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We have one final translation from Nintendo Dream‘s interview with Zelda producer Eiji Aonuma… and it’s a big one. The latest excerpt is entirely about Majora’s Mask, and its creation. Aonuma reflects on the work he did for the game, speaks about the creation of Romani Ranch, Anju and Kafei, Pamela, and much more.

Head past the break for our full translation. I’d say it’s very much worth a read if you’re curious about Majora’s Mask’s various elements!

CNET has a few new quotes from Reggie Fils-Aime, president of Nintendo of America.

The site begins its article by mentioning that Nintendo’s franchises and games remain relevant today. Zelda: Majora’s Mask 3D, a remake of the N64 game, topped the U.S. charts in February.

Fils-Aime said that “Nintendo has always put out content that is lasting and is content that the consumer plays for extended periods of time.” He additionally mentioned: “In this games business, the axiom is that software drives hardware, and we’ve seen that over our 30+ year experience in this category.”

Nobuo Uematsu worked on Super Smash Bros. Brawl, and ended up creating the game’s orchestral theme. As for how his participation with Brawl’s development came about, Uematsu told Game Informer:

“I have a feeling that I got the job offer from Mr. Sakurai while we were drinking. He would let me selfishly do whatever I wanted, whether it be using an orchestra or using opera singers.”

It appears that Uematsu would have been interested in returning for the new Smash Bros. games on Wii U/3DS, but wasn’t asked to be brought back.

Uematsu said:

“Why didn’t I participate in the new Smash Brothers!? Ask Mr. Sakurai! I wanted to work on it! All joking aside, it’s just that, since there are many video game musicians representing Japan who are already participating, there’s no need for me.”

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Another “Miiting” just wrapped up on Miiverse a short while ago. In the latest discussion, Nintendo’s MariChan chatted with the Happy Mask Salesman from Zelda: Majora’s Mask 3D. The Happy Mask Salesman doesn’t actually exist of course (except in the game… and in our hearts!), but the interview nonetheless holds some interesting nuggets.

We’re posting the “Miiting” in full below. It’s rather lengthy!

Natsume used to help bring over the Medabots games, but we haven’t seen any titles localized since the Game Boy Advance games. In an interview with Siliconera, Natsume president Hiro Maekawa said that the company doesn’t have “a concrete plan for future Medabots titles”, though he did say that there will be some sort of news about the series this year.

He said:

“At this point, we do not have a concrete plan for future Medabots titles, but we are carefully listening to fans voices and we know the team over there and would love the opportunity to bring a new Medabots game to the U.S. one day. Once again we have spent time, money, and love on that franchise, and we want to see it move forward just as much as our fans do. I know this isn’t the answer Medabots fans wanted, but stay tuned, because there will be some Medabots news in 2015. Keep an eye out!”

Maekawa also commented on Natsume’s relationship with Kemco. The two sides worked together on Alphadia Genesis, which landed on Wii U last year.

“We maintain a very close relationship with Kemco. We work very well with them and they make RPGs that fit so well into our “niche and unique” model. I have always been fond of RPGs and we continue to look for ones that fit with Natsume. Are we working together on a co-developed RPG? We have definitely talked about it! You will be one of the first to know if we have some news to announce.”

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Runbow is going to end up supporting a whole bunch of controllers. You’ll be able to use the GamePad, Wii U Pro Controller, Wii Classic Controller, Wiimote, and nunchuck.

13AM Games producer Dave Proctor told Shacknews that the team also looked into GameCube controller support as well. Sadly, it’s unlikely to be supported because it’s being branded as a Smash Bros. peripheral.

Proctor said:

We have looked into it. It is currently only branded as a “Smash Bros. periperal,” so unfortunately, we can’t get access to that. We do have support for Wii U Pro Controllers, we are working on a patch to plug in seven Wii Remotes, we have support for the Wii Classic Controller, as you’ve seen, and we’ve also added support for the Nunchuk. Worst case scenario, someone’s got a Nunchuk, they can use half the controller. It’s got all the buttons you need. We just want everybody to get the biggest experience they can.

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Cubed3 recently caught up with Stephen “Strife” DiDuro, one of the leading developers on Freedom Planet. The indie title was just confirmed for Wii U this past weekend.

We’ve picked out a few excerpts from the interview – notably which controllers Freedom Planet will support, 3DS interest, and a desire to keep the series going. You can find all of DiDuro’s comments on those subjects below. For the full interview, head on over here.

Sales of the Dynasty Warriors games have been in a bit of a decline. The series isn’t performing quite as well as it used to.

However, according to Koei Tecmo producer Akihiro Suzuki, spin-offs like Hyrule Warriors renewed interest in the franchise. Koei Tecmo must now satisfy players while keeping the series fresh, he said.

Suzuki told MCV:

Over the years we’ve seen a sales decline. The Dynasty Warriors series is targeted towards the core fans. But we’ve had a few collaborations recently that have given the franchise a second wind because they’ve brought in new fans that hadn’t given Dynasty Warriors a chance. So Hyrule Warriors gave the series some freshness. Now our task is to keep the new players happy now that they’ve had a chance to play. But overall with the franchise, we need to keep it fresh, both the Dynasty Warriors and the Samurai Warriors brands.

Source

A bunch of excerpts from Game Informer‘s interview with Eiji Aonuma have emerged over the past few days. Yet another one has now been posted online.

Game Informer asked the Zelda producer about how he approached making changes in The Legend of Zelda: Majora’s Mask 3D. You can read up on his full response below.

Final Fantasy creator Hironobu Sakaguchi worked on a bunch of Final Fantasy games throughout his career. But which one is he the most proud of? That honor goes to the original Final Fantasy.

In an interview with IGN, Sakaguchi explained why this is his choice:

“There was no guarantee that this game would make it. There were a lot of worries, a lot of unstable factors going into this project. The original team only consisted of four people. Even in the end when we wrapped up the project, there was probably about ten of us.”

Sakaguchi added: “The culmination of [all] the feelings and memories I have towards the first Final Fantasy is probably the largest.”


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