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Masahiro Sakurai Smash Bros Melee

Masahiro Sakurai published a new video on YouTube today going over the creation of Super Smash Bros. Melee.

Sakurai mentioned how the goal for the project was to “power up Smash Bros. by leaps and bounds”. That meant going all out with content, making tons of improvements compared to the original N64 title, and more. Since the team was able to create something for the GameCube which had higher specs, a better development environment, and optical media, they could offer better graphics and orchestral arrangements for various tracks.

Metroid Prime GameCube dev kit freezer

Believe it or not, the developers at Retro Studios working on Metroid Prime back in the day actually put their dev kit in a freezer while attempting to fix a particular issue that affected a small portion of GameCube owners.

Jack Mathews, a technical lead engineer that worked on the project, shared this story while reflecting on the 20th anniversary of the game. Nintendo had shipped a “bad batch” of GameCubes that affected the CPU, but it turns out that Metroid Prime was the only game that wasn’t working properly. Because of this, animated objects weren’t acting the way they normally would on any other console.

resident evil 4 camera masahiro sakurai

Resident Evil 4 has earned a ton of acclaim over the years, but it was apparently Super Smash Bros. director Masahiro Sakurai who was the first to praise the game’s camera.

That news came about during a discussion with Shinji Mikami and Jun Takeuchi. Mikami was the original director of Resident Evil 4 while Takeuchi has worked on several different entries in the series.

metroid prime Autechre

According to Sean Booth of Autechre fame, the music duo almost got a chance to create the soundtrack for Metroid Prime.

The information was revealed during a Twitch AMA with one fan asking about how Booth as well as Rob Brown – the other half of Autechre – were included in the game’s credits. Booth responded by saying that they almost handled the soundtrack for Metroid Prime, but the role eventually landed with Kenji Yamamoto, who handled music for other entries in the series.

zelda wind waker art style shigeru miyamoto

Many fans weren’t initially on board with The Legend of Zelda: The Wind Waker after seeing the game’s art style, and that apparently applies to series creator Shigeru Miyamoto as well.

DidYouKnowGaming has been digging up some old interviews pertaining to the game. In one discussion featured in Japanese magazine Nintendo Dream, it was revealed that Miyamoto apparently “cringed” after seeing how the visuals and had doubts about its ability to sell.

Donkey Konga worst game Reggie Fils-Aime

What’s the “best worst game” former Nintendo of America president Reggie Fils-Aime has played? That honor goes to the rhythm title Donkey Konga.

Reggie spoke about his disdain for Donkey Konga during an interview with G4TV this week. As it turns out, he had the belief that this particular game “was going to hurt the Donkey Kong brand.”

Mario Strikers platformer

Mario Strikers fans might be surprised to hear that the game came close to being more of a platformer.

That news comes from Mike Inglehart, who was a director on the GameCube title as well as its Wii sequel Mario Strikers Charged. Next Level Games toyed around with that mixture of soccer and platforming after receiving limited direction from Nintendo. However, after the Big N reviewed the team’s work and was told to start over, Mario Strikers became more of a soccer experience that emphasized the sport itself.

Mario Strikers Waluigi crotch chop

There’s a lot that Mario Strikers players remember about the first game, including Waluigi’s notorious crotch chop celebration. It’s something that can be seen after the character scores a goal.

For those wondering about the origins of the taunt, we have new insight from director Mike Inglehart. Inglehart spoke with GameXplain about its inspiration, how Next Level Games didn’t count on it getting past Nintendo, and more.

Super Monkey Ball Adventure

One of the more unique entries in the Monkey Ball franchise was Super Monkey Ball Adventure. Rather than the arcade puzzle platforming the series is largely known for, the GameCube title focused on story and navigating the 3D world. It was also made by Traveller’s Tales rather than SEGA / Amusement Vision.

15 years after its release, director Paul Gardner has now reflected on Super Monkey Ball Adventure in an interview with Retro Gamer. Speaking with the magazine about the game’s reception, he said:

gamecube purple

If Nintendo of America initially had its way, the GameCube may not have been originally released with the now well-known purple color.

As part of an interview with VGC in celebration of console’s 20th anniversary, former VP of marketing and corporate affairs Perrin Kaplan mentioned that the team on its side went to Japan’s headquarters and “suggested that the purple was not the best to start with”. She added that it “just didn’t feel masculine”. Ultimately, as we know, Nintendo ended up sticking with purple for the GameCube.

Kaplan said:

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