Überblick

"Far more interesting than the RPGs we see today": Nintendo's Shigeru…

"Far more interesting than the RPGs we see today": Nintendo's Shigeru Miyamoto preferred casual physics sandboxes to cutting-edge graphics even in 1996

Ever since the DS and Wii, Nintendo's built its brand on staying out of the AAA graphics race that its competitors have usually pursued. But the seeds of that corporate philosophy were around at least a decade earlier, when games like Super Mario 64 were at the cutting edge of 3D graphics, and RPGs were exploding across new cinematic frontiers. For Shigeru Miyamoto, though? Even in the '90s, he'd rather have just kept launching cannonballs on his OG Macintosh. palladian.co.za

In July 1996, Miyamoto was interviewed by Kenji Eno, the developer best known for the cult horror game D. Eno, known for experimental game design, had just played the newly released Super Mario 64, and wasn't nearly as impressed as the rest of the gaming world. He dreamed of something more interactive from the 3D world, where snow would realistically react to Mario's footsteps, kicking up into snowballs as you ran around.

"I would love to do that," Miyamoto responded, according to a newly translated version of the interview on Shmuplations. "However, strategy guides exist now, so the joy of someone discovering something entirely on their own doesn't really translate anymore. Everyone expects to be able to beat the game as a given. There's a massive dilemma there."

Miyamoto's distaste for pre-determined solutions and linear exploration is part of why he decided old-school Zelda dungeons aren't "really that much fun" while making Ocarina of Time a few years later. With Mario 64, he wanted the game to be smaller in scope, but feared the market would reject something that wasn't packed with content and technical wizardry.

A screenshot of Mario in the Super Mario 3D All-Stars release of Super Mario 64 holding a baby penguin next to its mother.

(Image credit: Nintendo)

"In reality, instead of having six or seven stars per stage, I only wanted half that number," Miyamoto explained. "But like I said before, the foundation is set now, so we perhaps can start doing stuff like that from here on out. Do you remember that old Mac game where you'd shoot cannons at each other in a windy area? You'd adjust nothing but the launch angle and power to hit the enemy artillery hiding behind rocks. The other side would shoot back at you using the wind too."

Shumplations suggests that Miyamoto is probably talking about Cannon Fodder, not to be confused with the 1993 goofy shoot-'em-up that became a hit on Amiga. This Cannon Fodder is a simple 2D game with purely black and white graphics where your cannon fire can destroy objects in the environment.

"I think that kind of thing is far more interesting than the RPGs we see today," Miyamoto argued. "But you just can't make a game like that when you have to worry about justifying a 9,800 yen price tag. People look at a casual game like that and assume it can be made on a low budget, or that a rookie can handle it, or that if it's that simple, it could just be distributed via the Satellaview."

Satellaview was a satellite-based distribution service for Japan's equivalent to the Super NES which offered downloadable games. The idea that you purchase "big" games with high production values at a store and smaller, more experimental titles digitally would persist for years, even as digital distribution became more prevalent. That line was drawn even more strongly in the '90s.

"Everything gets manufactured based entirely on price," Miyamoto said. "Instead of opening up a playground for people to try out new ideas, everything has just become a conversation about cost. I find that a bit frustrating."

Even here in 2026, as we're being forced to say goodbye to physical games, we're still debating game prices – but it has become much easier for smaller-scale games with fresh ideas to make it to market. Who knows? Maybe Steam's next surprise hit will be all about two players shooting cannons at each other.

Zelda was Nintendo's answer to "traditional RPGs," Shigeru Miyamoto says: "We wanted the player to interact with the game world using the controller, and conquer dungeons."

Hadjar kündigt Strafe an: "Werden wahrscheinlich als 22. starten"

Isack Hadjar wird es am Wochenende in Spa-Francorchamps etwas schwerer haben, seine Strähne von fünf Top-6-Platzierungen in Folge auszubauen. Denn der Red-Bull-Pilot wird den Grand Prix am Sonntag von ganz hinten aus angehen müssen. Das hat der Franzose im Vorfeld des Wochenendes selbst verraten.

"Wir werden wahrscheinlich als 22. starten", sagt er gegenüber dem französischen TV-Sender ...Weiterlesen

Frankrike vidtar steg mot att legalisera dödshjälp

Det här med aktiv dödshjälp har länge varit en väldigt het fråga med goda argument både för och emot. Nu tar dock Frankrike ett kliv mot att själv få välja när det är dags att plocka ner skylten via ett förslag som lagts fram av president Emmanuel Macron (tack Nyheter24).

Tanken är att vuxna, medvetande individer som lider av livshotande åkommor som orsakar ohanterlig smärta ska kunna få en dödlig substans utskriven, som personen sedan kan välja att ta själv (eller få hjälp at ta). De som lider av psykiatriska eller neurodegenerativa sjukdomar undantas dock.

Schweiz har sedan länge lagstiftning kring detta, men även Belgien, Nederländerna och Spanien har idag liknande regler.


Amenda verlässt die Eintracht

Aurèle Amenda wurde im Januar 2024 vom BSC Young Boys verpflichtet, verblieb jedoch bis zum Ende der Saison auf Leihbasis in Bern. Zur Saison 2024/25 wechselte er schließlich nach Frankfurt. Für die Eintracht absolvierte der Verteidiger insgesamt 42 Pflichtspiele, davon 29 in der abgelaufenen Spielzeit. Zuletzt hat der 22-Jährige mit der Schweizer Nationalmannschaft an der Fußballweltmeisterschaft 2026 teilgenommen. Nun zieht es Amenda zum englischen Premier-League-Aufsteiger Coventry City FC.

Fahrradkuriere in Italien hören aus Protest gegen die extreme Hitze auf zu arbeiten

Es war in vielen Teilen Europas extrem heiß, und in Italien war die Hitze geradezu brutal, mit Temperaturen, die bis zum Ende der Woche voraussichtlich 40 Grad erreichen werden. Jetzt hat eine besonders schwer betroffene Berufsgruppe genug: Fahrradkuriere.

Die BBC berichtet, dass in Bologna und Florenz Fahrradkuriere demonstrieren, einfach aufhören zu arbeiten und ihre Apps abschalten. In Mailand haben die Behörden reagiert, indem sie den Einsatz von Fahrradkurieren in den heißesten Tageszeiten eingeschränkt haben, aber wie die Gewerkschaft betont, ist dies keine gute Lösung, da sie auch die Menschen ohne Bezahlung zurücklässt.

Bild aus dem Minispiel Crazy Delivery von Like a Dragon: Infinite Wealth.

In brief

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