http://www.gamasutra.com/php-bin/news_index.php?story=16389
Recalled Pacini, "It was kind of disheartening, because we didn't have anything to show, other than some concept art and our 3 -page design documents (Nintendo requires that you be able to explain your idea in 3 pages). And people were going in -- the RPG team, the football team -- and they were saying, 'he hates everything!'"
He added, "And when I went in as part of the car team, we were working on a kind of Twisted Metal game (it wasn't my idea). And the first thing [Miyamoto] said was, ‘why would you put guns on cars? Don't cars crash into each other? Isn't that what they do?'"
"And I said, ‘I agree. I have no idea why we're making this game,'" Concluded Pacini.
Joked Kelbaugh, "Well, in the end, you didn't!"
"That's true," Pacini concurred, "but I really remember speaking to one of the leads coming out of his meeting, the lead on the action-adventure concept, and he actually said, ‘Miyamoto doesn't know what he's talking about. He's ridiculous.'"
Continued Pacini, "I realized that this was a major problem. Because if you can't take criticism of your game ideas, you're in real trouble."
[Interjected] Kelbaugh, "It's alright, he [the Retro employee who can't take criticism] doesn't work with us anymore!"
...Said Pacini, "We used Super Metroid as our kind of Bible. But as we'd been sold on the concept of first-person; we couldn't see how to put the ball into the title. In fact, it was actually on the chopping block for a long time. We thought that concentrating on the exploration through platforming might be good enough."
He continued, "But Miyamoto's first directive was ‘if we don't make the transition between the ball and first-person seamless, then we can't do this game.'"
"It took us a few months to get that correct," added Pacini. "And that was pretty scary, as it was one of the first milestones we had to reach, and thanks to our engineers, we managed to create something that when Miyamoto saw it he said, ‘okay' on the project. That was huge."