Interview:E3 1996: Difference between revisions

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{{Interview/Q|Q|What were the biggest design problems converting Mario from 2D to 3D?}}
{{Interview/Q|Q|What were the biggest design problems converting Mario from 2D to 3D?}}


{{Interview/A|SM|I don't want to criticise other game developers, but I believe that, other than in fighting and racing games, nobody is really meeting 3D criteria. Many games are presented in 3D, but are, in fact, simply 2D experiences incorporating a lot of tricks to fool people into believing they are playing a 3D game.<br><br>I think one of the biggest difficulties in creating 3D is the viewpoint. Looking at the way the camera follows you in Super Mario 64, you would think it would be easier, but in fact, when you start a 3D game from the very beginning it's easy to get confused. For example, if Mario is in a maze, you can change the view point to play the game from Mario's point of view, but if the camera is behind Mario and you are walking through a narrow passageway in a maze and you look in other directions, you have to realise the camera would hit the wall. It is frustrating for the player to realise they cannot change the viewpoint freely, even though 3D games must incorporate realistic camera movement - this kind of camera work is problematic when you start creating 3D games.}}
{{Interview/A|SM|I don't want to criticise other game developers, but I believe that, other than in fighting and racing games, nobody is really meeting 3D criteria. Many games are presented in 3D, but are, in fact, simply 2D experiences incorporating a lot of tricks to fool people into believing they are playing a 3D game.<br/><br/>I think one of the biggest difficulties in creating 3D is the viewpoint. Looking at the way the camera follows you in Super Mario 64, you would think it would be easier, but in fact, when you start a 3D game from the very beginning it's easy to get confused. For example, if Mario is in a maze, you can change the view point to play the game from Mario's point of view, but if the camera is behind Mario and you are walking through a narrow passageway in a maze and you look in other directions, you have to realise the camera would hit the wall. It is frustrating for the player to realise they cannot change the viewpoint freely, even though 3D games must incorporate realistic camera movement - this kind of camera work is problematic when you start creating 3D games.}}


{{Interview/Q|Q|With Mario nearly finished, on what game will you be next concentrating your efforts?}}
{{Interview/Q|Q|With Mario nearly finished, on what game will you be next concentrating your efforts?}}
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{{Interview/Q|Q|Will the sequel use the forthcoming optical-based 64DD? And when you're talking about the speed advantages of cartridges, how will you cope with the slower handling of data by which the 64DD will be restricted?}}
{{Interview/Q|Q|Will the sequel use the forthcoming optical-based 64DD? And when you're talking about the speed advantages of cartridges, how will you cope with the slower handling of data by which the 64DD will be restricted?}}


{{Interview/A|SM|We have not yet decided what format we will use for Super Mario 64's sequel, but if we are going to utilise the 64DD system for this, yes, we will have to work on some of the problems on the transfer speed. Basically, however, the speed is decided not by the actual disk itself but by the RAM that is incorporated onto the hardware, and if we look at the Nintendo 64 hardware system itself, it has an expansion memory slot, meaning most of the problems colud be solved.<br><br>However, I still have to admit that the 64DD would not be as fast as the cartridge-based system and even though we understand the 64DD's loading time will be much shorter than other CD-ROM systems, still it cannot compete with cartridges when it comes to the Mario style of game. I think, however, Zelda would be good for the 64DD, considering the appropriate loading time.}}
{{Interview/A|SM|We have not yet decided what format we will use for Super Mario 64's sequel, but if we are going to utilise the 64DD system for this, yes, we will have to work on some of the problems on the transfer speed. Basically, however, the speed is decided not by the actual disk itself but by the RAM that is incorporated onto the hardware, and if we look at the Nintendo 64 hardware system itself, it has an expansion memory slot, meaning most of the problems colud be solved.<br/><br/>However, I still have to admit that the 64DD would not be as fast as the cartridge-based system and even though we understand the 64DD's loading time will be much shorter than other CD-ROM systems, still it cannot compete with cartridges when it comes to the Mario style of game. I think, however, Zelda would be good for the 64DD, considering the appropriate loading time.}}


{{Interview/Q|Q|Time magazine recently called you the Spielberg of videogames. What would you have done if you hadn't worked for Nintendo?}}
{{Interview/Q|Q|Time magazine recently called you the Spielberg of videogames. What would you have done if you hadn't worked for Nintendo?}}