Interview:Electronic Gaming Monthly September 2005 (Miyamoto): Difference between revisions

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<b>EGM: You mention Mario 128—two years ago when we talked, you said if you didn't show Mario 128 in that next year, you would consider yourself a failure. And now here we are....</b><br><br>
<b>EGM: You mention Mario 128—two years ago when we talked, you said if you didn't show Mario 128 in that next year, you would consider yourself a failure. And now here we are....</b><br><br>
<b>SM:</b> I'm sorry. [Laughs] Yeah, I got sidetracked with things like Donkey Kong: Jungle Beat and some other titles, and they took some of my energy away from the project. We have been continually working on different projects, different experiments with the Mario 128 engine. The name Mario 128 came from Mario 64 [for the Nintendo 64 and now DS]—with that name, we wanted to say, ‘Hey, we're creating something brand new.' So what we do on the Revolution, whether or not that's going to be [called Mario 128]...it's going to be a new Mario.<br><br><br><br>
<b>SM:</b> I'm sorry. [Laughs] Yeah, I got sidetracked with things like Donkey Kong: Jungle Beat and some other titles, and they took some of my energy away from the project. We have been continually working on different projects, different experiments with the Mario 128 engine. The name Mario 128 came from Mario 64 [for the Nintendo 64 and now DS]—with that name, we wanted to say, 'Hey, we're creating something brand new.' So what we do on the Revolution, whether or not that's going to be [called Mario 128]...it's going to be a new Mario.<br><br><br><br>


<b>EGM: Since Mario 128 started as a GameCube project and has now been moved to the Revolution, has the game design changed as well?</b><br><br>
<b>EGM: Since Mario 128 started as a GameCube project and has now been moved to the Revolution, has the game design changed as well?</b><br><br>