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3DS

This batch of new screenshots looks particularly nice. It’s nice knowing that gamers all over the world will finally have a chance to play this in just one more week!

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Man, am I exhausted! I slept through all three of my alarms this morning, and I’ve just been feeling totally out of energy all day. I guess E3 does that to you! Anyway, we’ve got our final podcast installment for E3 done and up for everyone to listen to. It goes over our time with the Wii U, my meeting with Majesco, some Mutant Mudds talk, and various other things. As always, post questions and we’ll get to em next podcast!

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If you consider easter eggs to be spoilers, refrain from watching the video above!


This looks really, really nice. Way to go, Shin’en!

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Once again, this information comes from the eShop Iwata Asks…

Iwata: All right, Nakano-san. Among our various topics today, development of 3D Classics got off to the earliest start.

Nakano: Yeah. We started toward the end of 2009, so we’ve been working on it for a while.

Iwata: How did you come to be in charge of it?

Nakano: My boss said he wanted to recreate classic titles with a focus on stereoscopic graphics for the Nintendo 3DS system. I ended up collaborating with Arika6, since they have experience in a wide variety of fields and are an extremely reliable company when it comes to suggesting and implementing new methods of visual presentation.

Iwata: Several were suggested as candidates for becoming 3D Classics. What was the first one you made?


The 3DS eShop is a significant upgrade over the DSi’s shop. Whereas it took forever just to connect to the service on DSi, Nintendo has sped things up quite a bit for the 3DS.

You may be curious as to how Nintendo accomplished the upgrade in speed. Satoru Iwata and Kazuto Nakaya explained:

Iwata: Oh, I see. And one of the other goals from the start this time was to increase the speed with which the screen changes. The Nintendo DSi Shop was browser-based, so in order to change the screen, the server made information for the browser to read, and that was then constructed on the screen, so screen transition wasn’t very fast. What did you do to speed it up?

Nakaya: We used a method whereby a database of likely content for display is created, then assembled and read first—like with the Nintendo Channel.



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