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3DS

Alright, Mr. Spielberg…Time to get to work on Boom Blox 3DS!

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Retro on how they moved from Metroid Prime to Donkey Kong…

“We’ve been working on this project since April 2008. Prior to that, we were working on experiments for our next project. And as I’m sure you’re aware, we had some staff leave, which made us question whether or not the projects we were working on — these experiments — were in our best interest at the time. So Mr. Tanabe and Mr. Miyamoto were discussing Donkey Kong Country, and asking “is there a developer around that can do it justice?” And we had just had this issue with the shift in personnel and we were open, so they approached us and asked us if we’d be interested. We couldn’t say yes fast enough. That’s kind of how it fell into our laps. Actually, it was Fate” which was the code word for this game since then.”

Tanabe on whether it was always planned to return to Donkey Kong Country in a 2D side-scrolling environment…

Tanabe: “From the very beginning, the whole idea was to make a brand-new Donkey Kong Country game — maintaining that, and fitting into the core of what makes the series great. And one of the things we wanted to do was to make sure the game stayed as a 2D adventure. But, of course, we did decide to take all of the backgrounds and the characters and fully render them in polygons.

Retro: “Yeah, it wasn’t really an issue of first-person or 3D. It was really finding the right developer, I think. And our approach was that this has to pay homage to the original franchise. When you grab the controller, you have to know that you’re playing DKC. But what can be bring to it, creatively, to make it new and fresh? That was more the perspective. It was always going to be a 2.5D, side-scroller homage to DKC, to stay true to that feeling. Our mission was, what do we do to incorporate a new approach? New features and what have you, to really be true to the fanbase.”


– One course time session
– Made of city/mountain/ocean
– One car available
– Can drift
– No turbo or points
– IGN unimpressed with the game’s 3D and graphics, but it may be an extremely early build/demo and they were also underwhelmed with the PSP game when it was first showed

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This is a rough translation from Sony’s Mick Hocking…

“We are very pleased that Nintendo is launching in the field of 3D with its Nintendo 3DS, as this will give the general public a better understanding of 3D and thus democratizing this technology in some way. It’s certainly a good thing for our products, screens, and PlayStation 3 compatible 3D.”

The funny thing about the situation is that Nintendo and Sony’s efforts are essentially the opposite of each other. Nintendo is going with 3D on a handheld without glasses while Sony is pushing 3D on a console with glasses.

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I’ve been receiving quite a few emails about this, but I’m not really sure how much truth there is to it. In any case, the listing above comes from one of Nintendo’s European sites, which states Paper Mario 3DS will be available on March 25, 2011. And since people believe that will be a launch title for the system, gamers are speculating that the 3DS will be out the same day in Europe. For now, I’m assuming that’s just a temporary listing, though we’ll see what happens.
Source 1, Source 2


– Video only
– Complete RPG (not like Super Paper Mario)
– Goombas, spiny shell enemies
– Chain chomp ally
– Subtle 3D effect
– When you jump under a hovering brick, you can see the pieces fly off in different directions
– When a wiggling cuts across your path, it seems like he’s walking off the screen
– At one part of the demonstration, Mario hits a switch which makes the background disappear, creates a neat 3D effect

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– Development started when Nintendo provided details about the 3DS for Square Enix
– Tetsuya Nomura had a general framework for gameplay systems as well as a story that he thought would match the 3DS’ visuals
– Kingdom Hearts 3D not the final name but it will somehow involve the final name (3D not for 3 Dimension, but it is an abbreviation for the subtitle)
– Story is unexpected, atypical based on the happenings that have taken place in the series and what fans have expected
– Story hints in Kingdom Hearts Re:coded
– Team is thinking of three new gameplay systems
– Again, developed by the Square Enix Osaka (Birth by Sleep) team
– Kingdom Hearts 3D demo was made very quickly

“This is because it’s not a remake, but a completely original game. This time, Sora and Riku are the two main characters. We’re currently in the process of selecting new worlds. ‘KH3D’ will be a title that enters a new step to follow the three games whose production was announced simultaneously, ‘358/2 Days, Birth by Sleep, and Coded.” – Tetsuya Nomura

“It’s like one game has been added. My purpose in coming to E3 wasn’t just for the announcement but for a meeting as well. I’m scheduled to come to next year’s E3 too. There are still surprise titles, but first enjoy Re: Coded, whose release date we’re set to announce shortly.” – Tetsuya Nomura

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Thanks to LucasC666 for the tip!


Konno on what he thinks is the most noteworthy 3DS tech demo at E3…

“I think there are so many titles at the 3DS booth, including first-party titles and support from our licensees like Metal Gear Solid and Resident Evil. When we first were preparing for the DS, I think the situation was very different. I was preparing first-party titles for the system like Nintendogs and Mario Kart, and I think there was suspicion toward the Nintendo DS. Like, “What do you do with it? With the two screens and the touch panel?”

However, the DS has now been in the market so long that the two screens and the touch panel have been adopted, and the new 3DS’ stereoscopic graphics (and the graphics themselves being enhanced so much) have convinced our licensees and made them feel like it’s worthy to participate this time at such an early stage.

So, I am the hardware producer of the 3DS hardware itself. And I had the opportunity to invite as many people as possible to join the show and be involved in the 3DS. I was in the software development field for a very long time. And during software development, my focus was on how to fully utilize the limited specifications supporting by the hardware. But now as the producer for the 3DS hardware, I was taking into consideration the features of the hardware itself, and how its software will take advantage of the stereoscopic vision, as well as how much enhancement of the wireless features is necessary.”



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