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“What I really want to do is be in the forefront of game development once again myself,” Miyamoto said. “Probably working on a smaller project with even younger developers. Or I might be interested in making something that I can make myself, by myself. Something really small.”
Nintendo’s Miyamoto Stepping Down, Working on Smaller Games
Good for him. Poor guy’s probably burnt out from overseeing the entire creative force of Nintendo for over a decade (at least since Super Mario 64 he’s been the producer on just about every major Nintendo-developed project).
“What I really want to do is be in the forefront of game development once again myself,” Miyamoto said. “Probably working on a smaller project with even younger developers. Or I might be interested in making something that I can make myself, by myself. Something really small.”

Nintendo’s Miyamoto Stepping Down, Working on Smaller Games

Good for him. Poor guy’s probably burnt out from overseeing the entire creative force of Nintendo for over a decade (at least since Super Mario 64 he’s been the producer on just about every major Nintendo-developed project).

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Reason? Because Nintendo bet big on this, but people are buying these instead.

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Nintendo makes me happy, then Nintendo makes me sad

Nintendo makes me happy:

Super Mario 3D Land will travel into America (and into your screen, thanks to the 3D effect) on November 13; it’ll be followed by automotive adventure Mario Kart 7 on December 4, which now has a gyro-controlled first-person mode.

“Automotive adventure?” Anyway, yay 3D Mario! Yay 3D Mario Kart!

Then Nintendo makes me sad:

For one, the bizarro second analog nub will be arriving at Japanese retailers starting this December 10, and it’ll run customers ¥1500 ($19.50). … The “Slidepad” will require a single AAA battery for use, which indicates to us that it won’t bolster the battery of the 3DS it’s attached to. We’re making sad faces as hard as we can right now.

*Wa wa waaa sad face*

Tags: nintendo 3ds
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Preordered. This is reason enough to get a 3DS. Course, Star Fox 64 was only the best thing ever in my opinion.
(Psst, if you order it through the picture up there, I get a kickback from Amazon!)

Preordered. This is reason enough to get a 3DS. Course, Star Fox 64 was only the best thing ever in my opinion.

(Psst, if you order it through the picture up there, I get a kickback from Amazon!)

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IGN:

Nintendo Japan tonight confirmed it will release a new game console in calendar year 2012. It will be announced and playable at E3 this coming June. “We will show a playable model of the new system and announce more specifications at the E3 Expo, which will be held June 7-9, 2011, in Los Angeles,” the company said in a brief statement. Nintendo did not reveal any additional details.

Exciting!

Tags: nintendo e3
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"For us, we want to work with developers who are experienced in this industry, and are passionate about bringing that idea that’s stuck in the back of their head, that they haven’t been able to compel a large studio to create or a large publisher to bring to market. Those are the types of companies and types of individuals we want to work with. Now whether that’s 2D Boy or Gaijin Games, those are the kinds of independent developers that, for us, are key opportunities. And again, where we try and draw the distinction is that there are people who want to be in this business, but don’t have the training or experience. - Reggie Fils-Aime"

Nintendo: The Era of the 3DS - Wii Feature at IGN: I really think Nintendo should reconsider this distinction and apologize for it. It doesn’t matter where or who a game comes from as long as it’s good. The thriving iOS game universe is a testament to this. The whole “garage developers” thing has just served to create a negative, elitist image for Nintendo.

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"Time for a Nintendo console reboot with a successor to the Wii? Japan’s Yomiuri Shimbun newspaper asked this very question of Nintendo CEO Satoru Iwata. Replied Iwata: “It’s just four years since release. It’s selling over 7 million units a year in North America, so we don’t think it’s at the limit. We’ll make decisions about a successor system at the time when software developers cannot offer surprises (on the Wii)."

No Wii Successor Yet, Says Iwata - Wii News at IGN: Strictly from a console hardware perspective, the Wii being so underpowered compared to the 360 and PS3 is what has people wondering when Nintendo will release a successor. But here’s how I think Nintendo sees it: we sold a Balance Board with Wii Fit and made a mint. We sold MotionPlus as an add-on, then as a new controller with it built in, and we’re making a mint off that, too. If third-party developers leverage the success these two peripherals enable technologically, the Wii has plenty gas left to run another couple years. Who knows what other accessories Nintendo has in mind for the Wii. A camera, a la DSi/3DS? Who knows.

The big question is whether, in Iwata’s words, developers can continue to “offer surprises” on the Wii. The trouble is, when they do, will it sell? Take Red Steel 2 for example.

The Wii is still a very different experience from the other consoles, but can it still inspire developers who yearn for more raw horsepower to capture the world’s attention? It’s a hard road for developers to walk, and it seems like a harder and harder sell for Nintendo to position.

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The one thing I can say that I think is very important is whatever you’re creating, you should start by creating what you want to create, and thinking about what you want to create rather than think about who you want to create something for. For me, that is where the importance lies.
- Shigeru Miyamoto

The one thing I can say that I think is very important is whatever you’re creating, you should start by creating what you want to create, and thinking about what you want to create rather than think about who you want to create something for. For me, that is where the importance lies.

- Shigeru Miyamoto

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wingsonthewaydown:

bluelightofthetv:

playerspulse:
Quick, Fox!  Do a barrel roll!

(via playerspulse)

Ahahaha

wingsonthewaydown:

bluelightofthetv:

playerspulse:

Quick, Fox!  Do a barrel roll!

(via playerspulse)

Ahahaha

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T-minus 5.

T-minus 5.

Tags: nintendo mario
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Folks, I’m concerned. I’m concerned because this screenshot is from Nintendo’s upcoming Metroid: Other M.
Does this excite you? No? Okay, how about this one.

…still no?
Me either. I’ll be the first to tell you that a game isn’t about how it looks; it’s about how it plays. And from what this, um, guy at Kotaku says (seriously, did this guy write this with his elbows and thumbs?), and from what Matt Casamassina and Craig Harris at IGN have to say, the game is going to be fantastic. I really do trust Matt Casamassina (been reading his stuff since N64.com!), and here’s what he’s got to say about it:
I was skeptic, but now I’m a believer. People, this works. It’s fresh. It’s fun. It’s stunning. We’ve waited decades for a few tasty morsels about Aran’s history and now we’ll get to watch it all unfold in cinematic glory as we take out the Space Pirate trash and explore an immense, lush world — all with blazing fast controls. I will be counting the days until June because Other M has leaped to the top of my must-have list.
I’d characterize that as glowing praise. But I’m still concerned.
What’s the deal with the neon color palette? Where’s the atmosphere that made the Metroid Prime games so memorable? I don’t see any of that in these screens. It looks plastic and boring, frankly.
I’m more than pleased to hear Nintendo is trying to infuse this universe with a richer story, but how about pairing that story with visuals that engage us?
Why is everything so shiny?!
Am I alone in thinking these screens are actually quite bland and forgettable? Let me know, Metroid fans.
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Folks, I’m concerned. I’m concerned because this screenshot is from Nintendo’s upcoming Metroid: Other M.

Does this excite you? No? Okay, how about this one.

…still no?

Me either. I’ll be the first to tell you that a game isn’t about how it looks; it’s about how it plays. And from what this, um, guy at Kotaku says (seriously, did this guy write this with his elbows and thumbs?), and from what Matt Casamassina and Craig Harris at IGN have to say, the game is going to be fantastic. I really do trust Matt Casamassina (been reading his stuff since N64.com!), and here’s what he’s got to say about it:

I was skeptic, but now I’m a believer. People, this works. It’s fresh. It’s fun. It’s stunning. We’ve waited decades for a few tasty morsels about Aran’s history and now we’ll get to watch it all unfold in cinematic glory as we take out the Space Pirate trash and explore an immense, lush world — all with blazing fast controls. I will be counting the days until June because Other M has leaped to the top of my must-have list.

I’d characterize that as glowing praise. But I’m still concerned.

What’s the deal with the neon color palette? Where’s the atmosphere that made the Metroid Prime games so memorable? I don’t see any of that in these screens. It looks plastic and boring, frankly.

I’m more than pleased to hear Nintendo is trying to infuse this universe with a richer story, but how about pairing that story with visuals that engage us?

Why is everything so shiny?!

Am I alone in thinking these screens are actually quite bland and forgettable? Let me know, Metroid fans.

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New Super Mario Bros. - ★★★
I realize this game is going on four years old, but hey, I just finished it recently.
This is a really fun game. If all you want is one sentence to sum it up, here’s the one you probably expected: Nintendo returned to Mario’s 2D roots and made a really fun Mario game in New Super Mario Bros. for DS. So fun that I was compelled to collect every star coin—meaning, I completed the game. This is news; I’ve rarely completed games from top to bottom, start to finish, corner to corner. Only a handful come to mind: Star Fox 64, Super Mario Kart, The Legend of Zelda: Wind Waker, Super Mario World, Star Wars: Rogue Squadron (the first one for Nintendo 64), and now New Super Mario Bros. There may be others I’m missing, but the point remains that this game was fun enough for me to enjoy investing my time in finding every secret.
With that said, you’re probably wondering why I gave it only 3/5 stars. Well… what kept it from a higher score was its complete lack of anything noteworthy or memorable. I wasn’t keeping track of any exact times, but I’m fairly certain I beat the final boss under five hours into the game, and that’s including time I spent exploring. The game overall was just much too easy. I don’t think I died once until the final world. Even completing the game by collecting all the star coins was a relatively painless affair; only three or four involved any actual skill to retrieve. I understand there’s a need to make the game easy to pick up and play (more appealing to children and casual gamers on the go), but many times I found myself disappointed or underwhelmed at the game’s difficulty and wished for something more challenging.
Another aspect I found supremely lacking was the game’s utilization of the DS’s capabilities—which is to say, it didn’t use them at all. For example, when you go down a pipe, Mario drops to the bottom screen, which now becomes the play-action screen. It would be cool if you could use the stylus in these moments to perform some novel act with Mario or interact with the environment. But the game does nothing to leverage this opportunity, and unfortunately, it never does in any other circumstance either.
This is what separates New Super Mario Bros. DS from being a great game: it has the unfortunate talent of substituting charm for cleverness more often than not. Where it could do something fun and novel, it opts instead for fun and familiar. The mega and mini mushrooms are cool power-ups in their own right (the mini being the more interesting one), but these are just new power-ups—they’re not new ways of playing Mario. The raccoon hat brought flight to Mario in Super Mario Bros. 3. Yoshi brought multilayered gameplay to Mario in Super Mario World. These two things genuinely changed how we play a Mario game. New Super Mario Bros. did nothing of the sort, and is worse off for it.
Again: a fun game, but too easy, and ultimately too unimaginative.

New Super Mario Bros. - ★★★

I realize this game is going on four years old, but hey, I just finished it recently.

This is a really fun game. If all you want is one sentence to sum it up, here’s the one you probably expected: Nintendo returned to Mario’s 2D roots and made a really fun Mario game in New Super Mario Bros. for DS. So fun that I was compelled to collect every star coin—meaning, I completed the game. This is news; I’ve rarely completed games from top to bottom, start to finish, corner to corner. Only a handful come to mind: Star Fox 64, Super Mario Kart, The Legend of Zelda: Wind Waker, Super Mario World, Star Wars: Rogue Squadron (the first one for Nintendo 64), and now New Super Mario Bros. There may be others I’m missing, but the point remains that this game was fun enough for me to enjoy investing my time in finding every secret.

With that said, you’re probably wondering why I gave it only 3/5 stars. Well… what kept it from a higher score was its complete lack of anything noteworthy or memorable. I wasn’t keeping track of any exact times, but I’m fairly certain I beat the final boss under five hours into the game, and that’s including time I spent exploring. The game overall was just much too easy. I don’t think I died once until the final world. Even completing the game by collecting all the star coins was a relatively painless affair; only three or four involved any actual skill to retrieve. I understand there’s a need to make the game easy to pick up and play (more appealing to children and casual gamers on the go), but many times I found myself disappointed or underwhelmed at the game’s difficulty and wished for something more challenging.

Another aspect I found supremely lacking was the game’s utilization of the DS’s capabilities—which is to say, it didn’t use them at all. For example, when you go down a pipe, Mario drops to the bottom screen, which now becomes the play-action screen. It would be cool if you could use the stylus in these moments to perform some novel act with Mario or interact with the environment. But the game does nothing to leverage this opportunity, and unfortunately, it never does in any other circumstance either.

This is what separates New Super Mario Bros. DS from being a great game: it has the unfortunate talent of substituting charm for cleverness more often than not. Where it could do something fun and novel, it opts instead for fun and familiar. The mega and mini mushrooms are cool power-ups in their own right (the mini being the more interesting one), but these are just new power-ups—they’re not new ways of playing Mario. The raccoon hat brought flight to Mario in Super Mario Bros. 3. Yoshi brought multilayered gameplay to Mario in Super Mario World. These two things genuinely changed how we play a Mario game. New Super Mario Bros. did nothing of the sort, and is worse off for it.

Again: a fun game, but too easy, and ultimately too unimaginative.

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"It’s ironic because it is precisely the hardcore Nintendo fan who is most influenced by the company’s changed practices. With the rare exception — a morsel of food for the starving — we are not getting the titles we want because Nintendo has hit upon a winning formula, which is to make quicker, cost-efficient software, sit back and then reap the rewards. The expanded audience doesn’t read every word about the next title in the Legend of Zelda franchise. It doesn’t care if New Super Mario Bros. isn’t as beautiful as it could and should be. We do. And yet many of us defend Nintendo even when its motives benefit the business, not the players. We celebrate its monthly sales victories and then we re-play Super Mario Galaxy, Twilight Princess, and Smash Bros. while we sift through Nintendo’s cash-ins on the way to its next big thing."

Column: Nintendo is Lazy and You Don’t Care - Wii feature - at IGN : I couldn’t help but agree with Matt Casamassina’s article about Nintendo’s apparent disregard for making all their games truly exemplary. I caught my first whiff of “why-not?” suspicion when I couldn’t take Yoshi to other levels in New Super Mario Bros. Wii. Think about it: in Super Mario World, once you got Yoshi, you had him as long as you could keep him. And not only could you take Yoshi to every level (except the castles, I know), but every level had something in mind for him.

Why couldn’t they do this with Mario Bros. Wii? Why couldn’t Nintendo make Animal Crossing look and play something like an actual new game? Why couldn’t Nintendo make a new version of Pikmin or Donkey Kong Jungle Beat rather than rehashing old GameCube titles with Wii controls (that sometimes don’t quite work)? Matt’s conclusion is they’re more worried about the bottom line than about gamers’ experiences. He sums it up nicely with this line, emphasis his:

And so what if New Super Mario Bros. Wii plays and looks like the DS title before it? Who cares if the game’s graphics aren’t dazzling? It’s fun, isn’t it? That’s what matters.

If the Wii is proof of anything, it’s that taking risks and making bold strides in a new direction are rewarded handsomely when executed right. Nintendo deserves respect for the gumption it took to make that move. But, as Matt’s article points out, what matters is that Nintendo shouldn’t just be making fun games, because lots of companies do that. What Matt wants, and what I want, is Nintendo to always make Nintendo games. And that means the very best that anyone can make.