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Nintendo held a “Miiverse Miiting” for Mario & Luigi: Paper Jam earlier today. This is the Big N’s interview series on the social community involving the game’s developers.


A number of topics were discussed in today’s Miiting, including why Paper Luigi isn’t featured in the game, and the lack of original characters. We’ve included the full interview below.

In late December, Nintendo published Genei Ibun Roku #FE in Japan. Nintendo Dream thought it would make sense to speak with the game’s staff now that development is complete. The Japanese magazine caught up with producer Hitoshi Yamagami (Nintendo), director Kaori Ando (Nintendo), producer Shinjiro Takata (Atlus), director Eiji Ishida (Atlus), chief director Wataru Hirata (Atlus), and art director Fumitaka Yano (Atlus). That’s quite a number of developers indeed!

We’ve translated a lengthy part of the interview below. The excerpts are very insightful, as the developers spoke about how they thought about different genres for the project, considered 3DS (even making a project plan), and more.

All amiibo figures Nintendo have shipped thus far have a protective piece preventing consumers from using them while in the box. However, Yacht Club Games opted for a different approach with Shovel Knight. It’s actually possible to scan the character without removing him from the box.

Speaking with Polygon, Yacht Club’s David D’Angelo said the team went in this direction due to fan feedback. He explained:

“We got a lot of feedback from fans before release who wanted to be able to scan the amiibo inside the packaging so they could still use the figure [in-game] while keeping it as a collector’s item. We didn’t see much issue with their request: while you can stand with a 3DS in store and try to scan it — we didn’t think that was actually something people would do due to the nature of the content we were making.”

Nintendo was completely fine with Yacht Club’s decision, and signed off on having Shovel Knight ship without the protective piece.

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Atlus CEO Naoto Hiraoka was interviewed in this week’s issue of Famitsu. On the topic of the company’s 2016 and future plans, Hiraoka said:

“In 2015, we were able to develop existing IP like Persona 4: Dancing All Night and Etrian Mystery Dungeon. In 2016, starting with Odin Sphere: Leifthrasir, we plan to release a large number of titles. In the summer, we’ll launch the long-awaited Persona 5. Of course, in addition to that we have several unannounced titles. I have no doubt this will be a year Atlus’ popular series all gather together.”

Etrian Odyssey V is long overdue, and should hit Japan this year. As for other surprises? We can only hope that Atlus will continue to spread the love on Nintendo platforms!

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The latest episode of the 8-4 Play podcast contains an interview with Yacht Club Games’ Sean Velasco and David D’Angelo. While speaking about Shovel Knight, the two developers mentioned that they’re still developing more content for the game. Once that’s done though, the team would be “silly” not to make a sequel. It was also reiterated that a follow-up title could be another NES-style game or something more in line with the SNES or Nintendo 64.

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Her Story developer Sam Barlow has some interest in releasing his critically-acclaimed game on Wii U. However, he would need to overcome a few hurdles in order to make that happen.

Barlow responded with the following when Nintendo News asked if he’s ever thought about bringing Her Story to a Nintendo platform:

“No… I mean I’d love to, but I’m guessing that the content isn’t a perfect match. Though, the keyboard interface would actually work on a Wii U.”

Sankei West recently spoke with Tatsumi Kimishima. During their talk, Nintendo’s new president talked a bit about Splatoon, sales, mobile, My Nintendo, and NX.

The first topic discussed during the interview was Splatoon. After Sankei mentions that it’s selling well, Kimishima said that painting colors as a way of battle and the characters allow it to be accepted by a family audience. He added that, in the future, it’s possible to extend it widely like Super Mario Bros.

A few members of the Mario & Luigi: Paper Jam development team were interviewed in this month’s issue of Nintendo Dream. The lineup includes producer Akira Otani (Nintendo), director Shunsuke Kobayashi (AlphaDream), and director of battle team Jun Iwasaki (AlphaDream).

We’ve translated some excerpts from the interview after the break. The staff commented on how it was decided that Paper Mario would appear, the new dash mechanic (and Shigeru Miyamoto signing off on it!), and more. Read on below for the full breakdown.

In the latest issue of Famitsu, Game Freak said that the company wants to make 2016 “into a great year of celebrations” for Pokemon. Junichi Masuda offered up a little something more in this month’s Nintendo Dream.

Here’s our translation of what was said:

“Happy New Year! On February 27, 2016, Pokemon will celebrate its 20th anniversary. On this day, Virtual Console versions of Pokemon Red, Green, Blue & Yellow will be released, so if we can hype it up with everyone while feeling nostalgic with the past, I’ll be glad! And this year I think we’ll give a feel of the future with Pokemon Go! We’re challenging [ourselves] so that the 20th anniversary will be fun for everyone in the world, so please keep up your continuing support. The ring of Pokemon is still getting bigger! I look forward to working with you all this year!

In an interview with Nintendo Life, Ian Flood and David D’Angelo from Yacht Club Games spoke all about Shovel Knight. One prominent topic was the Shovel Knight amiibo.

Speaking about how the figure came to be, the two developers stated:

David D’Angelo: That started in 2014, the possibility of it even happening – what it would look like, what it could do.

David: Yeah, Nintendo said “pitch us on it” when they showed us the New 3DS. We started chatting about ideas with amiibo and they asked us whether we wanted to formally pitch to do an amiibo. That kind of thing is strange, like you’re sending a paper to no-one! But the whole thing was shocking, really, they kept saying let’s move this forward, and we couldn’t believe it was going to happen.

Ian: The excitement leading up to it was something else. What was funny was that we were waiting for the announcement, website, trailer and stuff like that, and retailers kept leaking it. It was tricky to get the information out there. It’s one thing to leak that it’s a thing, but it’s another to leak that it’s in a game series it’s not! There was a lot of information around, and we couldn’t easily say it was wrong without talking about it fully.

Ian: Yeah, we had to say it was a mis-listing, so not denying everything. We had people getting pre-emptively mad about the release date, pricing. All mad at details that were incorrect. We’re pretty receptive online and tried to answer queries.

Ian: So we tried to calm everyone down and put out a definitive update with full details. But that was fun, a few guys were at PAX for the reveal at the Nindies@Night event, and we were all excited that we had prototypes in a box. The guys were keeping them under their coats at the hotel so that we kept a lid on it, yet the whole time that was happening images were online. It was a bubble where the guys at the event were keeping a secret, but EVERYONE in the entire would knew about it.

But still, it was an immensely exciting day with everything coming together.


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