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Could Castlevania and F-Zero be joining the Wii U’s Virtual Console lineup? That’s what these two recent classifications by the Australian government seem to suggest. Neither game was originally released down under, meaning there’s no existing classification to use – unlike Advance Wars, Golden Sun and the other Game Boy Advance titles heading to the service. Given that the publisher is listed as Nintendo in both cases, it looks like Wii U owners will soon be able to play one of the best entries in the Castlevania series, along with that F-Zero game based on the F-Zero anime series based on the F-Zero games. That said, I’d take any hints of future Virtual Console releases with a grain of salt – I’m still waiting on that localisation of The Mysterious Murasame Castle, after all.

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Along with this image, Super Smash Bros. series director Masahiro Sakurai posted the following on Miiverse:

Pic of the day. Never bully Cuccos. Seriously, attacking them is out of the question! This has always been a cardinal rule of The Legend of Zelda series.

We haven’t seen any Cuccos in the Smash Bros. games before, so what purpose will they serve here? Are they items? Assist trophies? New Animal Crossing residents? Way to be cryptic, Sakurai.

Along with this screenshot, director Masahiro Sakurai posted the following comment to Miiverse:

Pic of the day. So far, which attack can blast away enemies the most dynamically… Is it King Dedede’s fully charged Jet Hammer? Nah, it can’t beat the K.O. uppercut. You can damage yourself by overcharging this attack, so watch out.

Wondering if Waluigi would follow Little Mac in making the jump from assist trophy to playable character in the latest Smash Bros.? Well he isn’t, but he’s still in the game along with his trusty tennis racket. Series director Masahiro Sakurai delivered this sick burn on Miiverse:

Once again, Waluigi’s Assist Trophy joins the collection!! …Which also means he’s not a playable character. Just because you try hard doesn’t mean you’ll make it into the battle.

Tired of being caught in infinite combos? Sick of your friends mashing their way to victory with the “A” button? Then Super Smash Bros. director Masahiro Sakurai has just the slight gameplay tweak for you! Sakurai posted on Miiverse:

Pic of the day. Now consecutive standard attacks will always transition into a finishing move. This is Fox’s finishing kick after his standard combo attack.

It’s official – Diddy Kong is back for another round in the latest Smash Bros., but his initial announcement didn’t give much information into how this returning brawler’s moves would be mixed up. Thankfully, director Masahiro Sakurai is here with yet another screenshot and some Miiverse-posted insight on Diddy’s rocketbarrels. Sakurai posted:

The twin rocketbarrels are back, now with the ability to launch along more horizontal trajectories. They can also come off when opponents hit them mid-boost.

System: Nintendo Wii U
Release Date: February 21st, 2014
Developer: Retro Studios
Publisher: Nintendo

Review transcript after the break:

System: Nintendo Wii U
Release Date: October 29, 2013 (NA) – October 18, 2013 (EU)
Developer: Sonic Team
Publisher: Nintendo/SEGA


Author: Jack

In a normative sense, Sonic as a platforming archetype ultimately aims to achieve one goal: create a constant chain of ephemeral pleasure via the utilization of perceived velocity the controllable gameplay object reaches in gameplay. While such a vision, an expanded AudioSurf if you will, perennially begets hedonistic intrigue, that seemingly one-dimensional objective for some dang reason hasn’t really ever come to fruition for Sonic Team over the past few console lifespans. A definite, tangible goal as such seems easy enough to reach, right?

Unfortunately, a granular obstacle to that simple speedy sentiment exists prohibiting fulfillment of that thought: the more the design team over at Sonic Team’s vision rides off in all directions (Sonic Unleashed’s Werehog levels being a prime example) as opposed to finding one meaning around which Sonic should revolve, the more plodding and forgetful each subsequent entry in the series gets. How can one ever hope to solve that ever-nagging dilemma?

Along with this image of the recently announced fighter, Little Mac, director Masahiro Sakurai posted the following to Miiverse:

Pic of the day. As shown in Little Mac’s debut video, here is the height difference between Samus and Little Mac. He’s used those mighty green gloves to punch out many challengers bigger than himself.

Along with this image of Super Smash Bros.’ new bottle item, director Masahiro Sakurai posted the following message on Miiverse:

Hey look, a bottle!! This is a special item that can even heal fighters who have accumulated over 100% damage.

What is it with Bowser and fairies trapped in bottles lately?


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