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In a recent issue of Famitsu, the magazine caught up with several of the developers behind Splatoon. The lineup included producer Hisashi Nogami, art director Seita Inoue, and designer Keisuke Nishimori. Toru Minegishi and Yuki Tsuji, who worked on the game’s sound, were also in the discussion.

We’ve been poking through Famitsu’s interview again, and came across a few more interesting excerpts. We now have those ready to share.

During the interview, Famitsu asks if things like the characters’ “heads tall” ratio were firmly decided when characters were still rabbits. The developers were basically asked about body proportions and how big the head was going to be compared to the body as a whole.

Inoue and Nogami replied:

Inoue: “That wasn’t changed to an extent. As this is an action game, if you don’t make the action easy to see to a certain degree, it feels out of touch, so it was decided to have big legs and hands.”

Nogami: “There was also a reason to have a low ‘heads tall’ ratio. You can tell when a character is covered in ink from an attack because the head is big. It isn’t so just to make them look cute.”

Another topic brought up during the interview was the design points of the Inkling boy and girl. Inoue mentioned that they wanted to make elements such as the eyes and tentacles easily visible, but the form and silhouette were given a great deal of attention.

A few days ago, Nintendo shared a few tidbits about its sales performance in the U.S. last month. But the company didn’t have much to say regarding Wii U hardware sales. While Nintendo is remaining quiet on that front, we now have a sales figure for the console thanks to creamsugar, who often leaks NPD data.

Wii U managed to sell roughly 46,000 units in the U.S. during the month of July. That would be a slight decline compared to May’s estimate of 70,000 units.

According to Nintendo, Wii U software sales increased by 10 percent through the first seven months of the year compared to the same period in 2014 in large part due to the success of Splatoon. The Big N also said that 3DS hardware sales are up by close to 35 percent.

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Back in July 2013, Toyo Keizai Online conducted an interview with Satoru Iwata. But there was one part of the discussion that was never published.

At one point of the interview, Toyo Keizai Online asked Iwata about the game he likes the most. These comments have now finally made their way online for all to see.

Here’s what Iwata shared at the time:

“Ummm… that’s a difficult question. I was a game developer myself, so I have special attachment to all the products that I was deeply involved in as a programmer or a producer, whether it’s “Kirby Super Star (known in Japan as Hoshino no Kirby)”, “Earthbound (MOTHER 2)”, or “Super Smash Bros. (Dairanto Smash Brothers)”. So it’s pretty hard to name only one.”

“I look at all these games that I produced at very close range, as if they were my children, so to say. The proximity of my perception therefore differs from other people. When I was developing them, I was working almost every day (all night long) till I saw the sun rising over Mt. Fuji. So when I think about them, the memories of those creative endeavors come flashing back altogether as one set?about how I came up with the original concept, what I was thinking at the time to shape it into a tangible form, what portion of these thoughts actually reached the customers and what didn’t, and what kind of struggles and dramatic events I went through during the development process?you know, things like that. These emotions clearly separate my way pf perceiving them from any other person who can get fascinated in these games strictly as one of many ordinary players.”