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Nintendo has published its fourth indie interview coming from PAX Prime 2015. In the latest one, the company’s Damon Baker talks with Oddworld Inhabitants about Oddworld: New ‘n’ Tasty. Check it out below.

Hyrule Warriors Legends will have stereoscopic 3D support – sort of. In an interview with 4Gamer, producer Yosuke Hayashi confirmed that the game will only make use of 3D on the New 3DS.

Naturally, the 3DS is not as powerful as the Wii U. Koei Tecmo worked hard to balance the enemy count, and displaying as many enemies as possible on screen was important. The New 3DS gave Hyrule Warriors Legends that extra boost to make stereoscopic 3D possible.

Hayashi also talked about things we’ve heard in the past: the 3DS version of Hyrule Warriors came about due to fan interest, more characters are coming, amiibo will be supported, DLC characters from the Wii U version will be immediately available on 3DS, and DLC is possible. We’ll also mention that a code will be included with all copies of the game so that players can unlock Toon Link, Tetra, and the King of Hyrule in the Wii U version.

Koei Tecmo is nearly done with the development of Hyrule Warriors Legends, and they’re currently working on polishing things. That makes sense, as the game is launching on January 21 in Japan.

Nintendo has published its second indie interview from PAX Prime 2015. This time around, the company’s Damon Baker interviews GalaxyTrail about Freedom Planet. We have the video below.

Destructoid was recently able to give Project X Zone 2 a spin, and has now shared some hands-on gameplay impressions. While checking the game out, the site was able to chat with series producer Kensuke Tsukanaka.

Tsukanaka stated that the opening animation of Project X Zone 2 will feature every playable hero. Additionally, the video will be just over two minutes of length.

Tsukanaka added:

“We’re aiming to look for new fans with an even bigger cast. We want people to see a new character and ask ‘what game is this from?’ We want them to become even more involved with the industry as a whole.”

In Project X Zone 2, Monolith Soft is giving more effort to the original animation. Fans can count on more artwork than before in and out of combat.

As for how the collaboration between Bandai Namco, Capcom, and SEGA is possible, Tsukanaka mentioned that “all of us have a mutual respect for each other. We’ve also collaborated for years with one another, so it wasn’t too much of a stretch to create this project. The rivalry still exists, but it’s a friendly one.”

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Game Informer recently caught up with Super Mario Maker director Yosuke Oshino and senior director Yoshikazu Yamashita. While speaking with the site, the two developers shared tips to help players improve their levels.

One of the first tips from Oshino and Yamashita is to play through a bunch of courses:

“I’d advise you to play through a lot of courses. Play the 10-Mario Challenge and Course World, and if you find a course you like (I’d recommend a shorter one first), save it and try messing around with it. As you learn how the courses you like were made, and how they can be changed to make them better (or worse), I think you’ll gradually build up a toolbox of ideas on how to build courses.” – Yamashita

“It might also be a good idea to look at what kind of courses people are making with the 10-Mario Challenge, or to go on Course World and check out the world rankings to see how people on there make their courses and get all those favorites.” – Oshino

Oshino also discussed the importance of keeping your target audience in mind:

“I think it’s important that you think about who you want playing your course, and how you want him or her to play it. Think about a course length they’d prefer, and what kinds of enemies or course elements they’d like. I also think people like courses which have that, ‘Let’s try that one more time,’ element to them without being unfair, no matter if they’re easy or difficult.” – Oshino

Also from Oshino, experimenting with different combinations is encouraged:

“[W]hen you combine multiple parts together, you’ll suddenly open up a great deal more opportunities. I found a new way to combine parts myself just the other day. I think players might just invent new ways to combine parts that not even we thought of, too.” – Oshino

“I like the ‘generational change’ of putting Bowser on the back of a large Bowser Jr. (i.e., when you combine Bowser Jr. with a Mushroom), or taking the Queen (high-heeled) Goomba’s Shoe you get by shaking a regular Goomba’s Shoe and adding wings to it to make a Para-Queen Goomba’s Shoe.” – Oshino

Game Informer has a couple of additional tips from the Super Mario Maker developers here.

Nintendo’s North American YouTube page now has a video interview with Shin’en, which was conducted during PAX Prime 2015 a few weeks ago. Naturally, the discussion focused on FAST Racing Neo. Check out the full video below.

USA Today has published a new interview with Takashi Tezuka. Tezuka spoke all about Super Mario Bros., including the original game’s origins, the series’ legacy, and why it’s been able to maintain such longevity.

You can find a roundup of Tezuka’s comments below. A couple of additional questions and answers are on USA Today here.

In honor of the 30th anniversary of Super Mario Bros., Nintendo of America added a “special interview” video to its YouTube channel today. Along with some talk about making the original Super Mario Bros. and Super Mario Maker, the opening and closing portions also show a young Shigeru Miyamoto! You can watch the full video below.

DeNA West CEO Shintaro Asako thinks that there’s a big opportunity for Nintendo’s upcoming mobile games to reach a huge number of people. In an interview with alistdaily, Asako expressed his belief that “at least 150 or 200 million people” will try out these offerings when they’re ready for launch.

Asako told the site:

“Hundreds of millions of people have bought Nintendo consoles. Those are people who decided to spend a minimum of $200 just to get access to Nintendo IP. That number is already twice as big as the Candy Crush total user base. Not only that, every single person buying Nintendo devices spends an average of about $100 per year on software. So I have no question that when Nintendo’s mobile games come out, at least 150 or 200 million people will try it. These people are super core Nintendo fans who used to spending $150 to $250 just to access the content. Let’s say only 10% end up playing, and then those users pay $3 a month, that’s still perhaps a $60 million dollar a month game.”

alistdaily also asked about the marketing strategy he thinks will be necessary for Nintendo’s mobile games. Regarding this, Asako said:

“We know Nintendo IP is powerful, but we need to let people know the game is coming out. From that perspective I think mass marketing makes sense for Nintendo games. Usually you have more on digital marketing and later on the mass marketing kicks in, because you don’t want to start mass marketing until you’ve evaluated LTV (long-term value), because otherwise you might be wasting money. When you have strong IP like Nintendo you can kind of predict what kind of installs you can get, so to reach the level of mass-marketing isn’t that much of a risk.”

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Yugo Hayashi, the director’s working on Star Fox Zero from Nintendo’s side, has weighed in one the game’s visual style.

Speaking with EDGE this month, Hayashi said:

“We decided to have two screens displaying 3D graphics at 60 frames per second. It was this and a few other factors, including it being the first time players will be using two screens like this on the Wii U, that led us to decide to base the graphical design on Lylat Wars. But I’m sure that seeing the Arwing, which everyone is so familiar with, transform naturally into a land-based Walker will be a fun and exciting new experience.”

This isn’t the first time someone involved with Star Fox Zero has commented on the game’s visuals. A few months ago, Shigeru Miyamoto said that they were made with a purpose. He additionally mentioned that games these days “look so realistic that they all look the same.”

Star Fox Zero was revealed during E3 2015 back in June. It’s due for release on November 20 around the world.


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