A portion from a NintendoLife interview with Puzzle & Dragons: Super Mario Bros. Edition producer Daisuke Yamamoto...
"We paid attention on making it as Mario-like as possible, since we have great respect for the world of Mario," Yamamoto said. "Otherwise we had great deal of freedom in developing the gameplay. We were lucky enough to have a dialogue with Mr. Miyamoto where we got to exchange opinions; that was a ton of fun! Imagine, being able to make a game with such a world-renowned designer!"
Busy day today...busy day tomorrow as well. Let's hope it brings some good news with it. I could sure use some of that! See you in a few, short hours!
It's been a long time coming, but Splatoon is finally here! Well...it's almost here. What we DO have for you is our review of Splatoon! It'll be live on the site come 10 A.M. ET. With that said, there are a few points that I need to discuss before the review goes live.
1. The copy of Splatoon I played for review allowed for online play with other press members. Servers were not jam-packed with people trying to play online, so there were no traffic issues.
2. Only amiibo functionality tested was that of the boy inkling, as that was the only one available.
3. The only ranked battle option was Splat Zones.
Just wanted to make sure that info was clear before you read the review. Obviously the big one is online play. I will be writing a separate feature on the online play of Splatoon once the game officially launches to the public. Let's hope that Nintendo's global testfire events helped Nintendo to prepare for the first-day rush!
I believe that's it! I hope you enjoy the review when it goes live later today. Looking forward to sharing it with you!
In December 2014, we decided to upgrade Road Redemption's game engine from Unity 4 to Unity 5, assuming it would be a rocky road, and it certainly has been. But we're nearing the light at the end of the tunnel (the tunnel is at the end of the rocky road, naturally). We should have a major update out in the next 2 weeks.
Why did we upgrade to Unity 5.0, if it was such a clusterfrack?
Performance, for one thing. Unity 4 used a very old version of Physx for its physics calculations. It didn't make use of multi-threading for physics, meaning all physics calculations happened on a single CPU core. This is the main reason Road Redemption had much better performance on Intel CPUs than on AMD CPU's. Intel chips are much better at single-threaded processes.
Nintendo is on Snapchat now! Follow user NintendoAmerica or scan the Snaptag on the photo to add us! pic.twitter.com/3SQumXHBHb— Nintendo of America (@NintendoAmerica) May 26, 2015