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A Super Mario 30th anniversary video landed on Nintendo’s Japanese YouTube channel today. We’ve posted it below.

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This week’s Nintendo Minute takes one more look at Splatoon. Kit and Krysta close things out with a bit of online multiplayer. Watch the latest Nintendo Minute below.

Nintendo has uploaded yet another video from the Splatoon Mess Fest. In the latest video, celebrities talk about the event and the new Wii U game. View it below.

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Art Academy: Atelier is arriving in Europe in just a couple of weeks. Nintendo has started sending out press copies of the title, so we now have its file size. Art Academy: Atelier is a 5,023 MB download.

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Booty Diver is due out on the Wii U eShop this summer. If you’d like to give the game a look ahead of its launch, you can try out a new PC demo that launched today.

Head on over to this page for the demo. You’ll also find a new trailer below.

Bumping this to the top. Amazon will begin opening up orders in a half hour (5 PM ET / 2 PM PT). See the specific times in the message above (orders will open at any time during each half hour window), and check out links for each figure below.


Amazon didn’t end up taking reservations for the newest amiibo, but the retailer will be opening orders tomorrow. That includes the latest Smash Bros. figures, silver Mario, and Splatoon.

You’ll be able to order amiibo during different time slots throughout the day. Amazon has narrowed things down to half-hour slots, though items will be sold at any point during those time frames (not necessarily at the beginning of each window). Quantities are expected to be “very limited”.

Below are links to each amiibo. You should keep track of each as we approach the different hours.

Pac-Man amiibo
Charizard amiibo
Inkling Boy amiibo
Lucina Amiibo
Wario amiibo
Inkling Girl amiibo
Mario Silver Edition amiibo
Robin amiibo
Inkling Boy, Girl, and Squid 3-pack

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Etrian Odyssey 2 Untold: The Fafnir Knight is launching in North America on August 4, Atlus has announced. Like all of the company’s games, this one will be sold both in stores and on the eShop.

For those who haven’t heard about Etrian Odyssey 2 Untold: The Fafnir Knight previously, here’s a handy overview:

The first-person dungeon crawler from the classic Etrian franchise is updated with an all-new standalone story, complete with voiced characters who must adventure through the mysterious forest labyrinth and the ruins of Ginnungagap, where they may uncover the secret origins of the Fafnir Knight and his power to transform and use demonic powers.

The story mode is only half of the game, as Classic mode will allow players to play in the traditional Etrian fashion – by putting a party together from 13 unique classes and then clawing through dungeons to prove your mettle. Introduced in the first Untold game, both Classic and Story modes allow players to choose their own difficulty, from Picnic to Expert.

The choice of whether to start with Story or Classic mode will be up to you, when Etrian Odyssey 2 Untold: The Fafnir Knight launches on August 4!

Along with today’s release date announcement, Atlus released a new cooking video for Etrian Odyssey 2 Untold: The Fafnir Knight. You can watch it below.

Source: Atlus PR

GameStop allowed Shulk amiibo orders to be placed for a second time in February. The restock was originally planned for early May, though shipments are only now just starting to be sent out. If you placed an order in February, you should be receiving an email soon with a shipment confirmation.

Back in late 2012, Disney purchased the Star Wars franchise. Avalanche was also hard at work on Disney Infinity at the time. Although the team wasn’t able to create anything too significant surrounding Star Wars, they did want to include a treat for the fans. This ended up being the lightsaber, which players could unlock by owning all Disney Infinity 1.0 characters.

Disney Infinity vice president of production John Vignocchi was able to get in touch with one of his friends from Lucas before hearing about the Stars Wars acquisition, and after the deal went through, he began making calls.

Vignocchi told Game Informer:

“We want to do an ultimate unlock in the game. We’d like to put a lightsaber in the game. Here’s what we’re thinking: If you own all the figures then this is like this super-secret end of the end – the Yoshi on top of the Princess’ castle.”

Vignocchi also mentioned how the team needed to scramble in order to get the lightsaber in the game. Rather than sending it out via an update, they wanted it to be included as part of the game that shipped to stores.

Engadget recently held an interview with Hisashi Nogami in which they discussed all things from his beginnings with Nintendo, his success with Animal Crossing, and what it was like to come up with an idea for Splatoon. Lots of interesting tidbits in the article that you should check out, but we’ve grabbed an excerpt you can read below where he explains a bit about new IP with Nintendo, in this case Splatoon.

In a recent Iwata Asks interview with the Splatoon team at Nintendo EAD, you explained that after finishing your work on the Wii U, you set out to make a game that didn’t fit into any established genre. You wanted to make something that wasn’t a Super Mario Bros. or Legend of Zelda. What’s the biggest challenge in making something totally new at Nintendo?

Rather than setting out to make something that didn’t fit into any genre, I would say that we didn’t want to get caught up in the idea of genre. In making the game, we started out by reconsidering our experiences making and playing games as well as our experiences in life. The sort of things we enjoyed doing while growing up. We wanted to make something that captured those past experiences.

I think it’s true that, with Nintendo, in an established franchise like the Mario series, there are challenges and new things that need to be done with each new title. I think it’s really true that in creating a game like Splatoon, we were basically starting from scratch and there were many more fundamental ideas and decisions that we needed to set in place before we could get going with the rest of development. That was what I considered to be the largest challenge we faced.

You can read more of this insightful interview with Hisashi Nogami here

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