Virtual Console - lineup for June 29 in Japan, lineups for next week

This week (July 29):

The Legend of Zelda: Majora's Mask (Nintendo, Nintendo 64, 1,234 yen)

Front Line (Square Enix, Famicom, 514 yen)

Next week:

River King 5 (Marvelous, Game Boy Advance, 702 yen)

King's Knight (Square Enix, Famicom, 514 yen)

Story of Seasons: Trio of Towns - Yoshifumi Hasimoto interview

Here is a portion of a NintendoLife interview with Yoshifumi Hashimoto, head of development over at XSEED.

Westown looks to be based on the North American Wild West, and Tsuyukusa on traditional Japan — is Lulukoko based on a specific culture or country?

Actually Westown isn't just based on North America — it's a mix of North America and other countries too, and it's the same for Lulukoko. I made it as a mix of lots of tropical island countries.

Besides the three towns, another thing that jumped out at me while playing the game was how much more animals felt a part of the experience, especially pets. How did that come about?

As you mentioned, in previous Story of Seasons games there would always be farm animals, like cows and chickens that you can get products from, but this season there's going to be lots of pets that you can have as well — 28 different kinds! That's mostly different kinds of cats and dogs, but there are also going to be Capybara and some special pets too. In real life it's hard to have some types of animals, like a Capybara or a Maine Coon cat, but you can have them in this game! They can stick with you everywhere you go and help with whatever jobs you have, and even go to events with you, so they'll be next to you to see how you do on the farm, and they'll always be there to cheer you up.

More can be seen in the source link below.

The Legend of Zelda: Breath of the Wild playable at Japan Expo, but not for everyone

If you missed the chance to play Zelda at E3, there will be an opportunity to play the demo at this year's Japan Expo in France. However, only a few will be selected. Here's how to get that chance:

- Take part in the Legend of Zelda cosplay contest, where 40 winners will be selected

- Participate in the Legend of Zelda art contest - 30 winners will be selected

- Email to the Nintendo newsletter, where 100 winners will be selected

Keep in mind only people living in France can participate in these contests. More information (in French) can be seen here and here.

1992 interview with Shigeru Miyamoto and Mario Kart team talks about drifting, battle mode

The power of the internet strikes again! This time translators have provided an interview from 1992 with not only Shigeru Miyamoto, but also the Super Mario Kart team on the game. Here's a look at the inception of the game:

Miyamoto: We started doing some early experiments in Fall of 1990, and when it looked like we were on to something fun, we chose the directors. The main development really got started around April of last year.

Masato Kimura: I can’t remember, when did we first come up with that guy with the big helmet on…?

—What is that?

Kimura: Before we used Mario characters, the driver was just a normal racer with a helmet.

Tadashi Sugiyama: At the beginning of the development we did a bunch of research. I read an introductory book on kart racing, and a video called “Drift Contest.”

Miyamoto: The biggest extravagance of all was taking everyone to the Nemu no Sato amusement park for a day of go-kart racing. We could have made this game without that bit of “research”! (laughs)

Sugiyama: Oh no, it was very helpful. (laughs)

Miyamoto on Battle Mode:

Miyamoto: Mario Kart has four game modes: Grand Prix, Match Race, Time Trial, and Battle Mode. But Time Attack was really more of a bonus addition. I know that ultimately, a racing game must include a time trial mode, so it was something we had to add, but it was a part of the game we figured we could leave to the end. The thing we spent the most time thinking about was the Battle Mode.

The very fact that Battle Mode has nothing to do with racing is what made us want to add it, and give it special attention. It helped strengthen the image of the game: it’s not, “you get to become a world class racer!”, but rather “you get to race around and play in this go-kart with your friends!” To tell you the truth, I think we could have made a couple more games around that basic concept. Maybe a game where you use poles and compete in slalom skiing, or something with a jump platform, and you see who can get the highest jumps.

More of the interview (provided by Shmuplations) can be seen in the source link below.

GoNintendo 'End of Day' thought - Last week's video content from GoNintendo

Time to call it a night, boys and girls. Boy, didn't that shareholder meeting seem like it was going to go on FOREVER?! Man, I couldn't believe how it just kept rolling on without any juicy details! Oh well, I guess that's why it's a meeting for the shareholders. Thanks for sticking with us during it all! Catch you in a few, short hours.

Time for our weekly wrap-up of video content from GoNintendo! These are the original videos created for just you guys and gals. Thanks so much for your support with each week's worth of content! I always appreciate the time you take watching our features.

First up is the latest episode of Parents Play. My Mom and Dad sat down with the original Sonic the Hedgehog in honor of the blue blur's 25th anniversary. Good news for those of you that don't have time to dedicated to the usual 40+ minute episodes. This week we come in at half that time!

We also have episode 567 of the GoNintendo Podcast. This was one of those rare episodes where I had to tackle the news on my own. Solo shows definitely have a different vibe from the usual production, but I owe it all to you guys for making it possible! I couldn't get through it without you.

Finally, we have the latest episode of Eggbusters. Austin sits down with Metroid Prime to once again try and tackle a glitch that has been giving him trouble for over 3 years. I admire that kind of dedication!

Monster Hunter Generations devs talk dev goals, future series goals, not going annual

A portion of a GamesBeat interview with Ryozo Tsujimoto (executive producer for the Monster Hunter series) and producer Shintaro Kojima...

GamesBeat: With Generations, you brought in a lot of old elements and old monsters and mixing them with new things. What were some of your development goals? What were you hoping to accomplish?

Tsujimoto: It’s been more than 10 years since the series started in 2004. We wanted to celebrate the series’ history, now that we’ve passed that anniversary. We wanted this to have a festival feeling, a special event. That’s why we introduced some classic environments and monsters that veterans will pick up on, something to give it a nostalgic feel. But we’re also adding completely new monsters and areas at the same time.

We’ve also found that over the 10-plus years of series history, we’ve seen a lot of play styles out there from different hunters. Everyone has their own preference and we wanted the gameplay to reflect that in its mechanics, so everyone could play in a specialized way that suits them. That’s why we introduced new gameplay elements like hunter styles and hunter arts. That requires you to drill down into not just choosing one of the 14 weapons, but choosing one of the four styles as well. You can really say, “This is what suits me as a hunter.” You can show off your uniqueness.

GamesBeat: What’s one thing that you would like to see in future Monster Hunter games, something you tried to do in the past but maybe couldn’t fit in?

Tsujimoto: We’ve been able to put just about everything we want into each project as we’ve gone along through the years. To be honest, even if there was something on the back burner that was coming up for a future title, I wouldn’t tell you. [Laughs]

Kojima: I worked specifically on Monster Hunter Generations, and I’m really pleased that I was able to get all of my ideas into the game.

GamesBeat: With Generations, we’ve seen two years in a row now that the U. S. has been lucky enough to get a Monster Hunter game. Is one of your goals going forward to make this an annual series?

Tsujimoto: Even in Japan, we’re not dogmatic about whether this is an annual franchise. We don’t have to release one every year. With the number of games that have come out in Japan, it may have wound up being annual, more or less, but it isn’t because we decided to make that a deadline.

Talking about the west, as you say, this is the first time we’ve had two years in a row with a new Monster Hunter game, which is great for our fans. We’ve seen a lot of feedback from players about the amount of time it takes us to bring a new game over from Japan. Localization has to be done. We’ve tried to refine that process and make it more efficient, so that we’ve been able to make that gap shorter and shorter. This is the shortest wait we’ve had so far. It’s still a matter of months, but in the past some titles have taken up to a year. We’re getting closer and closer to the Japanese release time frame.

In the future, I’d love to be able to reduce that wait even further and get Monster Hunter out simultaneously in the U. S. and Japan. We’ll keep doing our best to bring our games to western players as fast as possible. We appreciate everyone’s patience.

Yo-Kai Watch 3 preload now live in Japan