Shigeru Miyamoto - Unseen/Extended 2002 Interview Feature, ft. Satoru Iwata & Takashi Tezuka
I was surprised to find from my archives that the original scope of material from this E3 2002 meeting was far more than the original ~7 minute edit we put out at the time. The result is this totally transformed 30-minute extended cut; full use of the source material is made, including extensive discussion about Mario Sunshine, Zelda: Wind Waker and Metroid Prime -- and especially Animal Crossing -- while they were all still in development. It's fascinating to rediscover how, years before Wii came to be, Nintendo was thinking about broadening its audience -- and even tackling second-hand game sales -- with Animal Crossing, which they also reveal was originally planned as an online game. Imagine my delight to also rediscover footage of the late, great Satoru Iwata, who was part of the interview session at a point in time when he had just landed the global president role at Nintendo -- actually just a few days beforehand, if I recall correctly (and two years before we would land a 1-1 interview with him, see elsewhere on my channel). Iwata talks about a GameCube LCD hardware add-on and how they worked with Sega's Yuji Naka on a project for it. In addition to Mr Miyamoto and Mr Iwata, producer Takashi Tezuka also took part, and Bill Trinen took care of translation duties -- as well as teaching the creators how to play their own games properly, as you will see. Includes a mix of off-screen and direct feed clips of the E3 2002 builds of the games. Please excuse any editing quirks etc - it's cleaned up as best I could manage with such old material.
Chapters:
00:00 Intro
00:22 Management VS hands-on creation
01:14 Choosing Wind Waker's art style
02:00 Zelda's control and difficulty
02:24 Bill Trinen better than Miyamoto and Tezuka
02:49 Wind Waker in the Zelda timeline
03:10 Where did Link's sister go in later games?
04:19 Miyamoto's involvement in Metroid Prime
05:38 Metroid Prime design VS 2D Metroids
06:10 Will players welcome first-person Metroid?
07:27 Bringing Metroid's controls into 3D
08:38 Super Mario Sunshine VS Mario 64
10:46 Has being a dad changed Miyamoto's game making?
11:32 Broadening Nintendo's audience
13:12 What inspired Animal Crossing
13:40 Tackling the "used games problem"
15:27 Animal Crossing's vast entertainment potential
16:17 How Japanese families are playing it together
18:29 Animal Crossing evolving over time
20:28 Animal Crossing's origins as an online game
21:29 Bonus: Satoru Iwata's surprise
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