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SATORU
IWATA:
I hope you have enjoyed what we have shown you this
morning. I think we really agree that this is a very exciting group
of games. [pause] But don't worry, we still have a couple more
things to show you. [laughter] I'd like you to look at Super Mario
Sunshine! [applause]
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SUPER
MARIO SUNSHINE:     
On a tropical island. Far from the
Mushroom Kingdom. Among a people enchanted by sunshine. Mario has
taken a break from the hopping, the bopping, and saving the princess
to take a well-deserved vacation... or so he thinks. But this
fall, something is amuck in paradise. Throw fireballs at him, laugh
at his mustache, but do not mess with his vacation. Super Mario
Sunshine. [applause]
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SATORU
IWATA: So now we have a
playable version of Super Mario Sunshine on stage here. So please
welcome the man who created Mario, Shigeru Miyamoto. [loud applause]
[Miyamoto enters from audience, playing Mario Sunshine via WaveBird]
SHIGERU
MIYAMOTO: Hi. Here I am at E3 again this year. I would like
to welcome all of you to Nintendo's presentation. As always, I'd
like to ask the translator to translate. [translator enters] I know
I have told you this many times before but this is the year that our
leading characters really go to work in a number of new titles. So
here I'm going to play a little bit more with our latest title...
I've got it working now so lets play a little bit.
So as you can see we've got a lot of the aspects from the N64 but we've
added a lot more as well. Head sliding, tight rope walking. ... As
you can see, Mario's can ever hover... um, good. As you can see
here, Mario is spraying water around to clean up the sludge. Here a tree
pops out of the ground. So he's spraying the water around. He can
actually slide around on the sludge too. If you even look closely,
Mario can even hover to wash the sludge away. We've given him a lot
of new jumps like the spin jump. As you can see, there's a leaf
here. First we'll swim around there to get Mario a little cleaner. Get
up on the leaf there and use the water pressure to push the leaf
around. This is kind of the basic idea of the game. There are
actually a lot of tricks and puzzles to the game.
So I hope you're all looking forward to Mario's latest adventure.
[loud applause] That's Mario for you. But I do
have something else for you today. I'd like to introduce you to a
little friend of mine who you've all been so kind to talk
so much about. [laughter] Lets take a look at the legend of Zelda...
[loud applause]
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LEGEND
OF ZELDA:     
Every game has a story. Only one is a legend. The
legend is back. Join Link on a quest over land and sea. Through a
vivid world of adventure unlike anything you've ever seen before.
This year, the Legend is reborn. The Legend of Zelda. [applause]
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SHIGERU
MIYAMOTO:
Thank you. In my work, there have been many cases
when I have not used graphically realistic expression. But I have
always demanded that the very nature of what we were expressing be
based in reality. With the design of the latest Zelda game, I truly feel that we
have created something that is both unique in look and that boasts a
realistically expressive nature. So now I'm going to play
it for you...
So it's a little bit dark here. We're in a dungeon. This time as you
notice, the enemies drop their weapons. Link can actually pick them
up and use them. As we would expect. Oh, what's that, somebody's
here. I think I'll drop my staff here and use my sword. It looks
like he's dropped his sword there. I wonder where that went. Uhoh...
is this it? [Link lifts pot from ground] No, that's a pot.
[laughter] It looks like I've lost where the sword went. The
screen's a little bit dark for me here so I'm having a hard time
seeing. So actually I was supposed to pick up that sword and break
through this doorway up ahead but I can't find the sword. As you can
see it looks very beautiful in here and we've given link some new
items as well. [Link swings at wooden wall that does not break] So
if I had the bigger sword, I'd be able to chop through that.
[laughter] Looks like it didn't go quite as well as I planned but
that's basically what Zelda's like. All these graphics are being
created in real time and you'll actually be able to play about five
levels of this tomorrow on the show floor. [applause]
And there's actually some funny scenes where Link picks up a barrel
and kind of carries it over his head and does some hiding... it's
very cute. [Miyamoto mimic's Links action] I think we've come quite
a way from Ocarina of Time when we were just moving images around on
the screen. I think with the GameCube we have your very own cartoon
that you can control however you want to. Well that maybe the case,
I've actually brought another Zelda game with me today. [applause]
It is the worlds most compact network game. [Miyamoto reaches into
his pocket and pulls out a Game Boy Advance]
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Continue
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May
23, 2002 |
Rick - Editor in
Chief, GameCubicle |
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