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“At first, we thought of a character who would drift in all of a sudden like a balloon. Later there was something like a combination of a bird and a ghost. That was actually a final candidate!

It was actually cute, but it looked pretty freaky. It could write a note for you, so it had something like hands, too. Maybe that was something else middle-aged! (laughs).”

Motomasa Kondo, Swapnote lead designer, reveals an early version of the Swapnote mascot in a new Iwata Asks interview. I doubt we’d have the same volume of fanart of the drawing bird-ghost!

The piece is full of embarrassing notes about how “middle-aged” the program was turning out until Nintendo and developer Denyu-sha brought some younger people, women in particular, to work on it.

It’s also interesting that Swapnote was originally planned as a DSiWare diary app with no networking! So just Note, then.

Buy: Nintendo 3DS console (Flame Red, Black, & Blue)

Find: Nintendo DS/3DS release dates, discounts, & more

See also: More Swapnote news

tags / swapnote / iwata asks / jc / nintendo 3ds / eshop / gaming

/ permalink / / 2 weeks ago / Comments (View)

Grezzo kept Ocarina 3D glitches on purpose

You know all those glitches from the N64 version of The Legend of Zelda: Ocarina of Time that re-appeared in the recent 3DS remake? According to Ocarina of Time 3D’s developer Grezzo, it deliberately preserved those bugs!

The studio talked about it in an Iwata Asks roundtable with Nintendo president and CEO Satoru Iwata:

Grezzo programmer Shun Moriya: One conflict arose when, as programmers, we wanted to get rid of bugs. But the staff members who had played the old game said the bugs were fun! We were like, “What?!” (laughs)

Satoru Iwata: Yes, that is an area of conflict. 

Moriya: It wouldn’t be fun if your friends couldn’t say, “Do you know about this?” So we left them in if they didn’t cause any trouble and were beneficial. 

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tags / ocarina of time / ocarina of time 3d / bug / glitch / grezzo / iwata asks / gaming / nintendo 3ds / 3ds / ec

/ permalink / / 7 months ago / Comments (View)
“Let’s see… One game that didn’t go well was Tennis for the Famicom. The tennis court originally in the background had perspective, so I thought we could simply shift it to 3D. But we had originally created that screen to have a three-dimensional effect in 2D, so in real 3D imaging, it wasn’t very surprising. I was like, ‘That’s totally normal!’ (laughs)”

3D Classics series director Takao Nakano, explaining the unexpected banality of a 3D Classics remake for Tennis. Because all the effort to add 3D effects and reprogram the ball physics to take 3D space into account would have resulted in “That’s totally normal!”, the team decided to cancel its plan to 3D-ify Tennis.

In this now-translated Iwata Asks interview, Nakano also discusses the difficulty of making a 3D Xevious:

“For example, when an enemy on the ground fired at Solvalou in the original, everything was on the same plane, so it didn’t seem unusual if the bomb appeared at the same altitude as Solvalou the moment it was fired and then hit Solvalou right away. But with the Nintendo 3DS system, Solvalou is floating in midair. If the bomb suddenly appears—zhing!—at the same altitude as Solvalou… We were like, ‘Huh? Something doesn’t feel right!’ (laughs) Everything was off!”

Buy: Nintendo 3DS console (Cosmo Black, Aqua Blue)

Find: Nintendo DS/3DS release dates, discounts, & more

See also: More eShop news

tags / iwata asks / jc / gaming / eshop / 3d classics / nintendo 3ds / (laughs)

/ permalink / / 8 months ago / Comments (View)
“Also, when the power runs low, I recreated the dimming of the red LED on the left-hand side of the screen cover. Well, I’m not quite sure who will appreciate this feature, but I really got carried away with it (laughs).”

Nintendo’s eShop Virtual Console Manager, Kenta Tanaka, might be a little too into this whole “emulation” thing. In a good way. NeoGAF’s Cheesemeister translated the above comment from Tanaka in an Iwata Asks eShop interview, along with more indications of his accuracy mania — like “As much as possible, I wanted to recreate the appearance of the LCD screen being slightly behind the screen cover.”

As much as it may sting to pay $2.99 to $3.99 for old Game Boy games (they’re ¥400 each in Japan, which is about $5), this interview indicates that Nintendo is at least taking the presentation seriously. Entirely too seriously. I’m going to have to intentionally let the 3DS battery drain so I can see this red-light effect!

Buy: Nintendo 3DS console (Cosmo Black, Aqua Blue)

Find: Nintendo DS/3DS release dates, discounts, & more

See also: More eShop news

 [Via Cheesemeister]

tags / eshop / gaming / iwata asks / jc / nintendo 3ds / super mario land / virtual console / kenta tanaka / game boy

/ permalink / / 8 months ago / Comments (View)
Coming soon to Club Nintendo: Big-ass AR Cards →

During the latest Iwata Asks interview about the 3DS, in response to discussion about prototype versions of the system’s AR Cards, president Satoru Iwata revealed that not only had the company experimented with larger-scale versions of the AR Card (which trick the 3DS into displaying larger versions of Miis or other characters), but that Nintendo planned to give those out through Japan’s Club Nintendo.

In fact, Iwata said that when he saw the larger card being used, he “declared” that it should be released on Club Nintendo. No details have been announced about release date or Coin price — or about a release outside of Japan — but the good news there is that it would be trivial to scan and print larger AR Cards on your own, so you too could hold hands with your Mii.

Preorder a 3DS with: Our Nintendo 3DS Buyer’s Guide

See also: More Nintendo 3DS news and media

[Via Inside-Games]

tags / ar games / iwata asks / jc / club nintendo

/ permalink / / 11 months ago / Comments (View)

Iwata asks about 3DS layers, anti-fingerprint coating, and other hardware features

Nintendo’s CEO and president Satoru Iwata is treating us with another in-depth look at the inner workings of his company, this time gathering the folks who worked on the 3DS’s hardware design for a roundtable discussion.

The conversation covers a number of small but curious points about how the system was shaped, revealing some of the challenges the team faced (like spending six months trying to strengthen the handheld’s hinge!).

One of the first topics the group brings up is the 3DS’s layer design, which I know some aren’t happy about:

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tags / nintendo 3ds / 3ds / iwata asks / ec

/ permalink / / 1 year ago / Comments (View)

“Chung-chung-chung”. Along with mentioning the new Super Mario Bros. game coming to Nintendo 3DS and Koji Kondo holding out for Shigeru Miyamoto’s approval after 25 years, the latest “Super Mario 25th Anniversary” Iwata Asks session has this fun moment:

Kondo: Mario sort of  flashes as he gets bigger, so I made that sound effect to match. And to save memory, I needed to get a lot of use out of the same sounds. So, for example, I used  the same sound for when he gets smaller and when he goes into pipes.

Miyamoto: When he goes into pipes, it goes chung-chung-chung. I bet you hadn’t noticed they were the same.

Iwata: Oh, I guess they are.

Kondo: And the bwip! sounds when he steps on turtles and swims are the same.

Iwata: They seemed different in my head, but I guess they’re the same!

Kondo: That was all to save memory.

It’s not as mind-blowing as Super Mario Bros.’ identical clouds/bushes — most of you probably already recognized the sounds were re-used — but I like hearing about all the tricks game developers depended on to get the most from memory/hardware limitations.

Buy: New Super Mario Bros (Wii & DS)

See also: More Super Mario Bros. posts

tags / super mario bros / chung-chung-chunc / koji kondo / shigeru miyamoto / satoru iwata / iwata asks

/ permalink / / 1 year ago / Comments (View)

Nintendo: No short-term plans for 3DS Lite

For those waiting until the Nintendo 3DS’s inevitable redesign before jumping into the handheld stereoscopic 3D gaming pool, you might have to wait a while before the company releases a smaller/lighter/sleeker model.

Nintendo says the 3DS’s internals are “pretty packed from the start” this time around. The company’s hardware design Kenichi Sugino commented about the crammed design, “That’s we don’t have any short-term plans for creating a more compact version of Nintendo 3DS like we did with Nintendo DS Lite.”

Laughing (as he always does), Nintendo president and CEO Satoru Iwata added, “When making Nintendo 3DS, we used all our tricks for Nintendo DS Lite — and more — for cutting down on size right from the start.”

Preorder: Nintendo 3DS (March 27, $249.99)

See also: More Nintendo 3DS news and media

tags / nintendo 3ds / 3ds / 3ds lite / kenichi sugino / iwata asks / ec

/ permalink / / 1 year ago / Comments (View)

Iwata Laughs: Nintendogs + Cats, StreetPass

Nintendo posted a new Iwata Asks/Itoi Shills discussion about the 3DS, and along with talks about the system possibly recording 3D video one day, the roundtable has a curious exchange about Nintendogs + Cats.

I know few “core” gamers are interested in the game, but I’m pleased it has significant new features beyond just cats, like the pets recognizing your face, an in-game camera for taking snapshots, and an augmented reality trick that superimposes your animals on real-world locations.

The Iwata Asks conversation also outlines this neat Nintendogs + Cats item that uses “StreetPass”, the new feature that automatically exchanges data between two nearby 3DS systems, even when they’re in sleep mode and have different games inserted:

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tags / nintendogs and cats / nintendogs / streetpass / iwata asks / nintendo 3ds / 3ds / ec

/ permalink / / 1 year ago / Comments (View)
Iwata Asks about the 3DS's origins →

Ahead of its coming 3DS press events, Nintendo has posted a new Iwata Asks roundtable discussion about the system with the company’s president Satoru Iwata (naturally), Shigeru Miyamoto, and Earthbound father Shigesato Itoi.

You won’t learn much about the 3DS’s hardware during the Q&A — other than the Slide Pad being renamed the Circle Pad — but it has some fun discussions about Nintendo’s 3D experiments with the Virtual Boy, Game Boy Advance, GameCube, and even Famicom.

Oh, and it’s got this great photo of Itoi. Unfortunately, the roundtable implies that he hasn’t been involved in any 3DS projects at least up to the point whenever this get-together took place. So, no Mother 3DS for a while!

See also: More Nintendo 3DS posts and media

tags / iwata asks / nintendo 3ds / 3ds / ec

/ permalink / / 1 year ago / Comments (View)

Nintendo Game Seminar back-ups, crybabies

Last week, we talked about how people are somehow ripping the ROMs for Nintendo demos, archiving hundreds of U.S. and Japanese trials for others to download after they’re no longer available through “traditional” channels. I recently discovered that someone’s done this for the Nintendo Game Seminar projects, too!

In case you’ve no idea what I’m talking about, Nintendo holds a ten-month development program every year that takes dozens of students through courses on game design, direction, programming, and sound. The students are eventually split into groups, in which they develop small and original Nintendo DS games.

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tags / game seminar / students / roms / piracy / iwata asks / imports / ec

/ permalink / / 1 year ago / Comments (View)

How make-up accessories inspired Nintendo’s handheld designs

When most people discuss the innovative qualities of Nintendo’s Game & Watch line of LCD handhelds, they typically bring up its popularization of the directional pad or its dual display setup from the Multi Screen series.

Another feature gamers should thank the Game & Watch for is its clamshell design, allowing owners to halve the size of their portable while protecting the system’s screens and buttons. Also introduced with the Multi Screen series, Nintendo later brought back the folding handheld design with the GBA SP and, of course, the Nintendo DS.

Nintendo’s president and CEO Satoru Iwata recently talked with some of the designers behind the Game & Watch and its software, Makoto Kano and Takehiro Izushi, about how the team came up with the idea of a folding console:

Satoru Iwata: … in 1982, there was no such thing as a notebook computer, or any electronic device that folded up, was there?*

Takehiro Izushi: The folding idea was a natural one, though, since it was important to make something that could be played anywhere.

Kano: I wanted to research on things that folded up, so I went shopping for compacts.

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tags / game and watch / iwata asks / make-up / makoto kano / takehiro izushi / ec

/ permalink / / 1 year ago / Comments (View)

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