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Famicom game Nantettatte!! Baseball gets a fan translation

It's a line drive!

Another classic Famicom game has gotten a fan translation. Sunsoft’s Nantettatte!! Baseball never saw an English release, which is why fans took on the job themselves. The game features 16 teams from the Japanese baseball league, and lets you plan an entire season of 30 to 130 matches.

Blaster Master Zero 2 - Japanese trailer

What trouble has that damn frog gotten us into now?

The story of Blaster Master Zero 2 begins a few months after the events of the first game (released on March 9, 2017), where the main protagonist Jason saves planet Earth from the mutants. Eve has been infected by mutant cells that are slowly corrupting her body, so together with Jason and Fred, they board G-SOPHIA and begin an intergalactic journey to Eve's home planet, Sophia, in hopes of finding a cure for the mutant infection.

Blaster Master Zero 2 - gameplay footage

Experience the yet-untold story of Jason and Eve after defeating Earth's mutant scourge as they venture into the depths of space in their new battle tank, "GAIA-SOPHIA"!

Blaster Master Zero 2 Comes To Nintendo Switch Today

Get blasting TODAY!

We here at Inti Creates along with our partners at Sunsoft are absolutely thrilled to announce that Blaster Master Zero 2 lands on Nintendo Switch...today! Revealed during the March 20th Nindies Direct video from Nintendo of America, Blaster Master Zero 2 is a direct sequel to Blaster Master Zero, a launch title for the Nintendo Switch.

The story of Blaster Master Zero 2 begins a few months after the events of the first game (released on March 9th, 2017), where the main protagonist Jason saves planet Earth from the mutants. Jason's partner and support droid of their battle tank SOPHIA III, Eve, was infected by mutant cells that have been slowly corrupting her body, so together with Jason and Fred the frog, they board their new battle tank G-SOPHIA and begin an intergalactic journey to Eve's home planet Sophia in hopes of finding a cure for the mutant infection.

To celebrate the release of Blaster Master Zero 2, we will be exhibiting the game at our booth on the show floor of PAX East 2019 from March 28 - March 31 in Boston, Massachusetts.

Sunsoft bringing My Little Red to Switch


Sunsoft and Nightmare Project have announced that they're brning My Little Red to Switch . It seems to some sort of spooky 3D walking simulator. We don't have much in the way of details right now, but we'll be sure to share when more comes in.

Former Sunsoft employee talks SNES Vs. Genesis, offers thoughts on Wii U

A portion of an NES interview with former Sunsoft dev, René Boutin...

NES: Nintendo announced that the Wii U is launching later this year. How do you feel about the console and its touchscreen controller?

RB: In general it looks really cool, but I have mixed feelings about it. On the one hand Nintendo really knows how to create fun and innovative interactive experiences and the hardware is really interesting, especially the convergence of gaming and traditional entertainment media. The idea of a singular set-top box for gaming, movies, music and television has been envisioned for at least 15 years now.

On the other hand, I haven’t used my Wii or 360 in over a year. Most of my gaming these days is in short bursts on iPhone or iPad, so I can’t help but look at Wii U with an iOS bias. Nintendo is already behind the curve when it comes to tablet and touch gaming. I already have the convenience of linking my media devices and TVs via Airplay and Apple TV. And I’m used to a convenient digital marketplace where I can easily find and download games and apps for free or very cheap. It’s becoming really hard to justify spending $50 on a big budget story-driven game I don’t have time to play.

I believe the future of Wii U and other next generation consoles will depend heavily on its digital marketplace and maintaining a daily interaction with its players, such as through a mobile app or ensuring that the Wii U becomes the first device people turn on when using their TVs. Nintendo has to compete with a platform that evolves its hardware on a yearly basis and basically lives in my pocket. They might pull it off via their “device for all media” strategy and appeal to a mass market. Otherwise I see it ending up like the Wii—everyone has one but never turns it on.

NES: In the 90′s, you worked on both the Sega Genesis and SNES. What were the biggest strengths and weaknesses of each of these consoles? Also, which console did you prefer developing for?

As a video game artist and animator at that time, I couldn’t help but be more enthusiastic for the SNES. It definitely had the graphics advantage. Just off the top of my head, I remember it had a greater color palette, more colors for sprites, as many as three independently scrollable background layers, sprite transparency and of course the famous “Mode 7” rotatable/scalable background mode.

However you needed really talented programmers to push these features because the main CPU was rather underpowered and the system architecture really complex. We used to call it “fake 16-bit” because it was really a custom version of an 8-bit CPU hybridized with some 16-bit functionality. The Sega Genesis on the other hand had a true 16-bit processor, the Motorola 68000, despite being a couple years older than the SNES.
The SNES’s wavetable sound chip also gave it a big advantage with audio, and I still feel the controller was way more ergonomic than the Genesis one. So my clear favorite if it isn’t obvious already was the SNES!

RB: (Let’s not forget that this era also saw the Turbo Grafix 16, and the rich kids’ favorite mega-console, the Neo Geo AES.)

Full interview here

Blast from the Past - The making of Mr. Gimmick

Mr. Gimmick was Sunsoft's last 8-bit title, which I'm sure seems like a very long time ago today. What was it like working on the project back in the day? Composer Masashi Kageyama discusses the following in this interview.



• What the Mr. Gimmick soundtrack means to him
• The variety of unusual musical influences present in the game's BGM
• His struggles composing within the hardware limitations of the Famicom
• His current activities, 20 years after the game's release

Feature here

Blaster Master almost didn't make it to retail because of...private parts

Here's a really weird story from former Nintendo 'gamemaster', Howard Phillips. Back during his tenure at Nintendo's front lines, he came across an issue with the NES game Blaster Master. Turns out the final boss had a massive...well...penis. This caused Phillips to reach out to Sunsoft to take out this member, to which Sunsoft complied. I'd love to see what the original version of the boss looked like...and why it looked that way!

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