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Kotaku has put up a new interview with Mario Kart 8 sound director Kenta Nagata and composers Shiho Fujii, Atsuko Asahi, and Yasuaki Iwata. There’s lots of neat insight into the game’s music and specific tracks.

We’ve picked out some excerpts after the break. Be sure to check out Kotaku’s article for even more quotes.

In closing out an interview with Takashi Tezuka, NZGamer asked the legendary game designer if there’s any hope for a Mario Sunshine sequel or a Majora’s Mask remake for 3DS.

Tezuka responded by saying – off the record – that he wishes Nintendo could explore these kinds of ideas. “I personally would like to enjoy those again,” he noted “but I don’t have any information.”

Check out the full exchange between NZGamer and Takashi Tezuka below:

Along with comments about Yoshi’s Wooly World, NZGamer’s interview with Takashi Tezuka contains various bits about Mario Maker. You can find those remarks below and the full interview here.

NZGamer has published a new Yoshi’s Wooly World interview with Takashi Tezuka. You can find excerpts from the discussion below and the full thing here.

Being a left-handed gamer isn’t so easy. A lot of titles don’t accommodate such users too well, making it difficult to play.

This is something that Shigeru Miyamoto seems to understand. And he told Kotaku that he’ll talk to his teams about seeing what can be done.

Miyamoto stated:

The creation of Mario Maker isn’t exactly traditional. Nintendo’s Takashi Tezuka originally set out to make a new Mario Paint game for Wii U that would leverage the GamePad.

Partway through, Tezuka changed his mind and the project we know of today became Mario Maker. He believed that creating Mario courses is much easier than drawing and would be more accessible.

Tezuka told NintendoWorldReport:

“So what I particularly like about Mario Paint is that it’s not just about drawing. It’s playing with the software itself and having fun with it as you draw. So I wanted to take those fun, clever little things from Mario Paint and implement them in Mario Maker, so it’s a lot more than just a course editor.”

As previously mentioned, Mario Maker came about from Nintendo’s internal Mario course editing tools. The team eventually created a prototype that they felt would be enjoyable for gamers.

The Legend of Zelda: Skyward Sword

One of the more common complaints with The Legend of Zelda: Skyward Sword concerned the game’s tutorials. Many felt that there were too many of them, especially at the beginning.

This is something that series producer Eiji Aonuma has learned from. Aonuma told Kotaku that he now understands “that when you go out and buy a game, you buy the game because you want to play it, and you don’t want to have any obstacles in the way.” Additionally, he admitted that Skyward Sword’s tutorials were “frontloaded”.

Aonuma said this was all “a real learning experience for me”, and he’ll “be careful not to do that.”

Thanks to an interview conducted by Zelda Dungeon, we have more quotes from Eiji Aonuma regarding The Legend of Zelda for Wii U. Aonuma discussed Miyamoto’s involvement with the game, technological aspect (not as in-depth as most originally thought), and more.

Head past the break for Aonuma’s comments. You can find Zelda Dungeon’s interview here.

In a recent interview with Zelda Dungeon, Hyrule Warriors supervisor Eiji Aonuma and producers Yosuke Hayashi and Hisashi Koinuma discussed more about the new Wii U Game. Topics include original characters for the roster, a scrapped dungeon with traditional Zelda-like puzzle-solving elements, and more.

As usual, you can find the comments below. Be sure to check out Zelda Dungeon’s full piece here as well.

Kotaku got a few more words out of Nintendo of America president Reggie Fils-Aime regarding the company’s plans for the upcoming YouTube affiliate program.

He told the site:

“Think of it as an affiliate program where we will be providing access to executives, information, etcetera, encouraging that group of affiliates to create content on our behalf.”

“When we unveil our affiliate program it’ll be clear how different entities can play. And likely there will be a place for the kinds of examples where you reference, like, look, ‘All I want to do is capture some of the content and put it out there,’ not add a lot of value. There’ll be a role for that.

“But, candidly, what we really want is folks who are going to work with us to create some unique, compelling content, because we believe that benefits both entities. Again, you look at that Mega64 video, last time I looked, close to a million views, and that benefits them and that benefits us.”

“The first thing we needed to do was make sure that the content that’s out there was representative of the franchises. These are our lifeblood. These are our children. We needed to make sure that the content there was reflective of what these franchises are. The next step is working with the YouTube community to provide access to information, access to executives, to help them create world-class content, leveraging our franchises.”

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