Miyamoto says Super Mario Run will be on Android, but not this year
Posted on 8 years ago by Brian(@NE_Brian) in Mobile, News | 62 Comments
Shigeru Miyamoto appeared at Apple’s conference today to announce Super Mario Run. While the game will be on iOS first in December, it’s also slated for Android. The game just won’t be coming to the latter platform this year.
“For us, the stability of the iOS platform was important in choosing iPhones for the game,” Miyamoto mentioned to IGN. He explicitly told the site that Super Mario Run’s release on Android won’t be this year, meaning it’ll be in 2017.
More: interview, Shigeru Miyamoto, Super Mario Run, top
Nintendo’s fifth mobile game won’t be launching by March as originally planned
Posted on 8 years ago by Brian(@NE_Brian) in Mobile, News | 7 Comments
In recent months, Nintendo has spoken about wanting to launch five mobile games by March 2017. However, that number is now dropping to four.
We posted this in our TIME interview roundup post about Super Mario Run, but Shigeru Miyamoto told the publication that Nintendo’s plans changed due to “market conditions and the development process”. His full words:
“We’ve consistently stated a plan to launch approximately five mobile apps by the end of this fiscal year, including Miitomo. Given market conditions and the development process for each title, our current plan is to launch four total mobile titles in that period.”
Miitomo was up first, and Super Mario Run is next in December. Fire Emblem and Animal Crossing will then follow by the end of March. As for the one after that, it’s unknown what Nintendo is working on.
More: interview, Shigeru Miyamoto, top
Miyamoto on Super Mario Run – dev team, gameplay, may connect to My Nintendo, more
Posted on 8 years ago by Brian(@NE_Brian) in Mobile, News | 24 Comments
Following today’s Super Man Run announcement, TIME spoke with Shigeru Miyamoto about the new mobile title. Miyamoto commented on a number of things including the staff behind it (“mostly comprised of the original Super Mario development team”), the gameplay, connectivity with other Nintendo offerings, and more.
Read Miyamoto’s responses after the break. Be sure to give TIME’s article a look here as well.
More: interview, Shigeru Miyamoto, Super Mario Run, top
Dragon Quest VII producer on how the 3DS remake came to be, length, changes, more
Posted on 8 years ago by Brian(@NE_Brian) in 3DS, Videos | 0 comments
Noriyoshi Fujimoto was present at PAX this past weekend for a special developer panel. Additionally, he was on hand to answer a few questions from the press. GameXplain spoke with Fujimoto, and the two sides talked about how the remake came to be, the game’s length, changes from the original, and more. Watch the interview below.
Kirby: Planet Robobot director on choosing copy abilities, characters, difficulty, and more
Posted on 8 years ago by Brian(@NE_Brian) in 3DS, News | 3 Comments
The third “Kirby: Planet Robobot Ask-a-thon” was hosted on Miiverse earlier today. Once again, director Shinya Kumazaki fielded questions from fans. Kumazaki talked about topics such as copy abilities, characters, difficulty, and more.
For those that missed it, you can find the previous two Miiverse sessions here and here. The latest one can be found in full after the break.
Bethesda again talks about staying in touch with Nintendo and possible NX support
Posted on 8 years ago by Brian(@NE_Brian) in General Nintendo, News, Switch | 40 Comments
Bethesda vice president Pete Hines was recently asked about NX and whether the publisher would support Nintendo’s next platform. During the interview, Hines mentioned that Bethesda is talking with Nintendo “all the time”, and having games on the new system is something that would be considered.
Metro now has even more in-depth remarks from Hines. The publication asked him to speak about how Bethesda stays in touch with Nintendo, and further asked about potential NX support.
Head past the break for the relevant excerpt.
More: Bethesda, interview, Pete Hines, top
Samus costume was proposed for Axiom Verge, but Nintendo decided against the idea
Posted on 8 years ago by Brian(@NE_Brian) in News, Wii U eShop | 48 Comments
Axiom Verge takes some inspiration from Nintendo’s classic franchise Metroid. The two are very different in the end, but they do have some similarities in the gameplay department.
Interestingly, a Samus costume was proposed for Axiom Verge that would have been included in the Wii U version. Dan Adelman, who is handling the business-side of things for creator Tom Happ, said in a Reddit AMA that Nintendo “ultimately had to decide not to give us permission to do that” following “a lot of internal discussion”.
Adelman’s full words:
“We would have loved to have a secret code to have Trace where a Samus costume. Some people inside Nintendo really liked the idea, but after a lot of internal discussion, they ultimately had to decide not to give us permission to do that. I think the idea that someone could play the entire game of Axiom Verge looking like Samus Aran was too big of a concern for them.
There is a similar kind of callback, though. If you type JUSTIN BAILEY into the passcode tool, it has Trace in a leotard, just like in Super Metroid.”
By the way, Happ commented on whether an Axiom Verge amiibo was ever considered. He noted that they didn’t pursue it “since it’s an out of pocket cost that probably wouldn’t cover itself.”
More: Axiom Verge, Dan Adelman, indie, interview, Tom Happ, top
Antipole developer on publishing on Wii U, new content in Antipole DX
Posted on 8 years ago by Zack in 3DS eShop, Wii U eShop | 0 comments
In a recent interview with Real Otaku Gamer, Antipole developer Edward Di Geronimo spoke about why they decided to publish their game on the Wii U, and how much has changed between the original Antipole, a DSiWare title, and the new Antipole DX.
When asked about what kind of additional content can be expected in Antipole DX, Geronimo said this:
There’s not a lot left that’s the same! The code is largely the same, but we’ve replaced all the assets. The graphics are all new, with a pixel art style that feels like a 16-bit era game. Last time around the audio side of the game suffered due to the tight space restrictions of DSiWare. The music and sound effects are all new this time around, and are much higher quality now that we don’t have to worry about space restrictions. Players familiar with the original game will still find plenty of surprises in the DX version. The levels have all been recreated from scratch. I usually tried to stay faithful to the original designs, but there are plenty of cases where I removed or changed sections that I wasn’t happy with. I made sure to add new sections to every level, and also included several all new levels. The DX version is on track to have about 50% more rooms than the original game did.
On publishing Antipole DX on the Wii U, Geronimo had this to say:
Nintendo has been developing high quality platformer games for decades. I think their audience is highly receptive to them. They also have a core audience that’s been gaming on their systems for decades. This crowd grew up playing pixel art platformers. I think the audience is going to be very receptive toward games like Antipole DX.
You can read the full interview here.
Paper Mario: Color Splash producer on working with Wii U, limited resources in battle, giving Toads personality, more
Posted on 8 years ago by Brian(@NE_Brian) in News, Wii U | 42 Comments
USGamer recently spoke with Risa Tabata, co-producer of Paper Mario: Color Splash. During the conversation, Tabata talked about topics such as working with Wii U and having more power, limited resources in battle in the form of cards, and giving Toads personality.
Continue on below for some notable excerpts from the interview. For the full talk, visit USgamer.
Metroid Prime director on making the game, Nintendo’s influence, leaving Retro
Posted on 8 years ago by Brian(@NE_Brian) in GameCube, News | 32 Comments
Game Informer recently spoke with Mark Pacini from Armature Studio. Although some of the discussion touched on Batman: Arkham Origins – Blackgate and his new game ReCore, he also spoke quite a bit about his days at Retro and directing Metroid Prime.
One interesting anedcote was about when Retro was meeting with Shigeru Miyamoto and other folks from Nintendo’s main headquarters in Japan. After the meeting, Pacini’s boss said that they were upset with him. Why? Pacini didn’t have a pencil and paper at the meeting, so Nintendo felt he wasn’t listening. Pacini called it a “very noobie mistake” on his part, and wanted to make sure that wouldn’t happen again.
Making Metroid Prime was the toughest project for Pacini from a development standpoint and getting it completed. “I think it was just the amount of stuff we were trying to do in the time we were doing it,” he said.