Elliot Quest getting a patch to address an issue that stops player progress at the Desert area
Posted on 9 years ago by Brian(@NE_Brian) in News, Wii U eShop | 0 comments
Elliot Quest just recently received a patch that adds elements like the Miiverse Journal and the ability to change the control scheme. Unfortunately, however, it also brought about a major issue. After applying the latest update, players are unable to progress past the Desert area.
A fix has already been submitted to Nintendo, which is tentatively scheduled for release on August 19. PlayEveryWare apologized for the inconvenience caused in an official Miiverse post.
Here’s the full message from PlayEveryWare:
More: Elliot Quest, PlayEveryWare, title update
Off-screen Terraria 3DS footage with sound
Posted on 9 years ago by Brian(@NE_Brian) in 3DS, Videos | 0 comments
More off-screen footage of Terraria on 3DS is in from Gamescom. This time around, direct-feed sound is available. Watch the video below.
Mario Kart 8 Wii U bundles to be discontinued in Japan soon
Posted on 9 years ago by Brian(@NE_Brian) in News, Wii U | 3 Comments
Last November, Nintendo released black and white Mario Kart 8 Wii U bundles in Japan. The company has now confirmed that both editions will soon be discontinued. There’s no set date for this, but it’s expected that production will be ending in the near future. It makes sense given that Super Mario Maker bundles will be taking their place next month!
More: Japan, Mario Kart 8
Video: Another look at Luigi’s Mansion Arcade (off-screen)
Posted on 9 years ago by Brian(@NE_Brian) in General Nintendo, Videos | 3 Comments
YouTube user “famicomplicated” has another look at Luigi’s Mansion Arcade. More off-screen footage from the game is attached below.
More: Capcom, Japan, Luigi's Mansion Arcade
Inafune says he doesn’t make games he can play, talks Mighty No. 9 difficulty
Posted on 9 years ago by Brian(@NE_Brian) in 3DS, News, Wii U | 1 Comment
Kotaku UK recently asked Mighty No. 9 creator Keiji Inafune if he’s the game’s best player currently. To this, he noted:
“It’s not an option to make a game that I can play! It’s best to make a game that I really have to make an effort to play. My staff, though, are really good.”
Mighty No. 9 has no training mode or anything of the sort, and as Inafune puts it: “Everybody, even beginners, has to deal with what’s thrown at them!” What the developers have instead done is incorporated a learning curve.
As Inafune explained:
“There are systems built in that train players, in a way, to be quicker and more skilful by the end. This is what we do with dashing. We want players to take risks in the game, yes, but we do balance that.”
Inafune also elaborated on Mighty No. 9’s dash system, which allows players to build up combos if they’re quick, effective and manage to not die.
“It’s a system that really challenges players. And we want even expert players who are really good at the game to be challenged. When they think they can master it, there are mechanisms that make them realise they have to think twice.”
More: Comcept, interview, Inti Creates, Keiji Inafune, Mighty No. 9
Monster Hunter Diary: Poka Poka Airou Village DX commercial (web)
Posted on 9 years ago by Brian(@NE_Brian) in 3DS, Videos | 0 comments
Capcom has published a new web-centric commercial for Monster Hunter Diary: Poka Poka Airou Village DX. We’ve attached it below.
Latest FAST Racing Neo details
Posted on 9 years ago by Brian(@NE_Brian) in News, Wii U eShop | 6 Comments
A preview of FAST Racing Neo from Nintendo World Report provides additional details about Shin’en’s upcoming racer. Read on below for a summary of the latest information.
– Sunhara Plains is among the game’s courses
– This level has flame torches everywhere and being hit by one of these is brutal
– Daitoshi Station is another track, set in space
– There is an open area where you have to fly between various asteroids and there is a very little room for error
– At another point in that same course, asteroids are also trying to crush you and that stuns players
– Storm Coast and Kamagori City are other new tracks
– Storm Coast makes hefty use of the switching mechanics and took place in the pouring rain
– Kamagori City is very short
– Every lap here is over in roughly 35 seconds
– Kamagori City has an old Nanostray boss in the background
– Other references can be found in the final version
– The stages shown so far aren’t how the final cups will be
– The design is nearly done, but there will be a lot of internal testing before submitting the game for release
– The full game will also feature a variety of modes including the Championships, Multi Player, Online Play and a harsher Hero Mode
– No smaller challenge levels like the previous game, but there will be other options will keep players engaged
More: details roundup, FAST Racing Neo, indie, Shin'en
Gamescom 2015 attended by 345,000 people
Posted on 9 years ago by Brian(@NE_Brian) in General Nintendo, News | 2 Comments
MCV reports that 345,000 people attended Gamescom 2015 last week. Compared to the expo’s show in 2014, there was an increase of 10,000 people. 96 different countries were represented at Gamescom, and 33,200 of the attendees were trade visitors (up five percent year-on-year).
Also at Gamescom 2015 were 806 companies from 45 countries. This was an increase of 14 percent.
More: Gamescom 2015
Tidbits about the development of the SNES
Posted on 9 years ago by Brian(@NE_Brian) in General Nintendo, News | 1 Comment
German website Nintendo-Online has conducted some research about the development of the SNES. Through their investigation, they were able to find a discover interesting facts. You can find a summary of what Nintendo-Online passed along below.
– The SNES was developed by Nintendo’s Research & Development 2 department under Masayuki Uemura, which had already been responsible for the NES.
– The buttons on the controller were originally named A, B, C and D, while the shoulder buttons were supposed to be called E and F.
– In 1988, the SNES was supposed to have 8 KB RAM. This was increased to 32 KB in mid-1989. The final console comes with 128 KB RAM.
– The main advantages the SNES had over its rivals TurboGrafx-16 and Sega Genesis were the high amount of colors displayable and Mode 7. The console’s bottleneck was its 5A22 processor, which, as already the NES’s processor, was based on the 6502 chip.
– The reason for using a modified NES processor was most likely the goal to make the SNES backward compatible. But as this feature would have increased the console’s price, Nintendo had to drop those plans.
– Instead, backward compatibility should have been made possible by the Famicom Adapter, which was basically a stripped down Famicom that you were supposed to plug into the new console to play the old 8 bit games. Although the Famicom Adapter had been publicly shown, it was never released, rendering the SNES absolutely incompatible to NES games.
– The SNES was first announced on September 9, 1987 by local newspaper Kyoto Shimbun. Announced were the consoles name, the 16 bit architecture and the planned backward compatibility. The console was supposed to retail for less than 20.000 Yen, but was finally released for 25.000 Yen.
– On November 21, 1988 Nintendo first presented the Super Famicom to the Japanese press. Instead of fully featured games, Nintendo showed mere tech demos, but also announced that Super Mario Bros. 4 and The Legend of Zelda 3 were in the making for the new console. Both games were sheduled as launch games at that time.
– The Super Famicom was supposed to launch in Juli 1989, but although the console was next to finished at this time, it was delayed to November 21, 1990.
More: SNES
Video: Final Fantasy Explorers English version gameplay
Posted on 9 years ago by Matt(@OnePunchMaz) in 3DS, Videos | 0 comments
Check out some off-screen footage of the English version of Final Fantasy Explorers with direct feed audio: