Submit a news tip



Update: Another four games have been added to Club Nintendo, so we’ve updated the image above. The additional titles are PictureBook Games: Pop-Up Pursuit (Wii, 250 coins), Kirby’s Pinball Land (3DS, 150 coins), Metroid II: Return of Samus (3DS, 150 coins), and Starship Defense (3DS, 200 coins).


This month’s digital rewards on Club Nintendo have gone live. Members can choose from Pilotwings (Wii U, 200 coins), Vegas Stakes (Wii U, 200 coins), Clu Clu Land (Wii, 200 coins), and Tokyo Crash Mobs (3DS, 200 coins). These items last through December 14.

You can check out all of October’s digital games here.

Interestingly enough, Nintendo did not truly settle on a specific gender for its Toad characters from the Mario universe. That’s despite the fact that Toad takes on the appearance of a male and Toadette has female characteristics.

Captain Toad: Treasure Tracker producer Koichi Hayashida told GameSpot in a recent interview:

“This is maybe a little bit of a strange story, but we never really went out of our way to decide on the sex of these characters, even though they have somewhat gendered appearances. But I think what I can say is that Toadette and Toad are not siblings — perhaps it would be more accurate to say they are adventure pals. And that’s certainly true here [in Captain Toad].”

Hayashida also went on to clarify that Toads are not mushrooms. When GameSpot brought up the resemblance and nomenclature, Hayashida noted:

“This particular riddle might stay unsolved. That’s one of the great mysteries of the Mario universe.”

Source

Square Enix released a new trailer for Final Fantasy Explorers. You can watch it above.

Additionally, we have news about more character transformations that can be done via the trance system. The latest issue of Jump confirms that Cecil from Final Fantasy IV, Vaan from Final Fantasy XII, and Tifa and Aerith from Final Fantasy VII will be included in Final Fantasy Explorers. Cecil’s attacks will change depending if he’s in Dark Knight or Paladin mode.

Lastly, we have a quick update on summons. Alexander and Diabolos will both be in Final Fantasy Explorers.

Source

Polygon recently caught up with Captain Toad: Treasure Tracker director Koichi Hayashida and producer Shinya Hiratake. The two spoke about how the game came to be, and shared plenty of development information.

Read on below for a summary of the interview. Also be sure to check out Polygon’s full piece here.

Hayashida on how Captain Toad came about…

“We began with Super Mario 64. While Super Mario 64 was quite an interesting game, we heard that roughly 20 percent of gamers found it too difficult,” he said, brandishing a copy of the Nintendo 64 game. We kept that comment that the game was too challenging and made games like Super Mario 3D Land and Super Mario 3D World with that in mind.”

– In making 3D Land and 3D World, the team felt it was getting away from a fundamental design principle that made Mario 64 so special
– This was the idea that the levels were a sort of “diorama” or a “garden in a box”
– The studio was able to get back to that idea with the Captain Toad stages in 3D World

Hayashida on how Miyamoto suggested making Captain Toad into its own game…

“At the completion of 3D World, Mr. Miyamoto said, ‘That worked well; I think we should create a single spin-off title just featuring Captain Toad.’ The start of the conversation was, ‘Let’s take a lot of the elements that we have in 3D World and incorporate them’ into what eventually became Captain Toad: Treasure Tracker.”

– The team started out by making 100 stages
– Two issues: Toad couldn’t jump, and they were still basically making Mario stages
– Action felt limited without being able to jump
– Since Toad can’t jump, this also means enemies are overpowered
– The team addressed this with the plucking action, and by implementing some stealth
– The process of making a level begins with what mechanics/gimmick they’re interested in
– Stage set in the haunted house was originally a puzzle stage
– The two devs wouldn’t confirm/deny a similar approach of making more Nintendo spin-offs with other franchises

“When we were doing 3D World and creating these diorama-style worlds… we tested them using Mario as playable character. Because Mario has ability to jump, the types of stages we came up with became impossibly large. Mario made those stages too big, which broke our whole goal, so… it worked out that we had this character there.” – Hayashida


Manage Cookie Settings