I always think of you as working in Nintendos wheelhouse, designing for Nintendos hardware and the software-hardware holism thing. With Super Mario Run, half of that picture involves a completely different companys hardware. Were there any interesting or unusual design lessons you learned working with another manufacturers hardware?
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Of course there are other mobile devices well be bringing the game to later. But with the Apple devices, their hardware design is such that theres not much you have to do from a compatibility standpoint across multiple different devices. Its very streamlined. And I think just from a philosophical standpoint, there are elements of their design that are similar to ours. So thats why were bringing it to iPhone first.
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