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Rayark considering adding Nintendo Labo Piano Toy-Con support to DEEMO, Version 1.2 coming soon

This video is a tech demo. If there are plans related to this, we will be announcing them separately on the Facebook page~. DEEMO Switch Ver. 1.2 will be updating soon; there will be a demo version as well. Please look forward to it!

This video comes from Rayark themselves, and boy, would I love to see them actually implement it. What an awesome idea it is. Seems like the reaction so far has been great, so hopefully the dev team moves forward!

Nintendo on always trying new things and surprising players, how they hire new staff, teams working together, and embracing unique ideas

Nintendo's Shinya Takahashi

“People always ask us whether we take risks on purpose. But to us, we don’t really take risks – we just keep trying new things. The thinking that guides us is: what can we do to pleasantly surprise players? It’s not that we’re consciously trying to innovate; we’re trying to find ways to make people happy. The result is that we come up with things other people have not done.

In many cases, we begin by assigning a small group to a project; not necessarily senior staff, but developers, to try and come up with ideas. Those lead to the end product. Super Mario Odyssey is a good example to explain this: we actually had several small groups and as a result we had many different ideas, which we then put together to make a single product. Naturally during the course of early development, we find the right mission for each project. I believe every game has a different mission. With [Nintendo Switch launch game] 1-2 Switch, for example, the mission was to make a party game where players would not have to look at the screen – where people would face each other.”

Nintendo's unique approach also bleeds into how they hire new employees, which Takahashi detailed.

“The Japanese hiring system is different from western companies. Typically in Japan, we hire people straight out of college. We have many candidates applying to Nintendo, and in many cases, the ones we hire are the ones who really understand what they have accomplished through their college years. If we see an artist who was very focused and determined about creating a single large-scale project, and they accomplished this over many years, or if we see a person who worked on a single movie from the beginning to the end of their course – that type of person needs a lot of determination and knowledge to accomplish such a thing. That’s what we’re looking for.

The bottom line is, the quality of the end product that those students created doesn’t really matter to me. How they kept their focus, what they thought throughout those years … that’s what important to me. We like our staff members to be as creative as possible – and creative people should not just listen to their bosses saying ‘Yes sir’, or ‘Yes ma’am’. I want them to always ask themselves, ‘Is this direction correct?’”

One of the keys to Nintendo's success is the cooperation between the hardware and software teams. Their close-knit nature is crucial for fostering new ideas.

“We have the software team and the hardware team working very closely together. From the hardware perspective, they will sometimes come to the software group and say, ‘We have this particular chipset that we’re thinking about using in our next system, can you take advantage of this?’ But sometimes, the software team goes to hardware team and says, ‘We’re working with this theme, can you look into the technical possibilities, and see if you can come up with hardware features to accommodate it?’

This is the advantage we have at Nintendo as a software/hardware integrated organisation – when we do research for our new hardware systems, our software developers, our artists, our programmers and our hardware engineers all get together and decide what we should aim for. We’ve been doing that for many years.”

Sometimes those teams are looking at the latest industry tech, and other times they come up with an idea like Nintendo Labo. Takahashi discussed how Nintendo's approach leads them to both new and old tech.

“We want to make new and surprising things, so we always keep an eye on new technology. That said, in order for us to create surprising things, we also look at older technologies to see if we can leverage them in new ways. New technologies tend to be a bit too advanced – we try to find ways to make technology more approachable.”

Arc System Works pledges to bring more fighting games to Switch

Looks like Arc System Works has decided they'd like to support the Switch in a big way. Following yesterday's announcement of Guilty Gear XX: Accent Core Plus R for Switch, the company today has said that they'll be bringing more fighting games over to the platform. They didn't specific what these titles were, or whether they'd be ports or new titles altogether.

Kirby Star Allies sees strongest debut month of sales in the U.S. in the franchises’ history

Looks like Switch owners in the states were more than happy to give Kirby a home. NPD has shared some data about Kirby Star Allies, and its clear the game was given a very warm welcome.

- strongest debut month of sales in the U.S. in the franchises’ history
- 90 percent better debut month than 2002’s Kirby Nightmare in Dreamland, which was the previous record-holder

NPD: March 2018 - Top software, plus industry-wide figures and other sales details

Top 20 software

1. Far Cry 5
2. Sea Of Thieves
3. MLB 18: The Show
4. Kirby Star Allies*
5. Grand Theft Auto V
6. Call of Duty: WWII
7. Mario Kart 8*
8. Ni No Kuni II: Revenant Kingdom
9. NBA 2K18
20. Monster Hunter: World
11. Super Mario Odyssey*
12. The Legend of Zelda: Breath of the Wild*
13. PlayerUnknown’s Battlegrounds**
14. Tom Clancy’s Rainbow Six: Siege
15. A Way Out**
16. Assassin’s Creed: Origins
17. Dragon Ball: Fighterz
18. FIFA 18**
19. Splatoon 2*
20. UFC 3

*No digital sales included

- Total: $1.316 billion (down 11 percent from $1.478 billion in March 2017)
- Hardware: $331 million (down 32 percent from $485 million)
- PC and console software: $613 million (down 10 percent from $682 million)
- Accessories: $372 million (up 20 percent from $310 million)

2018 compared to 2017

- Total: $3.41 billion (up 15 percent from $2.98 billion in 2017 year to date)
- Hardware: $925 million (up 13 percent from $817 million)
- PC and console software: $1.53 billion (up 8 percent from $1.42 billion)
- Accessories: $956 million (up 29 percent from $740 million)

Nintendo Switch (physical only)

1. Kirby Star Allies
2. Mario Kart 8
3. Super Mario Odyssey
4. The Legend of Zelda: Breath of the Wild
5. Splatoon 2
6. Mario & Rabbids: Kingdom Battle
7. Pokken Tournament DX
8. Bayonetta 2
9. Elder Scrolls V: Skyrim
10. ARMS

Nintendo 3DS

1. Detective Pikachu
2. Pokemon: Ultra Sun
3. Pokemon: Ultra Moon
4. Mario Kart 7
5. Super Smash Bros.
6. Minecraft
7. Super Mario Maker
8. Super Mario 3D Land
9. Kirby: Battle Royale
10. Mario Party: The Top 100

The best-selling games of 2018 so far

1. Far Cry 5
2. Monster Hunter: World
3. Dragon Ball: Fighterz
4. Call of Duty: WWII
5. Grand Theft Auto V
6. NBA 2K18
7. PlayerUnknown’s Battlegrounds**
8. Sea Of Thieves
9. MLB 18: The Show
10. Mario Kart 8*

The best-selling games over the last 12 months

1. Call of Duty: WWII
2. NBA 2K18
3. Destiny 2**
4. Madden NFL 18
5. Super Mario Odyssey*
6. Star Wars: Battlefront II 2017**
7. Grand Theft Auto V
8. Mario Kart 8*
9. Assassin’s Creed: Origins
10. The Legend of Zelda: Breath of the Wild*

Compared to March 2017, consumers spent less on hardware last month — $331 million, down 32 percent from $485 million. But year to date, hardware-spending is at a high, generating $925 million so far in 2018. This was driven mainly by Microsoft’s Xbox One, though Sony’s PlayStation 4 remains the best-selling console in March and 2018. The Nintendo Switch 32GB with red and blue Joycon controllers was the best-selling hardware in March and 2018.

Sonic Mania sells over 1 million worldwide, Sonic Mania Plus heading to Japan

Wondering just how well Sonic Mania has done? In a recent Famitsu feature, SEGA confirmed that the digital title has sold over a million units worldwide. Furthermore, the feature confirms that Sonic Mania Plus is going to see release in Japan as well. There will be digital and retail options, with the digital being paid DLC for the original release.

Splatoon 2 - Version 3.0 available April 24th, 2018

Version 3.0.0

Changes to Gear

New gear has been added to the shops.

Changes to game music

Added two new songs that will play during multiplayer matches.

Changes to single-player mode

Fulfilling a certain requirement will cause Callie (from the Squid Sisters!) to appear at Tentakeel Outpost.

Changes to Ranked Battle

A new rank type, “X Rank” is now available.

Changes to Splatfests

When Splatfest results are revealed, team voting percentages and win percentages will now display to the hundredths digit after the decimal point.
When playing multiple solo Splatfest matches with few allies, your Splatfest Power will not decrease when losing. Now, Splatfest Power will not decrease when in this situation for an even shorter duration.

Changes to Regular Battle

When playing multiple matches with few allies your Vibe Meter will not change when you lose.

Changes to Multiplayer

Fixed an issue causing the ink tank display to mistakenly appear empty when in squid form and low on ink.
Fixed an issue causing players to occasionally ascend sloped terrain faster than normal by facing the slope and pressing B repeatedly while proceeding.
Fixed an issue allowing players submerged in ink on a wall to be detected by the aiming reticle of opponents standing on the other side of the wall.
Fixed an issue incorrectly extending super jump distance when attacking with certain weapons just prior to landing during a super jump.
Fixed an issue causing players to enter stage objects when the landing point of their super jump was surrounded by obstacles.
Fixed an issue causing the landing or impact indicator to not display correctly when readying a sub weapon for use while facing a horizontal ceiling.
Fixed an issue causing shots fired from blaster weapons not to ink certain walls.
Fixed an issue causing shots fired from chargers by charging for a brief moment when changing from squid to kid form to not fire in the direction of the aiming reticle, and to disappear immediately instead.
Fixed an issue causing shots from sloshers to incorrectly pass through certain pieces of stage terrain and ink the ground just beyond that terrain.
Fixed an issue causing the hit animation of a Sloshing Machine’s shots to not display in the correct location when the spiral portion of the shot hit placed objects like Splash Walls directly.
Fixed an issue causing an unnecessary hit animation to display when a Curling Bomb slid across a Sponge.
Fixed an issue causing Sponges not to change size when hit with a Curling Bomb on a particular side.
Fixed an issue making it difficult to place Ink Mines on top of the tower in Tower Control.
When attacking a player performing a Splashdown special just prior to their descent, the condition of the attacking player’s internet connection determined whether or not damage would be dealt. Damage will now always be dealt correctly regardless of connection condition.
Due to this change, the situation will no longer occur in which damage is dealt regardless of whether or not the attacked player appears to take damage or not just prior to starting their descent when performing a Splashdown special.
Fixed an issue causing players using brush weapons who performed an attack while simultaneously activating a Splashdown special during a super jump to not perform the Splashdown.
Fixed an issue causing explosion damage from an Inkjet’s shots not to register when the shots appear not to hit on the screen of the attacking player, but did not appear to hit on the screen of the player being attacked.
Fixed an issue causing a Sting Ray’s firing animation to continue to display on the screens of other players when getting on an Ink Rail while using the Sting Ray.
Fixed an issue causing an Ink Storm’s raining animation not to display in the correct location when swimming through its area of effect.
Climbing surfaces with the Baller where inkable walls connect to non-inkable walls will now be easier.
Fixed an issue causing Respawn Punisher to not take effect when defeated by an enemy with that gear ability while the player also had Respawn Punisher equipped.
Changed the effect of Respawn Punisher so that when a player has it equipped, allies splatted by the explosion from the Rainmaker after its time limit runs out will not suffer its effects.
When an opponent who splats you is using the Respawn Punisher or Haunt and the effects of those gear abilities is activated, that activation will stand out clearly on the screen while waiting to respawn.
Fixed an issue in Tower Control matches causing players caught between a stage terrain feature and the metal grating portion of the tower’s platform to be pushed inside the stage feature.
Fixed an issue in Rainmaker matches causing the explosion animation from the Rainmaker’s shots to appear after the actual explosion when its shots hit a Splash Wall or expanded Brella.
Fixed an issue in Clam Blitz causing the barrier to be destroyed at the same time the goal descended when clams landed on top of the goal in its raised position.
Fixed an issue in Clam Blitz matches causing clams tossed by other players not to be picked up when touched when the player’s internet connection quality is poor.
Fixed an issue in Clam Blitz matches allowing players to remain on the cover in the upper part of the goal.
Fixed an issue in Starfirsh Mainstage where placement of obstacles could be slightly off causing slight asymmetry between the two sides of the map.
Fixed an issue in Sturgeon Shipyard causing bubbles from the Bubble Blower that explode beneath the central bridge to mistakenly ink the walkway on the bridge.
Fixed an issue in Sturgeon Shipyard causing the surfaces of the drawbridge to not count on the turf map when inked at a specific time while in motion by bombs or other objects.
Fixed an issue in Manta Maria during Rainmaker matches allowing players to make their way deep into enemy turf from above the goal.
Fixed an issue in Blackbelly Skatepark during Rainmaker matches allowing players to make their way deep into enemy turf by making the side of a crate in your turf uninkable, then making use of the side of the crate.
Fixed an issue in Blackbelly Skatepark during Rainmaker matches allowing players to make their way deep into enemy turf from above the goal.
Fixed an issue in Piranha Pit allowing players to make their way deep into enemy turf by using slightly sloped surfaces and the corner of certain stage features.
Fixed an issue in Piranha Pit causing the ripples created by moving through ink while swimming on conveyor belts to appear in the wrong location.
Fixed an issue in Piranha Pit allowing players to move inside certain stage features from specific corners on those stage features.
Fixed an issue in Piranha Pit causing Splash Walls and Sprinklers to break immediately when placed at the base of a conveyor belt.
Fixed an issue in Piranha Pit causing Splash Walls and Sprinklers placed on specific conveyor belts to break when they reached the end of the belt.
Fixed an issue in Piranha Pit during Tower Control matches allowing players to jump off the tower in the area of the 3rd checkpoint, reach an Ink Rail, and make their way deep into enemy turf.
Specifications for some of the main, sub, and special weapons have been changed.
Specifications for some of the gear abilities have been changed.
Specifications for points required for some specials have been changed.

Changes to Salmon Run

Fixed an issue causing players to rarely move inside the stage object when in contact with the egg basket while it contained Golden Eggs.
Fixed an issue causing damage indicators to not appear or damage to be registered by attacking a Steel Eel’s weak point when multiple Steel Eels gathered in the same location.
Fixed an issue causing players to rarely be unable to pick up any more Golden Eggs when multiple players tried to pick up the same Golden Egg and a player disconnected from the match.
Fixed an issue preventing players from rescuing downed friend (in life preserver form) even when hitting them directly with a Splat Bomb when the internet connection quality is poor.

Changes to Spectator Mode

Fixed an issue in Private Battles when a player is using spectator mode, causing a sound effect to play in the middle of the stage as if the player were submerging themselves in ink.
Fixed an issue causing the hit indicators for the Sting Ray to not display correctly when switching between the perspective of a player using the Sting Ray and other perspectives.

Other Changes

When a player has reached X Rank in the Ranked Battle mode they are currently playing pressing in the L and R sticks at the same time while in the lobby will cause the player to strike a special pose.
Fixed an issue in the Style tab of the Equip menu screen where the order of hairstyles for Girl characters differed from the order in which they were displayed in Player Settings.

Bethesda pleased with their Switch game performance, will continue to support the platform if Switch can handle their games

The following comes from Bethesda's Senior Vice President of Marketing Pete Hines...

The challenge is entirely a technical one, right? If it was easy, then everyone would do it and it wouldn’t be that big of a deal. It’s not a direct 1:1 with other hardware that’s out there, but it also does something that nothing else can do, which is you can take it with you on an airplane, on a bus or whatever. The portability of it is fantastic.

A game like Doom or Skyrim or Wolf II that there is an audience for those games on those consoles. We’ve seen that so far. Nintendo’s been really pleased obviously, and we didn’t have a crystal ball to know, ‘Oh this will definitely be their best-selling thing’, but we saw it early, we felt like there was something we could support and our games would resonate, and they have, and obviously Nintendo’s crushing it with their hardware sales which is great.

From Nintendo, they’re thrilled as hell. Last Nintendo game I guess we did before this would have been like Star Trek Tactical Assault or something – we did a DS game. I can’t even keep them all straight, it was a long time ago, but we hadn’t done anything on Nintendo hardware in a long time. But we’ve always talked to those guys. Our philosophy hasn’t changed in all my time at Bethesda, which is we put all this effort into making these games, we’ll put them out on as many platforms as will support the game as the developers have designed it. Now in the case of Switch, okay we’ve gotta do a little work to make sure it runs right and gives the right thing. We don’t want to cut out half of the story or make sacrifices that change the game, but if a device will support what we’re doing, we’ll absolutely put it out because we want as many people as possible to play these great games that our developers make.

GoNintendo Podcast Webisode 622

Thanks to @KrazyKernal for the awesome artwork!

It's Nintendo Labo launch week, so we take some time during the show to put together a Nintendo Labo RC Car Toy-Con! Along with that, we talk about all kinds of Labo news, and Nintendo news in general. Then we do absolutely terribly in the music section, and I talk about a super embarrassing game I've played!

Download Episode 662!

Yoot Saito reveals cancelled DS project, Mario Motors

SimTower, Seaman, and Odama creator Yoot Saito has revealed that years ago, he worked on a DS project codenamed Mario Motors. Obviously the game never ended up coming together, but here are some details Saito shared with Dtoid.

- Saito, Shigeru Miyamoto and Satoru Iwata were friends, and the three would often get together to discuss ideas
- Saito was asked by Iwata what he was currently interested in
- Saito was currently interested in how things like watches, camera frames, and MacBooks were made
- this was an idea he "really wanted" to make into a game
- Iwata and Miyamoto thought Saito should give the game idea a try, so they gave him the green light to move ahead
- Saito started work on Mario Motors, "a game where you created engines"
- the game involved "shaving and sculpting out of a chunk of metal to make a cylinder which decides the ability of your engines."
- he wanted to teach players how acceleration works in an interesting way
- Saito thought about having players blow into the DS microphone to do this, but feared kids would get out of breath
- as to why Mario Motors never came together, Saito said "I can't tell you why, but please guess."