* BigNameFan: He regrets not having ''VideoGame/NightsIntoDreams'' as part of his creative portfolio.
* CreatorBacklash: ShigeruMiyamoto [[http://kotaku.com/shigeru-miyamotos-bad-game-514017583 stated in an interview]] that he considered ''Zelda II: The Adventure of Link'' to be the least favorite game he ever made, basically likening it to a child ripped out of the womb than a game that reached its full potential, for reasons as follows;
-->''"I wouldn't say that I've ever made a bad game, per se, but a game I think we could have done more with was Zelda II: The Adventure of Link. When we're designing games, we have our plan for what we're going to design but in our process it evolves and grows from there. In Zelda II: The Adventure of Link, unfortunately all we ended up creating was what we had originally planned on paper. I think specifically in the case of Zelda II we had a challenge just in terms of what the hardware was capable of doing. So one thing, of course, (that he would have liked the game to been like) is, from a hardware perspective, if we had been able to have the switch between the scenes speed up, if that had been faster, we could have done more with how we used the sidescrolling vs. the overhead [view] and kind of the interchange between the two.[[note]]Specifically, he's referring to the long loading times of the Famicom Disk version of the game--the loading times are nonexistent in the western port[[/note]] But, because of the limitations on how quickly those scenes changed, we weren't able to. The other thing is it would have been nice to have had bigger enemies in the game, but the Famicom/NES hardware wasn't capable of doing that. Certainly, with hardware nowadays you can do that and we have done that, but of course nowadays creating bigger enemies takes a lot of effort."''
* ExecutiveMeddling: He wanted only pre-existing characters in ''VideoGame/PaperMarioStickerStar'', resulting in a [[ExcusePlot bare-bones plot]][[note]]while, of course, the Super/Mario series never had much plot, all of the ''Paper Mario'' games (or even Mario [=RPGs=], for that matter) had very well written ones[[/note]] and a lack of partners[[note]]and otherwise original characters, except for Kersti, a few Toads, and three of the bosses (though only one had a personality)[[/note]], which the game was at one point set to return to. [[TheyChangedItNowItSucks Fans]] [[BrokenBase were not amused]].
** He's actually been simplifying games since ''TheLegendOfZeldaFourSwordsAdventures'', which was supposed to be a prequel to ''[[VideoGame/TheLegendOfZeldaALinkToThePast A Link To The Past]]'' until Miyamoto said it distracted from gameplay. His staff called it "[[FlippingTheTable uphending the tea table]]"
** ''Link's Crossbow Training'' was planned to be a full-fledged game that would be to ''[[VideoGame/TheLegendOfZeldaTwilightPrincess Twilight Princess]]'' what ''[[VideoGame/TheLegendOfZeldaMajorasMask Majora's Mask]]'' is to ''[[VideoGame/TheLegendOfZeldaOcarinaOfTime Ocarina of Time]]''... But guess what happened?
* TropeNamer: When he compared video games to rock and roll, [[TheNewRockAndRoll he named a trope.]]
* WriteWhatYouKnow: Gameplay and Story mechanics in his games, specifically Mario and The Legend of Zelda, tends to originate from his childhood and his hobbies.