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Amazon - Mario Tennis: Ultra Smash for $30


Mario Tennis: Ultra Smash - Japanese sales details

- 55,331 units sold in its first week
- sold through about 80 percent of its initial shipment
- New Play Control! Mario Power Tennis sold 57,000 copies in its first week and went on to move 247,000 units in total

Mario Tennis: Ultra Smash interview - Camelot was 'afraid' to work on their first HD game

The following comes from a Famitsu interview with director Shugo Takahashi and producer Hiroyuki Takahashi from Camelot as well as Nintendo producer Toshiharu Izuno....

Famitsu: Just now, you said that this game is Camelot’s first HD title, so how did you actually work on it?

Hiroyuki: We were afraid before development (laughs). Because we heard from people from all directions that developing HD titles has a high difficulty. We were also concerned whether we had enough manpower with our staff number at that time, but we reached a conclusion that in the current era, it’s inevitable to create HD titles. So we readied ourselves and tried to challenge it.

Shugo: We started development while receiving support from Nintendo, but after about 3-4 months passed we could make a demo that had good feedback, so we were confident that the users could enjoy this.

Nintendo, Camelot give a detailed look at the dev process for Mario Tennis: Ultra Smash

The following interview from Famitsu includes discussion with:

Hiroyuki Takahashi (Producer, Camelot)
Shugo Takahashi (Director, Producer, Camelot)
Toshiharu Izuno (Producer, Nintendo)

- devs originally thought online global matches would be impossible
- pretty much everyone at Camelot is a big Mario fan
- developers made sure that every single character was well polished, including the minor ones
- Nintendo was against having Boo as a playable character, since he would be unable to hold a racquet in his hands
- Camelot thought his ability to disappear really gave that character a “Mario” flavor
- character balancing was a challenge
- if fans did not approve of something, then the developers also wouldn’t
- there were many failed attempts at character balancing, but things eventually came together
- the way the devs picked characters for the roster went as follows:

Priority was given to characters that were popular, would help sell the game, were requested by a lot of players, or appeared in previous Nintendo games
New characters were picked by the staff, who then deliberated
Camelot consulted Nintendo when it came to picking new characters

- Camelot wanted players to “raise” their amiibo in the game
- Camelot also wanted some RPG elements to amiibo play, as well as amiibo having a connection to online play
- devs didn't want the GamePad to draw the player's attention away from the TV, so they used it for a reverse court view
- Nintendo helped bring this feature together
- a demo was made in about 3-4 months in order to get some feedback
- this was Camelot’s first HD title
- the giant characters (with the Mega Battles) were implemented as some sort of test for HD
- the devs wanted the game to be as accessible as possible
- that's why Giant Goombas, Jump Shots and Chance Shots can be disabled
- Nintendo suggested additions such as the Jump Shots
- Mega Battles were Camelot’s idea, not Nintendo’s
- the developers were concerned about how they would work, and what impact they would have on basic actions

Mario Tennis: Ultra Smash - update 1.0.1 available

A software update is now available that makes several adjustments to enhance the overall experience. Please start the game while your Wii U console is connected to the internet to update the software. The software version after this update will be 1.0.1, as shown in the screenshot below.

Please note: this update is required in order to use Mario Tennis: Ultra Smash's online features.

Update contents

Introduces additional enhancements to improve the user’s experience and enjoyment
Additional information

Downloading updates will not affect any of your saved data.

Thanks to ylitvinenko for the heads up!

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