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IGN has put up a piece detailing the development of NES Remix up through the creation of the game’s impending sequel, including quotes from director Koichi Hayshida. You’ll find the full roundup of information below.

– Soon after Super Mario 3D Land came out, Hayashida and Nintendo’s Tokyo EAD studio needed to decide on their next project
– Super Mario 3D World was on the list
– NES Remix also came to mind

On the game’s origins…

“From the company side of things, they really wanted us to focus on Super Mario 3D World, but I sort of snuck off on my own free time and worked on getting some of the Famicom games up and running on Wii U. One of the results from my experimentation was [the NES-inspired minigame] Luigi Bros., which we included in 3D World. The other thing that came to fruition was NES Remix.”

– After working on Super Mario 3D World, Hayashida moved over to NES Remix full-time, in part out of nostalgia

“Personally speaking, I didn’t get to play a lot of Famicom [the Japanese name for the NES] games as a kid. So one reason, that might be a little selfish, was I wanted to play these games at work. And this was one way for me to do that. I wanted to go back and experience some of those titles.”

“That being said, as adults we’re busy people,” Hayashida continued. “And we don’t have a lot of time to play a game from beginning to end. For example, we don’t have time to sit down with one of the early Zelda titles and play it from beginning to end. So I really wanted a chance to play some specific scenes.”

– Hayashida designed 100 stages on his own before Nintendo hired developer Indiezero
– Indieszero helped to finish the game
– 3 more Nintendo employees joined 13 members from the Indiezero team
– Hayashida was concerned about the dated graphics
– Wasn’t sure if they would appeal to a younger audience
– Hayashida remembered the Double Mario concept from 3D World

“I thought ‘Wow, maybe we could take something new like that and apply it back to some of these classic games.'”

– The idea gave the team a way to add new elements into classic game scenes

On the importance of preserving the original games despite adding in improved graphical fidelity and other effects…

“I want these to be true to the spirit of the originals. There were things that happened based on the technology at the time. For example, there was object clipping. If too many objects were onscreen at the same time, the games would drop frames.”

“I think it’s really important to keep that flavor. To me, part of the challenge is, if you’re dropping frames, you’re moving slower. And the processing speed is dropping, but we need to recreate some of that because it did help make the game a little easier.”

– Hayshida understood that while it was important to add in new technology, it should not be at the expense of that original gameplay

On concerns from the fans…

“When we started development on NES Remix 2, we weren’t sure if the first NES Remix was going to be successful. I was really worried what the response for this title was going to be. Luckily, once it was launched, the reception was actually very good.”

– NES Remix was number one for four weeks straight according to Nintendo’s download rankings
– Hayashida believes it’s ranked in the top half of digital games currently available on the eShop
– With proof that the game was received well, and an audience asking for a sequel, Nintendo decided to spur development of NES Remix 2
– 12 team members were added to build the game quickly
– Original 13 devs from Indieszero grew to 25

On how the minigames in NES Remix 1 & 2 served an additional purpose…

“[Each one] represents the fundamental criteria to play these games. hey’re the famous scenes that everyone wants to play. It just so happens they naturally contain a look back to some of the strategic tip & tricks you would find in game magazines and things like that.”

“So a lot of these scenes are either encompassing things that you learned throughout the game, or they’re the parts that taught you how to play the rest of the game. I really think that playing these scenes would actually lead back to success in playing the main game. It’s an interesting effect.”

Source

Update: Should be released on May 8.

Abyss is coming to the North American Wii U eShop this Thursday. Europe will have to wait a bit longer for the game’s release, but it shouldn’t be too far behind. That’s because Abyss for Wii U has been approved in the continent.

EnjoyUp tweeted out the news earlier today:


Source

This week’s Japanese eShop update is as follows:

3DS

Downloadable Titles
Gakki de Asobo Tanoshi D?y? (1) – 100 yen
Slice It! – 500 yen
3D OutRun – 823 yen
Dokopon Choice ?kami to K?shinry? Vol. 1 1 – 5-kan Pack – 3,100 yen
Puchi Novel – Seiran no Shi-gatsu – 200 yen
Penguin Pet 3D – 500 yen
Guru Guru Tamagochi (retail title) – 5,119 yen (from 4/24)
Theatrhythm Final Fantasy: Curtain Call (retail title) – 4,800 yen (from 4/24)
JS Girl Doki Doki Model Challenge (retail title) – 5,184 yen (from 4/24)
Dasshutsu Adventure Shiawase no Akai Ishi DEMO – FREE
World Soccer Winning Eleven 2014 Aoiki Samurai no Ch?sen DEMO – FREE

Virtual Console
Final Fantasy III (Famicom) – 514 yen

Wii U

Downloadable Titles
Famicom Remix 2 – 1,543 yen

Virtual Console
Rockman 5: Blues no Wana!? (Mega Man 5, Famicom) – 514 yen
Akumaj? Dracula XX (Castlevania: Dracula X, Super Famicom) – 823 yen
Quarth (MSX) – 823 yen

Source

Hey all, it’s Brian and Austin from Nintendo Everything here to re-welcome Manfred from Shin’en back with yet another screenshot from the upcoming Wii U release of Art of Balance! He’s got plenty to say about what graphical details they’re implementing for the menus in the game, so revel in the relaxing room where you select your levels and read up about how it came to be below! Unless you’d rather simply revel at the picture. That’s okay too.

Hi guys, it’s Manfred from Shin’en again with another fresh shot from Art of Balance Wii U. This time we’ll show you one of the the level selection screens.

When developing the original game on Wii, we realized that a simple 2D grid would be good enough for a level select menu, but that in itself was too boring. So we came up with the idea of stacked boxes in a lush 3D environment. We think coming back to the this beautiful menu gives players a nice break after solving a level. On Wii U, we had tons of performance to waste on this screen so we implemented quite a number of effects.

This week’s video additions to the Wii U/3DS eShops are as follows:

Wii U

LEGO The Hobbit Trailer
Kirby Triple Deluxe “Unleashed” TV Commercial
NES Remix 2: Remixed Fun Trailer
NES Remix 2: Super Luigi Bros. Trailer
Golden Sun Trailer
F-Zero Maximum Velocity Trailer
Flowerworks HD: Follie’s Adventure – Are You Ready Trailer
Flowerworks HD: Follie’s Adventure Gameplay Trailer

3DS

Kirby Triple Deluxe “Unleashed” TV Commercial
NES Remix 2: Remixed Fun Trailer
NES Remix 2: Super Luigi Bros. Trailer
Kirby Triple Deluxe: Gee Kirby, you’re so cute Trailer
Golden Sun Trailer
F-Zero Maximum Velocity Trailer
Smash Cat Heroes Trailer
Bit Boy!! Arcade Trailer
Super Mario Bros. 3 Trailer
Rusty’s Real Deal Baseball: Haggling 101 Trailer

Source: Wii U/3DS eShops

Wii U eShop

This week’s Wii U eShop charts are as follows:

Software

1. Super Mario Bros. 3
2. Super Mario World
3. Mario & Luigi: Superstar Saga
4. Kirby & The Amazing Mirror
5. Metroid Fusion
6. Zelda: Wind Waker HD
7. Golden Sun
8. WarioWare, Inc: Mega Microgame$
9. DuckTales Remastered
10. Advance Wars
11. Zelda: A Link to the Past
12. NES Remix
13. EarthBound
14. Super Mario Bros.
15. Super Metroid
16. Art Academy: SketchPad
17. The Legend of Zelda
18. Super Mario Bros.
19. Pokemon Rumble U
20. Super Mario 3D World

Videos

N/A

Source: Wii U eShop

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