Mega Man Legacy Collection devs working on a "new compilation" with Capcom

Coming from Mega Man Legacy Collection producer and director Frank Cifaldi...

- Digital Eclipse are working on a new Capcom game compilation
- it could be announced relatively soon

"I shipped a collection called Mega Man Legacy Collection the year before last (it's been a while), and we've got another one coming out soon that they're gonna announce any day now. I don't know when - I wish I could talk about it but it's really cool."

Just to be clear, we know that the project is Capcom-related, but we don't know if it's Mega Man related. Let's hope we find out soon!

John Cena on his love for the NES and its games, being floored by Switch, Zelda: BotW exceeding expectations

Coming from a Sports Illustrated interview with John Cena...

“I am a certainly a child of the original Nintendo Entertainment System, or NES, as the gamer Hall of Famers attribute it. That eight-bit graphical interface has truly stood the test of time, and now you see so many vintage designs and content available in eight-bit. I grew up with the start of the original eight games licensed from Nintendo—Donkey Kong, Mario Bros., which was before Super Mario Bros., then Super Mario Bros., Ice Climber, Urban Champion, Gyromite with the robot. You name it, I had it. I grew up through all that.

I love Super Tecmo Bowl, that was definitely my favorite game. loved Baseball Stars, which is a title by a now obsolete company called SNK. That was my wheelhouse. The thing that attracted me most was you could go as far into the games as you wanted. You could sit down and read the instructions, and this is how geeky I get, you could subscribe to Nintendo Power, which was before the internet cheat sheet. Famous games, like Punch Out, even without the code, Contra, the Metal Gears of the world, even Kung Fu, one of the original eight-bit titles, you’d get to a certain level but you couldn’t get past it without buckling down and putting some hours into the game. That’s what I find has been recreated with the Switch.

I’m floored by the technology of the Switch, and the versatility of the console is second to none. It really is a home console that you can take anywhere. I’ve seen situations where home consoles can be transported, and it’s like a big over-the-shoulder carry-on bag, but the versatility of this thing is groundbreaking. When you undock the Switch from its home console and go into handheld, the controller feels the same, it is the same, and it reacts the same. The screen on the undocked handheld system is big enough to be its own world, but small enough to carry anywhere.

I was in this confined living room space where you got lost in the game ‘cause I’m playing on this 60-inch TV, and then you undock and continue to play the game. They had this molecular glass, which dropped and revealed I was in the middle of the desert. I never once knew the change in environment. It’s truly, truly tremendous. In typical Nintendo fashion, I was playing Legend of Zelda: Breath of the Wild. Now I haven’t played Legend of Zelda since the gold cartridge eight-bit versions, so I just needed to pick up and start going, and I did. The go-anywhere aspect of the game is incredible, and I know for fans of the Zelda franchise, they’re going to flip. I know for fans of Nintendo, they’re going to go crazy. Everyone is speculating about how good the game actually is—it’s going to exceed expectations and, for a dude like me, a 40-year-old [in April] who hasn’t played Zelda since the gold cartridge, I sat down and was hooked. In a matter of 30-minutes, I didn’t want to put it down.”

How Miyamoto And Aonuma Are Training Nintendo's Next Generation - video interview

Check out the video interview here

- Miyamoto says game design has two different aspects: building the core and then decorative exterior design
- Miyamoto says the older devs can't keep up with the decorative design, so they have the younger folks take that on
- if the younger generation takes on all that work, they tend to follow the current trends or what everyone else is doing
- this is why it's important for both generations to work together
- Aonuma believes the younger generations are a bit more serious in some ways, which causes them to get lost
- the older generation goes on instinct, and they teach the younger generation to trust instinct and go with the flow
- the philosophy of Nintendo has always been to be unique and different
- they don't try to compete with the current trends or fads
- Miyamoto tells the younger devs to think seriously about what they want to make
- Aonuma wants younger generations to use the older generation's point of view for reference
- Whenever Aonuma finishes a game and shows it to Miyamoto, he gets unexpected comments he could never have envisioned
- these lead to new ideas
- incorporating those unexpected comments to create new ideas is important to Nintendo

Aonuma shares his favorite music from the Zelda series

Question #8: What’s your favourite music track from the Zelda series?

EA: As you may already know, I’m the president of Nintendo’s wind ensemble, and I’m the one in charge of percussion.

My favorite music track from the Zelda series is the music from the Molgera boss battle, in the Wind Waker. I really like it because that track starts with powerful percussions. It begins with Taiko Drums, which are big traditional Japanese drums, but what you hear is not the sound you get when you hit the drumhead, but the outer edge of the drum instead, which gives a very peculiar type of percussions that I’m going to perform for you now…

It’s that kind of rhythm, that continues throughout the whole track, that I find really powerful. Also, there’s a real mix between symphonic sounds and traditional Japanese music sounds, and I really like that in this song.

By the way, the name of our wind ensemble is “The Wind Wakers”.

Zelda: Breath of the Wild - Aonuma talks about the importance of the old man

This comes from a Nintendo France Q&A with Eiji Aonuma, translated by Perfectly Nintendo...

Question #7: Is the mysterious character in brown clothes the same person that gives us the sword in the first Zelda game?

Since Breath of the Wild takes a lot from the very first Zelda game, where you’re also completely free to go wherever you want, people have often asked me whether the old man was the same that the one who gives you the first sword in the original Zelda game, or a mere reference.

I can confirm it’s a different character. He plays an extremely important role in the story, as he’s the one that influences Link’s destiny. He’s such an important character that I wrote his dialogue lines myself.

Redout dev on competition from FAST RMX, DLC plans

A portion of a Miketendo64 interview with Giuseppe Franchi of 34BigThings...

Miketendo64: So while the Switch might not be seeing the release of a new F-Zero title any time soon, it will see the release of two indie racing games, FAST RMX and Redout. Are you at all concerned about how Redout will fair in terms of sales, due to potentially receiving competition from FAST RMX?

Giuseppe Franchi: Honestly, the anti-gravity racing genre has been so neglected for so many years that I’m happy FAST RMX is coming too. I’m also really happy that the Wipeout Omega Collection will hit PS4: players who love the genre are starved for these kinds of games.

If we had 10 valid titles competing against each other the situation would be different, but current things standing I think we can make our own fortune. If the game sells well or doesn’t, it will be down to us.

Miketendo64: We live in an age where dlc is becoming more and more common. Are there any plans to support Redout with more additional content and updates long after its Switch release? Or is it a case of “Get it done, get it out and get on with the next one?”

Giuseppe Franchi: Hah! We’ve never stopped patching the game since launch. In fact, we’ve released 6 patches, adding ship liveries and color schemes, global leaderboards, multiplayer lobby chat, cockpit view, fixing a ton of bugs and improving performances (especially on VR), plus releasing a whole DLC for free with 5 extra racing tracks on a new environment. So no, this is definitely not a case of “push the game out of the door and see ya folks”. This is our first time receiving this much attention and we want to build a good reputation as developer.

Oceanhorn 2 dev says it's too soon to talk about bringing the sequel to Switch

Coming from one of the devs on Oceanhorn 2...

I'm personally very excited for the Nintendo Switch and I believe it could be possible to make the game run on that hardware, but it is too soon to think about it! :)

Legend of Zelda: Breath of the Wild director talks breaking conventions, puzzle solving, open-ended gameplay & more

The following info comes from Famitsu and 4Gamer interviews with The Legend of Zelda: Breath of the Wild director Hidemaro Fujibayashi.

- the developers’ main goal was to break conventions, but they weren’t sure how far they should go to do so
- they took a look at what was core to Zelda games, and decided it was the sense of relief you feel after solving a puzzle
- they tried to fix the parts of puzzle-solving people found boring while keeping the interesting parts intact
- they wanted people to think outside the box
- there are multiple ways to approach/solve puzzles and gameplay challenges
- anyone who plays the intro will find a way to enjoy the story naturally
- NPCs do have things the want you to do, but don't bug you about it, and you can ignore them if you want
- some of the bosses are hidden in plain sight
- the Sheikah tribe are key to the story, as is Zelda’s blue tunic

Classic 1989 Miyamoto interview looks at dev team size, Miyamoto's basic concept for Mario

The following interview snippets come from a 1989 interview with Shigeru Miyamoto, as conducted in TV Game: denshi yuugi taizen...

Q: How many people do you usually have on a development team?

Miyamoto: From 6-12 people. For our recent games with a lot of content, we need assistants, people to create the maps, etc… so the size of our teams is gradually increasing. For Super Mario Bros., I believe we had 8 people.

Q: What was your basic concept for Super Mario Bros? I’ve heard the basic idea was to make a platformer that used the Mario character.

Miyamoto: From a marketing standpoint, the idea was to make a game that anyone could enjoy, yet would also appeal to game maniacs. At the planning stage, we talked about wanting to make a game that would compile the best aspects of post-Donkey Kong platformers, and also set a new standard. We all thought it was going to be our final celebration of cartridge games… we had a lot of fun making it.

Nintendo devs discuss jumping from NES to SNES with The Legend of Zelda: A Link to the Past

A portion of a Retro Gamer interview with Nintendo director Takashi Tezuka and Writer Kensuke Tanabe...

“In Zelda II: The Adventure Of Link, we wanted to include sword combat with a variety of different moves into the gameplay, and so decided the project would use a side-scrolling view that made use of our experience from Super Mario games. We made two Zelda games for the NES, both making the most of that hardware. But then with the next Zelda for the SNES, we were able to add even more new things to the gameplay.

When we were starting the project, we experimented to see if it was possible to include a multi-world structure into the game. Our plan was that events in the hub world would have an effect on the other, overlapping worlds, In the end, we decided it would be best for us, the developers, as well as for players to have this as two worlds; one light, one dark. We felt the best way to represent this overlap of light and dark, and to represent the changes between them, was to use the same slanted top-down view used in the original The Legend Of Zelda game.’