Bandai Namco Entertainment is removing Magi: The Labyrinth of Beginning from the Japanese 3DS eShop. Both the game and the demo will be removed on Jan. 25th, 2018. No reason for the removal was given.
Changes to Multiplayer
Fixed an issue in which the bubble effect displayed when taking damage while submerged would not be displayed if you even momentarily went outside of the ink or treaded on opponent’s ink.
Fixed an issue in which, if the player activated the Splashdown while swinging a Roller- or Slosher-type weapon, other players would see them as floating up while holding their weapon aloft.
Fixed an issue in which, if the player rolled and inked immediately after doing a vertical swing with a Roller-type weapon, other players would see them as having put away the Roller.
Fixed an issue in which, if the player activated the Splashdown towards certain water surfaces, it would display as exploding on other players’ screens, despite it showing the player dying in the water before the explosion on the screen of the one who activated the Splashdown.
Fixed an issue in which, if multiple players were overlapping as they move along an Ink Rail, they would move slightly away from the center of the screen.
Fixed an issue in which bubbles from a Bubble Blower could take damage from attacks on the other side of terrain when they were close to the surface of said terrain.
Fixed a rare issue in Clam Blitz in which players could obtain a clam or power clam that just spawned without having actually touched it.
Fixed an issue in Clam Blitz in which, when the goal is located in an upper area, clams or power claims would occasionally be placed somewhere making them unable to be gathered
Fixed an issue on The Reef in Rainmaker and Clam Blitz in which players could enter the opponents’ base without using the main route.
Fixed an issue on Starfish Mainstage in which, when certain walls are hit by ink, the ink would not show up correctly.
Fixed an issue on Starfish Mainstage in Turf War in which players could get points for inking a portion of un-inkable floor.
Fixed an issue where the game would forcibly close when a player did a Splashdown in a certain spot under the drawbridge as it was coming down on them in Sturgeon Shipyard.
Fixed an issue on Moray Towers in which players could stay in squid form on certain narrow steel girders.
Fixed an issue on Snapper Canal in Turf War in which players could ink beneath certain obstacles and get points for it.
Adjusted the placement of terrain outside of the stage in Walleye Warehouse, and removed a space from which players could attack only from one team’s base.
Fixed an issue on Walleye Warehouse in which a player using an Inkjet could climb above the terrain using a light placed only in one team’s base.
Adjusted the lighting in Shellendorf Institute so the brightness doesn’t blow out depending on how light is reflected into the camera.
Fixed an issue on Shellendorf Institute in which, when certain unsinkable walls are hit with ink, the game would show the same animation as inking an inkable wall.
Fixed an issue on Shellendorf Institute in which bombs thrown at certain walls would disappear without exploding.
Fixed an issue on Shellendorf Institute in Splat Zones and Tower Control in which players could briefly through the surface of certain areas of terrain.
Fixed an issue on Shellendorf Institute in Turf War, Splat Zones, and Clam Blitz in which the box in the center would not be displayed on the Turf Map.
Fixed an issue on terrain that moves in Shifty Station which would occasionally move in a halting fashion.
Specifications for some of the main weapons have been changed
Specifications for some of the sub weapons and special weapons have been changed.
Specifications for points required for some specials have been changed.
Changes to Salmon Run
Fixed a rare issue in which a player would clip into the terrain if they touched a Scrapper stopped on a slope.
Fixed a rare issue in which the hit animation would displayed in an incorrect place when a player get a direct hit on a Scrapper with the Sloshing Machine.
Fixed a rare issue in which throwing a bomb into a Flyfish right before its hatch closed would cause the next bomb passing through that location to detonate instantly.
Fixed an issue in which, if any player disconnected in the interval between waves, and all remaining players died in the next wave, the job would not end until time ran out.
Fixed an issue in which it was possible to cause damage to a Gusher in background terrain.
Fixed an issue in which a piece of terrain seemed to be floating in air when viewing a match in Walleye Warehouse using the overhead camera in Spectator Mode.
Fixed an issue in which certain gear was displayed brightly even when in shadow.
Fixed an issue in which, when taking a picture with an amiibo in certain stages, a character’s hands and feet would clip into terrain or another character.
Fixed an issue where the equipped gear of a player with a star on their rank would change to Splattershot Jr. when they appear in the plaza.
Nintendo Co., Ltd., Creatures Inc. and Game Freak are gearing up for some Pokemon Cafe fun. The companies have registered trademarks for ‘Deluxe Tokyo’, ‘Tokyo Deluxe’ and ‘DX Tokyo’, all of which are related to Pokémon Café and Pokémon Center Tokyo DX. Both of these are scheduled to open on March 14th, 2018.
It seems like Super Meat Boy Forever has been in development for, well...forever. Turns out that forever is a slight overstatement, but the game has certainly been in development for a number of years. Team Meat's Tommy Refenes states in a Dtoid interview that the game's first work started back in 2011, but stalled a few years later. It wasn't until 2016 where the project kicked off again.
Near the very end of 2016, Super Meat Boy and Team Meat moved to me to continue. Work began again on Super Meat Boy Forever in early January 2017. After almost 3 years, I was aching to realize this game. All I had at that time was the prototype from 2014 but no longer was this going to be the palette cleanser game in between big projects…. This was now going to be the big project.
So... I scrapped everything and re-approached the development with “This is Super Meat Boy 2” in mind. I kept the base controls and feel I’d designed, I got rid of all the assets, I got rid of my level generation code, I got rid of the few prototype levels we had, and I started over. Not quite a blank C++ project, but pretty close. I did keep the music because Ridiculon is awesome and timeless.
If you want to check out more on how Super Meat Boy Forever got to where it is now, make sure to check out the full interview.
Tak Fujii is bringing some rhythm action to the Switch with Gal Metal. As of right now, we know the game is releasing in Japan, but what about a localization for the rest of the world? Mr. Fujii himself had a chat with Nintendo Life, and his response on the subject causes some concern.
Localisation is hard because of how comics are read in Japan - from right to left, not left to right. If we bring to the west, text will have to be turned around and translated; it is easier to have subtitles, but not ideal.
Sounds like a localization is at least something Fujii has thought of, but it seems like a tough one to tackle. Let's hope he finds a team willing to take up the work.
We consider ourselves very fortunate to have the incredibly talented Phonetic Hero on board with this project. Over the past few months he’s been bringing an assortment of catchy tunes – tunes that we’ve frequently found ourselves humming around the office – for every commander in the game.
Some of you may already have heard his work, as featured in our announcement trailer last year, and he’s continued to impress us with both the quality and variety of his work. Speaking for myself, I’ve been so excited about where the soundtrack is going, that it’s been agonizing not being able to share the progress sooner!
Luckily, today I’ve been given the go ahead to share with you a sample of Phonetic Hero’s work. This is the theme of the Felheim commander, Ragna; the patchwork valkyrie of the undead legions.