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Project X Zone footage

Posted on 11 years ago by (@NE_Brian) in 3DS, Videos | 0 comments


The Sonic Stadium sat down with Sonic Team’s Takashi Iizuka to talk all things Sonic Lost World. You can find a roundup of his comments below.

– Prototypes for different geometries and stages started during Sonic Generations
– Development therefore began about 2.5 years ago
– Morio Kishimoto (Sonic Colors) is directing the Wii U version
– Heido Bayashi (Colors DS) is directing the 3DS version
– Tomoya Ohtani (Sonic Unleashed) is composing
– The gadgets you use to help Sonic are from Tails, not Eggman
– Sonic X-Treme didn’t influence Lost World
– 60 FPS
– Deadly Six are a new set of creatures never encountered before called “Zeti”
– They live in a unexplored area of Sonic’s world “Lost Hex” and Eggman is trying to force them to work with him and he loses control of them and he has to team up with Sonic to try and take them out
– Nintendo exclusivity allows the team to take advantages of a second screen and Sonic has done well on Nintendo platforms
– Single-player is GamePad only
– One person controls the Pro Controller in multiplayer
– Iizuka understands some of the Galaxy comparisons, but believes people will understand that it feels and moves like a Sonic game when they play it

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Yesterday’s Super Smash Bros. news was highlighted by the confirmation of Mega Man’s inclusion. Obviously this took a great amount of work on the part of both Nintendo and Capcom. Mega Man is Capcom’s baby, and without their input, you wouldn’t be seeing him in the new Wii U and 3DS game.

The collaboration between Nintendo and Capcom is something that Capcom senior online/community manager Brett Elston emphasized on Twitter:


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Mario Golf: World Tour was originally planned for a summer release this year. So much for that!

A slide from Nintendo’s E3 2013 analyst briefing reveals that World Tour has slipped into 2014.

The slide in question:


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Nintendo president gave a long-winded answer regarding the future of dedicated gaming systems in light of smart devices. You can find his full response below.


We now have the full details on Nintendo’s plans to expand StreetPass availability in western markets.

Nintendo president Satoru Iwata announced today that 28,000 Wi-Fi access points in the US and 24,000 access points in Europe will be installed in areas such as Starbucks and McDonald’s to increase the number of connections experienced by 3DS owners. These spots act as relay stations and will be able to automatically connect to any system following a system update.

Here’s how it works: you walk into a Starbucks, and your 3DS – in Sleep Mode – reaches an access point and sends StreetPass data to a server. While this is happening, the same 3DS receives the data of another user from the server. It’s more like indirect communication as opposed to connections taking place between 3DS users a few feet apart.


In Japan, we’re seeing more and more developers coming out with major releases, some of which are based on major brands. For instance, Atlus just published Shin Megami Tensei IV on the system a few weeks ago, a series that has primarily launched on consoles when it comes to mainline entries.

Nintendo president Satoru Iwata said during an analyst event at E3 today that many Japanese companies are assigning their employees to develop new titles for the 3DS. He also reiterated that it is working with third-parties to bring their Japanese-centric games to the west.

As handheld devices occupy a large share of the video game market and Nintendo 3DS has become popular in Japan, Japanese software developers are eagerly assigning their top teams to develop Nintendo 3DS titles.
Many of these titles have sales potential for the Western markets as well. Nintendo is working hard to publish such titles in those regions.

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Satoru Iwata discussed the situation when it comes to the 3DS’ first-party lineup during Nintendo’s E3 2013 analyst meeting earlier today.

Iwata first noted how consistent software releases have affected the system’s performance positively. Bringing games out back-to-back since March have led to an increase in hardware sales.

Iwata went on to speak about Nintendo’s development status for the 3DS. He explained that its various teams “are now at a stage where we can expect software launches without too many intervals.” Iwata also teased: “We still have many unannounced game titles. Therefore, we expect to release a sufficient number of first-party titles for the platform next year as well.”

As we have explained during Nintendo Direct and other means, here is the specific software release schedule.

Nintendo 3DS has been gaining momentum since March of this year due to our back-to-back releases of key titles. I think we have been able to take advantage of Nintendo’s unique position of being able to provide markets with a strong first-party software lineup to energize its hardware sales.

Some worry that an intensive release pace this year might result in a poor first-party software lineup next year.

However, our internal software development teams are now at a stage where we can expect software launches without too many intervals. We still have many unannounced game titles. Therefore, we expect to release a sufficient number of first-party titles for the platform next year as well.

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