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Mario has the capacity to resonate with kids, but that doesn’t mean that’s the franchises only demographic. This is something that creator Shigeru Miyamoto echoed in an interview with NPR.

He told the publication:

I would never call Mario a kids game or a mascot that only kids understand. It taps into fundamental building blocks of play. It’s fun to jump and it’s fun to run and feel free and fly up into the sky and all those things.

You can have a full listen to the interview below.

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Nintendo announced a few months ago that it’s working on a new platform called “NX”. The company hasn’t elaborated any further, and never confirmed if we can expect it to be a home console or new portable system.

That’s why recent comments made by Nintendo of America president Reggie Fils-Aime are quite interesting. Here’s what he had to say about NX in an interview with The Wall Street Journal (see a Q&A breakdown here):

We’ve also said publicly that we are already hard at work on our next home console and that’s another element we’ll be talking about much later.

Remember: Metroid Prime series producer Kensuke Tanabe, speaking with Eurogamer this week, also referred to NX as a console.

So what can we make of this? This definitely seem to be a strong hint – if not a confirmation – that NX will be a console rather than a handheld.

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The quotes below comes from Nintendo of America president Reggie Fils-Aime…

On how the partnership with Activision for Skylanders SuperChargers came about…

Reggie Fils-Aime: Activision came to Nintendo at the outset of Skylanders development four years ago. So there was always this thought of, wouldn’t it be great if Nintendo [intellectual property] could somehow be integrated into the game?

Jump forward to last year’s E3, when we introduced amiibo, (Nintendo figurines that work with its games) and we articulated our strategy of having figures that could work across games. At the same time, Activision shared with us their vision for their next installment of Skylanders that would include vehicles. And that’s when the conversation became serious.

On why Donkey Kong and Bowser were chosen…

Fils-Aime: Skylanders is all about creatures. So as we looked at our roster, those two fit the game. They’re much more creature-like in their gameplay mechanics and their movements, so those were the two that we agreed would make sense.

On the business strategy behind the collaboration…

Fils-Aime: It was a great opportunity for Activision to create something special that would play only on the Nintendo platforms. It was an opportunity to create these figures that would work on both the Skylanders games, as well as all the compatible games that either Donkey Kong or Bowser plays in. And so it really was an opportunity to do something unique but fit what each company was trying to do.

Genei Ibun Roku # FE, the working title of the Fire Emblem/Shin Megami Tensei crossover project in development with Nintendo and Atlus (and loosely translated as “Mirage Spinoff # FE”) is the result of one woman’s passion for Fire Emblem.

In an interview at E3, Fire Emblem producer and Nintendo group manager Hitoshi Yamagami told GameSpot that a Nintendo employee who loved Atlus games initially came up with the idea.

Yamagami on how a Nintendo employee who loved Atlus games came up with the idea…

“In our team at Nintendo Co., Ltd, there’s a woman who really loves the Shin Megami Tensei series. This is how this all started. And when she started this conversation within the company, we were working with Atlus at the time on a purikura [decorative photography] program for DSi and 3DS. At the time she said, ‘Mr. Yamagami, there’s something I would like to do. I want to make a game that mixes Fire Emblem and Shin Megami Tensei.’ And we said, that’s exciting, let’s give it a shot! But when we brought it to Atlus, they said, we’d like to but we can’t, we’re busy.”

– Nintendo abandoned the idea, until two years later
– Atlus approached them to revive the concept

“When they asked if I wanted to [work with Nintendo], I was heading the Devil Survivor series. So once that series finished, two years after that conversation, I said, let’s give this a shot.” – Takada


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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.”

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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.


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