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no more heroes 3 smash bros

If you’ve played through No More Heroes 3, you may have noticed that the game has one sequence that’s extremely similar to Super Smash Bros. Director Suda51 spoke about that particular fight in an interview with Siliconera

Suda51 said it largely “started as a joke” and he “wrote it up a total rip-off of the Smash Bros. style”. However, after development began, he started to become a bit worried since it was more closely resembling Nintendo’s hit series than initially expected. Although Suda51 considered changing or removing the fight in No More Heroes 3, it managed to stay in after Nintendo and Smash Bros. director Masahiro Sakurai gave their blessing.

Suda51 stated:

switch joy-con improvements

As part of an interview regarding the Switch OLED, Nintendo’s Toru Yamashita and Ko Shiota commented on the Switch Joy-Con, wear and tear, and improvements.

Yamashita actually said Nintendo has “been continuing to make improvements that may not always be visible.” More improvements are planned.  Yamashita added that Nintendo has “investigated the Joy-Con controllers used by the customers and repeatedly improved the wear resistance and durability.”

Yamashita mentioned that the analog sticks in the Switch OLED Joy-Con “are the latest version with all the improvements.” These improvements are also available in the analog sticks included in the regular Switch, Switch Lite, separately sold Joy-Con controllers, and even the Switch Pro Controller that are currently being shipped.

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switch oled audio speakers

One of the biggest selling points of the new Switch model is its bigger OLED screen, but it also has other improvements such as a change in its speakers and audio.

According to Nintendo’s Toru Yamashita, the company went with closed-type speakers “where the sound quality and pressure can be increased thanks to the back of the speaker being sealed.” Such speakers “produce a clearer sound by preventing the collision of sound coming from the front and back.” There was a lot of work involved as Nintendo had less space to work with inside the console due to the bigger screen. Nintendo ultimately “needed to use the structure of the console and design a sealed space at the back ourselves.”

Below are the full comments from Yamashita as well as Nintendo’s Ko Shiota regarding the Switch OLED audio and speakers:

switch oled weight

Out of all Switch models thus far, the new OLED version has the highest weight – but not by much. The console comes in at .93 pounds. That’s in comparison to the regular Switch at .88 pounds and the Switch Lite at .61 pounds.

According to Nintendo, one reason for the weight increase in the Switch OLED model is due to a change from plastic to metal for the kickstand. However, the company’s Ko Shiota said the team “scaled down in other places”, which means that there isn’t a massive change.

Shiota said the following regarding the Switch OLED and its weigh:

switch oled screen size

Nintendo’s new Switch OLED model increases the system’s screen size. Rather than 6.2 inches, it’s now at 7 inches. That may not seem much, but it does make quite a bit of difference, and offering a larger screen wasn’t an easy task.

Ko Shiota, the head of the Technology Development Division, as well as Toru Yamashita of the Technology Development Department, discussed the Switch OLED screen size increase and the challenges involved as part of an interview published by Nintendo today. Yamashita pointed out that the difficulty came from “trying to increase the screen size while maintaining the console’s size and product strength.”

Yamashita and Shiota stated:

We’ve seen the original Switch, the Switch Lite, and now the Switch OLED. Everyone will be able to pick up the system as of tomorrow, October 8.

In an official interview published by Nintendo today, key developers behind the console spoke about the console’s origins. Ko Shiota, the head of the Technology Development Division, as well as Toru Yamashita of the Technology Development Department both weighed in.

Here’s what the two shared:

retro studios wii

We all know today that the Wii was one of Nintendo’s most successful consoles, but early on, the system garnered its fair share of doubters and people that were concerned about how it would perform – including Retro Studios.

Bryan Walker, who was with Retro starting with Metroid Prime 2 before going on to be a senior producer on Metroid Prime 3 and then the director on Donkey Kong Country Returns, revealed to Kiki Talkz that the company was “a little concerned” after seeing the console’s specs. It was only after Nintendo unveiled the Wii Remote and saw massive interest during its showing at E3 2006 that the staff at Retro Studios started to understand Nintendo’s approach.

According to Walker:

metroid prime 3 hypermode

As part of a recent discussion with Kiki Talkz, Metroid Prime 3: Corruption senior producer Bryan Walker commented on how there was initially some consideration to make the game open world as well as the difficulties implementing Hypermode.

As for the open world, director Mark Pacini first came up with the idea to leverage Samus’ ship and make the game less linear. Walker is proud of what the team accomplished with Metroid Prime 3, but “would be very interested in seeing what the response was, especially the fan community to the expanded use of the ship and the more open world non-linear that we were touching upon with that pitch.”

Pacini’s full words:

In an interview with Kiki Talkz, former Retro Studios developer Bryan Walker discussed how the team ended up working on Donkey Kong Country Returns.

Walker worked on Metroid Prime 2 and 3 before directing the Wii title. Retro actually had some interest in moving on from the Prime series after the second entry, but after Donkey Kong was presented to late Nintendo president Satoru Iwata, he instead wanted the team to come out with a third game. Then after Metroid Prime 3 launched and there was a lot of some key staff, the opportunity to work on the Donkey Kong Country IP came about.

Walker also talked about meeting with Shigeru Miyamoto early on and had much praise for him. After one conversation in Kyoto, Miyamoto asked Retro to take care of IP, stating: “Please take care of DK. He is my friend.”

Below is Walker’s full words:

diablo ii switch performance

Diablo II: Resurrected principal designer Rob Gallerani and lead graphics engineer Kevin Todisco have commented on the Switch version, including what to expect from performance.

GamesBeat recently had a chance to interview the two developers, and asked about how the game is running on Switch currently. In response, the two shared:


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