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Screenshots

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In addition to today’s screenshots, Sakurai passed along the following message on Miiverse:

We didn’t introduce ALL of the Assist Trophies in the Smash Bros. Direct. Here’s Dillon from Dillon’s Rolling Western!! He may rival Sonic in the art of rolling.

This is his trophy. He may be an animal, and his buckles are definitely on the adorable side, but there’s no denying he looks cool!! His Assist Trophy can even do things like a quick charge.

The images above are snapshots taken from VideoGamer’s Mario Kart 8 video. We also have just a few more details after the break, which are slightly spoilery (when you unlock certain characters).

Note: screenshots are from the PS4 version, though the Wii U version should ultimately end up looking very similar.

A 3DS screenshot today, detailing what looks to be a stage hazard / boss:

The menacing foe, Orne! It inflicts devastating damage–it’s even more powerful than the Ultimate Chimera in the last game. RUNNN!!

Today’s screenshot details a new item, the Super Leaf. Sakurai explains:

With the Super Leaf, any fighter can have ears and a tail. You can also float in the air by pressing the jump button. We’re still figuring out whether you’ll be able to attack with the tail…

As we’ve done for the last two weeks, today we have another exclusive screenshot of the upcoming Wii U eShop game Art of Balance from our friends at Shin’en. They’ll be showing off some genuinely neat stuff this time around, including some changes to the core user-interface and some of the small graphical touches that their known for putting in all of their games. Like before, the following quote comes from Mr. Manfred Linzer over at the developer, and you can look at the screenshot he’s talking about above:

Hi guys! Another week, another screen from our upcoming beautiful Wii U game called “Art of Balance”. This time I’ll show you a screen from the 2nd world.

When creating the Wii U version we thought about how we could make the game feel more ‘real’; a subtle but nice change was how to pick the shapes. On 3DS and Wii, the shapes were simply picked from a 2D HUD Layer and then projected into the 3D screen. On Wii U, we placed the shapes directly on the table, so you can select them with your GamePad or Wii Remote. This feels very natural and gives a more ‘solid world’ feeling.

Also we wanted the game to feel ‘gemuetlich’ as we say in German, so the levels should feel warm and inviting. Besides choosing the correct lighting and props, we figured out that it was important not to have that typical ‘clean’ computer rendering style, so we tried to give everything little imperfections. Just look at the table – all of the little scratches and variations in particular. This is used on every asset in the game. It’s very subtle, but gives that little extra touch we wanted.


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