GoNintendo Video - Let's take a look at GoNNER on Switch (with gameplay commentary)

Want to check out some footage of GoNNER running on Switch? How about some footage of me playing for the first time, complete with commentary? If any of that tickles your fancy, I've got a video that's right up your alley!

If you like what you see, we'd love to have you subscribe!

Level-5 considering past projects for Switch, why the next Layton has a female lead, her relationship to Hershel

A portion of a GameSpot interview with Level-5 CEO, Akihiro Hino...

GS: ...Or even giving people access to those older games. Consoles keep changing, like Layton going over to mobile. Nintendo has had a big push with Switch. Do you think about giving access in some way to the previous Layton games to a wider audience through smartphone or Switch?

AH: With Layton's Mystery Journey on smartphone, we're getting that know-how, the knowledge of how to move it onto the smartphone platform. And we are actually looking into trying to bring past projects onto maybe a smartphone, maybe even a new console, like Switch. But nothing is really decided yet. We're looking into that right now.

GS: For Layton's Mystery Journey, what drove the decision to switch the protagonist from Layton to Katrielle?

AH: In the Layton stories, he solves mysteries to tackle a bigger mystery. That was the core of the story, and that's the Layton series' defining characteristic. But I felt like for this seventh one, by switching to his daughter, we're able to create a more everyday kind of mystery that people might actually run across. And then it's a young, vibrant atmosphere, which we thought would bring in a more interesting, new story for all the fans out there. And this is a little bit of a secret, but Layton will probably appear a little bit in these series too. [laughs]

GS: Is Katrielle really his daughter? There has been a romance angle in the previous games, but did Layton end up getting married?

AH: So the whole question of whether or not she's really his daughter, that's also part of the mystery of the Layton series. Just keep playing and you'll find out a little bit more about the history behind that.

IGN - Miyamoto details the Mario design process, making old characters do new things, discusses Mario remakes

Coming from an IGN interview with Shigeru Miyamoto...

"There’s only a certain amount of things that you can create on your own. It’s important to get young minds in, too. I think it becomes more fun if young minds are involved.

When it’s internal teams, they really understand it, although they try to push that line a little bit further. But when it’s an external partner, I make sure that line is very clear. I have times where I’m actually strangely open and it’s the team that’s worrying too much. But then other times, I’m really strict in certain other points.

I was worried about how players would react to being in a world where Mario is this tall and normal people are a little bit taller. Or the fact that people don’t get mad at Mario when he’s jumping up and down all over the place, but with all that said, I think I realized that the character Pauline has already existed, and the idea of this game taking place in the city worked out really well. And so we ran with it

Fundamentally, I think that it’s ideal if we can get old characters to do new things. When there is a new game mechanic introduced and there’s a new character that really, really fits well, I think it’s great. But I do have a little bit of hesitancy and resistance when someone’s trying to overbearingly bring their thoughts in, and trying to create new characters over and over again.

As a child I wanted to be a manga artist, and as a manga artist usually you have this symbolic character that’s yours. And you try to use that character in many different stories and episodes that you create, almost like how Hitchcock is in every one of his movies. For me, Mario is that, and I want to create as many different games as possible using Mario. And I still think there’s a lot of potential and possibility left.

I really feel like as a manga artist, I had this concept of Mario and he did look a lot more realistic than the 2D images that we were able to create, but then when you come to Super Mario World, there was a Japanese artist, Yoichi Kotabe, he was able to create a more fleshed-out, evolved version of Mario. And then when you come to Super Mario 64, Mario evolved from a 2D drawing to a 3D character.

Before, we only had a simple mechanic to work with, so all we could really play around with was how polished we made it, but now we can have the freedom to do all different kinds of expressions, all different kinds of resource management, all those things. So I feel like we have more in our toolset than just polishing the game.

I really start with the game mechanic, and then trying to make sure that the character that gets put into the game fits that mechanic. If you divide things into large categories, you could go the Mario route or the Zelda route. And then, for example, with a game like Luigi’s Mansion, I really thought that Luigi was the perfect fit for that game, and that’s how it manifested. And for characters like Pikmin, for the mechanic that current Pikmin games have, they were perfect.

In a sense, I really feel like I own this talent agency and I am casting all these great talent into these games. In Mario, it really is what you can see and what you can touch and trying to build creativity there, whereas Zelda is about exploration and really going out [into the distance]. So there is that difference in density.

I usually spend a lot of time thinking about games when I’m actually playing games, looking at something and thinking to myself, 'Would it be more fun if this thing came at me, or if this thing was running away from me?' Things like that.

I think it’s really essential and crucial to be able to communicate to the programmer in exact detail how you want your concept to come to life. It’s important to know what happens if they do something, or what they can touch and can’t touch. I feel like that is a really important aspect, and I do that for everything. That’s the kind of designs and drawings that I try to create.

I wouldn’t want to see the world go in the direction where all you need to do is think to make things move, or all you need to do is control things with eye movement. I really think that movement is fun, and in that sense there’s a lot more evolution that something like movement can have within a game. For example, even with the gyro sensor that we have now, you need to calibrate it to have it work. Maybe in the future, it will somehow read the magnetic poles or axis of the Earth so you don’t need to calibrate it, or will use almost no electricity whatsoever. It would be great to see things happen in that aspect.

It’s great that there are people who are making those creative ideas (in Super Mario Maker). That’s what really makes me happy. When I think about games, for the player to be able to play creatively within a free space is important, and that’s something that I try to have in every game that we put out.

Simply put, in Mario, you run, you jump, you fall, you bump into things. Things that people do all the time in everyday life, and that’s just inserted into the game. Going on to future generations and iterations of Mario, I think obviously, the developer who makes these games has to be creative, but I also think the players must be creative as well. They need to think and act themselves.

I think what makes Mario really relatable for a lot of people is the fact that it requires creativity on the side of the player to be able to think and act and learn from those actions. When you look at games like Super Mario Odyssey or even Super Mario 64, that’s what they’ve been doing. That’s the key to what has made Mario so accepted and popular."

Miyamoto also briefly touched upon the idea of remaking older Mario games, which is something he's not really interested in.

"I don’t really feel like I want to remake any of them. It’s more natural to always create new mechanics and new games."

Retro was working on an original FPS for GameCube, which was eventually turned into Metroid Prime

Coming from a Switch Player interview with Senior Designer Mike Wikan...

“When I came on board, the Engine group was significantly behind schedule and there was no way to create gameplay demonstrables in an effective fashion. I was told, quite literally, by leadership that designers would design the game on paper, then hand it off to engineering and art to create it. In my opinion that was insanity.

When Nintendo arrived suddenly, wanting to see demonstrables of all the games that the teams were working on, only our FPS had demonstrable real-time scriptable content. Nintendo liked what they saw and proposed we adapt that game and viewpoint, but restart it as a Metroid game. The moral of the story is that if you see a problem, work to solve it; don’t assume someone else will take that responsibility on.”

Now that's pretty insane when you think about it. Metroid Prime only exists because of a FPS prototype Retro was toying wtih. If Retro didn't have that FPS engine to show off, Nintendo would have never asked them to adapt it to the Metroid series. We almost missed out one of Nintendo's most beloved franchise entries!

Nintendo to produce "significantly more" SNES Classic Edition units than NES Classic, only planned for 2017

Coming from a Nintendo rep...

We aren’t providing specific numbers, but we will produce significantly more units of Super NES Classic Edition than we did of NES Classic Edition.

Super Nintendo Entertainment System: Super NES Classic Edition is currently planned to ship from Sept. 29 until the end of calendar year 2017. At this time, we have nothing to announce regarding any possible shipments beyond this year.

Our long-term efforts are focused on delivering great games for the Nintendo Switch system and continuing to build momentum for that platform, as well as serving the more than 63 million owners of Nintendo 3DS family systems. We are offering Super Nintendo Entertainment System: Super NES Classic Edition in special recognition of the fans who show tremendous interest our classic content.

Comparing Switch to PS4 sales in Japan

You're looking at the first 16 weeks of Switch and PS4 sales in Japan. As you can see, the Switch is really kicking ass over in Japan, even with the limited stock. Looks like the Switch could be on its way to surpassing total PS4 sales in Japan somewhere down the road. Hell, this number could get a HUGE boost once Splatoon 2 comes out!

Jackbox has more news to share with Switch owners soon

Did you enjoy the Jackbox Party Pack 3 on Switch? If so, you'll be happy to know that the Jackbox gang isn't done with the system yet! Jackbox's Allard Laban confirmed to us that they "should have more news for the Nintendo Switch soon!". We can't wait to see what it is, and we'll be sure to bring that info to you when it goes live!

SNES Classic Edition officially announced, releasing September 29

Now You’re Playing with Super Power! Nintendo Announces Super NES Classic Edition

Mini 16-Bit System Launches Sept. 29 with 21 Games; Includes Unreleased Star Fox 2

REDMOND, Wash.--(BUSINESS WIRE)--The Super Nintendo Entertainment System, Nintendo’s follow-up console to the legendary Nintendo Entertainment System, launched in 1991 and introduced what many consider some of the greatest video games of all time – classics such as Super Mario World, The Legend of Zelda: A Link to the Past, Super Mario Kart, Super Metroid and F-ZERO.

On Sept. 29, this beloved console is coming back to stores in the form of the Super Nintendo Entertainment System: Super NES Classic Edition. The mini system, which contains 21 pre-installed classic games and can easily be plugged into any high-definition TV using the included HDMI cable, will be available at a suggested retail price of $79.99. And for the first time, players who pick up the system can enjoy the intergalactic adventure Star Fox 2, the sequel to the original Star Fox game that was created during the Super NES era but never released … anywhere!

“While many people from around the world consider the Super NES to be one of the greatest video game systems ever made, many of our younger fans never had a chance to play it,” said Doug Bowser, Nintendo of America’s Senior Vice President of Sales and Marketing. “With the Super NES Classic Edition, new fans will be introduced to some of the best Nintendo games of all time, while longtime fans can relive some of their favorite retro classics with family and friends.”

The Super Nintendo Entertainment System: Super NES Classic Edition has the same look and feel of the original system – only smaller – and comes pre-loaded with 21 incredible games:

Contra III: The Alien Wars™
Donkey Kong Country™
Final Fantasy III
Kirby™ Super Star
Kirby’s Dream Course™
The Legend of Zelda™: A Link to the Past™
Mega Man® X
Secret of Mana
Star Fox™
Star Fox™ 2
Street Fighter® II Turbo: Hyper Fighting
Super Castlevania IV™
Super Ghouls ’n Ghosts®
Super Mario Kart™
Super Mario RPG: Legend of the Seven Stars™
Super Mario World™
Super Metroid™
Super Punch-Out!! ™
Yoshi’s Island™
All of these games would be considered classics by anyone’s standards, and some of them in particular – Secret of Mana, Final Fantasy III, EarthBound and Super Mario RPG: Legend of the Seven Stars – are massive role-playing games that can take dozens of hours to complete. Even for super fans who have played all of these games multiple times, the inclusion of the never-before-released Star Fox 2 game will offer them something entirely new to enjoy – if they can unlock it by proving their skills in the original Star Fox game. (Well, they only have to complete the first level – we didn’t want to make it too hard!)

Included with the Super Nintendo Entertainment System: Super NES Classic Edition are one HDMI cable, one USB charging cable with AC adapter and two wired Super NES Classic Controllers, perfect for playing multiplayer games. Having two controllers will make it easy for two players to dive into multiplayer action right away. Some of the games with multiplayer options include Street Fighter II Turbo: Hyper Fighting, Super Mario Kart, Contra III: The Alien Wars and Secret of Mana.

The Super Nintendo Entertainment System: Super NES Classic Edition launches on Sept. 29 at a suggested retail price of $79.99.

For more information about the Super Nintendo Entertainment System: Super NES Classic Edition, visit http://www.nintendo.com/super-nes-classic.

© Nintendo
© Konami Digital Entertainment
© SQUARE ENIX CO., LTD. All Rights Reserved.

Nintendo on 4K being a limited audience, Switch's online subscription service, eSports, and fan-feedback

Coming from a Verge interview with Reggie Fils-Aime...

On the limited audience of 4K

The Nintendo mission is to reach as many consumers as possible and to have them engage and have fun with our [intellectual property]. That’s what we try and do. So inherently, we go for a more mainstream audience. Inherently, we want our products to be affordable. We want our products to be easy to pick up and experience, low learning curve. We want our IP to shine as we deliver these experiences.

That’s the way we approach it. And so, what that means is, a sweet spot of $300 for the Nintendo Switch, a platform that has Mario and Zelda and Splatoon. Going against a more limited consumer pool, a higher price point, requiring investments in other ways — 4K TVs, what have you — that is a strategy that for us, candidly, is a bit too limited.

On approaching eSports differently

We’ve been fortunate with Smash Bros. to have a franchise that has been very active in this space. What we’ve been doing is educating our developers and candidly creating some expertise ourselves in how to engage with the community. Now we have a fantastic relationship with the Smash Bros. community; I would say that was not true fix, six, seven years ago. We think that Arms can support a very vibrant community.

We were in e-sports back in 1995 with the very first Nintendo World Championships. We’ve been in this space. I think what Nintendo is doing, as we always do, is our unique view on this, and finding ways to make it a bit more mainstream and a bit more massive, maybe than others have done. We’re going to do it differently.

On Nintendo's approach to an online subscription service

The reason we’ve delayed the full paid subscription, is we want to make sure that as we get all of our learnings, and we build all of the elements, that we launch something that is robust for the consumer. And as they consider a $20 price point, they say ‘This is a no-brainer. This is something that I absolutely need to participate in given the full range of features that it provides.’

That’s why we’re delaying it, and it really is consistent with the overall Nintendo development philosophy. We want, when we launch it, for it to be great for the consumer. And not to be something that isn’t fully-featured and fully-capable. That’s why we delayed Breath of the Wild — and look at what we were able to finally launch.

On fan-feedback

We certainly look at what our community is saying. But arguably, if all we did was listen to our community, we would be creating content against a handful of [intellectual property] with a handful of feature sets, because that’s typically what the consumer focuses in on. Things that they know, things that they’ve seen before.

GoNintendo Podcast Webisode 619

E3 may be over, but there's still plenty of news for us to cover. Nicky Hill joins the show once again, as we dive into another round of E3 interviews and game details. We also talk about some site-specific news, play music trivia and act like idiots!

Download the episode here