Nintendo Inquirer managed to get its hands on stock numbers for upcoming amiibo. Given data obtained from New York, Los Angeles, Minneapolis and Milwaukee, it appears that Lottie will be receiving more than double the stock compared to the other Animal Crossing characters. This suggests that Lottie will be a Target exclusive in the United States.
Stock numbers are also in for Mewtwo. It’s expected that there will be around 12 units for smaller stores whereas larger ones will be loaded with 24-48 amiibo.
Atlus USA just kicked off a live stream for Stella Glow. You can watch it on Twitch after the break, and we’ll update the post with an archived version once it’s finished.
This Friday, Europe will be getting Fatal Frame: Maiden of Black Water, including a limited edition version at retail. You can take a look at an unboxing of the package below.
Thanks to Andre P for the tip.
The Legend of Zelda: Tri Force Heroes has a different localization in North America and Europe. For the game we’ve received in the states, there’s one portion of dialogue inspired by the doge meme.
The image above has sparked some discussion, as some feel that the Treehouse has been going a bit overboard with meme references as of late. How do you guys feel about these types of references?
Nintendo announced a substantial update for Super Mario Maker earlier today. Without question, one of the highlights is that mid-level checkpoints will be incorporated.
Nintendo of Europe actually shared another tidbit about checkpoints that was not in the North American announcement. In total, users will be able to place two flags per level. Players will restart from checkpoints instead of the beginning if they lose a life.
The new Super Mario Maker update will be available on November 4.
Source: Nintendo PR
SDK Paint version 3 is releasing next week. That news comes from HullBreach Studios, who shared the news on Twitter today:
#SDKPaint #WiiU will receive the update and AOC in North America on Nov 5th, alongside Europe and Oceania! #indiegame #indiedev
— HULLBREACH STUDIOS (@HullBreachGames) October 27, 2015
The new version of SDK Paint will add UCraft templates and a pixel brush. Additionally, new DLC will be available to purchase. Here’s the full rundown:
NES designer Masayuki Uemura has offered quite a bit of insight into the console’s controller. Here’s what was shared with USgamer:
“There were, as you can probably imagine, a lot of difficulties we faced in doing things for the first time in building this hardware, but one of the most difficult was, ‘What shape and layout will the controller have?’ This has a touch of coincidence about it, too, but some of those people who had gone to work with Gunpei Yokoi’s team eventually found their way back to our team. So one of the ideas that came up because of that was, ‘Well, we’ve got this Game & Watch multi-screen Donkey Kong that uses the controller format of a plus control pad and buttons.’ So we hooked that up and got it working.”
“At the time, we were prototyping various ideas for the Famicom hardware, as well as controllers. When we took this idea that had been used for controls with the Donkey Kong Game & Watch and got it working on the Famicom prototype with that same style of controls, we immediately knew, ‘OK, this feels right; there’s something good about this.’ That means that there are actually a few people who can claim that they invented the controller for the Famicom!
“I think that the biggest reason that we liked the controls this way was just how good the original Game & Watch Donkey Kong, which was on multi-screen, felt. To expand on that a little further, with this prototype… the multi-screen format of the Donkey Kong Game & Watch means that you have a screen on top and a screen on the bottom, with the controls down below. When we hooked up the prototype, it meant that you were no longer looking down there [at the controls], but up here [at the screen]. Yet we suddenly realized, kind of mysteriously, that you didn’t need to look at the controls while you were playing the game, and it still felt right!
“And up to that point, we had tried a big variety of control styles and they had all had some sort of something that didn’t feel quite right about them, but this was something that no matter who tried it on our team, they could tell right away that this worked. So that’s when I decided to put my foot down and make the call that this is what we would be going with.
“I may have made the decision, but in the end, it’s something that whoever worked on the Game & Watch for Donkey Kong had a hand in, whoever brought the idea to try out the prototype had a hand in it—it was really a team effort.”
“You know, we didn’t patent that technology (crosspad design) at the time. Once it was established, you kind of started to see it pop up everywhere, and now it’s kind of become a standard for controls in games.”
USgamer has much more with Uemura in its piece. You can read up on the full article here.
Nintendo UK is showing off some of the indie-made courses in Super Mario Maker in a new video series. Get a look at the second video below, which focuses on 13AM Games.