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MotoGP 17 isn’t on Switch. That being said, the system could get future entries starting with next year’s release.

Red Bull asked lead programmer Michele Caletti if MotoGP 17 was ever considered for Switch. Caletti explained that the game was built “without Switch in mind” due to development kits being unavailable until the late stages of development. However, thanks to Switch’s support of Unreal Engine 4, Switch could end up being supported starting with MotoGP 18.

Caletti’s full words:

“MotoGP 17 is the last title made with our in-house engine. Future titles might also be available on Switch, thanks to the support of Unreal Engine, so it’s something possible from the next year on.

The development kits for Switch have been available during the late development phase of MotoGP, thus all the assets and game modes have been created without Switch in mind. Porting it now would end up with something that would not satisfy us and our users. We prefer to concentrate our efforts on building a great Switch version for the next chapter of the series.”

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It took more than two decades, but Star Fox 2 is finally seeing the day of light after so many years. Nintendo will be including the game on the Super NES Classic Edition later this year.

Dylan Cuthbert was among the developers who worked on Star Fox 2 way back in the day. As it turns out, that isn’t the only game Nintendo put on hold after it was so close to completion.

In an interview with Gamasutra, Cuthbert vaguely spoke about a DS game – apparently “one of Miyamoto’s pet projects” – that was 90 percent complete:

“There is a game we worked on with Nintendo, one of Miyamoto’s pet projects for the DS, but apart from that I can’t divulge anything. It got canceled at about a 90% state of completion but didn’t go through Mario Club or the QA process. It was a pretty interesting project!”

Sadly, Cuthbert didn’t say anything else about the project. That only leaves us to speculate as to what the game was and why Nintendo put the breaks on it.

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MercurySteam is partnering with Nintendo for the first time on Metroid: Samus Returns. Enric Alvarez, the head of MercurySteam, only had good things to say about the relationship, telling GameReactor that it’s “been an amazing experience and an incredible honor.”

Here are some select quotes from the interview.

“It has been an amazing experience and an incredible honor. We learned a lot from the best, Nintendo. These days, we often pinch ourselves just in case we are in a dream.”

“We have been working with the best. I think this explains pretty much everything about how things went during the development. We were very impressed about the devotion, the care and the quality Nintendo treats the product, and we learned a lot from that.”

“Long time fans are going to be extremely pleased. The game is the result of both, on one hand is a Nintendo game, a Metroid game, and on the other hand, I think people will see the MercurySteam influence.”

You can hear Alvarez speaking about Metroid: Samus Returns and MercurySteam working with Nintendo towards the end of the video below.


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Famitsu sent Nintendo a few questions about the newly-announced Super NES Classic Edition / Nintendo Classic Mini: Super Famicom. The publication was able to get a couple of answers from the company about its new hardware.

First, Famitsu asked how the games were chosen for the Super NES Classic Edition overseas and the Nintendo Classic Mini: Super Famicom in Japan. Nintendo explained:

“It depends on the game’s popularity, whether people were familiar with it, and number of units sold. We carefully hand picked each title to ensure the game lineup appealed to a large audience, so it makes the SNES Classic an easy purchase.”

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Another new interview is in with Akihiro Hino. This time, GameSpot is the latest outlet to have spoken with the Level-5 CEO. Topics include potentially bringing past projects to Switch, why Katrielle is the new protagonist of the Layton series (and whether or not she’s really Professor Layton’s daughter), and reminiscing on Professor Layton vs. Phoenix Wright: Ace Attorney.

Find these excerpts from the interview below. You can read GameSpot’s full interview here.

It wasn’t too long ago that Square Enix and Tokyo RPG Factory announced Lost Sphear. The game was showcased at E3 earlier this month, and Kotaku also conducted an interview with director Atsushi Hashimoto. Hashimoto discussed how the team is making improvements from I Am Setsuna, the game’s length, and having it on Switch.

Read on below for some comments from Hashimoto. Check out the full article on Kotaku here.

Shigeru Miyamoto

IGN has a lengthy new piece with Shigeru Miyamoto all about Mario. Miyamoto talked about letting other developers handle the IP, his initial worries with how players would react to New Donk City in Super Mario Odyssey, and not wanting to remake older games.

We’ve picked out some notable quotes below. The full article with more comments from IGN is located here.

Sonic Forces

A new Sonic Forces interview has gone up on Nintendo UK’s website. Sonic Team head Takashi Iizuka and producer Shun Nakamura participated in the discussion.

We have some highlights from the interview below. Iizuka and Nakamura spoke about how Sonic Forces isn’t a sequel to Sonic Generations, the custom character system, appealing to all types of players with this game and Mania, and fans comparing New Donk City from Super Mario Odyssey to Sonic Adventure.

After more than two decades, Star Fox 2 is finally seeing release. Nintendo will be including the title in the Super NES Classic Edition at the end of September.

Kotaku emailed Dylan Cuthbert, the game’s original programmer, to talk about the news. Although Nintendo didn’t bring him on board for the Super NES Classic Edition launch, he’s personally excited, saying that it made his day.

Cuthbert also reflected on why Star Fox 2 never saw release in the first place:

“Our older retro form of 3D just didn’t cut it anymore and Nintendo didn’t want to raise comparisons. I agree that strategically (if not emotionally) it was the correct decision. But now our older retro form of 3D is the new cool kid on the block, it’s perfect timing!”

Switch was made to be compatible with Unreal Engine 4. Unreal Engine 3, however, is another story. The older version isn’t supported as well, which made it a bit tricky to bring Rocket League to Switch.

Psyonix head Jeremy Dunham talked with GamesBeat about porting Rocket League to Switch, which is being done with some help from Panic Button – the same team that worked on the Xbox One version. He said:

“We feel really confident about it. In the beginning, we weren’t so sure. We had to do custom work. The Switch by itself doesn’t have inherent Unreal 3 support. It only has Unreal 4. To support 3, we had to do custom work.”

Dunham also reiterated what we’ve heard previously – that Rocket League will be 720p and 60 frames per second at all times.

“The main compromise we had to make is we’re running the game in 720p rather than 1080p, even on the TV. It’s our opinion that it’s much more beneficial for the game to run fast at 60 frames per second than to look the absolute best. We’ll ship at 60 frames per second for the docked version and the undocked version.”

Dunham also had some encouraging words about the overall state of Rocket League on Switch. The team “didn’t think we would have it running this smooth, this early.”

“We’re actually ahead of where we thought we’d be. We didn’t think we would have it running this smooth, this early. For a while we were concerned about whether we’d have anything to show at E3 at all. We have a very talented team at Psyonix. Our engineers have done a lot of hard work to make sure this runs as well as it does already. We’ve already discovered things in the last few weeks that we weren’t aware of a few weeks ago. It’s already made the game perform incredibly. We’re very encouraged.”

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