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It’s been quite some time since Dan Adelman left Nintendo for greener pastures in the independent space (he “helps indies with the business stuff” now, according to his Twitter bio), but it does appear that he left something of a legacy behind with him through the games he helped release on WiiWare and the Nintendo eShops. World of Goo — perhaps the single most notable WiiWare game ever released — was released digitally almost entirely because of his appeals, and the recent release Shovel Knight came out as a Nintendo-focused game initially due to his support.

As sort of a tribute to these developers, this nice man, and the games that they, together, helped give us, we asked a few folks that Dan worked with over the years to talk about what he did and how he helped them get their games out. If you’ve ever wanted to know some of what goes on behind-the-scenes between platform holders and developers, there’s quite a bit worth reading down below.

(Unsure as to what Developer Musings is about? Check out our first entry here for an explanation.)

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Hey… wait a second… Isn’t Paper Monsters Recut out on the Wii U eShop this week? Why are we still sitting around here talking about screenshots when we could all just go buy the game for the low low price of $7.99!? Lord knows I can’t explain it. But either way, we have another screenshot from the game for you showcasing some of the darker underground levels of the game. Check out what Mobot Studios has to say about it below:

In Paper Monsters Recut, you’ll spend time fighting your way through a number of bright outdoor levels in Paperland, but we’ve also tried to more variety for Wii U as well, and this darker atmospheric mine level is a good example. You’ll encounter some different bad guys when you venture underground, and change up the gameplay with a fun ride on this rickety old minecart. We hope you’ll enjoy it!

I truly hoped to host our third Discussing Everything event last week, but a personal matter made that impossible. We’re back this week though! Our usual Sunday time slot is set once again. Join us at 4 PM ET / 1 PM PT to discuss this week’s news, general Nintendo topics, and other random things!

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Belgium developer Crazy Monkey Studios is planning on bringing Guns, Gore & Cannoli to Wii U. A release is planned for early 2015.

Crazy Monkey Studios describes Guns, Gore & Cannoli as “an over-the-top, comical, and fast-paced action game with hand drawn 2D HD graphics”. The game is set in the early 1920s, complete with setpieces, music and weapons that match the era.

A Kickstarter campaign for Guns, Gore & Cannoli can be found here. It seems that the project will be made even without funding.

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Runbow details

Posted 9 years ago by in News, Wii U eShop | 0 comments

A few days ago, Polygon published a preview of Runbow based on a playable demo at IndieCade 2014. You can find a summary of details from the report below.

– Competitively running and platforming game
– 9 players compete against each other in fast and frenzied battles to the death
– Run mode was playable at IndieCade
– This has players sprinting from one side of the screen to the other, punching each other and hopping from platform-to-platform
– Colored gates, platforms and other obstacles are included in each level
– Green, blue, purple, orange colors
– One of those colors sweeps across the game’s background every few seconds
– When this happens, it momentarily deleting all platforms of the same color
– Runbow’s tagline “If you can’t see it, it doesn’t exist”
– If players lag too far behind and fall offscreen, they’ll die
– Sometimes a spiked boulder will come rolling onto the stage
– Power-ups included
– Can punch opponents at any time to momentarily stun them
– A Power Punch pick-up makes punches stronger by launching opponents into the air
– Lightning power-up shocks everyone else for an extended stun
– Another power-up makes everything happen in slow motion
– Other power-up swaps one player’s location with another
– King of the Hill-style mode and a deathmatch battle known as Arena are included
– Ties in Run mode are settled in a version of the game’s deathmatch mode
– This involves bouncing on a floor made of mushrooms while trying to avoid spike pits
– The player using the GamePad can dole out power-ups and switch the background color on the fly in the game’s Colourmaster mode
– In this mode, it’s really a means to torment up to eight friends as they fight among themselves
– 2 players share a Wii Remote-Classic Controller pairing so that the controller essentially becomes two
– Coming to Wii U first
– Nintendo has been “insanely supportive” of the game
– Out in early 2015
– Team is working on color blind options
– The game has a black and white tonal visual option that may serve as the best solution for color blind players

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Super Smash Bros. director Masahiro Sakurai published a new column in this week’s issue of Famitsu. That was a bit of a surprise, as Sakurai only tends to write columns on a bi-weekly basis.

In any case, numerous topics about Super Smash Bros. for Wii U/3DS were once again discussed. Sakurai commented on why the 3DS version launched before the Wii U game as well as changes in Final Smashes. He also shared a tidbit about one of the unlockable stages in the 3DS version.

Head past the break for the full Q&A.


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