Ask the Developer Vol. 21: Tomodachi Life: Living the Dream — Part 1 – News
This article has been translated from the original Japanese content.
This interview was conducted before the game was released.
In this 21st volume of Ask the Developer, an interview series in which developers convey in their own words Nintendo’s thoughts about creating products and the unusual details they hone in on, we’re talking to the developers behind Tomodachi Life™: Living the Dream, a Nintendo Switch™ game that launches on Thursday, April 16, 2026.
Check out the rest of the interview
Part 1: Living beings with a will and personality
First, could you please briefly introduce yourselves?
Ryutaro Takahashi (referred to as Takahashi from this point on): Hello, I’m Ryutaro Takahashi. I’ve directed the Tomodachi Life series since its first installment, and continued to serve as the director for Tomodachi Life: Living the Dream.
Takaomi Ueno (referred to as Ueno from this point on): Hi, I’m Takaomi Ueno, one of the programming directors. I was previously involved in the development of Tomodachi Life (1) for Nintendo 3DS as the programming lead, and Miitopia (2) as the programming director.
(1) A Nintendo 3DS™ game released in April 2013 in Japan and June 2014 in North America and Europe. Players create original characters called Mii characters, which resemble themselves, their family, or other people close to them, place them on an island, and watch over them as they go about their lives.
(2) A Nintendo 3DS game released in December 2016 in Japan and July 2017 in North America and Europe. Players create a cast of their favorite Mii characters and adventure in a world filled with their acquaintances. A Nintendo Switch version was released in May 2021.
Naonori Ohnishi (referred to as Ohnishi from this point on): Hello, I’m Naonori Ohnishi. As another programming director, I collaborated with Ueno-san, while also serving as a member of the planning team. Before that, I was the programming director for the smart device app Miitomo (3), but this is my first time participating in the development of the Tomodachi Life series.
(3) A smart device application released in March 2016. Create a Mii character that looks like you and communicate with your friends. The service ended in May 2018.
Daisuke Kageyama (referred to as Kageyama from this point on): Hi, I’m Daisuke Kageyama, the art director. This is my third project as an art director, following Wii Sports Resort (4) and nintendogs + cats (5).
(4) Released in July 2009 on Wii™. Set on the tropical resort, Wuhu Island, the game offers 12 activities such as Swordplay and Air Sports.
(5) A Nintendo 3DS game released in February 2011 in Japan and March 2011 in North America and Europe. A simulation game in which you enjoy everyday life with puppies and kittens, playing with toys, going for walks, and training them.
Toru Minegishi (referred to as Minegishi from this point on): Hello, I’m Toru Minegishi. As the sound director for Tomodachi Life: Living the Dream, I organized the development of background music, sound effects, and Mii character voices, while also composing much of the background music myself. I’ve been involved in the sound development for series such as The Legend of Zelda and Splatoon, but this is my first time working on the Tomodachi Life series.
Thank you very much. Let’s kick things off with a brief introduction to the game from Takahashi-san.
Takahashi:Tomodachi Life is a series in which you and those around you, such as friends, family, or people you admire, live inside the game as Mii characters, as you take care of them and watch over their island life. While keeping faithful to the series’ style, we’ve rebuilt Tomodachi Life: Living the Dream from the ground up and developed it as an all-new, reborn Tomodachi Life.
So, what sparked development of this all-new Tomodachi Life game?
Takahashi: I believe development started around 2017, after things had settled down on Miitomo. The producer, Sakamoto-san (6), and I both have a special attachment to Tomodachi Life and have been playing the previous game on Nintendo 3DS for many years. But we’d already squeezed all we could out of that game, and Sakamoto-san said to me sadly, “There’s so much that I want my Mii characters to experience, but there’s nothing more that I can do for them.” (Laughs) So, we talked about our desire to create a new Tomodachi Life game.
You sound just like a loving parent. (Laughs)
Takahashi: Yes, I know. (Laughs) That said, if we’d simply continued with the existing development style and added new items because we wanted them to experience new things, it would’ve inevitably turned into a quest for quantity. Besides, once players had seen everything the game had to offer, they’d have eventually tired of it again. So, we started development with the direction of leveraging user-generated content—also known as UGC—a system that allows players to create their own content to play with in the game. The concept of Tomodachi Life is to be “the ultimate inside joke game” that can be enjoyed among people who are close to each other or share things in common. We felt that UGC, which lets players create whatever they want, fit well with this concept. We thought that combining the gameplay provided by the development team with what players themselves create would open up infinite ways to enjoy the game.
Ueno: One thing that triggered the use of the UGC system was that the Mii characters’ sphere of influence had expanded from the previous game.
Now that the Mii characters could move around freely in a larger space, we wanted to take care of them in more ways.
Takahashi: The Nintendo 3DS version was also set on an island, but due to the processing power limitations of the time, we couldn’t give lots of Mii characters free rein of the island, as much as we’d have loved to. The increased power of Nintendo Switch allowed us to expand the Mii characters’ active environment, and we thought we could replicate a wider variety of inside jokes with UGC. So, in the early stages of development, we focused on verifying those two points.
I see. So, the hardware’s processing power impacts those areas. You’d think that more powerful hardware would also allow for more sophisticated graphics for the Mii characters. Was that considered?
Takahashi: When we decided to create a new Tomodachi Life game, we wanted to make Mii characters’ visuals more appealing, in line with the current generation of game consoles. But after adding all sorts of new elements to the Mii characters, something began to feel…off.
Kageyama: Normally, as hardware resolution increases, so too do the possibilities for character design. So Mii characters’ expressions have evolved little by little alongside technology. However, after speaking to the producer, Sakamoto-san, as well as Takahashi-san and the previous development team, it seemed to me that the Mii characters in Tomodachi Life are treated differently from those in other titles. The fact that they don’t see Mii characters as mere avatars, rather they pour affection into them as living beings, came through strongly. Since the characters are filled with the emotions of many people, I didn’t think we should randomly alter their design just because the resolution had increased. So, although we tried out a lot of new things, we decided against changing things that define Mii characters’ identities, such as their existing facial features and the shape of their limbs. With that in mind, we re-examined each part’s structure and design from the ground up to ensure that they wouldn’t feel outdated, even with today’s more advanced graphics. On top of that, by adding new custom features and increasing the level of freedom for players, we aimed to bring a sense of newness unique to this game.
Takahashi: We didn’t make any major changes to the part designs, but we did brush up the appearance of the Mii characters.
Kageyama: We updated their appearance based on a simple, anime-inspired toon-style, allowing players to immerse themselves in the drama between Mii characters in cutscenes, for example. As we were reviewing the toon-style, I heard that the direction matched what Sakamoto-san had envisaged for the first Tomodachi Life game, and I thought to myself, “Yes, nailed it!” In fact, the Mii characters on the packaging of the first game have more of a toon-style design, unlike how they look in the game.
Minegishi: We had a similar discussion about Mii characters’ voices too. By implementing a new text-to-speech engine for Nintendo Switch, the voice that serves as the basis for Mii characters is now very realistic, with a high level of accuracy and a human-like quality. However, if we express that realism too directly, it doesn’t sound like a Mii character anymore. So, I intentionally processed the voices to sound robotic. But I had a hard time finding the right balance. We wanted to preserve the existing Tomodachi Life feeling, while making suitable updates to adapt to the times. It was challenging to strike the perfect balance. However, I don’t think that was limited to the voice—it’s something every team has had to give a considerable amount of thought to throughout the project. There was a lot to consider in terms of adjusting the Mii characters’ movements, too.
Kageyama: I often discussed with the animation staff members as to whether it was too realistic.
Whenever movements look too realistic and cool, it stops being Mii-like. We shaped the Mii characters’ movements through trial and error―deliberately omitting the wind-up motions that usually serve to make movements appear smoother, and adding more bold, memorable movements.
So, making the character designs more elaborate, or voices and movements more realistic, in line with improved hardware performance, was actually creating a sense of inconsistency with the series?
Takahashi: That’s right. The development team had numerous discussions on this topic, pondering what makes Mii characters in Tomodachi Life unique.
Ueno: This goes not only for appearance, voice and movements, but also for actions. As the Mii characters became more capable, they started to come across as too mature. The opinion gradually emerged within the team that these characters—who were so cute in previous games—had started to feel a little off.
Takahashi: We were all like, “Hmm, it just doesn’t feel like a Mii.”
Ohnishi: We wanted them to be lovable characters that you can’t resist taking care of. (Laughs)
This desire to take care of them reminds me of the “loving parent” topic from earlier. Speaking of which, one of the game’s new features is the ability to pick up Mii characters. Was this idea there from the early stages of development?
Ueno: Picking up Mii characters was originally implemented as a debug (7) function. Since the setting has changed from an apartment block to an island with this installment, the Mii characters have much more space to move about in, making it more likely for them to stray apart. So, we added a function that let us relocate Mii characters by force so we could perform various tests. However, as we tested things out and observed how the Mii characters reacted, we started to get greedy, hoping for specific outcomes like, “It would be nice if these two characters played together.” (Laughs) So, we thought it would be more interesting if we made the ability to pick up characters an actual part of the game.
(7) The process of playing in-development games for quality assurance and investigating program issues.
Takahashi: In the previous game, even if you wished for certain Mii characters to get along with each other, all you could do was wait and hope.
It’s very intuitive and easy to understand. It seems to have ended up being an important aspect of this title. At what point did you decide to make it the essence of the gameplay?
Kageyama: It was in the latter half of development, wasn’t it?
Ohnishi: That’s right. We were able to implement the ability to pick up Mii characters, but for a long time we struggled to decide what would be exciting to see happen after you drop one Mii character next to another so they could meet.
Minegishi: We made prototypes of things like string telephones to let characters interact with each other. Players could offer characters advice, such as, “Why don’t you try discussing this over the string telephone?”
Takahashi: You could, like, choose advice from four different options. But that led to Mii characters just doing whatever the player told them to, and losing all sense of agency. The whole appeal of the game is that Mii characters act of their own accord, resulting in outcomes the player doesn’t expect. If the player forces a relationship, the game loses the element of genuine surprise, which is the series’ true charm.
Ueno: It didn’t feel right to have players dictating Mii characters’ actions, so we settled on letting them pick up characters and drop them wherever they like. But what happens after that is totally up to the character.
I see. So the degree of influence players have over Mii characters was seen as important.
Ueno: I just remembered something that left a strong impression on me during testing. One time, a character that was picked up and dropped next to another character didn’t interact with them—they just stood there, staring at them. Seeing that piqued my curiosity. I thought to myself, “Are they not interested in the other character? Or maybe they’re just hungry?” and so on. It reminded me that the real fun comes from not knowing what the Mii character is thinking, or what’s going to happen next.
Minegishi: Mii characters occasionally act the fool, don’t they? When the development team revisited what it means to be a Mii character in the context of Tomodachi Life, the description that resonated with us the most was “an innocent being, akin to an adorable child.”
Kageyama: If they make smart-aleck or witty remarks—even just a little—they don’t feel like Mii characters.
Takahashi: There are times when you can’t really tell what they’re thinking, or they’ll blurt out whatever’s on their mind. While having that kind of innocence, they’re not just childish. Sometimes they’ll come out with a surprisingly mature comment that hits you suddenly. We were conscious of putting this kind of depth into their characters. This sparks your imagination and makes you wonder, “What kind of reaction will I get if I show the character this?”
That’s true. Conversations between Mii characters can be a little spacey, and while it seems like they’re talking about the same topic, they also seem to be talking past each other. Yet they might suddenly make a very sharp comment that results in something unexpected. When I see things like that, I can’t help but smile.
Kageyama: The Mii characters aren’t grounded or logical, and that’s been important throughout the series. They’re just silly and eccentric. (Laughs)
Takahashi: Mii characters already serve a silly role, so if we also have them point out the absurdity of what other characters are saying, the joke begins and ends inside the game. That’s why we want players to take on that role. They’ve got to be the ones to say, “What are you on about?!” (Laughs)
Ohnishi: I think seeing the relationship diagram between Mii characters gives players another perfect opportunity to do this. You might see the relationship diagram of one Mii character saying, “I bet that character likes me,” only to find out the other character is actually thinking, “We’re so not compatible.” (Laughs)
Or while observing Mii characters wandering around freely, you might see some characters eating and chatting together at a restaurant. Watching good friends dine together is heartwarming, but sometimes you’ll get two characters who don’t get along sitting together and talking. The characters are doing the exact same thing—chatting in a restaurant—but this time you feel unsettled, and it stirs up the imagination in a completely different way. In this way, we deliberately refrained from over-organizing things, aiming to strike a balance that would allow unexpected things to happen.
Takahashi: The Mii characters in Tomodachi Life are living beings that inhabit that world, with a will and personality.
Kageyama: What it means to be a Mii character in Tomodachi Life… The fun of observation because each character has their own personality… I think it was really important that the whole development team was aligned on these concepts from the beginning of development.
WrestleMania 42 roundtable: Most anticipated matches, bold predictions
After weeks of storylines and anticipation, WrestleMania 42 is almost here. The 13-match card — featuring eight title matches — takes place over two nights from Allegiant Stadium in Las Vegas (6 p.m. ET on ESPN Unlimited).
Night 1 is headlined by Undisputed WWE Champion Cody Rhodes defending his title against Randy Orton, and Night 2 sees World Heavyweight Champion CM Punk squaring off against Roman Reigns.
Before we get to a weekend full of wrestling, ESPN’s Andreas Hale, Marc Raimondi, Sach Chandan, Juliana Daddio and Joe Fortenbaugh share their thoughts on the must-see matches, the main eventer more likely to retain their title and one bold WrestleMania 42 prediction.
The Night 1 match you are looking forward to the most is …
Hale: Seth Rollins vs. Gunther. In terms of pure wrestling, Rollins and Gunther have an opportunity to deliver a show-stealing performance reminiscent of the stellar Kurt Angle-Shawn Michaels match at WrestleMania 21 in 2005. Like Angle vs. Michaels, Rollins vs. Gunther has been subtly placed at this year’s ‘Mania without the hype of the two main events. But Rollins and Gunther are arguably two of the very best in-ring performers currently in the WWE and should take the opportunity to put on a memorable match.
Rollins is establishing himself as this generation’s “Mr. WrestleMania,” a title that Michaels earned by commanding the spotlight no matter where he was on the card. From cashing in his Money in the Bank briefcase to becoming WWE World Heavyweight champion at WrestleMania 31 in 2015 to beating CM Punk and Roman Reigns at WrestleMania 41 last year, Rollins always finds a way to do something memorable. Gunther hasn’t been in WWE as long as Rollins, but he already has had a handful of excellent matches between WWE and NXT and operates as the purest form of a heel. I’m almost certain that by the end of the match, they will have earned a standing ovation.
Raimondi: Cody Rhodes vs. Randy Orton. And the reason is pure schadenfreude. The buildup for this match has been so dreadful, I’m weirdly curious about how they attempt to tie things together with Rhodes, Orton, Pat McAfee, Jelly Roll and whomever else gets involved. Is there any way to make this better? Is it possible to even make it make sense? I don’t have an answer, but I’d be lying if I said I didn’t want to see how it shakes out.
It didn’t have to be this way. Rhodes and Orton have such a rich shared history. Pulling from that to develop an A-plus WrestleMania story would not have been overly difficult. They are both also otherworldly performers. But here we are, in a program (progrum?!) that Rhodes himself has compared to the Gobbledy Gooker and Shockmaster. The match could reach a level of so-bad-it’s-good that would make even Tommy Wiseau blush.
Chandan: Stephanie Vaquer vs. Liv Morgan. This feud has lived up to the billing as one of the more intense stories on the card. It began with a blistering, emotionally charged takedown of Morgan, as Vaquer believed she had to traverse the more difficult path to get to WWE. From there, the conflict between the “Raw” Women’s champion and the 2026 Royal Rumble winner just ramped up in intensity, including multiple brawls in and out of the ring.
Vaquer was the standout women’s wrestler of 2025, but Morgan’s disrespect has forced “La Primera” to slide into a more violent, intense side. This feud has been a throwback to old-fashioned hatred between two competitors fighting for more than a championship, to prove who is the better woman wrestler … and neither can afford to lose.
Fortenbaugh: Seth Rollins vs. Gunther. Given the incredible in-ring talent both wrestlers possess, I think this matchup has an opportunity to steal the show — even with only two weeks to build the story. Rollins is one of the WWE’s most versatile and consistent performers who’s just back from injury, and Gunther spent the past five months sending both John Cena and AJ Styles into retirement. Also, don’t discount the Paul Heyman factor. His involvement brings a level of treacherous intrigue to a showdown that could feature a wild finish.
Daddio: Jacob Fatu vs. Drew McIntyre. This feels like one of the most exciting clashes of the entire weekend. They have been feuding for months now, and McIntyre brings veteran power and big‑fight presence, and Fatu delivers raw intensity and unpredictable explosiveness. Their styles collide in a way that promises chaos, physicality and a true “fight feel.” Making this an unsanctioned match is a great stipulation for these two and that dynamic alone makes it the match I’m most looking forward to on Night 1.
The Night 2 match you are looking forward to the most is …
Hale: Oba Femi vs. Brock Lesnar. This has nothing to do with the quality of the match and everything to do with WWE establishing what it desperately needs: a young main event star. The buildup has been phenomenal, their respective physical presences are undeniable and Lesnar, 48, is at a stage in his career when he can pass the torch and put Femi — who’ll turn 28 just days after WrestleMania — on the fast track to becoming WWE champion. These two powerhouses should obliterate each other for as long as this match lasts, but rest assured, no outcome makes sense outside of Femi beating Lesnar. It has been a long time since WWE had a can’t-miss star on its hands, and Femi checks every single box. The WWE is at the 1-yard line and had better not fumble.
Raimondi: Six-pack ladder match. Iyo Sky vs. Asuka would have been my answer here, but unfortunately, it looks as if that match, which was so well built between two premier performers, has been shelved despite having a clear direction.
You know who doesn’t have a clear direction? Just about everyone in this ladder match. WWE has dropped the ball with Penta after a red-hot start. He should have his own story as Intercontinental champ heading into ‘Mania. With that said, I can’t complain too much. I’m a sucker for a good ladder match. And guys such as Penta, Je’Von Evans, JD McDonough and Dragon Lee are locks to do some ludicrous stuff.
Chandan: Six-pack ladder match: I agree with Marc. I love myself a good chaotic, video game match, with six wrestlers who each bring different skill sets to this ladder match. Add in some other weapons (tables?), and this could be the non-main event match that I remember most.
Some intriguing storylines heading into WrestleMania include a potential last hurrah for Mysterio, a first championship for Evans and intrigue over how the others will work together to stop Rusev … if they can. Penta and Dragon Lee have emerged as two of WWE’s biggest standouts this past year. I expect one of them to climb the ladder and unhook the Intercontinental Championship, but I’m excited to see the jaw-dropping moves on the way there.
Fortenbaugh: Oba Femi vs. Brock Lesnar. There is no other acceptable answer because no other match on the card — Night 1 or Night 2 — has had a better build. Lesnar, “The Beast Incarnate,” the man who ended The Undertaker’s legendary WrestleMania winning streak, is stepping into the squared circle near the end of his illustrious career against the man set to take his place as the most terrifying wrestler in the sport. Femi’s entrance and both men’s combined raw power alone makes this worth the price of admission. Think of it like this: When was the last time there was this much hype around a match with a build that featured so few words spoken by either combatant? This has been a master class in storytelling.
Daddio: “The Demon” Finn Bálor vs. Dominik Mysterio. The story is fueled by betrayal and transformation. After being turned on by Judgment Day, Bálor brings back his demon persona for the first time in years — the moment fans have been waiting for. Bálor’s alter ego instantly raises the match’s intensity and drama. The feud becomes a mentor‑vs-student showdown, as Bálor, who helped shape Dominik’s “Dirty Dom” identity, returns in his darkest form to end him.
Which champion is more likely to walk out retaining the title: Cody Rhodes or CM Punk?
Hale: CM Punk. Forget about how clunky the buildup to Rhodes vs. Orton has been for a second. Instead, consider where Rhodes is and how fans are responding to him. Before Pat McAfee’s involvement, Randy Orton had drawn a strong babyface reaction as he approached the opportunity to become a world champion for the 15th time. As much as that speaks to fans’ support of “The Viper,” it also speaks to the staleness of Rhodes as champion. It’s not Rhodes’ fault, as he desperately needs a strong contingent of heels to feed off of. Not to mention that his story is significantly more interesting chasing the title than being chased. Orton deserves another moment in the sun, which would put him third all time in WWE World Championship reigns behind Cena (17) and Ric Flair (16).
As for Roman Reigns, unless he plans to be around more often, there’s really no reason to take the title away from the more active CM Punk. Not to mention that Reigns has won his fair share of WrestleMania main events. Punk deserves to leave Las Vegas as champion with a win in the main event.
Raimondi: Probably CM Punk. It doesn’t seem as if the Rhodes-Orton program will end this weekend. Maybe it works better with Rhodes giving chase as the challenger? How’s that for a hit of copium? Punk works better as a champion for practical reasons. Reigns is never around, and the Undisputed WWE title was created because he was consistently absent while holding the other world title. Reigns will surely become champion again at some point; he remains WWE’s biggest star. Perhaps another disappointing WrestleMania will force his character to be more introspective and finally acknowledge (pun intended) the role of his family in all of his success.
Chandan: Cody Rhodes. Rhodes has generally been able to vanquish the biggest foes in his path, but despite that, he’s only 1-2 in WWE Championship matches at WrestleMania. I expect interference from Jelly Roll, Pat McAfee and others in his main event match with Randy Orton. Despite this, I expect Rhodes to be more likely to prevail and continue his championship reign.
Fortenbaugh: CM Punk, although I think he and Rhodes both go down in their respective matches. I’m not sure how Rhodes gets by this reincarnation of 2009 Randy Orton, especially now that Pat McAfee has inserted himself into the story and assured the world that he’ll never be heard from again in the world of wrestling if “The Viper” comes up short. The one thing holding me up about backing Reigns over Punk is Reigns’ penchant for inactivity. The fan base likes a fighting champion, and that’s exactly what Punk has been since claiming the throne. What happens if Reigns regains the title he lost at WrestleMania XL two years ago in Philadelphia? I’m very interested to find out.
Daddio: CM Punk. After losing at last year’s WrestleMania, this is his moment to shine in the main event against Reigns and prove why he is the “Best in the World.” Punk is a fighting champion, and Reigns is seen as a part‑timer. The only real concern is potential interference from The Bloodline, whom Punk insulted, and could cost him the title.
Which snubbed wrestler would you add to WrestleMania?
Hale: Iyo Sky. It makes absolutely no sense that arguably the best in-ring performer currently in women’s wrestling, who beat Rhea Ripley and Bianca Belair in a phenomenal triple threat at last year’s WrestleMania, is somehow left off the card. Sky has a ready-made story with Asuka that has been building for almost a year and should have culminated at WrestleMania. I don’t know how you don’t capitalize on one of the best feuds in pro wrestling that doesn’t need a world title attached. Is there any doubt that Sky vs. Asuka, with Kairi Sane’s loyalty hanging in the balance, would be a phenomenal match, have significant stakes and attract the fans’ interest?
Raimondi: Rey Fenix. Where in the world is that guy? He’s only one of the best bell-to-bell workers in the industry. There was no room for him in the ladder match? The Undertaker is doing a pretty decent job booking AAA right now; maybe he can lend some advice to the WWE creative team on how best to use one of the top luchadores in the world.
Chandan: Motor City Machine Guns. I love the skill and timing Chris Sabin and Alex Shelley bring to their matches, which is why I’m disappointed to not see them on the main cards of WrestleMania. This is now the second WrestleMania in a row that MCMG has not been able to crack the lineup.
With the “Raw” Tag Team Championship wrapped up in The Vision’s feud with the Jay and Jimmy Uso — and both teams involved in a six-man tag match — it would be nice to have the “SmackDown” Tag Team Championships defended with a few of the teams not involved in other action. The Women’s Tag Team Championship will be defended in a four-way match, and it would be nice symmetry for the “SmackDown” men to have a similar match.
Fortenbaugh: Iyo Sky, although Carmelo Hayes is a very close second place. I don’t get it. Sky is super over and I still think there’s time to get something done with Asuka before we reach the weekend. Meanwhile, Hayes vs. Trick Williams vs. Sami Zayn for the United States Championship made a ton of sense before Hayes was phased out entirely. The good news for Hayes? I have a feeling he’ll soon find himself in a program with Williams if Trick beats Sami at WrestleMania.
Daddio: Iyo Sky. Sky not being on this WrestleMania card feels like a major oversight because she brings a level of star power few women can match. She has charisma, athleticism and presence that instantly elevate any match she’s part of. I feel she is the next breakout attraction — someone WWE can build the division around for years.
Your bold WrestleMania 42 prediction is …
Hale: I’m not sure if this counts since it won’t happen at WrestleMania, but if Gunther beats Seth Rollins, the favor he wants is the opportunity to retire Brock Lesnar at SummerSlam in Minneapolis — Lesnar’s billed hometown.
Raimondi: Bron Breakker returns to help CM Punk beat Roman Reigns as a big cliffhanger heading into “Raw.”
Chandan: Paul Heyman gets involved with CM Punk and Roman Reigns … and sides with Punk.
Fortenbaugh: Danhausen gets his blimp and it flies high above the Las Vegas Strip.
Daddio: Kevin Owens makes a return, gets involved with Cody Rhodes vs. Randy Orton and helps Rhodes win.
One Boston Marathon was a great weather year for runners
This year’s Boston Marathon is shaping up to be a memorable one, not because of the elite runners or the amateurs, but because the weather may be a huge positive factor.
The sweet spot for runners would be temperatures in the 40s in the morning in Hopkinton and low to mid-50s at the finish line on Boylston Street, Boston. Ideally, you would have a brisk southwesterly wind pushing runners along. And we will likely come close to those conditions by Monday morning.
Has Boston ever seen a marathon with optimum weather for long-distance running?
Perhaps one of the most ideal Boston Marathons was in 2011 when a strong southwesterly wind propelled runners along the 26.2-mile course, literally with the wind at their backs. It’s no surprise that the elite men’s record was broken that year and still stands today, 15 years later, as we head into the 130th running of the marathon. Geoffrey Mutai of Kenya won the marathon in a record 2 hours, 3 minutes, 2 seconds.
2011 Boston Marathon men’s winner Geoffrey Mutai breaks the tape at the finish line.John Tlumacki/Globe Staff
Race-day weather for the 2011 Boston Marathon.Dave Epstein
This year we have had unusual heat this week before the marathon. In 2011, temperatures were more typical for the season.
Also this year, a frontal system is forecast to pass through the area Sunday night, putting an end to the unusual warmth and ushering in much cooler air as it descends south over Eastern Massachusetts from Canada.
Boston Marathon runners have the finish line in sight as they make the final yards on Boylston Street in 2011.John Tlumacki/Globe Staff
The surface map from 2011 and the predicted map for this year’s Marathon, while not identical, both show high pressure in control. The biggest difference is that this year, race day will have more of an early northwest wind, so while it will not be a headwind, it will not be as strong a tailwind as 15 years ago — which ranged from 16 mph to 20 mph. This year, wind speeds are forecast to nudge above 15 mph.
2011 Marathon Day:
A forecast surface map for the 2011 Boston Marathon showing an area of high pressure near New England.NWS/Dave Epstein
The 2026 Marathon Day forecast map:
The surface map for the 2026 Boston Marathon on Monday.NWS
Of course, we won’t know for several more days exactly how strong the winds are going to be and exactly what direction they will be coming from, but I do feel pretty confident that temperatures will be in that nearly ideal range.
Will new records be set? Time will tell.
Women elite runners, from left, Dire Tune, of Ethiopia, Caroline Kilel, of Kenya, Alice Timbilili, of Kenya, and Sharon Cherop, of Kenya, compete in the 2011 Boston Marathon on the course in Newton.
Marathon years that saw some notable weather on race day.Boston Globe
We will be closely monitoring the weather conditions up until Marathon day on Monday, April 20. Keep up-to-date with the latest Globe forecast by signing up for our free daily Globe Weather Forecast that will arrive straight into your inbox bright and early each morning. for our daily Globe Weather Forecast that will arrive straight into your inbox bright and early each weekday morning.