- developed by Takara Tomy A.R.T.S. and Marvelous AQL
- uses plastic cards for battling
- has a 50-inch display oriented in a portrait configuration
- 50 "Olé Cards" will be available at a launch
- cards feature QR codes and other stats relevant to each Pokémon
- rest your cards on a special rack before inserting them into the machine's dual card slots
Placed after the jump due to autoplay...
A portion of a classic Super Mario Land 2 interview with director Hiroji Kiyotake...
Q: What was the idea behind Wario?
Kiyotake: We imagined Wario as the Bluto to Mario’s Popeye. The truth is, we kind of came up with the idea of the name first, and everything else came after. Since he was a “warui” (bad) guy, he should be Wario. And we had the idea to flip the M upside down. To our surprise, the idea was a big hit with everyone on the team.
Q: What was your process for creating the character of Wario?
Kiyotake: Whenever I had the idea for a character—not only Wario—the first thing I would do is talk it over with Hosokawa. If he thought it was cool, I’d present it to the rest of the staff. Then, once I thought the idea could work, I’d discuss the details of the sprite animation and movement with Harada. That’s the process I went through for Wario and all the other characters in SML2. Granted, there were a lot of direct rejects, or characters that no one took a liking to.
Q: Can you tell us about Wario’s past/origins?
Kiyotake: There’s been a rumor going around the Wario was childhood friends with Mario, but it’s just a rumor: I don’t know if it’s true or not. His favorite food is crepes. That much seems true…
A portion of a 4cr interview with Saturnine Games...
4cr: On that note, it is time to catch up on all things Antipole DX. The game was supposed to see a release last year, but here we are on May 2016 and the game isn’t out yet. What happened?
SG: We had two big issues that led to the delay. The first was that we were unable to reuse as much work from the original game as I had originally intended. We began by updating the controls and replacing the core graphics. As the new game started to come together, we quickly realized that we wouldn’t be able to just reuse the old level designs as is and would have to recreate them from scratch. Once we began down that path, I ended up extending the levels and changing the parts I wasn’t thrilled with. My least favorite levels from the original were removed and replaced with new ones. This was in addition to the new levels I planned to add from the start.
The other issue leading to the delay was due to adding features. At the start, I had a list of ideas that I didn’t consider essential, but wanted to add if we had time. As we continued along with development, I started to feel that a lot of those ideas really needed to be in the game. If I was going to take the time to make this game a second time, I shouldn’t leave anything out.
4cr: With Mutant Mudds Super Challenge launching day and date on Wii U and 3DS and as a cross-buy release, are you considering something similar for Antipole DX?
SG: I’m a big fan of cross-buy, so I’d really like to do it. I haven’t asked Nintendo about it yet though, so I can’t confirm that it’ll happen, but we’ll see!
Wii U games:
Resident Evil Revelations - $9.99
Dungeons and Dragons: Chronicles of Mystara - $5.99
Ducktales: Remastered - $5.10
Monster Hunter 3 Ultimate - $13.59
Mega Man Legacy Collection - $9.99
Super Street Fighter IV 3D Edition - $4.99
Resident Evil Revelations - $4.99
Monster Hunter 3 Ultimate - $13.99
Resident Evil: The Mercenaries 3D - $4.99