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The people over at Technobubble recently had a chance to interview Nintendo of America’s Bill Trinen, and asked him about some pretty interesting subjects! Read on to hear Bill Trinen talk about all things Nintendo!

Super Smash Bros. director Masahiro Sakurai recently spoke about the inclusion of the Wii Fit Trainer in the new Wii U and 3DS entries.

Sakurai’s words come from the latest issue of Japanese issue Nintendo Dream. You’ll find our translation of the excerpt below.

ND: Not only guest characters were shocking, but Wii Fit Trainer as well. It was a character no one saw coming, right?

MS: Yes, that’s right. Zero, none… (laughs)

(everyone laughs)

The latest translations from Nintendo Dream’s interview with Masahiro Sakurai cover the inclusion of three characters in Super Smash Bros. for Wii U/3DS. We get to hear more about why Sakurai wanted to feature Duck Hunt in the game, as well as the Mii Fighter and the return of Dr. Mario.

The translation in full:

Aside from an interview with Masahiro Sakurai, this month’s issue of Nintendo Dream also features an interview with Shigeru Miyamoto. Miyamoto answered several yes/no questions covering his personal life and more. What’s interesting is that these questions were asked before, and Nintendo Dream shares how his answers stack up to the past.

Here’s a translation of what was included in the magazine:

More excerpts from Nintendo Dream’s interview with Smash Bros. director Masahiro Sakurai are now available.

In these latest translations, Sakurai talks about patches – such as the timeframe for the latest patch, and the possibility of future updates. He also shares some thoughts regarding competitive Smash Bros. play.

Head past the break for all of Sakurai’s comments.

In this month’s issue of Nintendo Dream, Smash Bros. director Masahiro Sakurai discussed the process of choosing characters for the game’s roster.

Sakurai confirmed that he looked into featuring characters from unreleased new games at the very beginning of development. By the time the project proposal finished – which was May 2012 – “all characters were already decided.” As production continues, the team decides which characters to cut from the proposal given their priority.

Speaking of cut characters, Sakurai revealed that there was one newcomer who was almost cut. We won’t reveal who it was just to be safe with spoilers, though most of you should know who the character is at this point.

Head past the break for the character in question plus the full excerpt from Nintendo Dream.

Super Smash Bros. for Wii U/3DS marks the first time that Bandai Namco worked on new entries in Nintendo’s well-known series.

As for why Bandai Namco was chosen to handle development, director Masahiro Sakurai told Nintendo Dream in the magazine’s latest issue that having a single company create the games was thought to be the best option. And since Bandai Namco has the capability to create “a large-scale fighting-game, there was only this one company.” Sakurai feels that it would have been a difficult challenge for other developers to attempt.

Here are Sakurai’s full words:

Yet another translation has come in from 4Gamer’s interview with Nintendo president Satoru Iwata.

In this latest excerpt, Iwata discusses hardware frustration and attempting to fix things Nintendo couldn’t do on previous systems. With the Game Boy Advance SP for example, Iwata pushed for sleep functionality when the system closed. This sadly didn’t make it into the final build. However, Iwata did inform the hardware team that implementing sleep mode into Nintendo’s next system (which would end up being the DS) was a necessity.

What may be even more interesting is what Iwata said about the Wii U. Soon after the console came out, Dwango’s Nobuo Kawakami provided some feedback.

“I had a similar feeling of frustration to the GBA SP situation then,” Iwata said, as he believed that Nintendo will need to implement some of Kawakami’s suggestions in future hardware. Iwata ended by saying, “because of that frustration, not only do we want it to connect with features next time, we are actually working to fix it for next time.” Hmm…

Satoru Iwata became the president of Nintendo in 2002. Prior to that, however, Iwata worked at HAL Laboratory for many years and helped program a wide array of games.

In an interview with 4Gamer (via StreetsAhead translation), Iwata spoke about his proficiency with programming. One notable thing mentioned: “… I believed things like that I could write better NES code than even Nintendo’s (EAD) engineers or that I could write the fastest, most compact code.”

Iwata also spoke about the development of Super Smash Bros. Melee, which “didn’t look like it was going to make its release date”. He “did the code review, fixed some bugs, read the code and fixed more bugs, read the long bug report from Nintendo, figured out where the problem was and got people to fix those.” Thanks to his efforts, Melee launched on time.

Head past the break for Iwata’s full comments.

A couple of more excerpts from 4Gamer’s interview with Nintendo president Satoru Iwata are now available.

First, Iwata shared the following when it comes to story and modern games:

Iwata: So [modern games] are backed by this huge amount of effort and technology, but it feels like very few people remember them [story moments] or players skip over things within the game.

Kawakami:
It certainly feels like there’s too many cut-scenes these days.

Iwata: Of course, you can use them effectively; I’m not trying to dismiss them completely, but I can’t help but wonder what could have been instead done with the energy [time, money, resources] that went into them. Miyamoto has never used many cut-scenes, in his games, but recently I think he has begun to think the same way, too.

Iwata additionally had the following to say regarding the Internet:


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