"The Nintendo way is to take it that much further": Legendary Star Fox dev says the company's philosophy was to push games past the point anybody else "would be happy with"
Takaya Imamura looks back on his iconic 32-year run

Takaya Imamura was embedded in Nintendo for over three decades - working as an art director and character designer for classics like Star Fox, F-Zero, and The Legend of Zelda: Majora's Mask - and he says the main thing he learned from the company was to push each game beyond the level of quality that almost any other company "would be satisfied with."
Now that Imamura is an independent developer, who recently worked to adapt his own manga Omega 6 in game form, he looked back on his illustrious and still-ongoing career in an interview with former Nintendo Minute hosts Kit Ellis and Krysta Yang, explaining that Nintendo's philosophy is "not so much about lowering the barrier for entry, so much as making a game that is enjoyable and can be enjoyed by anybody."
The second key lesson he learned during his legendary 32-year run was about reaching a level of quality and polish that "pretty much anybody would be happy with," before cranking everything up past the point of mere 'good enough' acceptability. "That was the kind of thing I learned at Nintendo," he said, per a translator. "It's not just, 'this is the level anybody would be satisfied with.' The Nintendo way is to take it that much further."
- Nintendo relying on owning popular series would be "a big mistake" says Zelda, Star Fox veteran: "It's crucial not to forget the talented individuals who uphold the value of those IPs"
- Star Fox and Zelda veteran kept seeing Shigeru Miyamoto in his dreams after leaving Nintendo: "I'd start developing a game and then I'd wake up"
Elsewhere in the interview, when talking about his approach to creating iconic characters, Imamura explained he likes to design by subtraction and is always looking at what he can remove. His character designs include everything from Captain Falcon, the Star Fox cast, and, err, Tingle, but Imamura says they were all made by focusing on what was "unneeded."
For now, why not look to the future with everything we know about the Nintendo Switch 2 and all the upcoming Switch games you can play in the interim?
Sign up to the GamesRadar+ Newsletter
Weekly digests, tales from the communities you love, and more
Kaan freelances for various websites including Rock Paper Shotgun, Eurogamer, and this one, Gamesradar. He particularly enjoys writing about spooky indies, throwback RPGs, and anything that's vaguely silly. Also has an English Literature and Film Studies degree that he'll soon forget.
You must confirm your public display name before commenting
Please logout and then login again, you will then be prompted to enter your display name.



















This stunning open-world horse game smashed its $65,000 Kickstarter goal straight away, and it's bringing my favorite part of Red Dead Redemption 2 to 13th-century Mongolia

Vampire Survivors creator admits his success was “lucky” amid a wave of cheap mobile knock-offs: “For everyone else, they have to stand out among the hundreds"