Ocarina_of_Time/A_%2B_B#Specifications

https://web.archive.org/web/20210609180145/https://zeldachronicles.de/galerie/displayimage.php?album=407&pos=0

Scans:

Translator: The Cutting Room Floor

Notes: This page from the German Total! magazine is so vague that I held off on including it in the archive for several years. For the first part It’s not clear if they are quoting Mr. Miyamoto or speaking about what he could do, while the second part that mentions him does seem to be summarizing something he said. If they are describing something Mr. Miyamoto said it’s not clear if it is something he said at a press Q & A or if they had an individual interview with him. It’s a very short quote in either case. I am referring to machine translation to try to gain further context about what the magazine is saying, beyond The Cutting Room Floor’s translation.

Summary: The 64DD can enable players to do things that permanently alter the world, like picking a flower and then new vegetation growing in that space.

There are two versions of The Legend of Zelda: Ocarina of Time being made.

 

Edge: Shigeru Miyamoto

Publication Date: January, 1997

Subject(s): Cartridges, music, the N64’s analog stick, virtual reality, online gaming, Super Mario 64 2, Yoshi’s Story, 2D versus 3D graphics

Format: Transcribed interview

People: Unnamed Edge interviewer, Shigeru Miyamoto

Scans:

Notes: This interview took place November 22–24 at the Space World trade show. Scans by mattandi.

Summary: They want to show the N64’s power at Space World this year so he won’t be talking about the 64DD or The Legend of Zelda: Ocarina of Time. Nintendo is committed to the cartridge market.

They need about a year and a half to reach their launch goals for the N64 in Japan.

Unfortunately, most in Japan see cartridges as obsolete, but there’s still life in them.

Cartridges are becoming cheaper, they may release a 128Mbit game in the next year.

Many want high quality music with an orchestra, but he tells their sound team not to be too concerned with the quantity of music data, but to make the most of its quality. Less can be more.

3D games have been made selfishly by developers, with Super Mario 64 they made a game that was selfish for players, with good controls and a good camera. They learned a lot about the N64’s potential while making Super Mario 64.

Star Fox uses 70-80% of the N64’s potential.

He has gotten letters from school children about getting 120 stars in Super Mario 64. Many kindergarteners are better than he is.

Though the concepts and structures of Mario and The Legend of Zelda are converging, people will still have different experiences with each. In Zelda games you are a certain age, in a certain time in the past, and feel the temperature of the air.

The penguin in Mario 64 might be able to be fatter.

Most people have accepted the N64’s analog stick and master it after two hours. He’s not surprised Sega and Sony copied it. People complained at first about the Famicom’s d-pad. 

They have a lot of ideas for the 64DD that aren’t possible on the N64.

There are currently three parts to his job: working with Nintendo game directors on four or five games, working with producers of other companies on about 10 games, and working on less than 10 disc-based games. Mario Artist and SimCity 64 are unique self-growing games, but many say they are not games. They are selling a toy that is like a computer, and toys shouldn’t be just one thing.

He’s worried about the health hazards if people wear virtual reality headsets for too long. It would be interesting to have some kind of virtual reality experience for the N64.

The Rumble Pak is simple, enjoyable, and cheap.

He is interested in online gaming in the long run, but it will be a long time until they are the focus. People are complaining that it takes too long to start playing a game on CD. Simple, cheap Tetris LCD games are big in Japan. This is the destiny of the video game market because they are cheap and easy to play.

Super Mario 64 2 could be cheaper if it was for the 64DD, but let him finish Ocarina of Time first.

He was the producer of Mario Kart 64, the director made his job easy.

They are always looking to make new games that aren’t adaptations of old ones.

They made Yoshi’s Story a 2.5D game so that it would be easier for consumers to start with. They can do things in Yoshi’s Story that they weren’t able to with Super Mario World 2: Yoshi’s Island. It’s like a moving picture.

With 2D graphics you can make the images in many different ways: you can use pencil, chalk, airbrush, or many other things. Yoshi’s Story uses cardboard art, you can only do that with 2D.

He never sleeps. He is using maybe 80% of the energy that he did a decade ago.

His policy is to create a miniature garden when making games, but technology will never match his concepts.

Many third party developers are making very good games for the N64. If they polish their games they can be very, very good. Japanese developers are behind when it comes to 3D because the N64 manuals weren’t written in Japanese.

There isn’t much difference in the priorities of Japanese developers. It used to be that PC games were more advanced, but consoles are just as powerful now. 

He never expected Silicon Graphics or Alias would be available for home use.

It’s not hard to stay in tune with children, he still wants to play with toys.

 

Hobby Consolas: Shigeru Miyamoto The genius at the shadow of the N64

Publication Date: February, 1997

Subject(s): Nintendo 64, 64DD, cartridges versus CDs, Yoshi’s Story, online gaming

Format: Transcribed interview

People: Shigeru Miyamoto

Link: https://easternmind.tumblr.com/post/354562104/miyamotospeaks

Archive Link: https://web.archive.org/web/20190629092421/https://easternmind.tumblr.com/post/354562104/miyamotospeaks

Scans:

Translator: Easternmind

Notes: The magazine asks about why “Yoshi’s Island” was a 2D game, and Mr. Miyamoto talks about the 2.5D “Yoshi’s Island” game on the Nintendo 64. I have changed this to “Yoshi’s Story”. Scans by RetroCDN.

Summary: He has three jobs. First, his main job is working with game directors and he is currently working on five games. Second, he is also supervising 10 games being made with other companies. Thirdly, he is working on a new type of game for the 64DD.

3D games reflect a developer’s selfishness, since they don’t yet know how to make a game that reflects the selfishness of the players. Super Mario 64 showed them how important it is to make games that are made to cater to what the players want. There are many things they could improve upon, and they will implement those things in The Legend of Zelda: Ocarina of Time.

He’s received letters from children who got all 120 stars in Super Mario 64. Collecting all 120 stars gives you 100 lives, and you can change the perspective of the final scene.

Most people have accepted analog controls. They knew that Sega and Sony would imitate Nintendo and release their own.

They’ve shown that cartridges are still important media. Some people think CDs are the future, they haven’t convinced everyone in Japan. Cartridges may have 128 megabytes next year.

They wanted to make an approachable game with 3D levels and 2D gameplay for the Nintendo 64, so they made Yoshi’s Story that way. They wanted to do more with Super Mario World 2: Yoshi’s Island, but couldn’t due to the Super Nintendo Entertainment System’s limitations. Yoshi’s Story is like an animated movie, which can only be done in 2D. Polygons need textures, which creates limitations. There are more possibilities with color and texture in 2D.

Crash Bandicoot and Nights into Dreams are easy to play and easy to make. Super Mario 64 offers something different.

Super Mario 64 2 will be cheaper if it’s presented with the 64DD. He’ll think about it after The Legend of Zelda: Ocarina of Time. That’s his biggest priority right now, along with Star Fox 64.

He’s the producer of Mario Kart 64, and there’s a great director working on it.

Sometimes they enjoy converting games to other systems, but he’s studying how to make something original. It might release in 1998, and it’s very different from what they’ve made before.

He may be interested in online games in the future. He prefers simple game systems that are easy to play. Online games are more complicated and haven’t established themselves as a big market. He’s more interested in four players sharing a TV screen.

He’s not satisfied with the N64’s power.

The 64DD will double the power of game development. It will allow them to capitalize on their ideas and make their dreams come true.

Virtual reality could be fun for a short while, but he’s worried about the harm wearing a visor for a long time could cause.

Japanese game makers work harder. There are great companies around the world that can make great games if they tune into Nintendo. Japanese engineers are behind in 3D technology because the instructions are written in English.

He’s become lazy, he’s more efficient but he works 80% as hard as he used to. Sometimes it feels like he’s doing the same thing he did a decade ago.

He designs games with him as the player in mind, not children.

Games have improved in every way over time. He sees making games as making a miniature garden in a box. Technology never lives up to the concept.

 

Next Generation: What’s Next for Shigeru Miyamoto, IGN: Shigeru Miyamoto Interview

Publication Date: February 6, 1997

Subject(s): Nintendo 64, 64DD, analog sticks, virtual reality

Format: Transcribed interview

People: Unnamed Next Generation/IGN interviewer, Shigeru Miyamoto

Link: https://www.ign.com/articles/1997/02/07/shigeru-miyamoto-interview

Archive Link: https://web.archive.org/web/20221127054520/https://www.ign.com/articles/1997/02/07/shigeru-miyamoto-interview

Scans:

Notes: Next Generation magazine describes this as a “world exclusive interview”, but it also appeared on IGN (then known as N64.com) at the same time. The only difference is the interviewer is credited as either “NG” or “N64.com”. I was able to find mention of them being “sister publications” on IGN’s site. This interview took place November 22–24, 1996 at Space World. Here is the fat penguin Easter egg being demonstrated.

Scans by Retromags.

Summary: At Space World this year they want to show the power of the Nintendo 64 and its cartridges. They’ll need about 18 months after the launch of the N64 to meet their goals.

Japanese players see cartridges as obsolete.

In the next year there will probably be a 128 MBit cartridge.

While many want a full orchestra and lots of songs in games he has been demanding quality and interactivity.

3D games have been made selfishly, with Super Mario 64 they catered to the selfishness of the players, who want control, a good camera, and ease of play.

Star Fox 64 uses 70-80% of the N64’s potential.

He has received letters from children that have gotten all 120 stars in Mario 64, kindergartners are better than him.

Mario and Zelda games are converging, but people will have different experiences with each.

He doesn’t think that anyone has found that the penguin can be a bit fatter.

Most people master the analog stick within two hours and can’t play a 3D game without one. He wasn’t surprised when Sega and Sony imitated it.

There are three parts to his job: being a producer working with directors on four or five games, working as a producer with third parties, he’s currently supervising about 10 of these, and being involved with less than 10 disk games.

He would be okay with a two minute virtual reality demonstration with the N64, but he’s worried about the health hazards of wearing a headset for a long period of time.

He’s interested in online gaming in the long term, but it’s too difficult for consumers right now. Miniature LCD Tetris games are big in Japan right now because they are simple and kids can throw them away when they are tired of them. People will buy cheap and easy to understand video games. He’s more interested in simultaneous four player.

He was the producer of Mario Kart 64, but the director did most of the work.

They wanted to make a 2.5D game to make it easier for players, they eventually decided it would be Yoshi’s Story. There were many things they wanted to do with Super Mario World: Yoshi’s Island but couldn’t. They wanted to do those things with Yoshi’s Story. They call the art style cardboard art, which you can only do in 2D.

He is doing his best, though he’s only using 80% of the energy he was 10 years ago. Sometimes he realizes he is only repeating what he did 10 years ago.

They are working with many very good second parties who could be very very good if they tuned up the details. Japanese 3D engineers are far behind American and European ones, probably because the development manuals weren’t written in Japanese.

 

GamePro: Nintendo 64: An Expert’s View

Publication Date: March, 1997

Subject(s): Nintendo 64, Super Mario 64 2, role-playing games

Format: Transcribed interview

People: Ken Ogasawara, Shigeru Miyamoto

Scan: 

Notes: Scans by Retromags.

Summary: He’s worked on all of Nintendo’s Nintendo 64 games, but he’s worked most heavily on Star Fox 64, The Legend of Zelda: Ocarina of Time, and F-Zero X.

There is a lot he wants to do, but there aren’t enough programmers. Creating games is fun, not a challenge.

The Super Mario Club in Japan have rated N64 games an average of 80+ so far.

International Superstar Soccer 64 may be better than Nintendo’s games. Eiko no Saint Andrews uses the analog stick well.

Wave Race 64 is the most advanced N64 game, it uses about 80% of its power.

Role-playing games should appear next year, when more people have an N64. They are working on Paper Mario, Mother 3, and The Legend of Zelda: Ocarina of Time.

The next Super Mario 64 will have changed gameplay. You may be able to play it without the 64DD.

It would be fun to make a game where four players control a limb of a robot and have to coordinate their movements.

He wants N64 games to make people feel relaxed and comfortable, and for them to feel nostalgic for these worlds. Like the Beatles’ Abbey Road.

 

The Southeast Missourian: Mario Is Much Wilder Than His Inventor

Publication Date: March 9, 1997

Subject(s): Super Mario 64

Format: Transcribed interview

People: Unnamed Associated Press interviewer, Shigeru Miyamoto

Link: https://books.google.com/books?id=-7wvAAAAIBAJ&pg=PA35&dq=%22shigeru+miyamoto%22&article_id=4176,7926926&hl=en&sa=X&ved=2ahUKEwi7h9qmrcWDAxWTl2oFHWiqBqwQ6AF6BAgHEAI#v=onepage&q&f=false

Archive Link: https://web.archive.org/web/20240107203205/https://books.google.com/books?id=-7wvAAAAIBAJ&pg=PA35&dq=%22shigeru+miyamoto%22&article_id=4176,7926926&hl=en&sa=X&ved=2ahUKEwi7h9qmrcWDAxWTl2oFHWiqBqwQ6AF6BAgHEAI#v=onepage&q&f=false

Scan:

Notes: This interview was by the Associated Press and appeared in a few different newspapers. 

Summary: Nintendo is his patron and sponsor, he’s happy to work there.

He wanted Mario to feel alive when you control him in Super Mario 64, like a hamster.

He’s satisfied with how much money he makes because he lives simply.

There’s no Mario games at home so his eight and 10 year olds will do their homework and chores.

They didn’t want Super Mario 64 to just be a fancier Mario game, it had to be fun just to touch.

 

Total Games: Mamma Mia!

Publication Date: April, 1997

Subject(s): Nintendo 64, Super Mario 64, Mario

Format: Transcribed interview

People: John Matheson, Shigeru Miyamoto

Scans: 

Notes: This is from the first issue of New Zealand magazine Total Games. Scans by famiconsumer.

Summary: The Nintendo 64’s highly detailed environments couldn’t be done on a 32 bit system. Super Mario 64 couldn’t be made on a CD-ROM because Mario moves so quickly. Real time access between the ROM and CPU is necessary to load the scenery. The Nintendo 64 will revolutionize game design and enable game play not possible anywhere else.

Mario was anonymous at first, but Nintendo of America named him after an Italian landlord of a warehouse they rented. Mario is meant to fit into many games, being kind, generous, and lovable.

 

Game Catalog 2 (Tokyo Game Show Spring 1997, partially untranslated from Japanese)

Publication Date: Unknown (recorded April 4-April 6, 1997)

Subject(s): Upcoming releases, 64DD, Star Fox 64

Format: Interview

People: Hikaru Ijūin, Rika Takahashi(?), Shigeru Miyamoto

Video: 

Notes: Genki_JPN has subtitled a portion of the interview here.

 

Nintendo Official Guidebook Star Fox 64 (untranslated from Japanese)

Publication Date: April 27, 1997 (approximate)

Subject(s): Star Fox 64

Format: Transcribed interview

People: Unknown interviewer, Kazuaki Morita, Takao Shimizu, Takaya Imamura, Shigeru Miyamoto

Link: https://www.reddit.com/r/starfox/comments/x938ib/behold_an_attempt_at_translating_an_interview/

Archive Link: https://web.archive.org/web/20220915072548/https://www.reddit.com/r/starfox/comments/x938ib/behold_an_attempt_at_translating_an_interview/

Pictures:

Notes: The title is a machine translation. The link contains a machine translation of the entire interview. The pictures of the interview are by Dinoman96YO on reddit.

 

Nintendo Power: The Creators Speak Out

Publication Date: June, 1997

Subject(s): Super Mario 64,Star Fox 64, The Legend of Zelda: Ocarina of Time, 64DD

Format: Transcribed interview

People: Unnamed members of the press, Yu Suzuki, Shigeru Miyamoto

Scans:

Notes: This Q & A took place at the Spring Tokyo Game Show 1997, which was held April 4-6. Scans by Retromags.

Summary: He has a background in industrial design. He tries to surprise people with his games. He set up door traps on his room when he left for school, which surprised his mom.

He was worried people would complain that Super Mario 64 was another game in a series. He’s not good at games so he tries to make games that he can play. When he started at Nintendo he was challenged to make something better than video games, and he is still working on it. He was working on something similar to the Tamagotchi when it was released, but since it required sitting at a TV he knew it had no chance.

He likes to walk, swim, and play guitar.

He was supposed to be a producer on Star Fox 64, but he got more involved in the second half of development. He’s proud of the cinematic feel, and the Rumble Pak will make it feel like a toy.

Development of The Legend of Zelda: Ocarina of Time is going well, it will initially be released as a cartridge game. The 64DD is going well too.

He’d like to make a game that doesn’t require a television because he doesn’t like the dimensions of current screens. It would be exciting to use different layouts for each scene, like with comics.

 

Star Fox 64 Official Nintendo Power Player’s Strategy Guide: Miyamoto on Star Fox 64

Publication Date: June 30, 1997 (approximate)

Subject(s): Star Fox 64, Goldeneye 007, Yoshi’s Story, The Legend of Zelda: Ocarina of Time

Format: Transcribed interview

People: Unnamed Nintendo Power interviewer, Shigeru Miyamoto

Archive Link: https://archive.org/details/Starfox64NintendoPowerOfficialStrategyGuide/page/n117/mode/2up

Scans:

 

Notes: Includes pictures of a notepad where some early ideas for Star Fox were written. Scans by an unknown Internet Archive user.

Summary: He did not direct Star Fox 64.

The first 30 minutes of the game are the most important so he made changes to Corneria and Meteo.

Star Fox 64 is a remake of the first game because they wanted to make an interesting game rather than a new story. He wonders if this is the right approach.

They took some ideas from Star Fox 2, like the all-range mode, multi-player mode, and the Star Wolf fight. 60% is from the original, 30% from Star Fox 2, and 10% is original.

He’s not attached to the theme of Star Fox, the original was to push the Super Nintendo Entertainment System to its limits.

He thought the boost button might be better suited to the top C button, but he’s satisfied with how the controls turned out.

They got rid of configurable controls at the last minute to emphasize Star Fox-like gameplay and to set a standard for the control stick.

He was surprised to find that Fox had voice clips, but it’s kept to a minimum. He had Slippy’s croaks cut.

When game developers try to make interactive movies they turn out more like movies than games. Many people think movies are better, but they disagree. Even though they disagree at Nintendo, they can still borrow some ideas from movies. This approach gave Star Fox 64 a fuller feeling.

Camera work is important, he’s been specifying how the camera should be placed and moved.

They scrapped some rumble effects when players were confused as to why the Rumble Pak was rumbling. He’d like to use the Rumble Pak with GoldenEye 007.

The staff came up with the tank and submarine because they didn’t like his idea for transforming the Arwing into a human-like craft.

Multiplayer games are important for the Nintendo 64, so they came up with the four player mode early on.

He likes the branch in Venom 1 where you have to decide who to help. He worries about Slippy.

They made better use of the Nintendo 64 with Star Fox 64 than they did with Super Mario 64.

Goldeneye 007 is being made by Rare. They’re better at first-person games than they are at Nintendo.

Yoshi’s Story will allow you to discover things with the analog stick, and you’ll be able to rotate the backgrounds. Due to the power of the N64 it should be more fun than Super Mario 2: Yoshi’s Island.

The Legend of Zelda: Ocarina of Time is getting his full attention. He wants players to really feel the light, the shadow, the temperature, and the humidity. It should take about four months after the Japanese release to come to America.

 

Dengeki Nintendo 64 (reported on by IGN)

Publication Date: Unknown (reported on July 29, 1997)

Subject(s): 64DD

Format: Transcribed interview

People: Unknown Dengeki 64 interviewer, Shigeru Miyamoto

Link: https://www.ign.com/articles/1997/07/30/miyamoto-reveals-secrets-fire-emblem-mario-paint-64

Archive Link: https://web.archive.org/web/20131105020648/http://www.ign.com/articles/1997/07/30/miyamoto-reveals-secrets-fire-emblem-mario-paint-64

Summary: They’ll be stuck if they don’t consistently release software for the 64DD once it comes out. He’d like cartridge and 64DD games to link up.

Many are saying that Mario Artist: Paint Studio isn’t a game.

There won’t be a mouse for the 64DD because that wouldn’t appeal to everyone.

About 20 64DD games are being worked on.

A Fire Emblem for the Nintendo 64 is being worked on and should come out after Paper Mario.

 

Nintendo Power: The Game Masters

Publication Date: August, 1997

Subject(s): Rumble Pak, Nintendo Entertainment Analysis & Development, Systems Research and Development, Paper Mario, Pokémon 

Format: Transcribed interview

People: Unnamed Nintendo Power interviewer, Benimaru Itoh, Takao Imamura, Shigeru Miyamoto

Scans:

Notes: Nintendo Power describes this short interview as coming from a meeting at E3 1997 that was several hours long. Scans by Retromags.

Summary:  Pigma Dengar uses a Kansai dialect, where they end sentences with “dengar”.

They’re making versions of Wave Race 64 and Super Mario 64 that use the Rumble Pak in Japan. The Legend of Zelda: Ocarina of Time and Yoshi’s Story will use it too.

Nintendo Entertainment Analysis & Development is special because 20-30 people work on each game and they give their all. It’s rare to be so focused on small details. Systems Research and Development also exists within Nintendo Entertainment Analysis & Development, they have about 200 people.

He works with around 400 people on over a dozen projects at once. Thankfully Takao Sawano helps with all the 64DD games other than Mother 3.

The first games for the 64DD will be SimCity 64, Mario Artist: Paint Studio, Pokémon, and Mother 3.

A group at Nintendo Entertainment Analysis & Development came up with up the Pokémon idea, and it’s been very successful. The card game is almost as successful as Magic: The Gathering. The Nintendo 64’s first Pokémon game will be an encyclopedia, then a role-playing game.

Cheat codes were found in action games, and people got them from other people. He’d rather players found things themselves. The 64DD will be able to personalize codes.

Paper Mario is being worked on by 20 people and it should be done sometime next year. They are only starting on Super Mario 64 2.

 

Electronic Gaming Monthly: EGM Wraps Up E3

Publication Date: September, 1997

Subject(s): Super Mario 64 2, Cabbage, 64DD, Pokémon Stadium, Paper Mario

Format: Transcribed interview

People: Unnamed Electronic Gaming Monthly interviewer, Shigeru Miyamoto

Scan:

Notes: The intro blurb makes this sound like a one-on-one interview at E3, but the interviewer is labelled as “Press” which makes it sound more like a Q & A with multiple publications. There is a bit of overlap with what this Nintendo Power entry describes as a “meeting”, and a later publication by EGM includes a bit more. Scan by Retromags.

Summary: He’s mainly a producer, but he’s a producer and director on The Legend of Zelda: Ocarina of Time.

He’s not involved with Banjo-Kazooie, but he’s impressed with it.

Five people worked on Super Mario 64 in the beginning and 20 to 25 worked on it later on. It took about two years.

He’s been working on some concepts for Super Mario 64 2. They could have something before the year ends.

They’ve been working on Cabbage for about five years with Shigesato Itoi. It’s a life simulation game, like Tamagotchi.

Pokémon Stadium is being worked on for the 64DD by about 10 people. He’s not sure it will come out in the U.S.

The 64DD was delayed so that there would be more launch titles, which will be Mother 3, Pokémon Stadium, Mario Artist: Paint Studio, and SimCity 64.

About 20 people are working on Paper Mario, it should release by the end of 1998. The next Space World show will feature Mother 3 and have a playable version of F-Zero X.

Game designers are just now learning how to use the Nintendo 64.

 

The Electric Playground: The First 3 years of E3 Exclusive Footage S1:E1 Electric Playground (E3 1997)

Publication Date: September 23, 1997

Subject(s): Upcoming games, hobbies

Format: Interview (live translator)

People: Victor Lucas, Yasuhiro Minagawa (translator), Shigeru Miyamoto

Video: https://www.youtube.com/watch?v=fo3XuOwxlkA

Notes: This interview took place between June 19 and 21, at E3 1997. This was the first episode of The Electric Playground.

Summary: He’s happy to be here, but he’s used to working on a computer. He likes looking at the faces of the people playing games he worked on.

Yoshi’s Story is next, but he’s working on Star Fox 64. Rare’s games like Banjo-Kazooie are great.

He doesn’t think about the differences between Japan and America when he works on games.

He’s been playing the guitar and swimming.

 

Edge: Four Years In The Life Of..Shigeru Miyamoto

Publication Date: October, 1997

Subject(s): His past, his future, video game history

Format: Transcribed interview

People: Shigeru Miyamoto

Scan:

Notes: To celebrate its 50th issue Edge asked various people in the video game industry what they were doing when the first issue of Edge was published, what they will be doing when the 100th issue is published, and some other questions. Scan by mattandi.

Summary: In August of 1993 he had just completed Star Fox and was studying 3D technology, which led to Star Fox 64.

In the last four years history has been created, where there wasn’t any before. We can now say that games from the last four years are worthy of evaluation.

He has continuously enjoyed his time in the video game industry, but he’s been too busy.

He doesn’t know what will be in Edge’s 100th issue, but keep publishing a quality magazine.

 

Next Generation: Talkback

Publication Date: November, 1997

Subject(s): The Legend of Zelda: Ocarina of Time

Format: Transcribed interview

People: Unnamed Next Generation interviewer, Shigeru Miyamoto

Scan:


Notes: Scan by Retromags

Summary: He tries to make places in games that don’t exist in the real world, but it may feel like you’ve been there. You might cry if you turn off the music, you may curse the person who made the dungeon.

You can see a horse in the distance, then you can ride it. Or you could enjoy seeing it come towards you.

 

Electronic Gaming Monthly’s 1998 Video Game Buyer’s Guide: The Game Boy

Publication Date: November, 1997

Subject(s): 2D versus 3D, Super Mario 64 2, Paper Mario, online gaming

Format: Transcribed interview

People: Unnamed Electronic Gaming Monthly interviewer, Shigeru Miyamoto

Scans:

Notes: This buyer’s guide is mostly a collection of previously published reviews, but there are a few extras like this interview with Mr. Miyamoto. It seems to have taken place at E3 1997, and it duplicates some answers from this EGM interview, so perhaps a few questions had to be cut from the original. Scans by Retromags.

Summary: 2D and 3D games have to be programmed very differently.

Yoshi’s Story is kind of a sequel to Super Mario 64. He is also working on Super Mario 64 2.

When Paper Mario is revealed depends on how many Miyamotos there are.

Many designers are still learning how to use the N64.

Online games are becoming more popular, but not everyone can enjoy them yet.

 

IGN: Miyamoto Meets N64.com

Publication Date: November 25, 1997

Subject(s): Games he’s working on, Nintendo 64 Transfer Pak, The Legend of Zelda: Ocarina of Time, Cabbage

Format: Transcribed interview

People: Peer Schneider, Doug Perry, Shigeru Miyamoto

Link: https://www.ign.com/articles/1997/11/26/miyamoto-meets-n64com

Archive Link: https://web.archive.org/web/20160819230340/http://www.ign.com/articles/1997/11/26/miyamoto-meets-n64com

Summary: He once worked on 20 games at once, but now he is concentrating on five. Those five are The Legend of Zelda: Ocarina of Time, Yoshi’s Story, F-Zero X, 1080º Snowboarding, and the Mario Artist series.

The Mario Artist games are Talent Maker, Picture Maker, and Polygon Maker. There will be a fourth, Sound Maker.

The Nintendo 64 Transfer Pak will let you play Game Boy games on your television. In the future you will be able to play a game on both the Nintendo 64 and Game Boy, loading your data.

Nintendo and other companies are funding Marigul. Kazutoshi Iida is working there on games for the 64DD. He once taught a young Kazutoshi Iida at a free game creation course.

Yoshi’s Story is almost identical to Super Mario World 2: Yoshi’s Island in gameplay, but the quality is much higher.

There is no Metroid game under development.

When Square and Enix see how the N64 sells they will want to make role-playing games for it. Role-playing games are peaking, the audience for them is shrinking. They are working on Mother 3, Pokémon, and Paper Mario. Paper Mario will be good for new players, it looks like a 3D picture book.

The Kirby team is trying to get him on the N64.

They have a system where Mario and Luigi are both playable in Super Mario 64 2, but they need to finish Ocarina of Time before working on that.

Cabbage will use the Nintendo 64 Transfer Pak, you’ll be able to buy data.

The most amazing N64 game of 1998 will be Ocarina of Time, or the one that comes after it.

 

Famimaga 64 (reported on by IGN)

Publication Date: November 26, 1997

Subject(s): The Legend of Zelda: Ocarina of Time

Format: Transcribed interview

People: Reported on by unnamed IGN staff member, unnamed Famimaga 64 interviewer, Shigeru Miyamoto 

Links: https://www.ign.com/articles/1997/11/27/the-z-files-4

https://www.ign.com/articles/1997/12/02/the-z-files-3

https://www.ign.com/articles/1997/12/03/the-z-files-2

https://www.ign.com/articles/1997/11/27/the-z-files

Archive Links: https://web.archive.org/web/20220810084635/https://www.ign.com/articles/1997/11/27/the-z-files-4

https://web.archive.org/web/20221219165749/https://www.ign.com/articles/1997/12/02/the-z-files-3

https://web.archive.org/web/20230111181500/https://www.ign.com/articles/1997/12/03/the-z-files-2

https://web.archive.org/web/20221206082359/https://www.ign.com/articles/1997/12/04/the-z-files

Notes: Famimaga 64 asked Mr. Miyamoto 100 questions. Since the source for this interview was one article, I am combining all 4 of IGN’s articles on it.

Summary: In The Legend of Zelda: Ocarina of Time the Z button is the attention button, which will be fundamental in 3D action games. You can use it to lock on to enemies.

You can hold your sword in two hands, but you can’t use your shield.

You can use magic, items, arrows, pachinko balls, hammers, staffs, and hook shots to attack.

Ocarina of Time will have fully automatic jumping and will depend on your speed and the topography. You can press the action button to jump.

Link will be slower when he has low health.

Navi will show Link the correct path and carry things for him.

The hammer does different things than in The Legend of Zelda: A Link to the Past, it’s a great weapon.

The rooster is used for something secret. It’s so realistic it’s scary. It would be bad to bully it.

Adult and child Link use different items.

There are about 16 items, like medicinal herb-like items.

Child Link is seven or eight, but maybe he should be six or seven. Adult Link is maybe 15.

It would be unbecoming for Link to smirk at someone he defeated.

There are no Kokiri parents. When the children reach a certain age they disappear and the next generation is born abruptly.

You can only use magic as adult Link and he can climb in different places.

Someone chose the name Hyrule from the many sent as suggestions.

Cowboy movies had some influence on the era in Zelda games.

They combined a crab and a bear to design Goma.

It would be fun if small enemies came out of the wounds of large enemies.

There won’t be blood but there may be green fluids.

Link’s shadow alter ego will not appear.

Link is not human, he’s an elf. That’s why his ears are so long, it was decided from the beginning.

Navi is jealous of Zelda, she feels something for Link.

 

Famitsu (reported on by IGN)

Publication Date: December, 1997 (approximate, translated December 10, 1997)

Subject(s): The Legend of Zelda: Ocarina of Time, F-Zero X, 64DD, Cabbage

Format: Transcribed Interview

People: Reported on by unnamed IGN staff member, unnamed Famitsu interviewer, Shigeru Miyamoto

Link: https://www.ign.com/articles/1997/12/11/64dd-pet-projects

Archive Link: https://web.archive.org/web/20221129053025/https://www.ign.com/articles/1997/12/11/64dd-pet-projects

Summary: The Legend of Zelda: Ocarina of Time will release before it gets hot. The 64DD will be released June or July 1998. Once Ocarina of Time has been out for a while on cartridge he’d like to release the 64DD version, he doesn’t want both for sale at the same time. Same for F-Zero X. F-Zero X for 64DD will add new courses and cars, and you can share custom made tracks with your friends.

He is working with Shigesato Itoi on a virtual pet game called Cabbage for the 64DD. You can give your pet food and use the Nintendo 64 Transfer Pak to enjoy it anywhere. He has been thinking of connecting the Game Boy to consoles since the Super Nintendo.

 

Nintendo Power: The First 100 Shots of Zelda 64

Publication Date: December, 1997

Subject(s): The Legend of Zelda: Ocarina of Time

Format: Transcribed interview

People: Shigeru Miyamoto

Scans:

Notes: This preview of The Legend of Zelda: Ocarina of Time has a few quotes from Mr. Miyamoto scattered throughout. It is unknown the context of where they came from. I have only included the pages with quotes. Scans by Retromags.

Summary: It’s difficult to compare The Legend of Zelda: Ocarina of Time to other The Legend of Zelda games since it’s in 3D. To avoid frustration there is a new camera system and Link has secret moves.

The horse is for transportation and it is fun to ride on it. There are also warps.

They are using music and sound effects to convey emotions.

 

The 64DREAM: The 64DREAM’s First Year Anniversary! Thank You Project Round Two

Publication Date: December 1997 (translated March 29, 2013)

Subject(s): Nintendo 64, 64DD

Format: Transcribed Interview

People: Unnamed The 64DREAM interviewer Shigesato Itoi, Shigeru Miyamoto

Link: https://yomuka.wordpress.com/2013/03/29/itoi-miyamoto-interview-64dd/

Archive Link: https://web.archive.org/web/20221206075552/https://yomuka.wordpress.com/2013/03/29/itoi-miyamoto-interview-64dd/

Translator: Lindsay Moore for Yomuka

Summary: He first met Shigesato Itoi when he came with a group from an advertising agency he worked for. Mr. Itoi congratulated him for Super Mario Bros. He was willing to work with Mr. Itoi from the start, if he took it seriously.

[There is an image showing Mr. Itoi and Mr. Miyamoto’s answers to a true/false quiz. Mr. Miyamoto plays his own games, has not thought about quitting game design, and would not like making a movie.]

On the subject of slow sales of the Nintendo 64 he says you can’t release a game once the window of opportunity has passed. He’s not in a hurry about anything but PR campaigns. They were supposed to have games lined up last summer, but they are running late. Their commercials aren’t individually uncool, it’s uncool that they are being seen as uncool. He has thought about how games as a whole will deteriorate if the thinking doesn’t go beyond “Sony is cool, Nintendo isn’t”.

He finds Mr. Itoi’s clear perspective amazing, even when working quickly, Mr. Itoi is one of the few people who can explain what they’re doing.

It would be a mistake for Nintendo to release more titles, 20 is enough. The Nintendo 64 lacks diversity in genres, there are several soccer games.

[In another true/false quiz Mr. Miyamoto says he is a good husband and he’s not sure if he’s liked by his staff.]

The 64DD was meant to be an alternative to using CDs. Nintendo will continue to use cartridges. The 64DD can drastically increase the number of genres on the Nintendo 64. Almost all new Nintendo 64 games involve the 64DD. He is worried about the video game industry dying due to price wars. They planning on using the 64DD for “tune-ups” to games, changing their structure. You can have your own unique set of data. F-Zero X will be released on cartridge and then you can buy new courses and cars for the 64DD. He wants to make the 64DD into a strange toy.

It’s too early to talk about five to 10 years in the future. He encourages readers not to be on team N64, who knows if he’ll make a PlayStation game some day.

They’ve retained a lot of Zelda items in The Legend of Zelda: Ocarina of Time. He likes the boomerang best. Time is a fundamental element. Luigi is in Super Mario 64-2, but they haven’t worked on two-player gameplay yet.

Getting into college might be the happiest moment of his life, but he failed the first time. Relationships with others is the most important thing to him now, the Analysis and Development division has over 100 people and it’s hard to remember everyone’s names. He has been swimming lately, and stopped playing pachinko. When he practices guitar his kid yells at him for interrupting piano practice.

 

 

1998

64 Mario Stadium (untranslated from Japanese)

Publication Date: 1998

Subject(s): The Legend of Zelda: Ocarina of Time

Format: Interview

People: Unknown 64 Mario Stadium interviewer, Shigeru Miyamoto

Archive Link: https://archive.org/details/ZeldaOcarinaOfTimePrereleaseInterview1998WithShigeruMiyamoto

Notes: Super Mario Stadium was renamed to 64 Mario Stadium and was Nintendo’s weekly TV show. This probably aired close to The Legend of Zelda: Ocarina of Time’s release.

 

The Legend of Zelda ~Ocarina of Time~ Official Video Guide

Publication Date: 1998

Subject(s): The Legend of Zelda: Ocarina of Time

Format: Promotional video

People: Shigeru Miyamoto

Videos: https://www.youtube.com/watch?v=TLu5csyn3IQ&t=627s

https://archive.org/details/ZeldaOcarinaOfTimeShigeruMiyamotoInterviewLateDevelopment

Translator: Patricia

Notes: Famitsu and Nintendo seem to both have been involved in the making of this promotional video that features a brief bit with Mr. Miyamoto talking about the game. A commercial was made using some of the footage.

Summary: Sorry for making you wait, but they’ve finished another The Legend of Zelda game. It has the same atmosphere as the original. Items work differently now in 3D. It may be the longest Zelda game, at least 50 hours. It’s not like a movie or a game.

 

Unknown (The Legend of Zelda: Ocarina of Time, untranslated from Japanese)

Publication Date: 1998

Subject(s): The Legend of Zelda: Ocarina of Time

Format: Essay

People: Shigeru Miyamoto

Japanese Archive Link: https://web.archive.org/web/20120621110724/http://www.geocities.jp/bgrtype/gsl/words/zeldaokarinatime/zeldatokinookarina.html

 

N64 Magazine: Ahead of the Game?

Publication Date: January, 1998

Subject(s): 64DD, nurturing games, Cabbage, Nintendo 64 Transfer Pak

Format: Presentation

People: Shigeru Miyamoto

Scans:

Notes: This is a report on a presentation Mr. Miyamoto gave at Space World 1997, which took place November 21–24, 1997. There is also a very brief statement as he signed an issue of the magazine. Scans by Out of Print Archive.

Summary: [As he signs an issue of N64 Magazine.]

He’s glad he’s not responsible for Lylat Wars. He reads N64 Magazine every month.

[Summary of a presentation.]

Their plans for the 64DD require a writable medium.

Tamagotchi-style games, role-playing games, and the Maker trilogy are nurturing games.

You will be able to fly around a city you made in SimCity 64 in SimCopter on the 64DD.

F-Zero X was made with the ability to make new courses with the 64DD.

The Nintendo 64 Transfer Pak will allow players to play games on the Nintendo 64 and Game Boy. You could download a war simulation game from the N64 to the Game Boy, or solve a puzzle and load your game back into the N64.

Cabbage will be like Tamagotchi. The game will be active while you’re not playing it, and you’ll be able to look after your character on the Game Boy. There will be toys and data available to buy that you can trade with friends.

Children who grew up with computer games are losing interest in them. The children at Space World are interested in a new type of game that they weren’t excited about five years ago.

 

Nintendo Power: A Miyamoto Moment

Publication Date: January, 1998

Subject(s): 64DD, Paper Mario

Format: Transcribed interview

People: Unnamed Nintendo Power interviewer, Shigeru Miyamoto

Scans:

Notes: This interview took place at Nintendo Space World 1997, which ran November 21-24, 1997. Scans by Retromags.

Summary: With the 64DD Pokémon trading can go deeper. In SimCopter you’ll be able to fly through a city you made in SimCity 64. You can draw something in Mario Artist and put it on a building in SimCity 64.

They need to add more puzzles and surprises to The Legend of Zelda: Ocarina of Time still.

They are not working on a Metroid game.

They want to do something different with Paper Mario and not make it look like Super Mario RPG. Something along the lines of looking like a story book, as Yoshi’s Story does.

 

Edge: An Audience With..Shigeru Miyamoto

Publication Date: January, 1998

Subject(s): Space World, The Legend of Zelda: Ocarina of Time, Super Mario 64 2, Paper Mario, Yoshi’s Story, Jungle Emperor Leo, 64DD, Pokémon

Format: Transcribed interview

People: Unnamed Edge interviewer, Shigeru Miyamoto

Scans:

Notes: This interview took place at Space World 1997, which ran November 21–24. Scans by mattandi.

Summary: The Legend of Zelda: Ocarina of Time, Yoshi’s Story, F-Zero X, and 1080º Snowboarding are the most important games to him at Space World this year since he worked on them. He’s spent the most time on Ocarina of Time.

It’s hard to shift his attention between games, he has to plan his time carefully.

They wanted to launch Ocarina of Time before Christmas, but it will be three months late.

It wasn’t hard to make Super Mario 64 feel different from Ocarina of Time. Ocarina of Time encourages players to enjoy the environment, and to feel something.

Super Mario 64 2 has been running on the 64DD for a year. It should launch within a year of the 64DD, and likely only on the 64DD. They are working on having Mario and Luigi coexist and are both playable.

Super Mario RPG was 2D so they want Paper Mario to be 3D, but they want it to look different from Super Mario 64.

Takashi Tezuka is handling most of Yoshi’s Story development. It will have a storybook feel.

Yoshi’s Island does what Super Mario World 2: Yoshi’s Island couldn’t and is higher quality. They have very similar gameplay, but Yoshi’s Story is more 2.5D and it has new ideas.

He likes Resident Evil and Tomb Raider. Ocarina of Time is a step in that direction.

They’re in the middle phase of Jungle Emperor Leo, there’s at least 20 people working on it.

The 64DD will be good for role-playing games. Nintendo will release Mother 3, Paper Mario, and a The Legend of Zelda game within six months of its launch.

There are many role-playing game fans in Japan, and that might be why Nintendo isn’t leading the market. He’s worried the market for role-playing games is shrinking, though. Children prefer games like Pokémon, which is a role-playing game, but it might not be the role-playing game elements that make them enjoy Pokémon.

Snowboard Kids looks good, and Konami and Hudson Soft have promising games. They’re learning to develop for the N64.

If he proposes a new idea to Hiroshi Yamauchi he’ll probably tell him to do it because it’s interesting. He tries to see things from as many angles as possible and asks how people will play a game.

Mario Artist’s video capture system is really interesting. The 64DD will allow the N64 to fulfill its potential.

The Game Boy Camera is a splendid toy. Connecting it to the N64 and 64DD creates new possibilities. 

They are thinking of porting Ocarina of Time to the 64DD. They aren’t sure if that version will use the cartridge.

The 64DD version of F-Zero X will let players make their own courses. People who are getting tired of games will be able to add new things.

Pokémon is big in Japan even if it’s not well known outside of it.

It’s interesting to explore connectivity between the Game Boy and N64. They’re giving a Pokémon to people at Space World to reflect that.

He wanted the N64 to be released with the 64DD but they didn’t have time and it would have been expensive. The 64DD’s disks will be more expensive than CDs, but they are faster. The 64DD should be cheaper than a console.

 

The 64DREAM, February 1998 (untranslated from Japanese)

Publication Date: February, 1998

Subject(s): Space World, The Legend of Zelda: Ocarina of Time

Format: Transcribed interview

People: Unknown The 64Dream interviewer, Shigeru Miyamoto

Japanese Archive Link: https://archive.org/details/64dream-february-1998-ozidual/64Dream%201998%2002%20%28J%20OCR%29/

Scans: 

Notes: This interview has been translated, but not released publicly. Parts of it are discussed in this DidYouKnowGaming video. Scans by ozidual.

 

Famimaga64 (reported on by Time Extension, partially untranslated from Japanese)

Publication Date: February, 1998

Subject(s): Game Boy Camera, Super Mario 64 2, 64DD, Luigi, Mario Artist, Disney

Format: Transcribed interview

People: Reported on by Jack Yarwood, Unknown Famimaga64 interviewer, Shigeru Miyamoto

Links: https://www.timeextension.com/news/2023/12/rare-japanese-tv-footage-emerges-of-luigi-in-super-mario-64

https://www.timeextension.com/features/the-making-of-mario-artist-paint-studio-the-japan-exclusive-mario-paint-successor

https://www.timeextension.com/news/2024/01/miyamoto-discusses-zelda-64dd-in-newly-translated-1997-spaceworld-interview

Archive Links: https://web.archive.org/web/20231216001454/https://www.timeextension.com/news/2023/12/rare-japanese-tv-footage-emerges-of-luigi-in-super-mario-64

https://web.archive.org/web/20231122160534/https://www.timeextension.com/features/the-making-of-mario-artist-paint-studio-the-japan-exclusive-mario-paint-successor

https://web.archive.org/web/20240110145406/https://www.timeextension.com/news/2024/01/miyamoto-discusses-zelda-64dd-in-newly-translated-1997-spaceworld-interview

Scans: 

Translator: Liz Bushouse

Notes: Time Extension commissioned Liz Bushouse to translate this interview, released two articles with small excerpts of the translated version, and then a third article with the full translation. This interview took place at Space World 1997, which ran November 21–24, 1997. Scans were uploaded by Internet Archive user ozidual.

Summary: He’s not working on the Game Boy Camera directly, it’s part of Nintendo’s plans to develop other things.

The 64DD and Mario Artist games will allow players to enjoy the act of creation, to be able to express themselves. People who weren’t good at drawing can now draw. The 64DD will expand communication and connect things.

It takes two to four years to make a The Legend of Zelda game. A Second Quest 64DD game would take less time, it would be like an expansion or a Zelda 1.5. No changes to the story, but maybe a new dungeon.

Luigi will be in the Super Mario game for the 64DD.

A lot of people at Nintendo grew up with Disney, so they are an influence. Like Disney they want to make games that are high quality and that parents feel safe giving to their children.

 

Gamejin: 98 Nintendo Route (untranslated from Japanese)

Publication Date: February, 1998

Subject(s): The Legend of Zelda: Ocarina of Time, N64 games

Format: Transcribed interview

People: Unknown Gamejin interviewer, Shigeru Miyamoto

Japanese Archive Link: https://archive.org/details/Gamejin-February-1998-Issue-01/Gamejin%201998%202/

Scans:

Notes: The title is a machine translation of what I guess is the title of this feature. Scans are by Detchibe.

 

GamePro: Inside the Mind of Shigeru Miyamoto

Publication Date: March, 1998

Subject(s): Transfer Pak, Pokémon, The Legend of Zelda: Ocarina of Time, 1080º Snowboarding, Kirby’s Air Ride, fighting games

Format: Transcribed interview

People: Ken Ogasawara, Shigeru Miyamoto

Scans:

Notes: Super Smash Bros. was released less than a year after this interview and Mr. Miyamoto was likely aware of it at the time. Scans by Retromags.

Summary: He’s working on The Legend of Zelda: Ocarina of Time, F-Zero X, 1080º Snowboarding, and Mario Artist as well as following the development of other games. 

The Transfer Pak is being made to trade Pokémon with Pokémon Stadium. Pokémon is a headache, it’s slowing Nintendo 64 sales.

They want to release 1080º Snowboarding while there’s snow on the ground, probably February in Japan. He likes skiing and was going to make a skiing game, but you can go more places on a snowboard so it’s more of an adventure.

Yoshi’s Story was delayed from summer to winter, causing The Legend of Zelda: Ocarina of Time to also be delayed, possibly to the spring, followed by F-Zero X.

Ocarina of Time’s system is 90-95% complete, but the monsters and puzzles are being worked on, and then there will be balancing and bug testing. All the old weapons will return. He worries about the difficulty, he wants it to be easier than Super Mario 64. He feels there are fewer good players and wants to make sure everyone enjoys it.

The 64DD will have Mario Artist, which is made up of three games, and Pokémon. No other system will be able to do what Mario Artist does. Nintendo always wants to do things first. The ideal gamer is creative. Creative software’s acceptance will bring a new level to video games.

The Zelda game on the 64DD will have new places to explore. Zelda’s game system makes it interesting, not its story. The difference between Zelda games and role-playing games is that role-playing games keep their systems the same and change the story.

Kirby’s Air Ride has changed a lot during development and they have stopped working on it to make 1080º Snowboarding. The developers didn’t want to just make a game with Kirby sliding around, they have added a lot more.

They have to depend on other developers to make fighting games for now. Namco should make one, and maybe they will. He tries to make games that have an impact on children and are fun to play every time, and he doesn’t think fighting games are like that. Nintendo was the first to make these kinds of games with Urban Champion and Punch-Out!!, but Virtua Fighter beat them to the punch in 3D. He doesn’t want to make something seen as a copy.

Nintendo wants to expand the game market. Sometimes they have to take a loss on a game that solves issues with the industry. It’s their responsibility to break new ground.

 

Sajber

Publication Date: Recorded March 20-22, 1998 or October 9-11, 1998. Air date unknown.

Subject(s): The Legend of Zelda: Ocarina of Time, inspiration, the Internet

Format: Interview (subtitled)

People: Unknown Sajber interviewer, Shigeru Miyamoto

Video: https://www.youtube.com/watch?v=I3KVTJCe68Y

Notes: Sajber was a Swedish TV show. I could not find whether this was from the Spring or Fall Tokyo Game Show in 1998. Uploaded by YouTube user gamingdumpster.

Summary: The Legend of Zelda: Ocarina of Time is based on his childhood. He does lots of sketches but doesn’t remember where he gets his ideas from. He gets ideas from talking to people and he writes them down on small cards. Online gaming is a trend and he doesn’t join trends.

 

Famitsu (reported on by IGN and GameSpot, partially untranslated from Japanese)

Publication Date: Unknown (reported on April 17, 1998)

Subject(s): Lack of games, The Legend of Zelda: Ocarina of Time, F-Zero X, Pokémon Stadium, Banjo-Kazooie, Rare

Format: Transcribed interview

People: Unknown Famitsu interviewer, Shigeru Miyamoto

Links: https://www.ign.com/articles/1998/04/18/miyamoto-on-zelda-better-than-final-fantasy-and-resident-evil

https://x.com/gosokkyu/status/1847465155858477459

https://www.gamespot.com/articles/audience-with-miyamoto/1100-2463202/

Archive Links: https://web.archive.org/web/20160305071637/http://www.ign.com/articles/1998/04/18/miyamoto-on-zelda-better-than-final-fantasy-and-resident-evil

https://web.archive.org/web/20241104205715/

https://x.com/gosokkyu/status/1847465155858477459

https://web.archive.org/web/20260627023223/https://www.gamespot.com/articles/audience-with-miyamoto/1100-2463202/

Japanese Link: https://x.com/m0m0_0ssrr_/status/1847144999642890416

Japanese Archive Link: https://web.archive.org/web/20241104205852/https://x.com/m0m0_0ssrr_/status/1847144999642890416

Japanese Archive Screenshot:

Translator: gosokkyu

Notes: m0m0_0ssrr_ on X shared this picture of Famitsu where Mr. Miyamoto talks about Rare and Banjo-Kazooie and gosokkyu translated it. Since this entry was posted gosokkyu deleted their post and and the archive of it no longer works.

I later found a GameSpot article with the wrong date that translated more, but not all, of the interview, though the translation seems to be poor. I realized even later that this IGN article was describing the same interview as the GameSpot article.

This was a few weeks before Banjo-Kazooie was released.

Summary: He once said to Famitsu that if players wanted to play CD games, they should go to PlayStation. People misunderstood and thought he was going to make PlayStation games. Nintendo may not have had enough variety or games the last two years. The Nintendo 64 isn’t doing well in Japan, but games are selling in the U.S.

The Legend of Zelda: Ocarina of Time has Mario-like elements, drama, dynamic scenarios, and looks better than Resident Evil or Final Fantasy VII. You can walk smoothly in Ocarina of Time thanks to the analog stick. They put various systems from other games into it.

F-Zero X’s strongest characteristic is speed. There will be 30 racers and you can tune up your car.

The N64 had a lack of variety in 1996 and 1997.

All they released last year was Star Fox 64 and Yoshi’s Story.

The N64 hasn’t sold well in Japan, but has sold well in the U.S. and sold 10 million worldwide. After two years of experience they will be able to release games faster.

They thought of making a sequel to Pokémon on the N64, but they decided to go with Pocket Monsters Stadium to add richness to the world. It will not connect to Pokémon Gold and Silver.

The Legend of Zelda: Ocarina of Time is being delayed partially because they don’t want to be outdone by Banjo-Kazooie. Banjo-Kazooie is like a deluxe version of Mario. He’s not sure that people will think of Banjo-Kazooie’s art style in Japan, but you’ll be hooked once you start playing. Rare is their rival.

 

The Electric Playground: Tekken 3 / MDK / Shigeru Miyamoto & Yoshi’s Island 64

Publication Date: May 2, 1998 (E3 segments filmed June 19-21, 1997)

Subject(s): Number of games he has worked on

Format: Interview (live translator)

People: Unnamed interviewer, Yasuhiro Minagawa (translator), Shigeru Miyamoto

Video: https://www.youtube.com/watch?v=n9uZZNYCs78

Notes: The segment preceding the interview where Tommy Tallarico talks to an unnamed person about Mr. Miyamoto is longer than the interview itself, which is just one question. It also contains footage of the 1999 Computer Game Developers Association Spotlight Awards, but only the “thank you” at the end of his acceptance speech is audible. This is from the same interview The Electric Playground had with Mr. Miyamoto the previous year, just a different part.

Summary: He has made 64 games, including games where he was a producer.

 

Nintendo of America: Mr. Miyamoto’s Press Briefing (E3 1998)

Publication Date: May 27, 1998

Subject(s): The Legend of Zelda: Ocarina of Time

Format: Demonstration

People: Takashi Tezuka, Shigeru Miyamoto

Archive Link: https://web.archive.org/web/19980530122629/http://www.nintendo.com/home/features/e3_98/miyamoto.html

Notes: This is an official summary of a demonstration, it’s not clear which parts Mr. Miyamoto said and which parts Mr. Tezuka said.

Summary: In The Legend of Zelda: Ocarina of Time you can use the sticks from defeated enemies as weapons. There are puzzle elements. There are eight dungeons and eight or nine outdoor levels. Movie-like sequences are seamlessly integrated.

 

Nintendo of America: Mr. Miyamoto’s Press Briefing/Miyamoto Shows Off Zelda 64

Publication Date: May 26, May 27, 1998

Subject(s): The Legend of Zelda: Ocarina of Time

Format: Demonstration, Transcribed Interview, Q & A

People: Unnamed members of the press, Takashi Tezuka, Shigeru Miyamoto

Links: https://nintendo.fandom.com/wiki/Electronic_Entertainment_Expo_1998

https://www.ign.com/articles/1998/05/27/miyamoto-shows-off-zelda-64

Archive Links: https://web.archive.org/web/19980530122635/http://www.nintendo.com/home/features/e3_98/mqna.html

https://web.archive.org/web/20000306042957/http://ign64.ign.com/news/234.html

Notes: This took place immediately after the press briefing above. There are quite a few typos in Nintendo’s official transcript. I have combined IGN’s and Nintendo’s summaries of the event.

Summary: They are trying to avoid making big games, but want to make interactive games with realistic styles.

The Legend of Zelda: Ocarina of Time has been in development for three years. His involvement has gone from 20% of his time, to 50%, to 100%. 30% of the core ideas are his and 50% of the scenarios. A feeling of being a Zelda game is still lacking.

He tries not to think of the business side, or the competition.

The game will take about 40 hours, but the testers can do it in five to six hours.

He doesn’t like Navi’s voice, and she will speak less in the final game.

They are working on a 64DD Zelda game and on The Legend of Zelda: Link’s Awakening DX.

Jungle Emperor probably won’t be released this year.

About 70% of the game content is required to beat Ocarina of Time.

The more realistic a game is, the more you have to help the player, which is why jumping is automatic.

He tries to avoid long stretches of dialog where you’re not doing anything. There are 800 communication patterns.

He never brings home test games for his kids to play, but he may make an exception for Pokémon Stadium.

He hopes he can make a game with Rare some day, and that the Super Mario 64 sequel can approach Banjo & Kazooie.

 

Nintendo of America: The Legend of Zelda: Ocarina of Time Showcase (E3 1998)

Publication Date: May 28, 1998 (assumed)

Subject(s): The Legend of Zelda: Ocarina of Time

Format: Presentation

People: Howard Lincoln (reading), Shigeru Miyamoto

Video: https://www.youtube.com/watch?v=zPhRVmFMlQU&t=644s

Notes: Howard Lincoln reads a prepared statement from Mr. Miyamoto while a video teaser for The Legend of Zelda: Ocarina of Time plays at E3. This was Mr. Miyamoto’s first time on stage at E3. This video was uploaded by YouTube user Retro Techno.

Summary: The world of Zelda was imagined as a world where you can do and see things you couldn’t in the real world. The N64 let him realize this goal. He hopes you feel like you have become Link, along with his curiosity, fear, and sense of danger.

 

1st Annual Interactive Achievement Awards

Publication Date: May 28, 1998

Subject(s): Hall of Fame

Format: Award ceremony (spoken English)

People: Unnamed presenter, Shigeru Miyamoto

Video:

https://www.youtube.com/watch?v=w2RYFP_HfFY&t=393s

Notes: This was the 1st Annual Interactive Achievement Awards, which would eventually become the D.I.C.E. Awards. This award ceremony took place in the same venue as E3 1998, on E3’s opening day. After an unknown man briefly speaks about Mr. Miyamoto there is a video talking about him and Nintendo’s history. Uploaded by YouTube user Retro Techno.

Summary: He appreciates being given the first Hall of Fame award. He’d like to thank everyone who has worked with him. He wants to keep challenging himself to come up with new ideas and better games.

 

Nintendo Power: The Mind Behind the Masterpiece

Publication Date: June, 1998

Subject(s): The Legend of Zelda: Ocarina of Time

Format: Transcribed interview

People: Unnamed Nintendo Power interviewer, Shigeru Miyamoto

Scan:

Notes: Scans by Retromags.

Summary: You’ll need three Spiritual Stones and the Ocarina of Time to open a door to a sacred place.

There is an automatic camera that he called the Zelda Camera. Holding the Z button allows you to choose your opponent.

The world is huge and there are six races with their own territory.

 

The 64Dream, June 1998

Publication Date: June 1, 1998

Subject(s): The Legend of Zelda: Ocarina of Time

Format: Transcribed interview

People: Unknown The 64Dream interviewer, Shigeru Miyamoto

Link: https://www.zeldadungeon.net/wiki/Interview:64_Dream_June_1st_1998

Archive Link: https://web.archive.org/web/20221007102913/https://www.zeldadungeon.net/wiki/Interview:64_Dream_June_1st_1998

Summary: The Japanese Nintendo 64 market has to have momentum before they release NBA and F1 games.

He is overseeing production of Mario Artist and Paper Mario as well as expansion discs for F-Zero X, The Legend of Zelda: Ocarina of Time, and Pokémon Stadium.

There is an atmosphere at Nintendo that prevents you from doing something new, but they are changing. He’s telling people to go for making a game in six months that sells 1 million copies.

Super Mario 64 2 was left on his desk, they haven’t gotten around to working on it, but it shouldn’t take long to make. When Ocarina of Time is done some will work on the sequel and others on a new game with its engine.

 

Chicago Tribune: THE VID WHIZ/Nintendo’s super game creator Shigeru Miyamoto has..

Publication Date: June 23, 1998

Subject(s): Luigi, Super Mario 64, Super Mario 64 2, ideas, girl games, video game design, 64DD, Mario’s origins, making a fighting game, Star Fox 64, competition

Format: Transcribed interview

People: Unnamed Kid News readers, Shigeru Miyamoto

Links: https://www.chicagotribune.com/1998/06/23/the-vid-whiz

https://www.chicagotribune.com/1998/06/23/nintendos-super-game-creator-shigeru-miyamoto-has/

Archive Links: https://web.archive.org/web/20241104212628/https://www.chicagotribune.com/1998/06/23/the-vid-whiz/

https://web.archive.org/web/20241104212948/https://www.chicagotribune.com/1998/06/23/nintendos-super-game-creator-shigeru-miyamoto-has/

Notes: Kid News was a weekly section in the Chicago Tribune. The questions were sent in by readers, most likely children.

Summary: Luigi is still around, he was in Mario Kart 64. Luigi might be playable in Super Mario 64 2. Hopefully one person can control Mario and another can control Luigi.

His ideas come from his imagination. Mario and Link’s adventures are based on his childhood. The most important part of a game is that it’s fun.

Luigi doesn’t have his own games because he’s shy and would rather support Mario.

Every game Nintendo makes is for both boys and girls.

To learn more about designing video games you should learn about math, computer programming, and designing. DigiPen recently opened and has a four year degree in video games programming.

It’s hard to choose a favorite video game he’s made. He has a fondness for Mario and Donkey Kong.

No date has been announced for the 64DD in the United States. You’ll be able to take a picture of your face and put it into a game. You’ll also be able to update your games and see other people’s records.

They are working on a sequel to Super Mario 64 and it will be released when it’s finished. Roughly, it will be released between the end of 1998 and summer 1999.

Mario started as Jumpman for the game Donkey Kong and was supposed to be a carpenter. Since people said Mario looked like a plumber he became one as of Mario Bros.

There is no code for Super Mario 64 that lets you play as Luigi. If you find all of the stars and explore outside the castle you can find Yoshi.

He would not make a Mario fighting game, Mario only fights his enemies because they did something wrong. Mario Kart 64 and Super Mario RPG: Legend of the Seven Stars are good battle games.

It takes an exceptional player to get all of the gold medals in Star Fox 64.

Sony and Sega compete with Nintendo in electronic entertainment, but he doesn’t feel competition with them. They are all competing with creators at companies around the world for people’s attention.

Mario made the leap to 64-bit from 16-bit just as he went from 8-bit to 16-bit.

 

Game Hihyou: Interview With Shigeru Miyamoto

Publication Date: July, 1998

Subject(s): The Legend of Zelda, game design, game difficulty, realistic graphics

Format: Transcribed interview

People: Unknown Game Hihyou interviewer, Shigeru Miyamoto

Link: https://shmuplations.com/miyamotodesign/

Archive Link: https://web.archive.org/web/20150912130326/http://shmuplations.com/miyamotodesign/

Scans:

Translator: shmuplations

Notes: Game Hihyo (Game Criticism) was a Japanese magazine dedicated to being independent from publisher’s ad money and honestly covering game news. You can read more about it on Gaming Alexandria, who are responsible for the scans. I’m not entirely sure I got the entire interview, and just the interview. The title is a machine translation.

Summary: He wants his games to feel right, make players happy, and allow you to explore the experiences of life. The Legend of Zelda games have an epic story, but it’s about hiking to him.

The original virtual reality was the worlds children created, and they had lenient rules. Computer games are run by a strict judge, sometimes too clinical. Game designers decide whether games will be generous or severe.

No matter how advanced graphics become they won’t be trying to make them completely realistic. If you try to make something real, then everything is a technical contest. Developers are asking if making a satisfying game relies on being realistic. Tamagotchi doesn’t involve advanced technology.

Making a game easier allows more people to play it, but ignores dedicated fans who may have played previous games from the series. If video games were just about killing time they wouldn’t have lasted so long. Their immersiveness has allowed them to endure. Games have mostly relied on being replayable to immerse players, which usually means they are difficult. The other way is making players want to see what’s next with lots of content. There’s few games that make you want to play them over and over without being difficult or having lots of content.

His ideal game would present an experience he’s never had before.

 

Nintendo Power: The Legend of Miyamoto

Publication Date: August, 1998

Subject(s): The Legend of Zelda: Ocarina of Time, 1080º Snowboarding

Format: Transcribed interview

People: Unnamed Nintendo Power interviewer, Giles Goddard, Takashi Tezuka, Hideki Konno, Shigeru Miyamoto

German Archive Link: https://archive.org/details/zines_club_nintendo_1998_de/page/26/mode/2up

Scans:

Notes: This interview originally appeared in a The Legend of Zelda: Ocarina of Time supplement for German Club Nintendo subscribers. The scans of the linked German original are by History of Hyrule. This interview took place at E3 1998. English scans of the Nintendo Power version by Retromags.

Summary: It’s an honor to be the first person inducted into the Academy of Interactive Arts’ Hall of Fame.

70% of a game should be about the objectives and the rest should be secrets and exploration.

When working on The Legend of Zelda: Ocarina of Time he had to listen to four directors, it was difficult to coordinate everything.

Ocarina of Time is at least as large as The Legend of Zelda: A Link to the Past, it’s at least 40 hours long. There are at least 40 minutes of cinema scenes.

His biggest challenge was deciding how much realism to include. Meeting characters is more important than the story, as is simplifying the controls.

The magic system isn’t finished yet, but you’ll be able to apply magic to weapons.

They built a motion capture studio for Ocarina of Time, and had to build a mock horse. They hired an actor who is not famous to do the motion capture. They had a professional sword stunt actor do the sword fighting animations.

It’s his dream to make a totally realistic game, where you can tell the difference between hot and cold water.

They spent a lot of time refining the attention mode.

Ocarina of Time is the biggest development team he’s ever had, with 40-50 people, 120 if you include the programming company helping them.

 If they make a sequel to 1080º Snowboarding they’d like to release it during snowboarding season in the fall.

A story alone can’t make a game exciting. It’s not that he doesn’t value stories, it’s that his focus is on the gameplay. The story is another way to interest a player, akin to the enemies or puzzles. Zelda games are about the system rather than the story.

They’ve talked about an online Zelda game.

He’s been working on Mario Artist and Paper Mario but most of his time has been spent on a game that could last players a year. It may not be a game, but it will be a new way to enjoy the Nintendo 64.

 

Game Informer: Time Does Matter

Publication Date: August, 1998

Subject(s): The Legend of Zelda: Ocarina of Time

Format: Transcribed interview

People: Unnamed Game Informer interviewer, Shigeru Miyamoto

Scan:

Notes: Game Informer apparently talked to Mr. Miyamoto for “well over an hour” at E3 1998, but very little of that conversation is relayed. There does not appear to be a full version of the interview. Mr. Miyamoto played The Legend of Zelda: Ocarina of Time for the interviewer and dropped a ladder using the slingshot. Scans by Retromags.

Summary: The demo of The Legend of Zelda: Ocarina of Time at E3 has about 70% of the game, but none of it is finished.

 

Nintendo Online Magazine (Ocarina of Time)

Publication Date: August 1, 1998

Subject(s): The Legend of Zelda: Ocarina of Time, transitioning to 3D

Format: Transcribed interview

People: Riko Kushida, Shigeru Miyamoto

Link: https://www.angelfire.com/games5/makzelda/interviews/nom_oot.html

Archive Link: https://web.archive.org/web/20190801093942/http://www.angelfire.com/games5/makzelda/interviews/nom_oot.html

Japanese Link: https://www.nintendo.co.jp/nom/9811/p06/index.html

Japanese Archive Link: https://web.archive.org/web/19990824223633/http://www.nintendo.co.jp/nom/9811/p06/index.html

Translator: Zethar-II for The Adventure of Hyrule

Notes: Nintendo Official Magazine was a section on Nintendo’s Japanese website styled as a magazine.

Summary: This is the first adventure Link has, he is seven or eight years old. They tried to create realistic scenery, one source of data they used was pictures of German castles.

Perhaps in the next game Link will do detective work, in a peaceful Hyrule.

It was difficult to adjust to 3D, but they wanted the player to feel like they were in the game. From a top down view you can see enemies at a glance, but not in reality.

Music is key to the game. It starts events and solves problems, it takes the role that magic would in other games. They made an environment CD with sounds of the ocean or a river. There are religious-sounding songs and songs without a melody.

The Legend of Zelda: Ocarina of Time is set to release in Japan and North America at the same time, and Europe slightly later.

Working on this Zelda was like losing his virginity, in that it was completely new. It may be an adventure role-playing game, but when you beat it you’ll say you didn’t waste your life. Looking at guides before playing can cause problems.

 

The Electric Playground: Ion Storm! / Zelda Ocarina of Time! / Mortal Kombat 4!  (E3 1998)

Publication Date: September 12, 1998

Subject(s): The Legend of Zelda: Ocarina of Time

Format: Q & A (live translator)

People: Victor Lucas, Yasuhiro Minagawa  (translator), Shigeru Miyamoto

Video: https://www.youtube.com/watch?v=wjRTaqsernM

Notes: This appears to be a press Q & A session during E3 1998.

Summary: Sometimes it is better not to be closer to reality. For example, you can get a good score in a golf game much easier than in real life. They are working on a Game Boy Color version of Zelda.

 

Next Generation: Mario, Edge: Mario

Publication Date: October, 1998/December, 1998

Subject(s): Mario’s design, Mario’s characteristics

Format: Transcribed interview

People: Unnamed Next Generation/Edge interviewer, Shigeru Miyamoto

Scans:

Notes: This is part of a feature where Next Generation looked at notable video game character designs and interviewed their creators. The same feature appeared in Edge two months later. Scans by Retromags and mattandi.

Summary: He wanted Donkey Kong to allow the player to move freely in an unprecedented way. He couldn’t portray Mario’s hair moving, so he gave him a hat. The mustache was so people would notice he has a nose.

Mario was made with rational design when technology was immature. Mario has become more like he had imagined as technology has improved.

Mario is a clown, middle-aged, and has a sense of justice. He doesn’t define Mario more than that so that he can appear in a variety of games. A desire to do something impossible or dreadful is the basis of his game design.

He starts making a game by thinking of what players want to do. He does not use his preconceived notions when making a Mario sequel. Mario can’t show up in a The Legend of Zelda game.

If he had to choose a favorite character it would be Donkey Kong.

Mario’s success is due to his games being fun.

Mario wear dungarees so they can be a different color from his arms.

The M on Mario’s hat is to identify him and differentiate him from Wario.

Nintendo’s games are often imitated, but they end up poorly balanced.

 

GameSpot: The Miyamoto Tapes, Electronic Gaming Monthly: Shigeru Miyamoto: Life After Zelda

Publication Date: November 11, 1998/January, 1999

Subject(s): The Legend of Zelda: Ocarina of Time, Emperor of the Jungle

Format: Transcribed interview

People: James Mielke, Yasuhiro Minagawa (translator), Shigeru Miyamoto

Archive Link: https://web.archive.org/web/19990117020827/http://headline.gamespot.com/news/98_11/11_vg_miya/index.html

Scan:

Notes: This interview is described as taking place after a Manhattan scavenger hunt.

Summary: When people are able to play The Legend of Zelda: Ocarina of Time he hopes they can say they’ve never played a game like it, to feel like they are visiting Hyrule.

It was hard to have the right camera angles that wouldn’t cause frustration.

Working with the N64 has led to new ideas, and they’ve made new discoveries while working on Ocarina of Time. It was hard to learn how to stop so they could finish the game. Super Mario 64 used 60% of the N64’s power, while Ocarina of Time uses 90%.

Emperor of the Jungle has been stalled because Makoto Tezuka has been busy with the movie.

He’s taking a break. He wants to see the Museum of Modern Art.

Ocarina of Time will hopefully be a game that makes you say that it can be fun to do something by yourself. Be patient if it’s difficult. Cheat books might ruin the experience, talk to your friends instead.

 

Nintendo Power: Interview with Zelda creator Shigeru Miyamoto/Mr. Miyamoto Speaks

Publication Date: November 13, 1998

Subject(s): The Legend of Zelda: Ocarina of Time, favorites, the Zelda timeline

Format: Transcribed interview

People: Unnamed Nintendo Power interviewer, Shigeru Miyamoto

Archive Link: https://web.archive.org/web/20010710092355/http://www.nintendo.com/games/gamepage/developerinfo.jsp?gameId=147

Scans:

Notes: Different parts of this interview appeared on Nintendo’s website and in a Nintendo Power subscriber bonus. Scans by Retromags.

Summary: He hopes The Legend of Zelda: Ocarina of Time will teach other games they shouldn’t be delayed.

They wanted to make a virtual world for Link to live in, the story was supplemental and added later. They used motion capture to show Link’s development from child to adult. They thought players would want to be adult Link, but included child Link for those accustomed to the older games. The Legend of Zelda games often had a parallel world, in this case the worlds are separated by time.

He comes up with ideas while relaxing or watching a test program. But he only comes up with ideas after a day of work.

Ocarina of Time is an experiment in interactive media, it’s not a movie. The camera is a stage performer. No one who made the game has experience in movies.

He likes Raiders of the Lost Ark and Alfred Hitchcock, Tim Burton and John Waters. It’s important to make the theme understandable in all forms of media.

The Nintendo 64 Expansion Pak wasn’t ready in time for Ocarina of Time, but it would have been convenient. It was made with the 64DD in mind.

They didn’t do anything special with Ocarina of Time, they just used the Nintendo 64’s technology.

He really wanted to include the hookshot and it and the ocarina are his favorites. He also likes the Deku Scrubs, you can’t tell if they are friendly or not. He wanted to include more characters. He likes the Spirit Temple, it’s like Egypt. The Gerudo Fortress is unique.

You can make butterflies follow you with a Deku Stick and something may happen.

Ocarina of Time is first chronologically in the series, followed by the original, Zelda II: The Adventure of Link, and The Legend of Zelda: A Link to the Past. The Legend of Zelda: Link’s Awakening could be anytime after Ocarina of Time.

They started with the Super Mario 64 engine, but changed it so much that it’s a different engine now. About half of the three year development time was spent on the engine so they want to make use of it again.

He hopes someone else will make the sequel. He thinks the next Zelda will be the one that connects to the 64DD and replaces all the dungeons.

For a year now he has had a prototype of Mario and Luigi running around together on his monitor. It may work on a different game system.

They’ve been thinking of making a four-player game, but each screen would be small, and they’d have to figure out the camera.

They may be able to release Mother 3 by the end of the year.

Super Smash Bros. is a “hitting” game, like sumo. There will be at least 10 characters.

His favorite video game is Donkey Kong or Pac-Man.

If you want to be a game designer it’s important to come up with things on your own and to surprise people. Show others and have them critique your work. Don’t quit if you get criticized.

 

IGN: Zelda Preorders Soar, USA Today: Video gaming’s supreme master

Publication Date: November 16, 1998

Subject(s): The Legend of Zelda: Ocarina of Time, interactivity, animations

Format: Transcribed interview

People: Shigeru Miyamoto

Link: https://www.ign.com/articles/1998/11/17/zelda-preorders-soar

Archive Links: https://web.archive.org/web/20140509061639/https://www.ign.com/articles/1998/11/17/zelda-preorders-soar

https://web.archive.org/web/19990418093756/https://www.usatoday.com/life/cyber/tech/review/games/cg027.htm

Notes: No context is given for this quote on IGN, it may have been from a press release.

The USA Today article is strange, two of the quotes are very similar to what was supposedly a GameFan interview in New York, and the third quote has one sentence similar to this IGN article and then continues differently.

Summary: While games are interactive, The Legend of Zelda: Ocarina of Time is the first truly immersive one. Technology creates new opportunities. With more realistic animations you can feel the hero’s fear, frustration, confusion, and elation as he serves his princess.

They could have tweaked a few things, but they wanted Ocarina of Time ready for Christmas.

 

1101.com: Miyamoto Talks Zelda (Part 1)

Publication Date: November 16, 1998 (translated June 2, 2007)

Subject(s): The Legend of Zelda: Ocarina of Time

Format: Transcribed interview

People: Hobonichi, Shigeru Miyamoto

Link: https://glitterberri.com/miyamoto-talks-zelda/

Archive Link: https://web.archive.org/web/20230127062448/https://glitterberri.com/miyamoto-talks-zelda/

Japanese Link: https://www.1101.com/nintendo/nin1/nin1-1.htm

Japanese Archive Link: https://web.archive.org/web/20000413125658/http://www.1101.com/nintendo/nin1/nin1-1.htm

Translator: GlitterBerri

Notes: 1101.com is Shigesato Itoi’s website. This was the 1st of 21 Ocarina of Time articles on 1101.

Summary: Nintendo was a card shop when he got hired, it was interesting to make things no one understood. The organization of games and movies is similar, but the presentation is different. He disagrees with Koichi Sugiyama’s idea that game music is a parody of movie music. Games are becoming more like movies. The over 50 people who worked on The Legend of Zelda: Ocarina of Time did not act like a movie studio.

Mario sizzles with heat and cold, but Zelda is putrid. He wanted to make a game entwined with scent. He didn’t write the Zelda story, he has no interest in it or talent for it. He was interested in what kind of people there will be. He looked after the eight dungeons and bosses, decided on using an ocarina and horse, monster weaknesses, and what you have to do to ride a horse. He brings things to a close and fixes small problems.

 

1101.com: Looks Like You Can Use a Horse in This Zelda

Publication Date: November 17, 1998 (translated June 2, 2007)

Subject(s): The Legend of Zelda: Ocarina of Time

Format: Transcribed interview

People: Eiji Onozuka, Shigeru Miyamoto

Link: https://glitterberri.com/links-horse/

Archive Link: https://web.archive.org/web/20230128175940/https://glitterberri.com/links-horse/

Japanese Link: https://www.1101.com/nintendo/nin1/nin1-2.htm

Japanese Archive Link: https://web.archive.org/web/20000407102715/http://www.1101.com/nintendo/nin1/nin1-2.htm

Translator: GlitterBerri

Notes: 1101.com is Shigesato Itoi’s website. This was the 2nd of 21 Ocarina of Time articles on 1101.

Summary: It was his idea to add a horse, so it was his responsibility. He went to a riding club for photographs on his days off. He would look at something, sleep on it, and write the specification the next day. He looked at Hakuji Horii’s works for inspiration. A game with horses has to have horseback archery and races, but it took half a year.

 

1101.com: Looks Like This Zelda has Minigames

Publication Date: November 19, 1998 (translated June 2, 2007)

Subject(s): The Legend of Zelda: Ocarina of Time

Format: Transcribed interview

People: Shigesato Itoi, Shigeru Miyamoto

Link: https://glitterberri.com/minigames/

Archive Link: https://web.archive.org/web/20230128174558/https://glitterberri.com/minigames/

Japanese Link: https://www.1101.com/nintendo/nin1/nin1-3.htm

Japanese Archive Link: https://web.archive.org/web/20220708071057/https://www.1101.com/nintendo/nin1/nin1-3.htm

Translator: GlitterBerri

Notes: 1101.com is Shigesato Itoi’s website. This was the 3rd of 21 Ocarina of Time articles on 1101.

Summary: The thirteenth song is the scarecrow’s. There are two scarecrows, Pierre and Bonooru. Pierre will remember a melody, while Bonooru has a poor memory but will be important.

 

1101.com: Looks Like You Can Play an Ocarina in This Zelda

Publication Date: November 21, 1998 (translated June 2, 2007)

Subject(s): The Legend of Zelda: Ocarina of Time, music

Format: Transcribed interview

People: Shigesato Itoi, Koji Kondo, Shigeru Miyamoto

Link: https://glitterberri.com/playing-the-ocarina/

Archive Link: https://web.archive.org/web/20130514004651/http://www.glitterberri.com/ocarina-of-time/1101-interviews/playing-the-ocarina/

Japanese Link: https://www.1101.com/nintendo/nin1/nin1-4.htm

Japanese Archive Link: https://web.archive.org/web/20000618000309/http://www.1101.com/nintendo/nin1/nin1-4.htm

Translator: GlitterBerri

Notes: 1101.com is Shigesato Itoi’s website. This was the 4th of 21 Ocarina of Time articles on 1101.

Summary: He likes Latin music. Playing an instrument is more interesting than casting a spell. Some people thought it was too tiresome to play the ocarina. He likes country music and Emmylou Harris so he insisted on there being a songstress in the game.

 

Arcade: Missing Link

Publication Date: December, 1998

Subject(s): The Legend of Zelda: Ocarina of Time

Format: Transcribed interview

People: Unnamed Arcade interviewer, Yoshiaki Koizumi, Shigeru Miyamoto

Scans:

Notes: Scans from RetroCDN.

Summary: He’s sorry it’s taken so long to release The Legend of Zelda: Ocarina of Time, they keep coming up with new ideas. Their marketing people are angry though, so it won’t be delayed again.

Nintendo prioritizes the developers, not the marketers, so it’s fun to work there. He can work on what he wants to work on.

There’s an ocarina of time, which is a treasure of the Hyrule royal family, and an ocarina of fairy, which is used by a tribe to communicate without words.

There are more surprises than what they’ve talked about, it’s a 256 megabit game. Playing it is quite different than reading about it.

 

Salon: The father of Mario and Zelda

Publication Date: December 2, 1998

Subject(s): Game design, being one of the first game designers, music in games

Format: Transcribed interview

People: Moira Muldoon, Shigeru Miyamoto

Link: https://www.salon.com/1998/12/02/feature_252/

Archive Link: https://web.archive.org/web/20140714221207/https://www.salon.com/1998/12/02/feature_252/

Notes: It is almost certain that this was part of the same interview that Moira Muldoon conducted with Mr. Miyamoto for videogames.com.

Summary: First they set up the rules of the game, then they choose the best character for it, and then they think about the story.

He didn’t plan on including turtles originally but thought there should be an enemy that was in trouble when it was flipped over.

Before Donkey Kong it was programmers and engineers making video games, not artists and designers. He was put in charge of his first game because no one else was available. As a designer he had to work with the programmer. He was probably one of the first game designers. Sometimes he joked he was one of the five best game designers in the world.

The audio was awful back then. The engineers and programmers had no knowledge of music composition. He was probably one of the first to ask a musician to learn how to make music for a game.

 

1101.com: Looks Like the Animation is Incredible in This Zelda (Part 1)

Publication Date: December 2, 1998 (translated July 21, 2007)

Subject(s): The Legend of Zelda: Ocarina of Time

Format: Transcribed interview

People: Yoshiaki Koizumi, Toshio Iwawaki, Shigeru Miyamoto

Link: https://glitterberri.com/animation/

Archive Link: https://web.archive.org/web/20230128055004/https://glitterberri.com/animation/

Japanese Link: https://www.1101.com/nintendo/nin1/nin1-9.htm

Japanese Archive Link: https://web.archive.org/web/20000618133154/http://www.1101.com/nintendo/nin1/nin1-9.htm

Translator: GlitterBerri

Notes: 1101.com is Shigesato Itoi’s website. This was the 9th of 21 Ocarina of Time articles on 1101.

Summary: They’ve been figuring out how Link should open a chest for three years.

Some were against using motion capture, but they ended up using just a little. They were met with questions about how much the equipment would cost. They started with wireframe motion capture but ended up with their own solution which was twice as expensive. Rather than bring a horse into the studio they used two footstools and a plank.

When he saw an iron-frame treasure chest in the studio he was told that you had to kick the hinge first to look realistic.

 

CNN: Zelda: A tale of two video game legends

Publication Date: December 4, 1998

Subject(s): The Legend of Zelda: Ocarina of Time

Format: Transcribed interview

People: Steve Baxter, Shigeru Miyamoto

Link: https://www.cnn.com/TECH/computing/9812/04/nintendo.zelda/

Archive Link: https://web.archive.org/web/19990221125917/http://cnn.com/TECH/computing/9812/04/nintendo.zelda/

Notes: This interview took place in May, at E3.

Summary: He tries to make players of The Legend of Zelda series feel like they are in a miniature garden. His challenge with The Legend of Zelda: Ocarina of Time was to make people feel comfortable and scared at the same time.

Ocarina of Time uses about 90% of the N64’s capabilities, while Super Mario 64 used 60-70%.

 

1101.com: Parts They Want You to See (Part 1)

Publication Date: December 8, 1998 (translated February 18, 2008)

Subject(s): The Legend of Zelda: Ocarina of Time

Format: Transcribed interview

People: Naoki Mori, Eiji Onizuka, Toru Osawa, Yoshiaki Koizumi, Shigeru Miyamoto

Link: https://glitterberri.com/parts-they-want-you-to-see/

Archive Link: https://web.archive.org/web/20230128030914/https://glitterberri.com/parts-they-want-you-to-see/

Japanese Link: https://www.1101.com/nintendo/nin1/nin1-12.htm

Japanese Archive Link: https://web.archive.org/web/20000413205639/http://www.1101.com/nintendo/nin1/nin1-12.htm

Translator: GlitterBerri

Notes: 1101.com is Shigesato Itoi’s website. This was the 12th of 21 Ocarina of Time articles on 1101. It seems like the interviewees were given the prompt “we want you” and had to fill in the rest.

Summary: It’s often said that using the controller is difficult, but he thinks the controls in The Legend of Zelda: Ocarina of Time are the best yet. Children can’t use the Z button very well while using the control stick, so they put in the hold option.

On the Nintendo Entertainment System players would see something suspicious and test it for secrets. It was hard to make mysteries like that in Ocarina of Time, but mysterious things will surprise players.

 

1101.com: Looks Like This Zelda Was Half Done by Mario

Publication Date: December 13, 1998 (translated July 15, 2008)

Subject(s): The Legend of Zelda: Ocarina of Time

Format: Transcribed interview

People: Shigeru Miyamoto

Link: https://glitterberri.com/half-done-by-mario/

Archive Link: https://web.archive.org/web/20230127003204/https://glitterberri.com/half-done-by-mario/

Japanese Link: https://www.1101.com/nintendo/nin1/nin1-14.htm

Japanese Archive Link: https://web.archive.org/web/20000414033505/http://www.1101.com/nintendo/nin1/nin1-14.htm

Translator: GlitterBerri

Notes: 1101.com is Shigesato Itoi’s website. This was the 14th of 21 Ocarina of Time articles on 1101. Everyone in this interview has one section and Mr. Miyamoto’s is the shortest.

Summary: The Legend of Zelda: Ocarina of Time was about half done when they were working on Super Mario 64.

 

Entertainment Weekly: A conversation with Shigeru Miyamoto

Publication Date: December 18, 1998

Subject(s): Being recognized, American movies, bluegrass music

Format: Transcribed interview

People: Unnamed Entertainment Weekly interviewer, Shigeru Miyamoto

Archive Link: https://web.archive.org/web/20201025050655/https://ew.com/article/1998/12/18/conversation-shigeru-miyamoto/

Notes: This interview may have appeared in the October, 1998 issue of Entertainment Weekly, but I am putting this under the date it was posted online until I can be sure.

Summary: It’s flattering to be admired, but he’s not recognized by children in the street, even in Japan.

American movie advertisements are impressive, but the movies themselves disappoint him. Raiders of the Lost Ark is excellent because of the editing.

Bluegrass music helps him relax. He plays the banjo.

He didn’t know Les Paul was still alive. He’s going to see Blue Man Group tonight.

 

1101.com: Looks Like This Zelda Has the Rumored Miyamoto Magic

Publication Date: December 31, 1998 (translated November 9, 2010)

Subject(s): The Legend of Zelda: Ocarina of Time, retirement, being serious and delinquent

Format: Transcribed interview

People: Toshio Iwawaki, Makoto Miyanaga, Eiji Onozuka, Takashi Tezuka, Toru Osawa, Shigeru Miyamoto

Link: https://glitterberri.com/miyamotos-magic/

Archive Link: https://web.archive.org/web/20230127055221/https://glitterberri.com/miyamotos-magic/

Japanese Link: https://www.1101.com/nintendo/nin1/nin1-20.htm

Japanese Archive Link: https://web.archive.org/web/20000407125218/http://www.1101.com/nintendo/nin1/nin1-20.htm

Translator: GlitterBerri

Notes: 1101.com is Shigesato Itoi’s website. This was the 20th of 21 Ocarina of Time articles.

Summary: He was a dedicated employee up to 37 or 38, but when he turned 40 he started thinking that he can’t do this forever.

He didn’t play guitar from about 30 to 40, but started again.

He was serious when he first met Mr. Itoi, but he was told he had to play around more.

He admires delinquent employees.

 

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