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Posted by GoNintendo Sep 23 2013 17:08 GMT in Sonic: Lost World
- 2 Like?
A portion of a Polygon interview with Sonic brand manager Aaron Webber and producer Sam Mullen.

"Every enemy you see is a reference to a previous Sonic game, which could date all the way back to Sonic 1. So everything from the old Sonic games up until now make an appearance." - Webber

- Sonic teams with Eggman to take on the Deadly Six
- features a jungle level lifted from Sonic and Knuckles
- slide along rails and zip across narrow strips of grass
- avoid swathes of muddy water infested with alligators

"The whole parkour system, conceptually, comes from the simple fact that in past Sonic games, Sonic would move really fast and he was kind of uncontrollable, and then you'd run into objects and just stop. So we went back to basic controls and said, 'Okay, how to we get past this? People don't like running around fast, fast, fast and then stop.' It started out with really simple things, like when Sonic hit a corner he would just glance past it. So we thought, what if he runs up walls or grabs ledges? And it sort of evolved from there into the state it is now. It all boils down to the fact that we want the player to maintain a flow, even if they're not having a sort of perfect playthrough. This way, the flow of a high-level Sonic player can be enjoyed even by a novice player." - Mullen

- tutorial is completely optional
- Wii U tutorial selection bubble has been moved to the top of the GamePad screen
- select it at any time for tips.
- 3DS tutorials show up as floating question marks peppering each level
- collecting all the red rings unlocks "something special" that "Sonic fans are sure to love."

On Sonic's various attacks...

"It's a matter of giving players reasons to use that kick attack versus the honing attack, and having enemies where you'll have to use a certain combination, such as the honing attack and then a kick. It's really nice to have that kind of control in a Sonic game." - Webber

- one casino level has a brightly-lit corridor strewn with light rails that will electrify Sonic on impact
- also collect silver chips strewn throughout the area
- these chips can be cashed in at the end of each level for additional points and even allow players to progress to the next level more quickly
- in a snow level, Sonic rolls up into a giant snowball and must be navigated across thin floating platforms
- each level in the Wii U version has been completely redesigned for the 3DS version

"We're working with [Osaka studio] Dimps on the 3DS version, and Dimps has done a really great job on the previous handheld games, but in particular with this one, it's like getting to look at our piece from a different perspective and a different angle. So it's the same style and look of the game, but it's as if someone else is giving their own take on it.

We also wanted to give fans something brand new, so if you buy the Wii U version and then the 3DS [version], we didn't want to give you the exact same game. You beat those levels already. So for Sonic fans that are going to buy both, or even for people that will just get one or the other, you want something that not only works but feels at home on the platform. So 3DS will have some changes to it that make it feel more natural, better on the 3DS. And likewise there's some stuff on the Wii U that just makes more sense and fits better there." - Webber


On evolving Sonic

"Sonic has never stood still — it isn't about churning out yesteryear's game with new levels. That's not what Sonic is about. We did that with Sonic: Generations, but with Generations, that was the whole concept of the game. But Sonic as a property is about trying new things and taking him to places he's never gone before, and having him do new things. Lost World is all about going back and rethinking the way he controls, trying new things and just like we did with Colors [and the color power." - Mullen

On the exclusivity with Nintendo

"If we trace Sonic's third-party roots all the way back to just after the Dreamcast, we released Sonic Adventure 2: Battle on the GameCube and it did phenomenally well. We think that's because there was a lot of overlap between the Sonic/Sega and Nintendo crowd at that time, and we just found historically that Sonic performs really, really well on Nintendo platforms. Sonic Colors did great, Sonic and the Black Knight did well and Sonic and Secret Rings did well — all Nintendo. When we look at the numbers, we thought — this is clearly where our audience is." - Mullen

On Sonic in Smash Bros. Wii U/3DS

"We have no idea!" - Webber
Link
Super-Claus
misread that as "Doops". Was thoroughly disappointed.
Super-Claus
look how small it is in three dimensions!

Posted by GoNintendo Sep 18 2013 17:52 GMT in Nintendo Stuff
- 1 Like?
Coming from the most recent Iwata Asks...

Iwata: Actually, if you look closely at the world of The Wind Waker, it has its own sense of reality that’s takes advantage of its anime-themed world. It’s so inventive with a lot of bright ideas packed in that you think “Wow! So much detail!” But I suppose I notice those things as president of Nintendo because I try to see its charms! (laughs)

Aonuma: Well, there’s a clear split with those who are reluctant even to try it.

Iwata: But I think that has changed recently.

Aonuma: There’s a “Zelda cycle.”

Iwata: Yes. Bill Trinen-san at Nintendo of America—who always plays a big role in preparing the overseas versions of The Legend of Zelda games—always talks about the Zelda cycle.

Aonuma: Basically, as time progresses, negative opinions about The Legend of Zelda turn into positive ones. At first, I wasn’t sure about that, but seeing the response to The Wind Waker HD, I think it may be right.

Iwata: And it isn’t restricted to The Wind Waker. Every time a new Zelda title comes out, there’s no shortage of negative opinions, but a year or two later, people are revising their opinions, and its reputation goes up.

Aonuma: The response of fans in North America was like that for The Wind Waker. When we first announced the original version in 2001, the majority of voices we heard were against it. However, the responses for the Nintendo Direct we aired in January were incredibly favorable. Also at the Nintendo Experience event at Best Buy which was held at the same time as this year’s E3, a lot of people lined up in front of the single demo station for The Wind Waker HD in each store, saying they really wanted to play it. The Legend of Zelda: The Wind Waker HD and Mario Kart 8.
Fallen Shade
I don't think its possible for there to be skyward sword apologists, I don't see it happening.
darkz
i dont like the combat in twilight princess at all but then again im playing the wii version

YouTube
Posted by GoNintendo Aug 28 2013 15:55 GMT in Nintendo 2DS
- 1 Like?
MM
LIKE YOU'VE NEVER SEEN BEFORE
MM
LIKE YOU'VE NEVER SEEN BEFORE

Video
Posted by GoNintendo Feb 06 2012 21:35 GMT in Nintendo Stuff
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CAUTION - FOUL LANGUAGE



Direct link here
>>


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Posted by GoNintendo Sep 03 2013 07:25 GMT in Nintendo Stuff
- 1 Like?


I don't know why this happened...but I'll take it. Maybe Microsoft is just being nice!
sims
acknowledging the competition??? newsworthy stuff here thanks gonintendo
Fortran
MS has been sucking up to competition recently since Ballmer is trying to kill the company, they're even developing for GNU/Linux now. They're pretty much just trying to blow out the fire on every bridge they've been burning so they won't be completely dead in the next couple decades.

Posted by GoNintendo Aug 30 2013 01:09 GMT in Nintendo Stuff
- 1 Like?


Since the game allows you to “revive on the spot” when you go Game Over, anyone should be able to complete the game as long as you keep selecting Continue. On the other hand, if you just want to blast through the stages kicking GEATHJERK behind left and right without worry, you can always switch to Easy or Very Easy along the way.

There’s no shame in playing through Easy to earn loads of O-parts and buy lots of items, before you start challenging Normal mode!

Check out the blog here
Super-Claus
cant decide between this and rayman. I guess rayman since I'm a platformer guy at heart.

Posted by GoNintendo Aug 28 2013 18:08 GMT in Nintendo Stuff
- 1 Like?
There are a lot of 2D games available that use the Unity game engine, but the fact of the matter is that Unity was made mainly with 3D rendering in mind.

But the company now wants to offer 2D game developers the same kind of support that it has for 3D developers. David Helgason, Unity CEO announced at its Unite conference in Vancouver that Unity’s new 2D Tools are now in beta.

Full report here
Super-Claus
great now crump will never shut the hell up
Lord Crump
where's the hell my new gui, though

Posted by GoNintendo Aug 16 2013 06:25 GMT in Nintendo Stuff
- 2 Like?
A portion of an NES interview with former Nintendo employee, Kyle Mercury...

NES: Was it difficult for employees to be critical of Nintendo’s policies even if the problems were quite clear? And did that negatively impact the decision making in promoting/marketing the GameCube effectively?

KM: It absolutely was. Again, Nintendo is a very proud company and they were facing a market shift unlike any in their history. The Marketing team had to walk a fine line of keeping the energy up, keeping people excited about the future, and implementing solutions that tried to resolve the really glaringly obvious problems of the present. Too far in either direction and you’re either seen as sadly naive or a cynical doomsayer. For me, this meant staying sincerely passionate about the brand (and I was), but being honest about the position we were in. I was fortunate to have that mix of philosophies, but a lot of people didn’t and that made for a very trying experience when it came to developing initiatives. A huge number of people refused to admit there was a problem and many of the cynics levied the blame against the consumer, rather than Nintendo’s own policies. Marketing was doing the best with what we had. We weren’t making the software, or the hardware, we were just bringing it to the people and doing what we could to keep an notoriously fickle and increasingly disenfranchised audience engaged in a time where amazing new options were everywhere.

NES: Recently, there’s been a lot of bad news about the Wii U. The console is even selling slightly less than the GameCube according to IGN. Right now, based on Wii U’s poor sales performance, it seems like casual gamers (or expanded audience) who made the Wii popular have abandoned Nintendo with the Wii U.

Since you worked with Nintendo during the GameCube era, what do you take from all of this? Do you see any similarities between the GameCube era and the Wii U era?

KM: There are certainly parallels. The Wii performed what was, at the time, a remarkable feat: It drastically lowered the barrier to entry to video games. Price, ease of use, novel and broadly appealing content, innovative technologies without the fear of complexity that usually comes from them, disregard for traditional demographics… It was a perfect recipe and something the video game industry sorely needed. The GameCube had elements of those things, but it’s not what the market was looking for in the time of the PS2. Nintendo’s mobile division (especially backed by the Pokémon money machine) saved the day and there was only gain to be had with the Wii.

The Wii U also has elements of that whole, but once again it’s not what the market is looking for. It has sacrificed the simplicity of the Wii, but hasn’t caught the sheer hardware or media power of Microsoft or Sony. Casual gamers have moved to phones and tablets which are unsurpassed in convenience of play and cost. Title offerings aren’t exactly bold and with more and more 3rd party developers, studios that defined the last generation of games, reducing or removing support for the Wii U and a sadly lacking indie development scene… what’s the value proposition? The Wii thrived because it changed gamers expectations. The GameCube and Wii U suffered because gamers expectations have changed.

The GameCube at least benefitted from 3rd party developers still looking to push boundaries and create a-typical experiences. Games that could take chances because we hadn’t quite reached the almost “AAA or Indie” only state we’re in now. The middle class of gaming has slowly been whittled away this past generation, though I would argue there is an exception to be made for the still Nintendo dominated handheld market.
Fortran
So they admit the Wii U is just where they dump all their shitty party games
Ignorant
Why do people complain Wii U is worse than Xboned and ps4. Their graphics engines will really not look that different than the Wii U, unlike This gen compared to Wii

Posted by GoNintendo Jul 31 2013 17:52 GMT in Nintendo Stuff
- 1 Like?


Coming from a CVG interview with speed-runner, Cosmo

"Understanding a game is from a speedrunning perspective is not obvious, it takes a while. I actually put about 150 hours into Banjo-Kazooie and then I thought 'this game is really good, but I'm not sure it's my style of game'. I wish I could tell you how many hours I've spent playing Ocarina, I really have no idea. Any number I give would be a complete wild guess. It's a lot."

Full interview here
hero of time
Isn't the time even lower now? I'm pretty sure it's been under 20 minutes for a while. Maybe I'm wrong, I'm not sure.
Fallen Shade
Kazooie and Tooie took awhile to break but they've got some kick and ball and through the wall type of stuff now too
http://www.youtube.com/playlist?list=PL348...
http://www.youtube.com/playlist?list=PLzGK...

Posted by GoNintendo Jul 30 2013 02:00 GMT in EarthBound
- 1 Like?

What is the video game, Earthbound?
Even today, it’s so hard to answer that question.
It was like a group of children taking dolls from a toy chest.
Old dishes no longer used in the kitchen.
Nuts and bolts found inside a toolbox.
Little flowers and leaves from the backyard.
And they were all laid down on the carpet with everybody singing made-up songs.
Ready to talk all day about that world they just made.
That, I think was how Earthbound was made.
Well, I’m a grown-up too,
so I didn’t hold back in adding things here and there,
like putting more angles here,
hiding a secret there,
and sometimes slipping in little mean things.

...


Posted by GoNintendo Jul 29 2013 03:48 GMT in Pikmin 3
- 1 Like?

A portion of a 4Gamer interview with Miyamoto...

4Gamer: Due to the way the Pikmin feel more like living things, I think you also feel a lot more sad when a Pikmin is killed by an enemy like a Bulborb. Thinking of it logically, you know that even if they die you can always get more and it’ll be fine but somehow it still doesn’t feel good.

Miyamoto: It hits you harder even more than war movies, no? (laughs) I think it’s good to have chances to consider things like that. In the movie “Saving Private Ryan," the theme is that of an extreme decision to possibly lose many to save one person but what was the person who made the decision thinking? I’ve considered things like this while at work.

Though I didn’t specifically consider something like that when making Pikmin, when you create things based on the natural way of things, sometimes unexpected things do happen and if you can say that what you just saw in the game made you feel something you hadn’t until that point… if you can say you’ve have the chance to experience that, I think that is something appealing about that game as a product.

Even when making 1, when the Red Pikmin are just staring at you or you watch the Pikmin looking up at the rocket flying away, you feel mixed things. I think it’s good to experience feelings like that.

4Gamer: So the head count was made to fit what the game system needed.

Miyamoto: That’s right. When we were making it, we solidified a lot of things. One of which was that it was fun to have three heroes.

To tell the truth, for last year’s E3 presentation, there were actually four heroes. However, when it came to the controls of swapping between four, there were points where it got complicated and in the end, we dropped down to three.

4Gamer: I wondered if in addition to increasing the amount of heroes and Pikmin if the strategic elements of this game had also been improved. Did you consider improving those elements even thought it is an action game?

Miyamoto: The truth is we were doing prototype tests of Pikmin for the DS and 3DS but it turned into unit management with only the touch pen and no matter what it just didn’t seem like Pikmin.

We concluded that Pikmin is a game that revolves around action based on its controls and the strategy sits on top that. Although there are elements that are built on the strategy, there are other overall things that have to be well considered. This complete experience is an important elements of Pikmin.

4Gamer: It’s conjures up the image a soccer or baseball game. That never occurred to me…Still, Pikmin can be seen as a type of RTS game as well. Could you tell us any thoughts you have on that?

Miyamoto: I know RTS games are popular overseas but when we were making the game, we made sure to not start from that idea. If I look back on it, a long time ago there was a PC game called M.U.L.E. I had made exclusively action games but at some point vaguely felt like “ahh, I want to make a game like that." There are parts of Pikmin 1 that are connected to that.

4Gamer: So the planet-discovery strategy came from that game!

Miyamoto: Well, it’s not like we were imitating M.U.L.E. but some part of the finished product was inspired by it.

Still, it’s not that we looked at a well known game and made something from that. When looking at the all new product we stuck with making, even though we did something simple, I do feel it came to have a depth similar to RTSes, However, it’s not that Pikmin is an RTS. It’s an action game and I think it is it’s own new genre that nothing else resembles.

Still, in a way, I think Pikmin 3 does have the potential to be received by players in America with as much zeal as PC RTS games.

Super-Claus
neat. I'd like to see a full on RTS done by miyamoto now.

Posted by GoNintendo Jul 23 2013 17:09 GMT in Nintendo Stuff
- 1 Like?
A portion of a Wired interview with translator, Marcus Lindblom...

Wired: Could you talk about some of the difficulties you had in localizing EarthBound?

Lindblom: The biggest challenge we had in a lot of ways was how to handle the cultural references.

The thing that’s really weird about Earthbound is that I was trying to translate someone’s view of what the U.S. is like from the outside — someone who, obviously, isn’t American. I had to take an outsider’s view of the U.S. and turn it into something everybody here would play and understand. That was one of the more difficult things to do.

The other thing we did try to do — and we weren’t always 100 percent successful — was tone down a lot of the references to intellectual property. I didn’t really do anything with the music. The music was actually already pretty much done. But when it came to visual or textual references, we did definitely look at it and say “Okay, the artwork on the truck looks a little bit too much like the Coca-Cola logo, we need to change that.”

Then we had to take out the red crosses on the hospitals because we knew that was sort of questionable even at that time. They could come and say, you know, because there’s the actual organization The Red Cross who uses that as their symbol.

Wired: Did you ever have to consult with Mr. Itoi and ask if it was OK to change something?

Lindblom: No, actually, I never did. It was nice because it was a very accepting environment. The thing that did influence me to a degree was that I lived in Japan for four years in the late 80s. So I was really comfortable with and aware of a lot of things in Japanese culture. I had a goal of keeping as many things in as I could but there was not much time to get all the nuances. But even in Japanese, some of those subtleties were really hard to explain to other Japanese people. Because it was very intricately written in some ways.

But I think Itoi probably told the guys I worked with that if we had a choice between things, then just make it interesting.

Wired: So Mr. Itoi wasn’t really involved in the localization.

Lindblom: Nope. You know what, I never actually met him. Now he may have talked to Dan Owsen before I started on the translation work but I never did talk to Itoi myself.

Posted by GoNintendo Jul 22 2013 16:38 GMT in Nintendo Stuff
- 1 Like?
Coming from Capcom's Brett Elston...

Don't have any update for you on this, I'm afraid. It's a lot of Capcom/Nintendo coordination, and Nintendo has many other titles (1st and 3rd party) to line up for release. Earthbound's out now, for instance :)

But again, I'm pretty pleased 1~4 + X1 hit so quickly. That's not typical. Seems like a good sign.

Plus we just announced the GB games coming to 3DS, so there's that!


Thanks to Connor for the heads up!
Fallen Shade

5 and 6 were shit anyways

Fallen Shade

5 is probably the third easiest right after 2 and 3, this guy's stage single handedly ruined 5 though.


Posted by GoNintendo Jun 11 2013 17:16 GMT in Scribblenauts Unmasked
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Scribblenauts Unmasked - A DC Comics Adventure is a new game that melds the boundless creativity of the award-winning video game franchise with thousands of DC Comics characters and objects across DC Comics worlds - all drawn in the classic Scribblenauts art style.

The game features a story where players embark as protagonist Maxwell on an imaginative and comical quest, taking them through Gotham City, Metropolis, Atlantis and other iconic locales from the DC Comics universe. Fueled by the player’s imagination, Maxwell must use his magic notebook to put a stop to the villains' evil schemes and save the day!

Features:

Vast DC Comics Universe – Summon thousands of DC Comics characters and objects - all drawn in the unique Scribblenauts art style!

Extensive Replayability – Dynamically created puzzles called Heroic Feats increase the game’s replayability by continuously generating original scenarios requiring different solutions with each visit.

Super Hero Creator – On Wii U™ and PC, players can create their own Super Hero or Super Villain using any item from the DC Universe and then setting properties for how it behaves, changing its appearance and powers. Players can then share their creations with the community and download others.

Deep DC Comics Object Database – Players wanting help can reference The Batcomputer, an in-game encyclopedia that lists the names and descriptions of objects from the DC Comics Universe.

Sidekick Mode – Friends and family can drop in using a Wii™ Remote and take control of any object in game.


Link

Fallen Shade
Oh shit this is so cool

Posted by GoNintendo Jul 08 2013 18:39 GMT in Nintendo Stuff
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When you see all the designs next to one another, you can see that there are indeed some differences. Nothing too major, but a definite evolution from the series' start until now. Which version of Ash is your favorite?
Ph1r3 App Inventor for Android's visual block language
i miss fat pikachu
Ignorant
I remember one episode some time ago forget when probably was a rerun, but Ash evolved his pikachu... then later it devolved? (???!!????)

Posted by GoNintendo Jul 05 2013 16:34 GMT in Nintendo Stuff
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I have just described “Nintendo Web Framework,” but I guess my explanation might have been a little too simple. We have publicly set forth the goal of “gaming population expansion” or “user population expansion,” but when it comes to the Nintendo Web Framework project, we are calling it internally at Nintendo “developer population expansion.” Development of games for dedicated game systems has gradually become possible only for large-scale development teams. The best situation for a game platform is one where even a game developed over a short period by a small team could become very popular around the world. Many developers dream about competing to make a game for such a platform. However, recent video game machines are, in a sense, becoming rather unique systems because they require the software creators to use development methods specific to each game system, employ a large development staff and spend a considerable amount of time in order to develop a packaged software title for which consumers are willing to spend several thousand yen.

This is a conceptual diagram of developer communities. The vertical axis shows the scale of a community. On the horizontal axis, “Embedded System” on the left is a system required for a dedicated development approach and “Open System” on the right is a system widely used in the world. When you access an active website, a special program to control actions has been automatically downloaded from a server and executed. This is an example of the technologies called “Web Platform.” This diagram also has information on the population of developers for each system. Currently, the top-left “Dedicated Game System” has a relatively small number of large-scale development teams left. As dedicated game systems require a unique software development method, developers have to learn a lot to understand such a method and then make considerable efforts to create game programs for such systems. The entry levels are going up because developers need to know a lot of things before starting developing games for Nintendo 3DS or Wii U for the first time. The bottom-left “Unity” is a video game engine with a vast number of developers around the world, which can easily be used to develop games for various platforms. We have started working to expand the developing population by organizing a partnership with Unity and making this engine available to Wii U developers. “Nintendo Web Framework” that you asked about is a system we have prepared so that the more than ten million developers of the right-sided “Web Platform” can relatively easily develop games for Wii U. However, since we are currently not capable of dealing with a vast number of individual developers, we cannot go so far as to widely open development opportunities to them tomorrow. However, we are accepting ideas from any corporations which are interested in it regardless of their scale or development experience and are considering the possibility of accepting individual developers in the future. This is the first step to increase the number of developers for dedicated game systems, which we started more than two years ago and announced this March. We hope that this will expand the potential of video games. Thank you for your understanding of our strategy. - Satoru Iwata
Link
Francis

Well I guess there won't be a Betalands U anytime soon then. :(
"However, since we are currently not capable of dealing with a vast number of individual developers, we cannot go so far as to widely open development opportunities to them tomorrow."

Gold Prognosticus
Well at least it would be thematically appropriate.

Posted by GoNintendo Jul 03 2013 02:31 GMT in Nintendo Stuff
- 1 1 Like?
Why the Stampers left...
When Rare became a "second party", Nintendo initially only bought around 10% of the company, not 49%. Every time the Stampers needed more money, they sold a few more percentage points to Nintendo. Eventually the Stampers ended up having sold 49%.

The Stampers needed another hit of cash, but they didn't want to sell 2% of the company and become "minority shareholders" in a company that was not owned by them. Rare's stock price was at an all-time high, so they decided it was time to cash out.

Nintendo had been willing to spend a few thousand here, a few thousand there, but they weren't willing to spend $500 million all-at-once. They would rather gain $500 million all-at-once. Nintendo asked the Stampers to find a new buyer.

Microsoft was willing to buy, but they didn't want to become partners with Nintendo, so Nintendo sold their 49% back to the Stampers on credit, and the Stampers sold the whole thing to Microsoft.


Who owns what between the two companies...

Want to know something painful? Nintendo actually owned all of Rare's IPs (the ones created while they were together). If you're aware of some games that claimed to be owned by Rare, those are really just a lie. Nintendo owned a completely different company that was also called Rare, and that company owned any Rare IP that wasn't owned by Nintendo directly.

When Rare was packing up to leave, Nintendo sold them a rights package containing some specific IPs that the Stampers wanted to own. NOA did this because Arakawa/Lincoln and the Stampers are buddies. That's why, for example, Nintendo owns Krystal (a character Rare created for a Starfox game), while Rare owns Conker (a character Rare created for a Donkey Kong game). There was no ruleset for the divorce, NOA and Rare just worked it out like gentlemen.

That's why they remained close enough to work on handheld games.

Link
MM
Oh I see...
sims
So you're not just a hedgehog.

YouTube
Posted by GoNintendo Jul 03 2013 02:49 GMT in Nintendo Stuff
- 1 Like?
Francis
scan toilet paper IRL to put in a game. awesome
Fortran
because you and francis are the only ones with a Wii U

Posted by GoNintendo Jul 02 2013 02:00 GMT in Nintendo Stuff
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- To get the #DreamTeam Alpha up and running took 1.5 years for Alpha Dream
- They had so much stuff this timethey even went into a Gamma Phase, which Iwata notes as unusual as games typically only have Alpha and Beta
- They chose sprites because it's part of the Alpha Dream heritage...but also because they had few 3D production resources
- The 3D Mega Luigi model was done by a 3rd party after they realised there was a limit to doing that in 2D.
- A challenge was shifting from drawing sprites for 8-way movement on DS to 16 way movement on 3DS.
- They couldn't even just flip the sprites for the other direction due to the 'L' on Luigi's hat.
- They banned themselves from flipping the sprites for Mario either, partly because of Mario's right arm going up when he jumps.
- They had 5-6 staff working on the character animations for all the characters in the game.
- The requests by Nintendo on Alpha Dream were not always accepted and often required meetings, or discussions with the SPD producers
- They talk about including an easy mode. For example, when active, a hint block will appear when you redo a battle after dying
- The Mario & Luigi RPG series is also quite popular with women
- A Hard Mode unlocks for experienced players after clearing the game. Even the producer has trouble with it, it's so difficult
- The put a lot of extra stuff into Dream Team after hearing fans say they wanted to play more of M&L RPG 3.
- The producer says long term fans shouldn't worry - the series is still the same, despite the switch to 3D worlds for Dream Team
Francis
omg gamma phase

Posted by GoNintendo Jun 26 2013 03:01 GMT in Nintendo Stuff
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A portion of a PN interview with Sakurai...

PN: on the occasion of the E3 2011, Satoru Iwata has surprised everyone by announcing that the next Super Smash Bros. game. beyond on Wii U and Nintendo 3DS. What are the main differences between the two versions? Can we expect a few surprises, especially at the level of connectivity?

Masahiro Sakurai: While the development of Kid Icarus: Uprising was at its end, Satoru Iwata came me propose to develop the new Smash Bros game, and asked me if he should be on 3DS or Wii U. We were arrived at a point where the series could not evolve too, and we wondered if the passage on handheld console was the solution. In the past, we have increased the number of characters and arenas, but this was not enough.

At that time, we could have chosen to develop a 3DS version only, but we realized the presence of several limitations. I am referring to the fact of playing a game like Super Smash Bros.. on a small screen. Thus, even if it is not easy to develop two versions simultaneously, we chose to adapt the game experience to the specificities of each platform.

Even though the characters will be the same in the version Wii U and Nintendo 3DS, the arena will be completely different. In the 3DS version, they are based on games released on portable consoles, while Wii U, arenas are based on articles on home console games.

PN: Several months ago, in Famitsu magazine, you express the regret of not being able patcher Super Smash Bros.. Brawl, especially at the level of online. But with the Wii U and the 3DS, it is now possible to modify a game after its release. What are the aspects of the new Super Smash Bros. game. which will be the subject of scrutiny, for possible patches?

Sakurai: It is difficult to say at present, but rather obviously, we always try to keep the best balance. Nevertheless, I do not yet know if it will be really easy to patch these games once they will be released. For example: you have a person with a patched version of the game, and another with a non-patched version. If these two people play together, do they meet no problems? We will have to do extensive research about it.

That said, I think the patches are an important tool to maintain the balance of a game, once this last released. As you surely already know, the reputation of some characters, who are considered weak or powerful, is something to which players are very interested on the internet.

And sometimes, you have to ask if these perceptions are correct, or if people simply to join a popular opinion and to follow the movement. We really want to make our characters each have their specificities, with statistics that compensate their strengths.

We want to highlight these individual characteristics, but at the same time, players must also be asked whether they accept the reputation of a character on the internet. This is something that we will also have to take into account when creating patches.
Francis
"We will have to do extensive research about it." no wonder Brawl's online sucked