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This information comes from Nintendo of America president Reggie Fils-Aime…

“We’re at a point where we have to take our volume estimates and double them or triple them based on the levels of demand we’re seeing. We’re working very hard to meet that demand.”

– Fils-Aime said Nintendo has been working with its suppliers to “push the envelope” for production
– “the consumer demand continues to outpace supply.”

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I wasn’t going to post this since our video coverage of Yoshi’s Woolly World is pretty much done, but here’s one more for the road:


This information comes from director Hiromasa Shikata…

In a lot of multiplayer games there are a lot of people, but they’re not really playing together, That was the main focus — building a multiplayer game that requires cooperation At its heart, Four Swords was kind of a party game.

On how you can use the touch screen to send pre-selected Link messages with emotions…

It’s actually creating a new form of communication. I believe it might be a little bit stressful for players to try to figure out how to communicate what they want to do, but I think that because of that feeling, when you’re able to do it successfully there’s a level of satisfaction that you don’t find in other games.

On voice chat…

Yes, we did (consider voice chat). With voice chat, what we would see is a highlight in the difference of experience levels between the players. Higher players would tell lower players what to do, and lower players would wonder why they’re being told what to do.

Source

This information comes from Takashi Tezuka…

In Mario games, each one has 60 to 80 courses, and each course needs to have its own unique defining element. If you build too many elements into every course, they start to feel the same. That’s something you need to be careful of. To me, the real trick is limiting [the number of] course objects. That’s what makes it really special.

People try to have a tendency to cram every cool feature into one. The role of Super Mario Maker isn’t trying to recreate a course or compete against something that you would purchase created by a professional level designe. It’s trying to do what you haven’t seen in a game and make it your own, to have fun. I think it’s great to find something that you think that works really well, copy it, mimic it and try to think of ways you can improve it. It’s a good way to learn.

I think the book that comes with the game will help people hone their skills and learn techniques they can add to their own courses. If we were to name this book, we would call it ‘The Seeds of Super Mario Maker.’ We give you all the basics to make something great.

In the demo I tried, two players had the Gust Jar, an item that shoots a blast of wind, while one player had bombs.

– 2 players have the Gust Jar
– 1 player has bombs
– Gust Jar shoots wind
– Trio of Links split up
– One player needs to use the Gust Jar to send two of the Links over a pit
– Link with the other Gust Jam can send the player carrying bombs over another gap
– With all three players separated by bottomless pits, the player with bombs can use their item to hit a switch which eventually opens paths for the two other players to move forward
– Later on, the 3 Links need to step on a platform that moves when a Link used the Gust Jar like a rocket engine
– Each time the Gust Jar was used, the platform would go forward a little bit
– Links with the Gust Jar need to move the platform in a spot for the bomb player to toss a bomb to hit a switch
– Still on the platform, all three Links had to trip another distant switch with a bomb
– With the second switch, need a 3 Link totem
– Bomb player goes on top
– Boss battle has players battle two bomb throwing enemies
– These monsters are protected by a pit so you can’t slash at them with your sword
– The Links with the Gust Jar need to use their item to blow bombs back to the monsters

Source


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