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Nintendo World Report was able to hold a discussion with Warren Spector. Spector discussed Nintendo bringing games to mobile, Epic Mickey, his love for DuckTales, and more. You can view the full interview below.

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Keiji Inafune has been very outspoken about the state of the Japanese gaming industry over the past few years. While the situation has been improving, Inafune still believes that companies in Japan could go about things in a better way.

He told GameSpot in a recent interview:

Japanese creators and Japanese companies need to start looking outside of the box. They can’t just stay inside Japan and make their own game and bring it to E3 and hope it will be a hit. That’s not going to happen. You have to work with foreigner companies, in North America, Europe, and other places around the world so there’s a new taste coming into your game.

The language barrier is always there, that’s not going to change. But, if you always stay away from the world market, just because of that, you’re not going to evolve. So, the next thing is that people should get out more and see outside of Japan more. You can’t just stay inside, hoping that your game will be a success around the world. That’s not going to happen.

Rare created Banjo-Kazooie and Banjo-Tooie, but the team never went on to develop a third platformer in the series for the N64. Some may wonder why.

Speaking with Kotaku, Grant Kirkhope indicated that it came down to fatigue. While Rare did go on to make Donkey Kong 64, they were a bit tired when it came to making 3D platformers, and Rare didn’t do too much else in that space.

As Kirkhope explained:

“I think with Tooie we were tired of it at that point. We’d done two games, and, if you do continual sequels—Rare didn’t like to do that—we didn’t want to do another Banjo game. And that’s why it kind of ended there.”

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Kotaku is the latest outlet to have published an extenstive interview with Nintendo of America president Reggie Fils-Aime. Topics include the Nintendo World Championships, Metroid Prime: Federation Force, Mother 3, amiibo, and more.

You can find the full Q&A rundown below. Kotaku’s original piece can be read here.

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Nintendo Enthusiast sat down with Nintendo’s Damon Baker to talk all things indie at last week’s E3. Give it a watch below.

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Jar Jar Binks is in Disney Infinity 3.0. He acts as a mission giver in the game’s campaign and a spawnable townsperson in the Toy Box mode. However, Jar Jar Binks isn’t actually playable.

Vice president of digital business/franchise management at LucasFilm’s interactive division Ada Duan and Disney Interactive’s John Vignocchi told Polygon:

“Anything is possible. Once we figured out what we wanted that three-week experience to be, we all dove in and said let’s do Star Wars: A New Hope. Interestingly, in terms of the surveys that came back from all the kids experiences’, they said, ‘Where is Anakin? Where is Darth Maul?’ It was because this generation had grown up with the Clone Wars. They wanted to know where there favorite characters were, where’s Jar Jar? So when we were deciding how much Star Wars should we bring into Infinity, we were like, ‘Please, let’s not only focus on the classic trilogy; we need to bring the Phantom Menace as well, as well as Star Wars Rebels.” – Duan

“I remember when we saw how high he was on the character chart, I was like, ‘This has got to be because people hate him, right?’ I was totally wrong.” – Vignocchi

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Super Mario Maker has support for Super Mario Bros., Super Mario Bros. 3, Super Mario World, and New Super Mario Bros. U. But what about Super Mario Bros. 2?

Nintendo’s Kensuke Tanabe addressed this while speaking with USgamer at E3 last week, in which he stated:

“Super Mario Bros. 2, as you know, when we created that game in Japan, it didn’t have Mario as the main character Probably because of that, it’s been overlooked for Super Mario Maker. I didn’t talk to Mr. (Takashi) Tezuka at all about it, actually. It does seem sort of unfortunate.”

Tanabe did give a bit of hope for the future, as he seemed to show some interest in something like a Super Mario Bros. 2-style version of Mario Maker. “If I ever have the chance, yes, it would be interesting to work on something like that,” he said.

Polygon has a few more quotes up from its interview with Reggie Fils-Aime, president of Nintendo of America. Much of the talk focused on new consoles and Reggie’s take on digital vs. physical games.

For those that are interested, continue on below for the breakdown of Reggie’s remarks. Be sure to check out Polygon’s original article here as well.

On how Nintendo is in front of the curve in terms of when a company might next release a next-gen console, and how the company takes big chances while innovating in video games…

“So, bad news for you, I’ve got nothing to share specifically about NX.

“One element of your premise is that Nintendo as a company has a history of being innovative and driving innovation. You look at the DS with the incorporation of the touch screen. You look at what we did with Wii. We’re constantly trying to innovate. So to frame it as ‘Here’s a company with a history of innovating. I’d love for them to innovate more.’ We accept that and that is part of our DNA.

“The other thing I would say is that, we see in our existing business, and we anticipate looking into the future, how this gaming industry is going to continue to evolve. And absolutely, our challenge is to think about what that future looks like and create a business model, technology approach and consumer messaging approach that brings it all together to a successful platform and a successful platform launch. We’re constantly thinking about that.”

The developers of Chibi-Robo!: Zip Lash have once again commented on the decision to make the game a platformer as opposed to an adventure experience.

In an interview with Nintendo World Report, producer Risa Tabata explained:

“That was sort of our hint to focus on the action types of things. For the previous Chibi-Robo games, we had more of the adventure aspect. And for those who are really big fans of Chibi-Robo, it was great. People loved it, but we couldn’t quite say that it was widely known by a lot of people. So we wanted to branch out and explore more things.”

Nintendo producer Kensuke Tanabe added that a platformer “would be a great place to expand that fanbase” in America.

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GungHo Online Entertainment had one goal in mind when making Puzzle & Dragons: Super Mario Bros. Edition: to reach a broader audience.

CEO Kazuki Morishita told GamesBeat:

Back in 2011, we were coming up with a new concept for Puzzle & Dragons. I came to the conclusion that our target audience for the 3DS version—I wanted it to be kids, kids who don’t have smartphones. I’ve always wanted to release the game for 3DS and reach more of that audience. The target audience for PZD Mario is definitely much younger than the smartphone crowd. Going back to your question, Gung Ho’s goal with that title is to reach out to a broader audience with the core gameplay of the series.

Puzzle & Dragons: Super Mario Bros. Edition launched for 3DS in May. It came packaged with GungHo’s first Puzzle & Dragons effort for the handheld, Puzzle & Dragons Z.

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