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I’m interested to learn how the

decision to revisit your back

catalogue arises.What’s the

catalyst? Are the decisions driven

by fan requests or are these projects

green-lit when the tech is considered

suitable?

Mr. Miyamoto:

Mainly it’s technology

or my daily interests. Sometimes we decide to

wait for an appropriate time such as when the

processing power or price is sufficient to be able

to materialise the project, or sometimes having

the dual screens and gyro control can be the

starting point, like this time.

And to follow on with the question

above, why the ten year hiatus for

Star Fox

?

We have developed titles in

the series on Nintendo DS and

Nintendo 3DS, however it has

actually been 19 years since we

developed a brand new title in

Japan that follows on from the

design of the NINTENDO 64 game.

I have fond memories of playing

Star Fox

(aka

Starwing

) on SNES back in ‘93.

When you approached the development of

Zero

, did you have gamers like me in mind or

did you draw up the concepts for a broader

audience?

I believe the gameplay will evoke nostalgic

memories of playing

Star Fox

on Super Nintendo

Entertainment System and NINTENDO 64, and

at the same time mastering the new controls

while progressing in the game will be a fun

experience filled with nostalgic influence and the

creation of new strategies.

In the E3 version, we removed some features

like bombs that were present in previous titles,

however following internal review, we think

fans will find the game jam-packed with good

elements from previous games in the series.

Of course, I would like children who have never

played the series to feel like a fighter pilot, but

also to enjoy the fun of an action game where

they can gradually master the button and gyro

controls as they play.

What is the secret, in your opinion, to

satisfying the expectations of a dedicated

fan pool yet remaining appealing to a new

generation of gamers?

I’m happy if I am doing both, but it’s not

something I can say myself [laughs].

I always switch between my skilled-self

and my beginner-self when reviewing the

prototypes, and when I find new elements in

this process, I proactively try to take them into

the game. Ultimately, I think the most important

thing is whether I’m finding myself having fun at

the time. While we always have test audiences,

I ask them how they feel, but I don’t ask what

they want it to be.

visit

stack.net.au

GAMES

FEATURE

54

jbhifi.com.au

APRIL

2016

GAMES

Shigeru Miyamoto needs no introduction.

We were extremely fortunate to be able to talk

with the Nintendo and industry luminary ahead of

the Australian release of

Star Fox Zero

onWii U.

By Paul Jones