Submit a news tip



General Nintendo

Announced earlier, Japanese developer Imageepoch (the guys behind Arc Rise Fantasia and Luminous Arc) will be holding a gaming conference in November, which will supposedly detail several new titles and announcements, including a supposed release of a game on an HD system.

Up until now, all of Imageepoch’s work has either been on portable or on Wii, so perhaps we’ll hear about some Nintendo-related titles next month.

Via Andriasang


This information comes from Keiji Inafune’s blog…

“Work as a CEO requires speaking about your dreams and evaluating your subordinates. If you can do these two things, anyone can be CEO. I’ve always thought that, and I still do. However, I can no longer do these two at Daletto. I’ve lost the authority to evaluate my subordinates and the qualification to speak about my dreams.”

“It would probably be good for me to sit gracefully in this seat and become a leading figure in the industry. However, I cannot do this. Settling down means death for a creator. As long as you are a creator, you cannot settle down. Capcom is truly a good company. I love Capcom. Probably more than anyone in the world. However, it’s not always the case that your hopes are realized. Just as it was with the girlfriend I loved long ago. There was a chance that I could continue to be Capcom’s power. I bet on that chance until the end. The means of both Capcom and myself to be happy. That was surely possible. However, now that chance is completely closed off. Capcom must, from here on out, walk without me. I too can not depend on Capcom.”

Wow… This definitely comes as a shocker. Never did I think that Inafune would leaving Capcom, especially without any real notice! He’s had a great impact on the company, and he was a significant part of projects that are in the works right now as well. I’m wondering how titles such as Mega Man Legends 3 will turn out without Inafune’s presence.

Source


This information comes from the Super Mario Collection Special Pack, and the images are Shigeru Miyamoto’s design documents…

– Game was described as having big Mario characters and using the “athletic part” of “Junior Mario Bros” (most likely in reference to Donkey Kong Jr.)
– Plans of making Mario bigger, scrolling, gimmicks including lifts
– Control scheme:
Left: Walk Left
Right: Walk Right
Up: Jump
Down: TBA (Duck)
B: Run (Accelerate) (Rocket->Shoot)
A: Attack (Depending on Item) (Bare Hands->Kick; Rifle; Beam Gun)
– Left/right would make Mario walk at two different speeds
– B would make Mario accelerate
– Jump with Up, height based on the length of time of the button press and the speed of left/right movement
– “A” button to use current item or engage in hand-to-hand combat


There is a possibility that the teaser is Nintendo-related. Jaleco has been involved with both the Wii and DS in the past. We’ll just have to wait and see!

Source


Professor Layton vs. Ace Attorney

– Craig surprised about the game, thought it was a joke
– Professor Layton and Phoenix Wirhgt meet in a weird medieval city
– Trailer was impressive
– Involves people being accused of witch craft
– Maya is in the game
– Capcom and Level-5 teaming up
– Level-5 doing the development
– For the 3DS
– Seems like more of a point and click adventure style game


Shigeru Miyamoto on where the concept of Super Mario Bros. came from…

“It wasn’t an idea that just came out of the blue. It was the culmination of a variety of factors. First, we had a lot of technical know-how built up from games like Excitebike and Kung Fu. Second, the Disk System [a Japan-only attachment] was coming out shortly, so I wanted to make a game that would put a final exclamation point on that era of cartridge games. Third, I wanted to build upon our tradition of what we called ‘athletic games’ at the time — games where you controlled a guy and had to jump a lot to overcome obstacles. We felt strongly about how we were the first to come up with that genre, and it was a goal of ours to keep pushing it.”

– Miyamoto on why Mario fights what are basically evil turtles in the game…

“Myself and [Gunpei] Yokoi were coming up with a gameplay concept for Mario Bros. that took advantages of the different floor levels of the playfield. Our idea was that direct contact with an enemy would kill you, but hitting them from below could knock them out. That wound up being too boring, so we settled on the final system where you first knock them off their feet, then jump back up to deliver the final blow. So Mario Bros. made it out, and after we reflected upon it, we realized it made no sense that you could get killed in Mario Bros. when you jumped on a turtle’s back. If you did that, the turtle would come out the worst from it, wouldn’t it? So we decided that, if we had the chance to make another Mario game, we’d definitely have it so that you could jump on turtles all you want.”

Miyamoto on the game’s controls…

“During much of development, the controls were A for shoot bullets, B to dash, and up on the control pad to jump,” said Miyamoto. “The bullets wound up becoming fireballs later — we originally thought about having a shoot-’em-up stage where Mario jumps on a cloud and shoots at enemies, but we dropped it because we wanted to focus on jumping action. The sky-based bonus stages are the remnants of that idea, you could say. In the end, we realized that being able to shoot all the fireballs you want while running gave Mario too much of an advantage, so instead we had it so you shoot only one fireball when you start running. That freed up the A button, and we made that the jump button. I really wanted to have A be the action button and make you press up to jump, but it definitely worked out better for Mario in the end.”

Miyamoto on why you power-up by grabbing magic mushrooms…

“One of the fun things about action games is looking at the game world and figuring out a strategy to deal with it. The first game prototype we had going wasn’t very good because you couldn’t see very far ahead of you. People wanted to have more of the world visible onscreen, but I didn’t want to make Mario any smaller than he was. So we decided to build the world on the scale of a smaller Mario, then make him larger in the final version. That’s the moment we struck upon the idea of starting Mario out small and letting him get bigger later. Since the game’s set in a magical kingdom, I made the required power-up item a mushroom because you see people in folk tales wandering into forests and eating mushrooms all the time. That, in turn, led to us calling the in-game world the ‘Mushroom Kingdom,’ and the rest of the basic plot setup sprung from there.”

Miyamoto on whether or not the 1UP trick was intentional…

“We did code the game so that a trick like that would be possible. We tested it out extensively to figure out how possible pulling the trick off should be and came up with how it is now, but people turned out to be a lot better at pulling the trick off for ages on end than we thought.”

Miyamoto on the Minus World…

“That’s a bug, yes, but it’s not like it crashes the game, so it’s really kind of a feature, too!”

Source


Nintendo of America is continuing its celebration of the 25th anniversary of Super Mario Bros.™ by offering special Mario-themed rewards for members of its Club Nintendo™ loyalty program. Starting on Oct. 20, members will be able to redeem their Club Nintendo Coins for a special “Evolution of Mario” screen saver and four limited-edition pins commemorating 25 years of Super Mario Bros. fun.

The “Evolution of Mario” screen saver features game-play footage from Mario™ games throughout the history of the series, from 1985’s original Super Mario Bros. to this year’s acclaimed Super Mario Galaxy™ 2. Members will be able to download the screensaver for 10 Club Nintendo Coins. This is the first time an exclusive screen saver has been offered as a Club Nintendo reward. The four commemorative copper pins featuring original 2D Mario artwork will be available for 450 Club Nintendo Coins.

Additional details about these and other Club Nintendo rewards, as well as how to become a member of Club Nintendo, can be found at http://club.nintendo.com. For more information about the 25th anniversary of Super Mario Bros., visit http://mario25.nintendo.com.

Source: Nintendo PR



Manage Cookie Settings