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This information comes from Nintendo of America president Reggie Fils-Aime…

“We’re at a point where we have to take our volume estimates and double them or triple them based on the levels of demand we’re seeing. We’re working very hard to meet that demand.”

– Fils-Aime said Nintendo has been working with its suppliers to “push the envelope” for production
– “the consumer demand continues to outpace supply.”

Source

This information comes from director Hiromasa Shikata…

In a lot of multiplayer games there are a lot of people, but they’re not really playing together, That was the main focus — building a multiplayer game that requires cooperation At its heart, Four Swords was kind of a party game.

On how you can use the touch screen to send pre-selected Link messages with emotions…

It’s actually creating a new form of communication. I believe it might be a little bit stressful for players to try to figure out how to communicate what they want to do, but I think that because of that feeling, when you’re able to do it successfully there’s a level of satisfaction that you don’t find in other games.

On voice chat…

Yes, we did (consider voice chat). With voice chat, what we would see is a highlight in the difference of experience levels between the players. Higher players would tell lower players what to do, and lower players would wonder why they’re being told what to do.

Source

This information comes from Takashi Tezuka…

In Mario games, each one has 60 to 80 courses, and each course needs to have its own unique defining element. If you build too many elements into every course, they start to feel the same. That’s something you need to be careful of. To me, the real trick is limiting [the number of] course objects. That’s what makes it really special.

People try to have a tendency to cram every cool feature into one. The role of Super Mario Maker isn’t trying to recreate a course or compete against something that you would purchase created by a professional level designe. It’s trying to do what you haven’t seen in a game and make it your own, to have fun. I think it’s great to find something that you think that works really well, copy it, mimic it and try to think of ways you can improve it. It’s a good way to learn.

I think the book that comes with the game will help people hone their skills and learn techniques they can add to their own courses. If we were to name this book, we would call it ‘The Seeds of Super Mario Maker.’ We give you all the basics to make something great.

This comes from Atlus producer Shinjiro Takata and Nintendo producer Hitoshi Yamagami…

On the speculation there was about the project…

Shinjiro Takata: Everybody is pretty much off the mark with what they’ve thought about this game, but one thing that people got wrong the most in Japan—at the end of the first trailer we announced, there was a line that said—people who are fans of Japanese voice actors knew the voice of Yuichi Nakamura. He generally voices main characters, so they were saying, oh, Nakamura’s going to voice the main character. Actually, he voices someone completely different. They were off the mark there.

On how the project came together…

Shinjiro Takata: What happened was, in the process of making this game—the whole idea started when Mr. Hitoshi Yamagami, who is a producer at Nintendo, brought the idea of making a simulation, a strategy game, to Atlus. This was a problem, because Atlus is well known for making JRPGs. That’s our bailiwick. The next thing was, well, what do we do? Do we make it fantasy-based, because Fire Emblem is known for fantasy settings? That kind of fantasy game isn’t really what Atlus tends to put out, though. In the beginning phases of making this game, we really didn’t know which direction to push it in. Do we push it closer to Fire Emblem or to the modern setting of Shin Megami Tensei?

On how long it took to get to a point where that decision was solidified and production went forward…

Shinjiro: Deciding what to make it closer to, that happened a bit after Mr. Yamagami brought us the idea. The problem is, if you make it too much like a Fire Emblem game, then why doesn’t Intelligent Systems just make it themselves? The goal for this was to do something that the Fire Emblem series can’t do. In the end, the reason the game looks the way it does, the reason the content is the way it is, is because this is something we wanted to do as an Atlus game, a game only Atlus could make.

This information comes from Nintendo of America president Reggie Fils-Aime…

“We focus on the here and now. We’re not like other players in the space that might show a little bit of something that is going to be years in the making. It’s simply because we believe that in getting the fan base excited, we really want to satiate that excitement as soon as possible.”

Source

This may be spoiler territory for some, so the information can be found after the break.

The final day of E3 2015 is upon us, and Nintendo is closing out the show with one final Treehouse stream. Confirmed games include Bravely Second, Zelda: Tri Force Heroes, and Metroid Prime: Federation Force.

The stream will kick off at 12:55 PM ET / 9:55 PM PT / 5:55 PM in the UK / 6:55 PM in Europe. We’ve attached an embed below.

We’ll keep this pinned to the top of the homepage throughout the day. New updates will be posted below.

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This week’s North American Nintendo Downloads are as follows:

Wii U Download

Life Of Pixel – ?
Fat City – $12.99
Solitaire Dungeon Escape – $4.99

Wii U Virtual Console

Fire Emblem: The Sacred Stones – $7.99
EarthBound Beginnings – $6.99

3DS Download

Comic Workshop 2 – $9.99
Best of Board Games – Chess – $9.99
Smash Controller – $0.99

Wii U/3DS DLC

Super Smash Bros. – New content approaching! Ryu from the Street Fighter series and Roy from Fire Emblem join Lucas from Mother 3 as new playable fighters, and are available for download now. In addition, there are three new stages and many new costumes for Mii Fighters, including outfits from classic fighting series Virtua Fighter and Tekken. Learn more: http://www.smashbros.com/US/.

3DS DLC

Harvest Moon: The Lost Valley

eShop Sales

Wii U/3DS

– Nintendo is celebrating its lineup at E3 2015 with up to 30 percent off select games for Wii U and Nintendo 3DS. Fans can score deals on games related to some of the top franchises being featured at the show, including Super Mario Bros., The Legend of Zelda, LEGO, Just Dance and Yoshi. See all the games on the sale page. This offer runs until June 23 at 8:59 a.m. PT.
– Pure Chess (Wii U and Nintendo 3DS) is 50 percent off (reduced from $7.99 to $3.99) until 8:59 a.m. PT on June 22.
– Another World – 20th Anniversary Edition on Wii U and Nintendo 3DS is 60 percent off (reduced from $7.99 to $3.20) beginning at 9 a.m. PT on June 20 until 8:59 a.m. PT on June 27.

Wii U

– Knytt Underground and Stick it to the Man! from Ripstone are on sale until 8:59 a.m. PT on June 22.
– psyscrolr is 30 percent off (reduced from $3.99 to $2.79) until 8:59 a.m. PT on June 23.
– Arrow Time U is 50 percent off (reduced from $1.99 to $0.99) until 8:59 a.m. PT on July 2.
– Paper Monsters Recut is 25 percent off (reduced from $7.99 to $5.99) until 8:59 a.m. PT on July 2.
– Tilelicious is 33 percent off (reduced from $5.99 to $3.99) until 8:59 a.m. PT on July 2.
– Gravity Badgers is 50 percent off (reduced from $4.99 to $2.49) until 8:59 a.m. PT on July 16.

3DS

– Shin Megami Tensei: Devil Survivor Overclocked and Shin Megami Tensei IV from ATLUS are on sale beginning at 9 a.m. PT on June 22 until 8:59 a.m. PT on June 29.
– Tiny Games – Knights & Dragons is 33 percent off (reduced from $2.99 to $1.99) until 8:59 a.m. PT until 8:59 a.m. PT on July 2.
-Swords & Soldiers 3D, Glory of Generals and Quell Reflect from Circle Entertainment are on sale until 8:59 a.m. PT on July 9.
– Cubit the Hardcore Platformer Robot is 33 percent off (reduced from $2.99 to $1.99) until 8:59 a.m. PT on July 16.
– PIX3D, League of Heroes and more games from Huuuge Games are on sale until 8:59 a.m. PT on July 16.
Zombie Incident is 25 percent off (reduced from $1.99 to $1.49) until 8:59 a.m. PT on July 16.

Nindies @ Home

Nindies@Home – Be among the first to play upcoming indie games coming to Wii U later this year. From now until June 22 at 8:59 a.m. PT, if you play select free demos in the Nintendo eShop on Wii U, you’ll receive 15 percent off the purchase of those games at launch. See all the included games on the offers page.

Activities

Code Name: S.T.E.A.M. “Global Cup” Tournament – See how your Code Name: S.T.E.A.M. squad stacks up online in Nintendo’s Public Tournaments. Top players earn unique titles that are visible online and earn major bragging rights with their friends and around the world. The new “Global Cup” tournament runs from June 18 to June 24. Opt in via the SpotPass feature for notifications on future tournaments, and click here for more information about multiplayer tournaments. Good luck, agents!

Source: Nintendo PR

This information comes from Nintendo of America president Reggie Fils-Aime…

“We have knowledge of the technical space, and we’ve been experimenting with this for a long, long time. What we believe is that, in order for this technology to move forward, you need to make it fun and you need to make it social. I haven’t walked the floor, so I can’t say in terms of what’s on the floor today, but at least based on what I’ve seen to date, it’s not fun, and it’s not social. It’s just tech.”

Source

This information comes from Shigeru Miyamoto…

On whether Nintendo would consider one-versus-one local ship battles for Star Fox Zero…

“It’s difficult to have two people playing when you need two screens to play for one person, so it’s definitely something that we’re thinking about. We basically created this game as one you need the GamePad to play, but there is a secret There is another option.”

Star Fox Zero co-director Yugo Hayashi also said:

“As one kind of variation, we were thinking about a co-op control scheme. Basically one person would control flying the Arwing and the other person would be aiming and shooting. This is something maybe parents and children could be doing together.”

– Hayashi said, in this case, you could have a skillful player piloting the Arwing
– The less skilled player would be targeting and shooting
– The main pilot would use a Wii remote and Nunchuck attachment to steer
– The team was also trying to support the Pro Controller

Source


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