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FAST Racing Neo only just landed on the Wii U eShop a few weeks back. That being said, Shin’en is happy with the game’s sales performance thus far.

Speaking with Nintendo Life, Manfred Linzner from Shin’en said the studio is “very pleased” with how the racer is doing. He said:

“We had a bet running in the company on how many copies would be sold on day one. Martin called the highest number. And he was right. It was almost exactly the number he predicted. We are very pleased with the sales so far, but on the other side our preceding investment was very high as well. Anyway, currently it looks pretty bright for the sales.”

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Earlier this month, a scan appeared from the Fire Emblem 25th anniversary book showing an in-development photo of what was thought to be Radiant Dawn. Fresh information has since surfaced indicating that this was to be an entirely new title/experiment all together.

This mystery game was in development for Wii after Radiant Dawn had shipped. However, due to poor sales stemming from previous console entries, Nintendo and interior staff were trying to create “something new” and appeal to the broader audience brought in by the Wii and DS.

Family Gamer TV has posted a lengthy interview with Image & Form’s Brjann Sigurgeirsson about SteamWorld Heist. Topics include amiibo, multiplayer, and lots more. You can watch it in full below.

As a bonus, here’s the latest episode of Image & Form’s “The Engine Room”, which features a big giveaway:

Capcom put up an official interview with Monster Hunter 4 Ultimate directors Kaname Fujioka and Yuya Tokuda. Watch it in full below.

Questions asked in the video include (with times during the video):

0:42 Could you give us an overview of the monster design process?
1:43 What was the most challenging monster to develop?
3:00 Which returning monster was the most challenging to bring to the MH4U gameplay engine?
4:09 What was the most fun monster to design?
5:33 Which was the most challenging weapon to balance in MH4U?
7:18 How was the process of balancing the Life Honing feature?
9:07 How did you come up with the Charge Blade’s Guard Point mechanic?
11:07 How did you come up with the specific features to Seregios’s weapons (Auto-Sharpening, Auto-Reload)?
12:47 How did you settle on Mounting as the core feature of MH4U?

And questions that aren’t specific to the game:

14:51 Why is Monoblos only available for hunting in Single-Player quests?
16:15 What is the language the Diva uses while singing?
17:48 How is a flagship monster created, and why is that a necessary feature of the game?

This week’s issue of Famitsu features comments from various developers about what’s in store for 2016. For Pokemon developer Game Freak, the studio shared the following:

“2016 is Pokémon’s 20th anniversary. We’d like to make it into a great year of celebrations.”

There are a couple of other Nintendo-related comments from other developers as well. Here’s what Arc System Works and Koei Tecmo said:

Arc System Works: We have various things planned out for the excitement of Kunio-kun series’ 30th anniversary.

Koei Tecmo: Attack on Titan, Yo-kai Watch: Three Kingdoms, Ni-Oh,and more. There are many big titles that we wouldn’t able to fit in here, along with some amazing titles that we’ve yet to announce.

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Earlier today, Bloomberg published a new article featuring brief statements from Nintendo developer Takashi Tezuka.

First, Tezuka noted the following about modernizing Mario:

“We thought he should be a character that’s free to do anything. Mario has to keep up with the times.”

Tezuka also reflected on creating Mario levels way back in the day:

“We were just having a lot of fun. It was all about seeing who can come up with something that surprises your colleagues and makes them laugh.”

In just a few days, Super Mario Maker will be receiving a new update. We’ll be seeing new items like the Fire Koopa Clown Car, the Bookmark feature, and World Records for the different courses uploaded online. You can find the full news here and patch notes here.

Game Informer caught up with Super Mario Maker director Yosuke Oshino for some insight into next week’s update. Head past the break for comments about the Fire Koopa Clown Car, P Warp Doors, and Bumper.

Nintendo sees potential in amiibo. So says president Tatsumi Kimishima, who told Japanese outlet Sankei the following:

“There is still potential in amiibo. We want to make ‘the expansion of function to play with the game as a single entity’ one of the big pillars.”

Kimishima echoed something similar in an interview with TIME earlier this month. He said that Nintendo hasn’t yet established amiibo “as an enhancement for all of our software at this point.” Rather than using them in games, amiibo have instead been used “more as a collection item”.

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A few hours ago, Game Informer published a new interview with Splatoon co-director Yusuke Amano and producer Hisashi Nogami. The developers talked about things like the single-player campaign, why it wouldn’t work well on 3DS, and no plans for voice chat or paid DLC.

A good amount of Amano and Nogami’s can be found below. You can read the full interview over on Game Informer.

Earlier today, GamesBeat went live with a new Niantic interview. The site spoke with chief executive John Hanke as well as chief marketing officer Mike Quigley.

Pokemon Go was, as one would expect, a pretty big part of the interview. Between Hanke and Quigley, they discussed its origins and having Nintendo on board, how the game could reach a massive audience, and the Pokemon Go Plus device the Big N is making. There are also comments about things like how Niantic wants players to be able to participate no matter how small their area is in terms of population.

Head past the break for a roundup of Hanke and Quigley’s remarks. For the original interview, visit this page.


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