First Quote Added
April 10, 2026
Latest Quote Added
"Originally, I wanted a machine that would cost $100. My idea was to spend nothing on the console technology so all the money could be spent on improving the interface and software. If we hadn't used NAND flash memory [to store data such as games and photos] and other pricey parts, we might have succeeded."
"I would say the games that we're working on now, like the new Zelda: Twilight Princess, have hardcore content. And if you look at the Revolution's controllers, there's a nunchaku-style controller expansion that's really well suited to first-person shooters."
"Controller is so intuitive, even your mom can play."
"I think the first is that a game needs a sense of accomplishment. And you have to have a sense that you have done something, so that you get a sense of satisfaction of completing something. When I approach the design of my games, what I have to think about is how I'm showing a situation to a player, conveying to them what they're supposed to do. In Mario you keep going to the right to reach your end goal. In Donkey Kong you keep climbing up to rescue the captured princess. The last is the immersive quality of the game being able to feel it's a world you're immersed in, that you've become a hero. That you've become brave. Even if you're actually crying."
"If you release a game in a bad state, you will always regret it."
"When we’re doing an action game, we make the second level first. We begin making level 1 once everything else is completed."
"It isn't about "games", for me, personally, and it never really was. It was about creating something- anything- far bigger than yourself."