Next week, LBX: Little Battlers eXperience will be arriving in North America. The download version takes up 237 MB, which amounts to roughly 1,896 blocks. You can pre-load LBX right now on the North American 3DS eShop.
We have an image of another amiibo costume included in Super Mario Maker. Above, you can get a first look at the silver Mario outfit (which may also feature the Super Mario 64 finishing jingle if a Miiverse post is to be believed). The gold Mario figure works as well, but we don’t have any screenshots of it just yet.
Thanks to Anthony for the tip.
In 2004, Denaris Entertainment created a tech demo for the GBA known as “Mario Kart XXL”. It was a means to show off what the GBA was capable of in terms of being able to produce 3D games for the system.
A video surfaced today showing Mario Kart XXL in motion. Give it a look below.
One thing worth mentioning: Manfred Trenz founded Denaris Entertainment. For those who are unaware, Trenz was a designer on the Turrican games.
Ubisoft launched Just Dance: Disney Party back in 2012. Based on information coming from a retailer, it’s now looking like the game will be receiving a sequel.
Amazon Spain is listing Just Dance: Disney Party 2 for a few different platforms, including Wii U and Wii. There’s a tentative October 22 release date on the product page as well.
Ubisoft has yet to announce Just Dance: Disney Party 2, but an announcement could be made in the near future.
UK retailer GAME has a pre-order bonus available for Super Mario Maker. If you reserve the title, you’ll be given the pin badge set pictured above.
You can pre-order Super Mario Maker on GAME here. The offer is valid in-store as well.
Preorder #SuperMarioMaker for Niiiiiintendo Wii U and get a free Pin Badge Set – Way to go! http://t.co/weWA0fjagG pic.twitter.com/5c5E08sGJv
— GAME.co.uk (@GAMEdigital) August 15, 2015
A new trailer for Zombie Vikings was uploaded earlier this week. For the latest look at the game, check out the video below.
Super Mario Maker’s pre-load went live on the North American Wii U eShop a few days ago. Even if you decide the purchase the game digitally, you’re still entitled to a physical copy of the idea booklet. And claiming your copy is actually very simple.
After buying Super Mario Maker on the eShop, you’ll find a toll-free number to call on your receipt. Hit up that number and explain why you’re calling. After you give Nintendo your Wii U serial number (which is also on the receipt), email, name, and address, an order will be created and the booklet will be sent out when they become available.
Note that this offer is only valid in the U.S., Canada, and Mexico.
Three more screenshots from the Wii U version of Oddworld: New ‘n’ Tasty have been released today. View them in the gallery below.
Plenty of footage has been uploaded online showing Splatoon’s new Rainmaker mode. You’ll find a few videos attached below.
Back in July 2013, Toyo Keizai Online conducted an interview with Satoru Iwata. But there was one part of the discussion that was never published.
At one point of the interview, Toyo Keizai Online asked Iwata about the game he likes the most. These comments have now finally made their way online for all to see.
Here’s what Iwata shared at the time:
“Ummm… that’s a difficult question. I was a game developer myself, so I have special attachment to all the products that I was deeply involved in as a programmer or a producer, whether it’s “Kirby Super Star (known in Japan as Hoshino no Kirby)”, “Earthbound (MOTHER 2)”, or “Super Smash Bros. (Dairanto Smash Brothers)”. So it’s pretty hard to name only one.”
“I look at all these games that I produced at very close range, as if they were my children, so to say. The proximity of my perception therefore differs from other people. When I was developing them, I was working almost every day (all night long) till I saw the sun rising over Mt. Fuji. So when I think about them, the memories of those creative endeavors come flashing back altogether as one set?about how I came up with the original concept, what I was thinking at the time to shape it into a tangible form, what portion of these thoughts actually reached the customers and what didn’t, and what kind of struggles and dramatic events I went through during the development process?you know, things like that. These emotions clearly separate my way pf perceiving them from any other person who can get fascinated in these games strictly as one of many ordinary players.”