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The NES Classic Edition was tough to find ever since it launched towards the end of last year. Nintendo didn’t help the situation by announcing its discontinuation. In light of that, The Verge asked Nintendo of America president Reggie Fils-Aime about how Nintendo determines how many units of a product to make.

He said:

“We create a plan, we build our programs against that plan. But based on what we see in the marketplace we make adjustments, and we go from there.”

Regarding Switch, Reggie confirmed that Nintendo did indeed increase production following the early response.

In a recent interview with Gamespot,  Tekken series producer Katsuhiro Harada commented on the possibility of Tekken 7 arriving on the Nintendo Switch. When asked about what the future would hold for Tekken 7 fans on the Switch, Harada had this to say:

“Officially, we can’t really comment on that because our company has strict policy about which titles we talk about for Switch. But personally, we’ve been so busy with trying to master up Tekken for the current platforms that we haven’t really had enough time to study the hardware. We couldn’t even buy it–it was sold out every time we went to look for it.”

Unfortunately, it seems like the possibility of Tekken 7 coming to the Switch is far in the future, at best. You can read the full interview here.

Awhile back, we heard about an unreleased Fire Emblem game for Wii. Fire Emblem series veteran Toru Narihiro noted how “you would take a large group of people with you much like Pikmin” – in other words, it sounded a heck of a lot like a real-time strategy game.

Nintendo series producer Hitoshi Yamagami elaborated on the cancelled project with Dengeki Nintendo this month. It was planned following the completion of Radiant Dawn, but never saw the day of light.

Yamagami said the following about the game, as translated by Kantopia:

“It had me as the producer, and Mr. Kusakihara as the director. It was going to be a real time strategy Fire Emblem game with all sorts of interesting departures from the norm. But, as we approached a finished product, the incredibly picky Mr. Kusahara was not content with it as it didn’t fit the image he had in mind when he played it. While it was incredibly amusing watching him try the product, I don’t think I could’ve reached such a decision so quickly based on that alone. It did show just how passionate he was about the real time system though, but, in my experience, Fire Emblem was always about minimizing casualties as much as possible and thinking about things carefully by the turn. To put together a real time experience in a short time without these considerations and make a judgement based on that was a little premature in my opinion. So, in the end, development froze.”

Fire Emblem Echoes: Shadows of Valentia is a remake of Fire Emblem Gaiden, the Japan-exclusive Famicom title. Using that “Echoes” name may not just be a one-time thing.

A new developer quote (probably from Nintendo Dream or another similar Japanese magazine) has one representative from Intelligent Systems saying that “Echoes” would probably be used again with another Fire Emblem make – if one were to be made.

The person stated:

“We put a lot of thought into a title like ‘echoes’ that can let older games ‘echo’ with the modern players. We were very pleased with it, and, if there were to be more remakes, we would likely use the “ECHOES” title again.”

Fire Emblem Echoes: Shadows of Valentia launched in Japan last week. It’s due out on May 19 in North America and Europe.

Thanks to Brian for the tip.

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In a recent interview with ComedynGaming, Kaiji Tang shared some details about his experience being the voice for the Fire Emblem: Awakening character Owain and Fire Emblem: Fates character Odin. Many subjects are touched on in the interview, as the interview covers many of Kaiji Tang’s roles outside of Nintendo properties. We’ve collected the quotes relevant to his role in the Fire Emblem series below. Minor spoilers after the break for Fire Emblem: Fates.

On how Tang got his role in Fire Emblem, and any similarities he sees between him and his character:

“I got the role of Owain like any other actor! A studio was having auditions for the game, I popped in and boom! Some sword hand talk later, some bit about time travel and they deemed me memey enough to become the fervent voice of Owain. I love the guy because we’re both huge, huge nerds who aren’t ashamed to let their geek flag fly. If I had special attacks, I think I’d come up with some pretty edgy names for them too. I absolutely have a blast!”

Developer Lizardcube’s lead programmer, Omar Cornut, spoke at length about the history of Wonder Boy: The Dragon’s Trap in a recent interview with Siliconera. Several topics were discussed, such as the transition of going from fan to developer and what the team behind the game wanted to change in the remake of the title.

Omar on his history with the title and how the project got started:

I’ve been tackling emulation of the Master System since 1999, and was always involved with hacking and reverse engineering games of this era. So, I built up that knowledge over time. A few years ago, I decided to use my spare time to start studying the code of the original game ROM. My desire, at the time, was to unearth unknown secrets. It is a game with lots of subtle secrets and behaviors. Players found and published lots of them, but nobody was quite sure that we had found everything. So, I started researching that from a low-level perspective, and eventually I understood enough about the game engine to consider making a remake from the angle of being extra faithful to it.

In 2014, I left my job at Media Molecule, and with that spare time I toyed around with loading data from the old game into a new engine. This was when I got in contact with Ben, who I had worked with years ago on Soul Bubbles (DS). I knew he was a fan of the series, and together we started experimenting with prototyping what a new version could be, and finding the right art style for it. Michael Geyre also joined us early, and he experimented with recreating the soundtrack.

On the latest episode of Fragments of Silicon, Tantalus CEO Tom Crago stopped by for a chat. A majority of the conversation centered around The Legend of Zelda: Twilight Princess HD, of which the studio was largely responsible for.

Crago went in-depth about developing Twilight Princess HD. That includes how Tantalus landed the job, Nintendo’s involvement and working with series producer Eiji Aonuma, coming up with the new Wolf Link amiibo and Cave of Shadows functionality, how long it took to come together plus the amount of people involved, and more.

Read on below for Crago’s comments about working on Zelda: Twilight Princess HD.

Nintendo UK has a new interview up with Ghost Town Games about Overcooked: Special Edition on Switch. The studio’s Phil Duncan and Oli De-Vine spoke about bringing their popular game to Nintendo’s new platform.

Duncan started out by discussing Overcooked origins on Switch. The team was actually thinking about a Wii U port, but that changed when Switch surfaced.

According to Duncan:

Nintendo UK recently published an interview with Christian Stewart from Cardboard Robot Games, developer of the upcoming Switch 2D retro fighting game Pocket Rumble, on their website. Make sure to read the full interview here if you’re interested; below are some interesting excerpts:

On why the game is designed like a Neo Geo Pocket Color game:

Two buttons was a big, big thing about Neo Geo Pocket. Somehow SNK got really complex, complicated fighting games that felt close to the Neo Geo arcade games in portable format, with two buttons. There was some magic there that we wanted to replicate in which we could make a game that has only two buttons, but still have the complexity that something like Street Fighter, with six buttons, could have.

On why the game is a natural fit for the Switch because of its local multiplayer capabilities:

Right, that’s exactly why we need to be on Nintendo Switch! This is the first time a handheld has really had the feel of playing on one console in local multiplayer. It’s perfect. We didn’t know anything about the Nintendo Switch when we were first designing the game but as soon as we heard about its capabilities we were like “this is perfect, this is exactly what we need to be on. This is a local, multiplayer, portable console and here we have this very important local multiplayer game that’s focussed on portability.” So it was a perfect fit!

On the challenges of making a game with the limitations of a Neo Geo Pocket Color-inspired art style:

The resolution of those sprites is very, very small. It is very hard to convey certain things. Subtle nuances are very difficult to convey at such a small resolution. It’s absolutely worth it, because I think the Neo Geo aesthetic on top of the nostalgia just complements what the game is trying to do very well.

We’re trying to get rid of a lot of executional barriers and keeping things to their bare fundamentals, but those fundamentals are still very complex because they’re the inherent mechanics of 2D fighting games.

We’re simplifying as much as we can. So those simple, lower resolution graphics and limited colour palettes work really well with how much we’re focussing on the core combat mechanics.

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Over on Reddit, developers from Vertex Pop have been conducting an AMA about its recently-released Switch game Graceful Explosion Machine. Initial sales, potential plans for more content in the future, how the team implemented HD Rumble, and more were all discussed.

Notable responses from the AMA about these topics and more are below. You can catch up on the full AMA here.

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