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Tobu Tobu Girl Deluxe Kickstarter shares a progress update on the game's release

Shipping out soon!

Tobu Tobu Girl Deluxe's Kickstarter was a success, which means that not only will customers have access to a ROM for the Game Boy Color game, but an actual GBC cartridge as well. The Kickstarter has shared an update on the manufacturing process for that cartridge, which you can find below.

We'd like to give you a detailed progress update about the production of the physical version of the game this time.

1. The packaging and manual design of the Japanese style version are ready for print now, the new US/EU version is currently in the works and as things stand, it should be ready soon and possible to release the Western version at the same time as the one with Japanese packaging.

2. No news regarding the extra sticker set yet, but this will be tackled by our designer very soon. It's not exactly the most complex part of this release.

3. The custom cartridge and new PCB design are finalized and went into production. They will be with us in time for the release end of August and are currently the bottleneck of our release, since the unique plastic molds and PCB designs needed a long sampling and preparation time.

4. We finished the vinyl-style packaging of the Mini CDs and with the new soundtrack version being released by potato-tan, it will go into production shortly. Being fully manufactured in Japan, the soundtrack will have an amazing production quality and the layout and artwork came out extremely beautiful. If you pre-ordered our Limited Edition of Tobu Tobu Girl Deluxe, we hope you look forward to this!

5. The mass production of the collector coins concluded and they are currently in transit to us.

Nintendo Dream magazine readers pick which Nintendo character they'd like to be stranded on a desert island with

Link, he save the day!

Looks like Nintendo Dream readers are a smart bunch! The latest issue of the magazine revealed which characters readers would like to be stranded on a desert island with, and they picked Link as their top choice. He'd certainly be the one best suited to survival!

Link (The Legend of Zelda) – 132pt
Kirby (Kirby) – 82pt
Chef Kawasaki (Kirby) – 46pt
Villager (Animal Crossing) – 33pt
Mario (Super Mario) – 21pt
Snake (Metal Gear Solid) – 18pt
Undyne (UNDERTALE)
Isabelle (Animal Crossing)
Pikachu (Pokémon)
Tropius (Pokémon)

Take a deep dive with the GBA Consolizer

The best breakdown yet

Last week, we posted up a feature on the GBA Consolizer, which takes your Game Boy/GBC/GBA games and lets you play them on the big screen in 720p. In a follow-up to that, the gang at My Life in Gaming has put together an absolutely exhaustive look at the hardware and what it can do. If you're considering buying one of these, there's no better or more informative video to check out.

Did You Know Gaming - Zelda Glitches Part 2

Did you know?

In this video, Did You Know Gaming takes a look at some glitches from The Legend of Zelda series, including Breath of the Wild, The Wind Waker, A Link to the Past, and Link's Awakening.

Sonic originally had a Spider-Sense-like ability where he would sneeze prior to incoming danger

Sonic tingle

What in the HELL is this all about?! I have never, ever heard about this, but apparently it's the real deal. At one point in Sonic's history, the blue blur apparently had an ability that would make him sneeze to alert him to danger. Similar to Spider-Man's Spider-Sense, but much weirder.

There's all sorts of history to this sneeze ability as well. It's even part of the Sonic CD intro animation, albeit a very quick portion. There's official Sonic comics and promo materials that mention the sneeze, and even a cut sneezing sprite animation from Sonic CD itself. Man, you think you know everything about a character, and then something like this is unearthed!

Shovel Knight: Dueling Dungeons board game Kickstarter cancelled, will relaunch in mid-August 2019

Digging themselves out of a hole

Yacht Club and Panda Cult Games recently teamed up to launch a Kickstarter for Shovel Knight: Dungeon Duels, a board game adaptation of the series. That Kickstarter has now been cancelled, and will be relaunched in mid-August 2019. It turns out the teams involved wanted to take some of the pledge feedback they received and rework things to make the project more affordable overall, and also implement some changes to the game itself. Check out the full explanation for the relaunch below.

We would like everyone to know that we have decided to cancel the current campaign for Shovel Knight: Dungeon Duels...to dig in and relaunch the campaign mid August!

Why relaunch the Kickstarter?

We have heard our backers loud and clear about their love of Shovel Knight as well as what their expectations are, and that is immensely important to us. At Panda Cult Games, we loved playing the Shovel Knight video game, so much so that we reached out about making a board game out of it! We also absolutely adore the boardgame we have put together. As a small team, it’s supremely important to us to care about what we do and what we are working on, as well as treating it with the proper respect it deserves. We believe this campaign can be better, and we have plans to improve it and open it up to a much wider audience with a more cost-friendly version to boot! We have also seen your questions, comments, and concerns. We want this campaign to be the very best it can be, because that is what Shovel Knight deserves.

What are we changing for the relaunch?

One of the most common comments was about our base pledge price, and similar ideas on how to adjust it. Our original idea was for the board game to have beautiful models based on the incredible and lively art that carries so much of that Shovel Knight charm in it! That being said, models do introduce a certain price point issue, so we decided to create a brand new pledge level that will include a version of Shovel Knight: Dungeon Duels with standees instead of models! This will dramatically reduce the barrier of entry from $70 to $30-$35. So we will officially have two pledge levels:

Shovel Knight: Dungeon Duels 2D, priced at $30-$35. This version will trade out models for standees, reducing the costs but still giving you all the fun of the boardgame!

Shovel Knight: Dungeon Duels 3D, priced at the original $70 level. This version will contain highly detailed pre-assembled models in colored plastic.

This is the first change. Additionally, we will have more videos available on the campaign from multiple groups sharing previews and their thoughts on the game! We will also have more time to spread the word about our campaign farther and wider than we did before.

We feel like this is the right decision for this campaign, and feel confident that a relaunch will do Shovel Knight proud. We also hope you agree! As backers, we cannot thank you enough for your support and input. It means a ton to us at Panda Cult Games, because without you, our dreams couldn’t become a reality!

If you have any questions, comments, or input, feel free to comment or message us. We will try to respond in a timely manner, due to gearing up for the next round. We’ll be sharpening our shovels, and we hope you join us in this new adventure!

The artists and songs that inspired Koji Kondo

Definitely some similarities

All content creators are inspired by someone who came before them. Film makers, TV producers, game creators, musicians and so-on. They take things they've seen and heard, it gets jumbled up in their brains, and comes out in subtle and not-so-subtle ways in their own work. Koji Kondo is no different, as he's been hugely influenced by a number of notable bands and songs throughout the years.

Kondo's work is famous among Nintendo fans, and even outside of the usual gaming scene. The public at large may not know his name, but many can hum the Mario Bros. or Legend of Zelda themes. Curious as to where and how Kondo came up with those memorable tunes? Some of his inspirations may surprise you.

The feature above takes a look at some of Koji Kondo's favorite genres of music, as well as bands, to see if there are any ties between their work and his. The results are pretty impressive. Some of these has been pointed out in previous features, but others are fresh. All in all, a super entertaining and informative look at how Kondo may have been directly inspired by the work of others.

Thanks to iiJcMii for the heads up!

Shigesato Itoi co-worker says it would be impossible for Itoi to create Mother 4, but they'd be glad if someone else did it

A Mother without Itoi?

Earlier in the week, we mentioned that the most recent issue of Nintendo Dream had a feature on the 30th anniversary of the Mother series. In that feature was an interview with Yasuhiro Nagata, the editor in chief for “Hobo Nikkan Itoi Shinbun,” a website hosted by Shigesato Itoi. In a portion of the interview, a discussion of the potential for Mother 4 comes up. You can see the full discussion below, translated by JapaneseNintendo.

ND: Later after that, the information magazine BRUTUS published a dialogue between Itoi-san and Iwata-san about “MOTHER 4 is not being made”. That was also Nagata-san[‘s doing], right?

Nagata: I was in charge of the interview and its composition. The fact that “MOTHER 4 is not being released” itself has been told here and there, and we’ve always said it

ND: So after that feature came out, you’re not getting asked about it anymore?

Nagata: We get asked. It’s already shaped like a staple; even now we still keep getting asked about MOTHER 4 and the “buried treasure” (laughs)

ND: What is the current answer regarding that?

Nagata: Our stance is that it’s already impossible for Itoi to create it, and we’d be glad if someone else creates it. This has never changed either.

___________________

If Mother 4 were to ever happen, and Itoi wasn't involved, what team would you want to take it up? Is there anyone out there you'd consider worthy?

Rune Factory producer shares how he creates characters

The secret sauce

With Rune Factory 4 Special launching in Japan next week, producer Yoshifumi Hashimoto put up a new blog detailing how he goes about creating characters. Check out a translation of the blog below, courtesy of Siliconera.

“Hello, this is Hashimoto. This time, I’ll talk a bit about the appearing characters.

I have been asked, “How do you decide on the characters in Rune Factory”, so I think I’ll try relay the sort of process that goes on in my head.

Firstly, I jot down the personalities and visuals of characters I want to appear, and fun things that only work because this is a game. Then, next when the theme of the game is decided, the characters are shaped to fit within the theme, and after asking the staff what they want to create, the cast is finally gathered.

When I try moving around the entire cast in my head, there are some that move quite a bit, and some that don’t really move at all. I swap out the parts that don’t move, and after doing this several times, they start taking on a life of their own, walking around town. It’s something like that.

As for an example of “something that can only be done because it’s a game”…

“…What a pain.
(Thanks for coming.)”

Dialogue like this that show the character’s true thoughts at the same time as what they’re saying is one of them. Something like this that only the player knows makes people happy, and so after I add in these sorts of elements, the character is finally complete. I then show the character details to Iwasaki-san [the character designer], and the art is made, with me sometimes adding some extra elements to the image of the character in the art provided by Iwasaki-san.

For Rune Factory 4, the monsters you defeat become marriage candidates. During early development, there were no problems during the creation of the horse (Dylas), but for the butterfly (Amber), the staff were like, “Hashimoto-san, the marriage candidate is an insect… Is this really okay?”, and this went on until I showed them the character details and design. Now it’s all good memories.

Apart from them, the De Sainte-Coquille family, the heroes and heroines, and all the townsfolk have really helped color in the world of this Rune Factory game. The De Sainte-Coquille family has been appearing since Rune Factory 1, so please check out the differences in the members across the series if you have the chance.”

Rune Factory 4 Special releases for Nintendo Switch in Japan on July 25, 2019. It’ll come Westward later in 2019. You can check out details on Another Episode mode in our livestream recap here.

Nintendo Dream magazine celebrates the 30th anniversary of the Mother franchise

Happy Mother Day!

Fans in the states may not have learned about the Mother franchise until Earthbound launched here, but Famicom owners in Japan had already bee long familiar with the series. Believe it or not, its been 30 years since the Mother franchise first debuted. The latest issue of Nintendo Dream pays tribute to the series with a special feature, which is 6 pages long, and takes a look back at the three titles that have been released.

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