More excerpts from Nintendo Dream’s interview with Smash Bros. director Masahiro Sakurai are now available.
In these latest translations, Sakurai talks about patches – such as the timeframe for the latest patch, and the possibility of future updates. He also shares some thoughts regarding competitive Smash Bros. play.
Head past the break for all of Sakurai’s comments.
SEGA has no plans to bring SEGA 3D Reprints Archives to North America, as the company has stated on Twitter.
@KevinLarrabee @NintendoAmerica hard to say, 'no chance' as the future is a strange and unpredictable place. Nothing planned at the moment.
— SEGA (@SEGA) December 30, 2014
It appears us in North America won’t be able to get these classics in a physical form anytime soon. Keep in mind that you can still purchase some of these games on the eShop with digital downloads, and more are on the way in 2015.
Unfortunately, Club Nintendo Europe is down at the moment. Nintendo says that the issues are due to a power cut. The situation is currently being looked into, and service will be restored as soon as possible.
We're currently experiencing problems with the Club Nintendo service and are working to get it resolved. Thank you for your patience
— Nintendo of Europe (@NintendoEurope) December 31, 2014
The problems we're currently experiencing with the Club Nintendo service are due to a power cut. We apologise for the inconvenience.
— Nintendo of Europe (@NintendoEurope) December 31, 2014
The latest development in the 3DS homebrew scene has led to the creation of custom themes. Those who have taken advantage of the Ninjhax/Cubic Ninja homebrew exploits can now use a new custom menu tool, among other homemade releases.
In other news, Cubic Ninja exploit creator Smealum has managed to run run unsigned code on a DS through Bangai-O Spirits’ Sound Load feature. Check it out below:
Another round of photos from the 1993 Nintendo Character Manual have been posted online.
Some interesting tidbits are shared in the various scans – such as how Wario was once Mario’s childhood friend, and not his evil brother.
Did you know that Bowser “decided to conquer the Mushroom Kingdom because he could not stand the idea of happy fungi”? Or how about the fact that Toad also apparently goes by the name “Little Toadie”?
View the gallery above for all of the recently-scanned character bios.
You didn’t think defective amiibo would stop appearing anytime soon, did you? Well, we have four new ones to share: Diddy Kong without a jaw, a dual-wielding Pit, Peach with backwards legs, and Samus without a foot. View the gallery above for snapshots of each.
While we’re on the topic of defective amiibo, you’ve probably noticed that we’ve been talking about them less and less. The fact of the matter is that defects constantly appear across all types of products. That’s why we won’t be featuring defective amiibo on a regular basis… unless we feel that they’re interesting!
In this month’s issue of Nintendo Dream, Smash Bros. director Masahiro Sakurai discussed the process of choosing characters for the game’s roster.
Sakurai confirmed that he looked into featuring characters from unreleased new games at the very beginning of development. By the time the project proposal finished – which was May 2012 – “all characters were already decided.” As production continues, the team decides which characters to cut from the proposal given their priority.
Speaking of cut characters, Sakurai revealed that there was one newcomer who was almost cut. We won’t reveal who it was just to be safe with spoilers, though most of you should know who the character is at this point.
Head past the break for the character in question plus the full excerpt from Nintendo Dream.
Super Smash Bros. for Wii U/3DS marks the first time that Bandai Namco worked on new entries in Nintendo’s well-known series.
As for why Bandai Namco was chosen to handle development, director Masahiro Sakurai told Nintendo Dream in the magazine’s latest issue that having a single company create the games was thought to be the best option. And since Bandai Namco has the capability to create “a large-scale fighting-game, there was only this one company.” Sakurai feels that it would have been a difficult challenge for other developers to attempt.
Here are Sakurai’s full words: