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Nintendo Dream

In this month’s issue of Japanese magazine Nintendo Dream, Code Name: S.T.E.A.M. art director Takako Sakai opened up on the game’s art style and visuals as a whole.

According to Sakai, he wanted there to be as few differences as possible between the 2D illustrations and in-game 3D models.

Sakai began by creating character illustrations that imitated the feel of American comics from 1960 since he felt that was nicely compatible with polygons. However, this style was also chosen since he personally liked it.

Next, Sakai shares the following about why and how the art style in Code Name: S.T.E.A.M. changed a bit:

This month’s issue of Nintendo Dream has a lengthy interview with some of the folks responsible for the Pokemon games. The magazine chatted with Omega Ruby/Alpha Sapphire director Shigeru Ohmori, Ken Sugimori (art director), Shigeki Morimoto (battle director), Kazumasa Iwao (game designer).

Some of the most interesting comments came about when the interview focused on the topic of Mega Evolutions. Nintendo Dream asked about things like criteria for Mega Evolutions, why Slowbro was chosen to go through the process rather than Slowking, and more.

Head past the break for our full translation of Nintendo Dream’s Pokemon Mega Evolution discussion.

Mega Flygon is something that could have existed… had it not been for artist’s block.

That nugget of information was shared in the latest issue of Nintendo Dream, which features an interview with Game Freak’s Ken Sugimori, Shigeru Ohmori (Omega Ruby/Alpha Sapphire director), Shigeki Morimoto (game developer), and Kazumasa Iwao (Omega Ruby/Alpha Sapphire map designer).

Sugimori’s specifically shared the following:

Sugimori: For Aarune, he needed to have a Pokemon that could use the moves Fly and Secret Power, which are perfect moves for finding Secret Bases. And the only Hoenn Pokemon that wasn’t used by a key character that fit that criteria was Flygon. It does not Mega Evolve, but I really like Flygon.

Interviewer: Key characters often carry a Pokemon that can Mega Evolve, but Flygon is an exception, right?

Sugimori: Flygon has had the potential to have a Mega Evolution since XY, but we were unable to complete a design and so it was dropped from consideration.


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!

This month’s issue of Nintendo Dream has a rather large interview with Eiji Aonuma, longtime producer of the Zelda series. While the Japanese magazine asked Aonuma about a variety of topics, Majora’s Mask was the main focus. Aonuma talked about the origins of the Majora and Termina names, the Mirror Shield’s connection to a mask owned by the Happy Mask Salesman, and more.

Head past the break for our full translation. The discussion is definitely interesting!

This month’s issue of Nintendo Dream has an interview with the developers behind Kirby and the Rainbow Curse. The Japanese magazine asked plenty of questions, which brought about several interesting answers.

Nintendo Dream starts off by noting how Rainbow Curse is the first Kirby title for Wii U. Given that, the publication was interested to know why the game follows the system of Canvas Curse and isn’t a traditional entry.

That elicited the following response:

When we saw the Wii U GamePad for the first time, we thought it could be interesting to use the different roles of the GamePad and TV in multiplayer. From there on, we came up with an idea of using the Wii Remote to control Waddle Dee and the GamePad to draw footholds. And the system of Kirby Canvas Curse fit that, so we used it. The result, after applying everyone’s voice, was a very lively game.

I’ve been meaning to get around to this for some time now, and I’ve finally had the opportunity to do so. What’s included in the gallery above are several New Year’s greeting cards from Nintendo developers (via Nintendo Dream’s February issue). The images feature Mario, Zelda, Splatoon, and much more. We also threw in some cards that aren’t Nintendo-based like Youkai Watch and Sonic. All of the artwork is quite nice!

When Shigeru Miyamoto is interviewed, he generally talks about games. That definitely makes sense given how he’s one of the most important people at Nintendo.

This month’s issue of Japanese magazine Nintendo Dream did something interesting though. A good portion of the discussion focused on the more personal-side of things. Nintendo Dream asked about Miyamoto about food, animals, and more.

Check out our translation below:

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)

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: