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MasaeFelekAlt

02/18/2015 4:09 PM ·Spoilers

[Daddy Sakurai Explains!] About Ice Climbers! (Source - Game Informer)

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  • [1/?] "ne big reason for this approach is because I’m a freelance game designer, one without his own permanent team or company. I’m always going to be at the center of any Smash Bros. project, but since I don’t have my own personal studio, the staff changes in and out with each project"

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  • One*

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  • [2/?] ". For this one, I’m working with Bandai Namco Games. Changing development studios like this also means that you can’t build out from the know-how and in-house assets you’ve accumulated over time."

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  • (On his desk he have Calendar with CATS. IT'S TOO KAWAII)

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  • [3/?] "As a development environment, it’s different from a publisher that can work on fighting games, shooters, and open-world titles all at once. For us, even if things look the same, it’s all completely different, completely built from scratch."

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  • [4/?] " If we started with a console project then moved on to the portable platform, once one team finished up their work, we’d have to wait and hand everything over to another team. In other words, working on both at the same time is what finally allows us to provide the game on both platforms."

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  • [Speed up.]

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  • [5/5] (Next Game Informer Question) "The fact is, no matter who I’m working with, I need the ability to get things right as we go along."

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  • "Why were the two titles developed on two different timeframes? The biggest reason was so we could keep the debug schedules separate from each other. Debugging a game this size is a major project involving hundreds of people, and since the two platforms offer pretty different content, we wanted to avoid conflicts during the debug stages. If we were .... on a simultaneous day-and-date release."

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  • If some of posts have "...." it means it have blocked word. [What Miiverse Blocks]

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  • "...we would have wrapped up one title, put it on the back burner, and launched both games in 2015. But I doubt most people would prefer that."

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  • "We also have to consider different markets around the world when settling upon a release date. The 3DS version is launching on different dates in Japan and North America, but both versions actually went gold on pretty much the same day."

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  • "Where is [insert character here]? I know that no matter how hard we work to get lots of fighters in the game, there are always going to be people who only wonder about the characters that aren’t there."

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  • Okay, now. Let's cry.

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  • "Among them are the Ice Climbers, who were actually in a working stage in the Wii U version during development. However, getting the two of them moving as a pair in the Nintendo 3DS version took a ton of machine power."

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  • :'(

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  • Blame 3DS.

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  • "I had the team innovate a lot to try and get them working, but we had to give up eventually. In fact, also with some of the other fighters we had to keep modifying and modifying until they finally worked."

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  • "When it comes to characters and series without any future plans – that is, without the prospect for new games to come out soon – those are always going to be a lower priority. As for porting characters from Melee, the original data is now old enough that it’s no longer a simple, straightforward process"

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  • Done it. I did only do Ice Climbers. Bye!~

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