And it was in an interview with GameDaily.biz that Tezuka pondered how much he'd like to be involved in a new 3D Mario for the DS. "I'd love to [do another 3D Mario on DS]!" he gushed, before cryptically adding, "I can't say anything more than that." Perhaps not the biggest of hints then, but after the excellence of New Super Mario Bros., we're certainly in the mood to see more of Nintendo's plumber.
Tezuka also touched on other Nintendo-related subjects, notably Legend of Zelda: Twlight Princess. "I think everybody's going to have a different opinion [on whether it's the best Zelda] depending on what you're looking at when you play. There are a lot of different factors that will influence or impact that decision," he explained. "I think this is a game that [the team] has taken a lot of pain and a lot of care to make, and that's definitely evident from beginning to end that you can see the amount of work and detail that's been put into the project, even to the point where I'm [sometimes] surprised and will go, 'Who's responsible for this amount of detail, for this one section?' This is amazing, even to me."
The DS-bound Zelda: The Phantom Hourglass also got a mention, with Tezuka discussing why cel-shaded visuals, reminiscent of those seen in Wind Waker, had been included. "[Two years ago at E3] I was on the bus with some of the people on the Wind Waker staff and they were all saying how enamoured they were with that graphical style and the Wind Waker Link model, and they were saying how they just want to use him more. One game wasn't enough because they liked it so much, and they were already talking about the DS at that time at Nintendo anyway. And they thought, 'Well wouldn't that be fun?'"
Last on the agenda for Tezzy was the Wii, or rather the Wiimote controller's new speaker function, and what it could possibly offer gamers. "If you're playing a game where you're taking turns, players 1-4," explained Tezuka, "if it's your turn your controller could go 'ding, da, da, ding!' and that's kind of a neat thing [...] I think [the speaker] strengthens the impact of the game for each individual player and some of the effects that we're conveying or the experiences that we're trying to convey to the individual player. This is one tool that we can use to heighten that."

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