Arcade1Up says they've tried to talk with Nintendo about a collaboration

Make it happen, Nintendo!

The Arcade1Up series of arcade cabinets and more aims to bring the arcade experience home. The company has released a number of classic arcade units like Pac-Man, NBA Jam, Golden Axe, and more. The one company Arcade1Up hasn't worked with is Nintendo, but they're definitely trying to.

In an interview with Comicbook.com, Tastemakers LLC's Marketing Director David McIntosh says that his team has been trying to work something out with Nintendo, but it seems there's been no movement so far.

"We've been trying to get Nintendo for the longest time, so if you have any connections over there, you let us know. But for us, it's just been like we want to do Nintendo. There's no reason not to. We have, I think it's eight or nine, I think it's nine out of 10 of the top arcade games of all time, and the 10th is the one we don't have, which is under Nintendo's IP. So that's been the one we've been really looking out for. The rest of them we either have secured the rights for and it's on its way or we've already done in the past all but Nintendo at this point."

Obviously Arcade1Up wants to work with Nintendo for a Donkey Kong cabinet release. Will the Big N ever allow the collaboration? Perhaps if fans share interest, the wheels could be put in motion.

Streets of Rage 4 executive producer shares insight into how the game's soundtrack was created

Give me a beat!

Any Streets of Rage fan can tell you how important music is to the gameplay experience. That meant the pressure was on for the team behind Streets of Rage 4. How did they manage to cook up a soundtrack worthy of the franchise's legacy? Streets of Rage 4 executive producer Cyrille Imbert shared some insight in a feature with Nintendo.

The first idea was to have a main composer who would bring harmony and coherence throughout the game. Olivier Deriviere is not only a great composer and a fan of electronic music, but he also completely understands the relationship between music and gameplay—which is vital for a Streets of Rage game. Deriviere approached the progression of the game as a DJ set. He tried to start with something that was a little more downbeat and slower, and then, as you progress, the music reflects the sense of adrenaline and urgency.

Check out the full feature here

Classic Mother 3 interview with Satoru Iwata gets a fan translation

A blast from the past

Think you've seen, heard, and read everything there is to know about the development of Mother 3? Well that changes today, as the very first interview ever conducted about the game has been translated, and it features none other than the late, great Satoru Iwata.

The first interview for Mother 3, back when it was an N64 title, was conducted in the July 1996 issue of Dengeki Nintendo 64. In that feature, Iwata discusses the Mother series in general, as well as some tidbits about the upcoming sequel. You can check out the full interview here.

The Famicom's designer thought Nintendo's president was drunk when he requested the creation of the system

From drunk ramblings to a pop culture phenomenon

Masayuki Uemura is the man responsible for the Famicom and the NES. While others in the company were making games, Uemura handled the hardware creation from the get-go. Without Uemura, the Famicom and NES could have turned out completely different.

In an interview with Kotaku, Uemura reveals that he didn't even think the request to create the Famicom was real at first. He mistook the mandate as nothing more than the drunk ramblings of then president Hiroshi Yamauchi.

It started with a phone call in 1981. President Yamauchi told me to make a video game system, one that could play games on cartridges. He always liked to call me after he’d had a few drinks, so I didn’t think much of it. I just said, “Sure thing, boss,” and hung up. It wasn’t until the next morning when he came up to me, sober, and said, “That thing we talked about—you’re on it?” that it hit me: He was serious.

Once Uemura realized Yamauchi was being serious, work on the platform began. It turns out Yamauchi had even more impact on the Famicom's creation, as he came up with the color scheme.

The colors were based on a scarf Yamauchi liked. True story. There was also a product from a company called DX Antenna, a set-top TV antenna, that used the color scheme. I recall riding with Yamauchi on the Hanshin expressway outside of Osaka and seeing a billboard for it, and Yamauchi saying, “That’s it! Those are our colors!” Just like the scarf. We’d struggled with the color scheme. We knew what the shape would be, but couldn’t figure out what colors to make it. Then the DX Antenna’s colors decided it. So while it ended up looking very toy-like, that wasn’t the intent. The idea was making it stand out.

Latest Monster Hunter movie image shows Milla Jovovich wielding the Dual Blades

Slice and dice!

A new image for the Monster Hunter movie has been shared, and it shows Milla Jovovich doing her thing with the Dual Blades. In an interview with Empire, both Jovovich and director Paul WS Anderson share some details on the decision to include this weapon.

“I wrote the role of Artemis for Milla as the avatar for the player, so she could be a grounded, relatable real-world character who is fresh to the world of Monster Hunter. Although Milla’s character’s not specifically in the game, she chose the same armour and weapons she uses in the game, so there were aspects of her game character that got folded into the movie representation.” - Paul WS Anderson

“I experimented with different weapons during the game and was able to kill more monsters with those blades,” says Jovovich. “I thought they’d look really beautiful in an action sequence.” - Milla Jovovich

GameSpot Video - Ed Boon On Making A Mortal Kombat Universe And Letting Others Take Charge

Tamoor Hussain sat down to talk with Mortal Kombat co-creator Ed Boon about the Mortal Kombat Universe and the next-gen consoles.

Final Sword's developers say they believed the game's stolen Zelda music was licensed properly

An honest mistake, or a cover-up?

Over the weekend, Switch owners who checked out Final Sword noticed that the game was using Zelda's Lullaby from the Legend of Zelda series. Nintendo obviously doesn't license out these tracks for other developers to use, so players figured the music was stolen. According to HUP Games, they thought they went about music licensing the proper way.

In an interview with Automaton-Media, members of the HUP Games team said they purchased the background music for use in their game. They thought they had the appropriate license to include it, but that obviously wasn't the case. HUP explained the situation to Nintendo, and is planning to swap in new music in order to re-release the game.

If HUP did indeed purchase a license for this music, they obviously made the deal with a shady organization who never really had the rights to begin with. That said, I find it quite surprising that not a single member of the dev team had ever heard that tune before. Do you think HUP made an honest mistake, or they're just covering their tracks?

Pillars of Eternity: Complete Edition getting a major update soon

Versus Evil has announced that a big patch is coming to Pillars of Eternity: Complete Edition that “will resolve the outstanding reports of bugs players have encountered and should bring the Switch port to parity with the original PC version.” You can check out the patch notes below.

Detailed Fix List:

[TECH][FPS] The CPU/GPU response time is above 40+ milliseconds on all maps

[COPPERLANE][GOOSE AND FOX] The title is crashing during the transition between the 1st Floor and the 2nd Floor of the “Goose and Fox”

[HOTFIX] Update Health Bar Periodically

[FUNCTIONALITY][RUSSETWOOD] Pathing issues when in Flames-That-Whisper Cavern

[HERITAGE HILL][UNDYING HERITAGE] The title crashes between transitions while having the quest active

[UI][BUFF] The buff symbols are misaligned after a loading screen

[UI][LEVEL UP] “Level Up” message after a battle but no glowing + icon on the character portrait

[FQA/Graphics] A flicker occurs in a wall when moving near it in the Temple of Eothas

[FQA/TRUNCATION] Paladin Order character is truncated in the Inventory menu

[GILDED VALE] Walking backwards during scripted event

[THE MINES] Unresponsive controls in specific part of the mines in Durgan’s Battery

[AR_1402] Purple Loot From Spectre Spirits

[UI] Game Becomes Unresponsive When Changing Languages In-Game

[VISUAL] The light effect seems to not work properly

[FQA/FUNCTIONALITY] Enemies sometimes disengage from a battle without any warning on Endless Paths of Caed Nua

[VISUAL/SHIELD] Shields equipped does not display in-game

[ACTIVE EFFECTS] “Active Effects” feedback has missing textures

[UI][TEXT] The tips displayed during loading screens appears corrupted

[INVENTORY] Can’t hear samples when changing character voice in-game

[LIVE][VFX][WIZARD] The VFX for Kalakoth’s Sunless Grasp are broken

[LIVE][ANIMATION] Oozes’s animations are corrupted

[FQA/COLLISION] Characters get stuck between trees in Crägholdt Bluffs

[CHARACTER][UI] The Characters buffs is displayed as placeholder after performing a transition

[COMBAT][FERRY FLOTSAM] The party gets teleported right after finishing the dialog with the bandits

[CRAGHOLDT] The input is lost upon interacting with the lever inside the Cragholdt Ruins

[STRONGHOLD] Actions events are misplaced

[VFX][TRAPS] VFX for traps are corrupted

[COMBAT][CAED NUA] Upon disengaging, the enemies stop attacking

[UI][TEXT] The text inside the Save Game icon appears corrupted when playing both the Main Game and the White March DLC

[FQA/PERFORMANCE/AR_0201] After the cutscene of the quest “The Hermit of Hadret House” the FPS goes below 20

[AR_0401] FPS 26 – 30 on the Brackenbury map

[AR_0703_Ruin_Exterior] Under 25 FPS in Cilant Lis Exterior

[AR_1401] 22-30 on the Burial Isle Map During Visions

[PX1_0201] Low FPS (25-26) Everywhere On The Map

[PX1_0204] Low FPS (24-26) Running Around

[TEMPLE OF EOTHAS] Texture flicks in one of the stone doors

[UI/INVENTORY] Sever Soulbind action is shown as Bind Soul

[FQA/TRUNCATION] The description of the Combat Tutorial is truncated

[FQA/Text overlaps] The properties of items found are overlapping each other

[FQA/UI] Tooltip highlight doesn’t work properly on certain words

[FQA/ANIMATION] It’s possible to walk backward during the first cutscene of Gilded Vale

[FQA/GRAPHICS] The particles of the fire spells are mixing with the scenario

[VISUAL] Capes are not positioned correctly on characters

[GAMEPLAY] “Interact” Prompt Is Displayed But Interaction Doesn’t Work

[ACTIVE EFFECTS] Active Effects feedback is misplaced in the HUD

[UI][MECHANICS] Stealing icon still shown in Osrya’s lab

[DISPLAY MODE][LOADING] The Loading screen logo disappears after switching from Handheld mode to TV mode or vice-versa

[MAIN MENU] When booting for the first time the “New Game” and “Continue” buttons are both highlighted

[LIVE][UI] Portrait remains highlighted upon transitioning between locations or buildings and the open world

[LIVE][UI][CHANTER] The description for the Chanter’s “But Reny…” is incomplete

[UI][COMBAT] The Attack Cursor doubles when selecting an enemy unit

[AR_0301] FPS 28 – 30 on the Ondra’s Gift map

[AR_0707] FPS 28-30 on the Raedrics Hold map

[AR_1201] FPS 28-30 on the Oldsong map

[AR_0811] FPS 27-30 during the Combat

[AR_0401] 27 FPS In Brackenbury Sometimes

[AUTOSAVE][PROGRESS][EXPLOIT] Disabling the Autosave will lead to the repopulation of cleared areas and to the reappearance of Fog of War

[PROGRESS][CAED NUA]Upon entering Caed Nua from the courtyard, either a white screen will be displayed or the title will exit to the Main Menu

[PROGRESS] White screens are encountered when traveling from one location to another

[GAME DESIGN][CINEMATIC] The character remains stuck in a cinematic after clearing enemies in Burial Island

[PROGRESS][OD NUA] Travelling to Od Nua Level 1 reverts the title to the Main Menu with a Loading Error message

[PROGRESS][OD NUA] Killing Maerwald in Od Nua level 1 will result in the inability to return to the Dungeons of Caed Nua

[WHITE MARCH][WHITE SCREEN] The “White Screen” issue is present in both “Taena’s house” and “Renengild’s house”

[VERSION] Release Version And Application Version For Fourth Patch

[CRASH][DURGAN’S BATTERY] Transitions between Durgan’s Battery and other locations is resulting in a freeze

[END-GAME][LOADING] The title crashes when performing a transition between “Breith Eaman” and “Sun in Shadow” locations

[LIVE][CRASH]The title crashes when performing transitions between different locations

[ENGINE][TEXT] Engine Error preset in Ciliant Lis

[PROGRESS][SAVEFILE] Travelling to Stalwart results in a return to the Main Menu and a Loading Error message

[BRIGHTHOLLOW][GAME DESIGN ]When trying to enter the Brighthollow, the title will revert to the Main Menu

[PROGRESS][BLACK MEADOW] The vision near the dragon skeleton does not play

[QUESTS][ONDRA’S GIFT] White screen encountered in abandoned house in Ondra’s Gift

[CRASH][PROGRESS][ONDRA’S GIFT] Exiting the Abandoned House in Ondra’s Gift results in a crash

[CRASH][PROGRESS] Black screen after loading results in hang and progress loss

[PERFORMANCE][FPS][CAED NUA] Traveling from Raedric’s Hold to Caed Nua will result in a substantial FPS drop

[VISUAL][TEMPLE OF WOEDICA] Textures are not layered properly resulting in “invisible” characters

[VISUAL][HADRET HOUSE] Textures are not layered properly and the bottom halves of the characters are missing

[LIVE][ATTACKS][RANGED] All ranged attacks of companions and/or enemies miss and are not registered

[VISUAL][CAED NUA] Although Caed Nua has multiple upgrades, there is vegetation re-growth on the Eastern Barbican and the Great Hall entrance

[VISUAL][CLIABAN RILAG] The Cliaban Rilag waterfall’s VFX is corrupted

[CHANTER][VFX] Corrupted VFX for the “But Reny Daret’s Ghost, He Would not Rest” when used by the Chanter

[VISUAL][BRACKENBURY] White spots are displayed when opening the area map

[SANITARIUM][CHEST] Interactable locked chest within Caedman Azo’s chamber cannot be opened

Final Fantasy IX scenario writer shares a special message for the game's 20th anniversary

20 years of FFIX

Final Fantasy IX is currently celebrating its 20th anniversary, which is why Square-Enix put together an interview with event design and scenario writer Kazuhiko Aoki. Aoki shared a special message with fans for the anniversary, which you can see below.

“There were about 300 people at the party celebrating Final Fantasy IX’s completion. It was developed by a team divided between Japan and Hawaii, so about one-third of the faces there I had never seen before…I was surprised all over again at how many people were involved in the project.

I’m incredibly happy that Final Fantasy IX is loved by so many people; that’s been a huge motivator and confidence booster when facing jobs I’ve had since. I think that’s true not only for me, but also the many creators who worked on Final Fantasy IX as well. It would be nice to celebrate the game’s 20th anniversary with everyone who was at the post-launch party.

Near the end of that party, there was a moment when the sound effect team went up on the venue’s stage. ‘In Final Fantasy X, there’s going to be this thing called Blitzball, and there will be a scene with the spectators cheering. We’d love if you would all be willing to help with that!’ they said. And I thought ‘…Oh, they’ve already started working on X.’ Just when I thought things were finished, they had already begun a new Final Fantasy. It really hit me being there, this is how the Final Fantasy series continues on forever.”

The World Ends With You: The Animation "Anime Expo Lite" full presentation

An interview with the dev team

We've already shared a slew of details on The World Ends With You: The Animation, all of which stemmed from the Anime Expo Lite reveal. That reveal came with an interview featuring the team working on the anime, and you can check out that full presentation above.


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