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{
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"type": "Page",
"id": "https://feddit.uk/post/27954627",
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"name": "A Rare Shigeru Miyamoto Interview About The Making Of Mario 64 Has Just Surfaced Online | Time Extension",
"cc": [],
"content": "<p>Super Mario 64, a masterpiece in gaming history, continues to captivate fans with every new discovery. Recently, an archived interview with its director, Shigeru Miyamoto, has resurfaced online, shedding light on the early stages of development.</p>\n<h3>The Interview</h3>\n<p>The video footage, uploaded by Kanpei Hagama, features an interview with Mr. Miyamoto conducted around the game’s release. While the interview is entirely in Japanese, fans have dissected it to extract fascinating insights. Find a link to it in the original article.</p>\n<h3>Key Insights from the Interview</h3>\n<ul>\n<li><strong>Garden Dioramas</strong>: Miyamoto describes the levels as ‘garden dioramas’, suggesting a creative approach to level design.</li>\n<li><strong>Product-Testing</strong>: The game was tested by both adults and elementary students, indicating an emphasis on accessibility and gameplay appeal across different audiences.</li>\n</ul>\n<h3>Early Build Differences</h3>\n<p>The footage also includes several differences from the final version of Super Mario 64:</p>\n<ul>\n<li>Bowser dialogues were altered.</li>\n<li>The Penguin you race in Cool Cool Mountain had a different size.</li>\n<li>Missing assets and early textures can be observed.</li>\n</ul>\n<h3>Why This Matters</h3>\n<p>Given the influence Super Mario 64 has had on gaming, finding out more about its creation remains exciting for fans and developers alike. This rare interview offers new perspectives that could contribute to our deeper understanding of one of Nintendo’s most beloved titles.</p>\n<hr />\n<p>What do you think these differences in early builds tell us about the development process? Do you have any additional insights or curiosities about Super Mario 64?</p>\n",
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"content": "Super Mario 64, a masterpiece in gaming history, continues to captivate fans with every new discovery. Recently, an archived interview with its director, Shigeru Miyamoto, has resurfaced online, shedding light on the early stages of development.\n\n### The Interview\nThe video footage, uploaded by Kanpei Hagama, features an interview with Mr. Miyamoto conducted around the game's release. While the interview is entirely in Japanese, fans have dissected it to extract fascinating insights. Find a link to it in the original article.\n\n### Key Insights from the Interview\n- **Garden Dioramas**: Miyamoto describes the levels as 'garden dioramas', suggesting a creative approach to level design.\n- **Product-Testing**: The game was tested by both adults and elementary students, indicating an emphasis on accessibility and gameplay appeal across different audiences.\n\n### Early Build Differences\nThe footage also includes several differences from the final version of Super Mario 64:\n- Bowser dialogues were altered.\n- The Penguin you race in Cool Cool Mountain had a different size.\n- Missing assets and early textures can be observed.\n\n### Why This Matters\nGiven the influence Super Mario 64 has had on gaming, finding out more about its creation remains exciting for fans and developers alike. This rare interview offers new perspectives that could contribute to our deeper understanding of one of Nintendo's most beloved titles.\n\n-------------------------------------------------------------------------------\n\nWhat do you think these differences in early builds tell us about the development process? Do you have any additional insights or curiosities about Super Mario 64?",
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"published": "2025-04-22T08:09:31.758608Z",
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