Diffusion Million Arthur launched in Japan via 3DS eShop in October 2014. Square-Enix has announced that as of October, they will no longer support the title. That means players won't be able to purchase MiraCoins as of September 30, and the full closure happens on October 31st. Square-Enix is ending the game because they find it 'difficult to continue providing a satisfactory experience to users.'
The creator behind this level has beaten every single component of the level individually, but he hasn't been able to string together a complete run in order to upload the level online. He's been working an entire year on trying to make that happen. You can bet that as soon as he does, he'll have this sucker online to torment the rest of the world!
A portion of a Nintendo Life interview with Jools Watsham of the newly-announced Atooi...
NL: Can you tell us about the Atooi team, and those you'll be working with?
JW: Yes, we're getting the band back together – as it were – in terms of what was Renegade Kid's "2D team". Matthew Gambrell, who handled the programming of Mutant Mudds, Bomb Monkey, Xeodrifter, Treasurenauts and many other titles is the programmer at Atooi. Matthew and I work very well together as a team. We both have a deep respect and much love for the 2D genre and push ourselves to create games worthy of the impressive legacy established in the 16-bit era."
NL: Can you outline the key ideas and features of Chicken Wiggle?
JW: There are three key elements to Chicken Wiggle, which are immediately presented to the player when the game is started: Play, Create, and Share.
Play: This is the main story mode where you learn about the villain, their dastardly deed, and what your goal is. There are over 60 levels in this mode, which introduce you to a vast variety of interactive gadgets, hazards, and enemies. All of which are available to the player in Create mode.
Create: When you're in the mood to create something, this mode provides access to all of the various game elements for you to create your own levels. There are 60 empty level slots for you to fill with your own creations. In addition to placing platforms and utilizing the dozens of unique gameplay elements, you can also choose between various gameplay rules, and art themes for your creations.
Share: Once you're ready to share your creation with the world, the Share mode takes you to the Chicken Wiggle community portal. This is a pretty robust system that enables you browse through all of the custom levels that players have uploaded to the server by filtering through various search criteria, such as popular, latest, official Atooi levels, search tags, and so on. Each level is visually presented in a list that provides a cropped snapshot of the level, the author's name, number of downloads, favorites, etc. Once you see a level that interests you, simply tap the Play button to immediately jump in. If you want to keep that level on your device, you can download it and also edit it yourself.
Uploading your own levels is easy too. The only criteria is: you must be able to complete your own level. Once you have met that criteria, you can publish your game by uploading it to the server for other players to play and enjoy. You can name your level, add a longer description or hint line of text and define the search tags for your level.
A portion of a USGamer interview with Yuu Miyake, executive producer for the Dragon Quest series, and Noriyoshi Fujimoto, the producer for the remake...
USG: Both, really. DQVII was a very very popular game in Japan, one of the most successful in the series. I'm curious how you approach it for the home audience that already loves the game, versus the American audience, which... there wasn't a very big audience at that time for Dragon Quest. It had been forgotten by a lot of Americans because the series hadn't been localized for so long at the time.
Square Enix: For the Japanese version, we decided, after 10 years, to produce a remake. For the longest time, we didn't think we could remake DQVII, because the game was so big. So, we kind of went back and forth, back and forth for a while. We weren't really sure how to revitalize the game. Should we add new content? Should we change how the game would be presented to players?
When 3DS was announced, we realized that users would be able to basically pick up and play for a little bit, which made a really good match for how Dragon Quest VII plays out — it's is a sequence of short stories. We realized that if we didn't take this opportunity and run with it, then we wouldn't be able to create another remake, so we decided to do this.
Up until Dragon Quest VI, it was very easy to do a remake... but Dragon Quest VII, because it was so large, we were a little bit hesitant at first. And we also wanted to respond to the Japanese fans who were so used to getting remakes, they were able to get the remakes of Dragon Quest IV, V, and VI, and so they were like, "Where's VII"? We really wanted to answer to that need.
For the U.S. and European versions, there were a lot of fans that were requesting the remake, so we decided to localize it as well. Because of the business side of it, we actually didn't have any plans to create a remake of DQVII for the longest time, but a lot of fans used Facebook and social media and approached us and requested us, so we decided to move forward on that. And then, we were also able to get support from Nintendo, so we were able to do this as well.
USG: But it's not just the visuals which have changed for this remake. I played the first few hours of the import version, and, the beginning seems different from the original PlayStation version, much faster. Can you talk about how much the actual play has changed, and how you came to the choices that you did in terms of changing content and changing up the flow of the play and so forth?
Square Enix: One of the biggest things that we wanted to do... a lot of the players of the original Dragon Quest VII could not go to the ending. They could not complete the game. We heard a lot of feedback from the fans that they couldn't find the tablets, or that the puzzles were too difficult. So, in terms of puzzle, we kept the essential puzzles, but for the other ones, we've sometimes gone and deleted them or revitalized them, and overall made everything a little bit more compact. And in terms of story, there were untold stories in the original version, so we did add a little bit of that into the main game.
We focused on the functionality... well, not functionality, but the benefits of 3DS, where users are able to pick up and play. We tried to create more of a bite-sized story, where users would be able to pick up and then finish that sequence and move on to the next.
We've also rebalanced the battle system. In the original version of the game, you had four or five vocations, and then there were 54 jobs total within those vocations. We noticed that a lot of users were only using a few of those job, and we felt it was a shame that they weren't able to experience them. So, we realized that we wanted players to be able to change jobs as much as possible so they could experience all the different types of jobs and the special abilities for each. In order to change jobs you need to complete a certain number of battles, so for the remake we decreased that number, meaning that players will be able to change jobs a little bit easier.
There's also that little creature at the very top left corner [of the box art] — that is a new character that was introduced in this title that [character designer Akira] Toriyama created. Part of the feedback we saw following the original game was that players weren't able to find all the tablets [necessary to unlock new areas of the game]. So we created this new character. He's a little spirit, a faerie, and he introduces a beacon that flashes when the players are close to a tablet. So, they'll be able to find it more easily.
With rumors stating that the NX is going to be a console/portable hybrid, many were figuring that the 3DS' days were numbered. That might not be true, if our friend Emily Rogers is to be believed. She's heard info that points to 2018 support for the 3DS, which means the portable still has a couple years left in it. Will we see more new content announced, or will the ride to 2018 involve NoA localizing titles that haven't left Japan yet?