[QUOTE="HalcyonScarlet"]
[QUOTE="nintendoboy16"]It's from here: http://www.ew.com/ew/article/0,,20037961,00.html
Entertainment Weekly (Geoff Keighley): You've had great success in your ability to predict what players will find fun to play. Have there been games that you thought would be fun but didn't turn out that way?
Shigeru Miyamoto: Yes, that has definitely happened. In the past we've worked with some outside development houses on titles like F-Zero and Starfox — and let me just say that we were disappointed with the results. Consumers got very excited about the idea of those games, but the games themselves did not deliver. And, well, to be honest with you, Zelda: Twilight Princess is not doing very well at all in Japan. It is very disappointing. But it is doing okay here in America.
nintendoboy16
But F-Zero GX was awesome :(. He just doesn't like anything that isn't in house. He practically said DKC was all graphics. I just think he feels threatened when franchises he has been involved with in the past have come out well from others.
F-Zero GX was one of the few GC that blew me away. The graphics were stunning, the speed was amazing, and I like the sense of aero dynamics that were added when your making jumps, it adds a bit more technical depth to the gameplay. Plus I love that added Arcade feel that Sega puts in its games.
Actually, he admits to liking Donkey Kong Country in an IGN interview: http://uk.wii.ign.com/articles/110/1100039p1.htmlIGN: I was interviewing them earlier, and even though you weren't directly involved you were definitely very inspirational in making sure certain things were done in that game correctly. I'm wondering, which parts of Donkey Kong Country did you like versus not like? And what did you address with them?
Miyamoto: The first point that I want to make is that I actually worked very closely with Rare on the original Donkey Kong Country. And apparently recently some rumor got out that I didn't really like that game? I just want to clarify that that's not the case, because I was very involved in that. And even emailing almost daily with Tim Stamper right up until the end.
And with this game too, I'll be involved on a check/confirmation level, looking over the game and checking the content. So it'll probably be a similar role to what I played in the development of Donkey Kong Jungle Beat.
In terms of things that I really wanted to see them focus on, particularly was the idea that in the original Donkey Kong Country the rendering and the effects that they used were very different from what you'd see in a Mario game. It had a very distinct feel. I thought it was important for them to keep that in mind. And also the fun of seeing the motion of that Donkey Kong hand slap is something that you don't get in other games as well.
http://www.metro.co.uk/ DKC Returns review. [sorry can't link, the html error comes up :roll:]
"'Donkey Kong Country proves that players will put up with mediocre gameplay as long as the art is good' - Shigeru Miyamoto.*
That infamous quote has been retracted many times, and attributed to Miyamoto's frustration at having his vision for Yoshi's Island questioned."
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While sources say he tried or has retraced the comment (this next part is my opinion), I often feel what people say in anger or frustration can often be the truth about how they feel.
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