There's something touching to this logic—both in Nintendo's universal aspirations and in the concise, technocratic way everyone from Shigeru Miyamoto to a third party PR person explains it. But it's hard to keep having the same warm fuzzy feeling after hearing the same response over and over again. By the time it came to my second turn to ask a question in the roundtable, Konno and Yabuki must have felt pressed for time to keep hammering that point home. Or something else had come up on their end of the line. I can't really say for sure what was going on halfway across the world. In any case, they stopped short in the middle of answering my question.

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I knew we were getting close to the end our allotted time, so I wasn't even trying to ask anything particularly pressing. Really, I'd just always been curious why they'd never revisited the buddy system from Double Dash, the GameCube's Mario Kart installment and one of my personal favorites.

I was speaking more as a curious fan at that point than a writer with a job to do. But Konno's answer still came across as one of the most surprisingly unscripted parts of the interview.

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"It wasn't just a simple case of: 'Hey, we're not gonna do that again,'" Konna replied. They were happy with Double Dash, and thought it worked really well in that game.

"So we've got that in our pocket," he continued. "If we come up with any cool new ideas that involve two players racing together, we'd definitely grab that and bring it back out."

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I leaned forward.

Having multiple characters on a single vehicle did come at "a pretty high cost in terms of processing power," Konno explained. But they were also working with a more powerful piece of machinery than they ever had before. So if they could figure out "some ways to get around that cost," they'd certainly consider revisiting having two characters. Heck, they'd even consider three.

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Then, all of a sudden, he stopped. A moment later, I heard him talking to the translator again.

"Mr. Konno believes that that answers your question, Yannick," the translator said. "But he also has a question for all of you: During your time with Mario Kart, were you able to hear the background music pretty well?"

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I looked around at the other writers, who all shrugged and shook their heads.

That's too bad, the translator said, because this was the first time they had recorded live music for the game. The team had challenged themselves to get real instruments and time in the studio this time around. It wasn't in every single course, but "definitely more than half." The team knew that it's been "highly documented" in the media that other franchises like Super Mario and The Legend of Zelda used live orchestration, so now they thought it could be Mario Kart's turn.

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"So that's my brief advertisement for the music," he concluded. "And that's everything from Mr. Konno!"

I wanted to hear more (a lot more) about playing with three different characters at the same time. But time was up. Konno and Yabuki said their goodbyes, and we all shuffled out of the room. That was that.

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I don't want to read too much into this moment. That wouldn't be fair to Mario Kart 8 or to all the people who made it. And really, I enjoyed playing the game enough that I'm not really sure it even matters. But it did tell me something about just how hard it is to genuinely communicate with someone when you're trying to speak to them from halfway across the globe and in another language.

Yannick is Kotaku's resident Shy Guy. Reach out to him on email at yannick.lejacq@kotaku.com or find him on Twitter: @YannickLeJacq.