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Game Freak Says Its Younger Devs Have Created Pokémon Ultra Sun & Ultra Moon

Game Freak has revealed that Pokémon Ultra Sun and Ultra Moon has been a “growth-based project for younger staff members”, with veteran members of the team tackling the first title for the series on Switch.

The information comes from an interview conducted by Gamespot in which Shigeru Ohmori and Kazumasa Iwao (both Ultra Sun and Ultra Moon directors) discuss the new games and the way in which Game Freak organises its staff. Ohmori-san talks about how Game Freak likes to use certain projects as a way for younger developers to grow in their craft, whilst the more experienced crew are let loose on new projects. By doing this, Game Freak believes that all of their projects “have a positive effect on one another as they go”.

Whilst it would be easy to jump to conclusions and suspect that this approach could cause Pokémon Ultra Sun and Ultra Moon to be a lesser product, Game Freak has assured us that this is not the case. The battle system featured in the new games has been worked on by Shigeki Morimoto (who has been involved in nearly every main series game including Pokémon Red and Blue) and, according to Iwao-san, the company “always have veterans – really experienced people – involved on the quality control side of things”.

Pokémon Ultra Sun and Ultra Moon arrive on November 17th and, if you’re still deciding whether or not to visit Alola for a second time, you can check out our own interview with the directors in which they tell us why we should all play them. In the meantime, what do you think about the studio’s approach to assigning its developers in this way? Feel free to unleash your thoughts in the comments.

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Opinion: Star Trek Online’s ‘episodes’ are the key to its success

As much as I’m enjoying Star Trek: Discovery I have often wondered what a new Star Trek television series, set after the events of Voyager and Deep Space Nine, would look like. For a decade and a half it’s seemed like Thar Be Dragons in those deep waters of the series’ chronology. 

Somehow I’d forgotten about Star Trek Online, however–at least until an io9 article that described the game in exactly these terms came across my feed. I have to say it really is the unofficial heir to the television series’ mantle of canon, and in the weeks I’ve played the game I’ve truly come to appreciate its storytelling and unique take on its source material.

The quality of its narrative is uneven, but mostly good and mostly very Trek-y. The best parts of the game are those that manage to go beyond mere combat to tell an interesting story about Trek’s weird, wonderful galaxy. Helping a species new to warp drive take their first steps out beyond their homeworld, for instance, or traveling back in time to stop a comet from attracting transphasic ghosts. 

There’s also no small joy to be had in how the game takes minor plot points from the old TV shows and spins them out into grand stories in their own right, often bringing back the original actors to provide voice work for the continuation of their stories. An obscure species that featured in a single episode of Voyager becomes the big bad for an entire satisfying arc about the Delta Quadrant; the fate of Tasha Yar spools out into an entire series of quests, and her half-Romulan daughter became a world historical figure. In the meantime, an epic and moving mission sees you help Captain Harry Kim make peace with a clone of himself created by a temporal rift. Yes, it’s all really weird–and that’s as Star Trek should be.

“Star Trek Online really is the unofficial heir to the television series’ mantle of canon, and in the weeks I’ve played the game I’ve truly come to appreciate its storytelling and unique take on its source material.”

But it’s worth paying tribute to what makes this possible in STO. It’s the way each mission is structured as an “episode” of a television show. If you look, most missions in the game follow the narrative beats of an hour-long network TV show, which makes the game’s switching between its space and ground phases feel natural and even necessary. It’s, of course, a lot more combat heavy than The Next Generation, but that doesn’t stop the story from being told. 

Many missions start with a certain goal that is quickly superseded by rapidly evolving events. A quiet series of lunar scans turns into a search and rescue operation which turns into a race against time to stop a planetary superweapon from going off; it’s an old narrative trick but it’s used to stunningly great effect here in a way that has the added benefit of thoughtfully expressing Trek-y themes. Having these wild, sometimes improbable narrative jump-cuts makes STO feel like the show.

Like most of these games, of course, combat can become a tedious and pointless grind–which feels especially prevalent in the away team missions. These third person combat sections, which most resemble traditional MMO combat, are the weakest part of the game in nearly every measure; gooey controls, ugly graphics, repetitive and uncreative combat. But the game shines in both its space battles (where there’s a surprising amount of replayability due to the fully 3D nature of it, permitting a kind of strategic thinking I’ve not toyed around with this much since Homeworld) and in its non-combat bits. 

Making a successful videogame that ties into a popular, non gaming IP relies on capturing the feel of the original work to some degree. STO manages this quite neatly in a number of simple, cost-effective non-combat puzzles in many of its missions. I am always pleasantly surprised when a game forces me to sit up and actually pay close attention to what I’m reading, where I’m asked to remember key facts and details, or names, or a certain order of operations for a later task. It’s almost always all multiple choice menus; STO gets a surprising amount of mileage out of its dialogue box, which does duty as everything from a frequency tuner to a warp core to an alien artifact. One gets the sense that this was a cost cutting measure. It forces a single, simple UI to do so much; that it’s done with such finesse is a testament to the skill of Cryptic’s developers.

“These wild, sometimes improbable narrative jump-cuts makes STO feel like the show.”

In another mission, you have to question a prisoner. Your officers advise the most culturally-sensitive path to building a rapport with the prisoner–a medic who participated in an assault on a defenseless ship. You need him to tell you how to safely remove a horribly invasive neural device he’d implanted in one of the survivors. Your dialogue choices, which are not always wildly different from one another, determine whether he opens up to you or walls himself off. It’s a relatively rare moment in this game, but it’s the sort of thing that really pays off. There’s a frisson that comes from these sorts of non-combat/dialogue puzzles where reading comprehension, empathy, and emotional reasoning are the primary skills you bring to bear. It’s also highly appropriate for a Star Trek game.

STO succeeds in large measure because it manages to nail Star Trek’s tone so well, using its limited suite of mechanics and UI tools in creative ways to capture that spirit. By fitting this into a narrative structure that mimics a 60 minute episode of a TV series, Cryptic manages to do this while also creating a satisfying series of missions that make this one of the best story-rich MMOs out there. The “page turner” effect I look for in in-game stories was definitely there. I wanted to do the next mission just to see what happened. I was, dare I say, engaged.

In any event, the game offers some surprising lessons on doing a lot with a little, especially where text is concerned. It’s almost like a visual novel was grafted onto this graphically intensive, explodey game–and I mean that as nothing but the highest of praise.

Now if we could just get working holodecks on our ships…

Katherine Cross is a Ph.D student in sociology who researches anti-social behavior online, and a gaming critic whose work has appeared in numerous publications.

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British Games Institute seeking support from UK government

Games industry veterans across the UK are calling on the British government to champion the sector by officially recognizing and funding a British Games Institute (BGI). 

The BGI campaign was launched earlier this year, and is now looking to gather more momentum through petitioning website Change.org

Games Workshop co-founder and former Eidos CEO Ian Livingstone is leading the charge, and says it’s time the government showed its support for an industry that contributes over £1.2 billion ($1.58 billion) to the UK economy each year. 

The proposed BGI would be modeled on the British Film Institute, and would look to “support future growth by driving innovation and opportunities in the sector.”

“Some of the most creative and competitive games studios in the world are based in the UK, yet almost all UK games companies struggle to raise finance and access skills, and have to fight against low public recognition of our amazing art form,” said Livingstone.

“The BGI’s programmes will help address these challenges. I’m convinced that the BGI can increase the level of investment, widen games’ cultural impact and source the skills our studios need to stay world-class.”

The BGI has been backed by trade bodies UKIE and TIGA, along with over 500 senior games, investment, arts, and education figures. 

You can find out more about the campaign, including how to show your support, over on the BGI website.

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Blog: How to translate your game – Part 2

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


This post was originally published on rasmusrasmussen.com

In this second part of the translation guide, we look closer at how to separate content from code, and set up strings to become translated text assets. The first part, in case you missed it, gives you a higher level overview of the entire translation/localization process, and the next part will include an example project, and show how to implement it all using Gamemaker Studio 2’s GML scripting language and ini-files.

Torgar’s Quest was built in Gamemaker Studio, but the approach I took for separating the content of the game out from the code is not engine specific. In fact, I first saw this done on a game I worked on, which was built in Unreal. Regardless of your engine, you can use this technique or a variation of it, such as replacing ini-files with XML.

Optimize the Source Material

An often overlooked part of translation begins with fine tuning the original source material, so it becomes primed for good translation. This includes running a terminology consistency check on the content, making sure you refer to important things the same way throughout the game. You should also revisit any flavor text or descriptions which may include either pop-cultural references (trivia), political content (check against local law in your target markets), mature themes or puns. For different reasons, these can all pose challenging for translators.

Some of the worst mistranslations I have seen, have come from the translator not understanding a pun or cultural reference in the source material, and thus translated it word-for-word in their own language, losing all cleverness and sometimes meaning in the process. For better results, be critical of your source material before you hand it to translators.

This does not mean your content has be bereft of pop-culture references or the like. Just make sure you leave it open enough, that a translator can localize it and substitute references with similar ones of their own. If editing your writing to make translation easier sounds like a bad compromise to you, consider that the end goal is to have the best possible result across all supported languages, otherwise why support them in the first place.

Split In-Game Content into Areas

If you have not done so already, now is a good time to categorize your in-game content. This is useful for referencing specific areas later, or for directing focus onto a specific part of your game. A typical way to split up written in-game content might be: Menus, Tutorial, In-game UI, Enemy info, Item descriptions, Chapter 1, Chapter 2, etc.

How it best makes sense to split up your content, depends on the game you are making. You can define these areas even if your in-game content is incomplete, as long as you know your game well enough to know what parts are still missing.

Double Check the Scope

Besides the strings in your game, there may be other content to consider for translation. If you have Voice Over in your game, will that be localized and recorded for different languages too? Will it be subtitled? How about your store description text and sales copy? What about achievement text, help documents, marketing material and your entire associated website? Point being: be aware of all the content surrounding the project, not just what is in the menus and on screen during gameplay. You must draw the line somewhere, and this phase is your last good chance to double check that line before committing to it.

For Torgar’s Quest, I decided to leave the voice over in English only, as it is purely there for flavor and is non-essential for the game. Compare that to the major hassle and expense of getting it done by voice actors in several countries, and it just was not worth it. I did choose to translate the Lore books you can find, which are also purely flavor, but since they are text based and appear in-game, it would seem weird if they were left in English. Likewise, I chose to translate the store description and achievements, but not the associated website or the trailer.

When preparing content for translation, always look beyond your game itself. Don’t be surprised by these things and end up piling on extra translation work right before launch. Map it out and make strategic decisions now!

Separate Out Hardcoded Strings

If you are like me, every string was first hardcoded straight into the code, and will now have to be found and replaced. I cover how to load the strings in part 3. For now, all you need to know is that every string must be replaced by a string-ID reference. When a string is displayed, the ID is matched with the correct text asset, which is then shown.

Using the areas you defined before, go through each one, looking for strings to replace with IDs. Add the area names as part of your string-ID naming standard. Like with variables in code, it is highly recommended that you name your string-IDs in a way that helps identify where they belong, and what their context is.

Compare these two string-IDs both referring to the label for a save button. Which one is easier to understand:

  • MENU_BUTTON_SAVE
  • MB30221

I have seen both styles used, even in AAA projects, and I know which one I prefer. You will notice in the top example, the first word refers to the overall area where this string appears, the menus. This helps to locate it on screen, but also, in cases where there are similar strings in different parts of the game that may have different meanings, like saving game progress vs. saving a hostage. Small nuances like these can be important in translation. The second part specifies where the string appears (on a button), and finally, there is contextual keyword to help identify what the string is about. Not rocket science, but you can save yourself a lot of headaches later, if you start out with solid naming.

File Formats and Handling of Assets

Depending on your project and the tools you are already using, setting up the cadence and tools for handing strings back and forth can be surprisingly challenging. For larger projects with multiple translators, you need a system where two people can’t work on the same strings simultaneously (thus overwriting each other and wasting time). Many team-based tools allow checking out of files and locking assets, but it is still something to take into consideration. I have worked with Perforce and Team Foundation Server for this purpose, and they both do a great job. On the low end of the scale, I have used Dropbox, and worked on shared Google spreadsheets, where you had to pay attention to other users’ names, to make sure you weren’t working on the same areas. Not a recommended way to work.

For small games with just 1 person per language, you can take a simpler approach. I used spreadsheets with the source string in one column, the translation in another, and columns for notes and IDs. I would hand over the spreadsheet to each translator, filled out except the translation part. Once completed, they sent it back. I would then compile (also known as copy and paste) each translation into a master spreadsheet. Here is where it gets technical.

In my game, I store the text assets in ini-files, 1 file for each language, and each section within the file matching a previously defined area. These are very easy to work with in the code, but not so much for keeping track of translations.

Ini-files have to be maintained with every translation update, every added, changed or removed string, and that is a mess to do manually. Errors will happen without a doubt! For that reason, I made a macro in the master spreadsheet, which allows me to export a pre-formatted ini-file straight from Excel. It also adds a version number to each file, in case I end up with multiple copies and not sure which one was newer. This took a little time to make, but saved so much more time and frustration down the road.

I am including the master spreadsheet here to hopefully help make your life easier.

DOWNLOAD: Game Translation Master Spreadsheet

You are free to use it or modify it for your own project without paying or crediting me (though I do appreciate a shout out or game key). It has a single record in it, just to show how one would enter records. We will also be using this in the example project, in part 3. As a disclaimer, you are using this at your own risk. I am not able to provide support for using or modifying the tool.

In part 3 I take you through the implementation of this into a Gamemaker Studio 2 project. Do you have questions? Did I leave something out? Let me know, and I will address it.

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SFANS Provokes the Ire of Indiegogo Backers With Delay and Design Change

Crowdfunding can be a temperamental affair – some campaigns on the likes of Kickstarter and Indiegogo can be impressive success stories, but others turn into somewhat messy and protracted projects.

SFANS is a case and point – as a Switch ‘dock’ adapter it does a solid job and comfortably met its funding target, but then some hardware teardowns showed it was repurposing Chinese technology designed for Samsung phones. That didn’t change the fact it worked and didn’t harm its campaign too much, but it was a talking point nonetheless. In the months since SFANS has been pushing back shipping dates, often citing production and manufacturing issues. The latest update and delay, though, is somewhat extraordinary and has angered a number of backers.

The company has, seemingly without consulting backers that have already long since paid their money, substantially changed the design. Originally a small, flat and portable adapter with a cable, it’s been reformed and turned into an actual dock. The explanation and some images are below.

Nyko released its Switch™ dock half of a month before and we have researched the customer feedback from Amazon. We also have researched many other Switch™ dock/adapter on Amazon and we found that customer not only need an adapter but also want a dock for Switch™. Our team discussed and decided to redesign Sfans to add the dock function to Sfans. Finally, we get a new Sfans looks like the pic below.

With the new Sfans, we don’t need to concern your Switch™ will warp in the dock because of heat.  We also have removed the creepy cable from Sfans and reduce the size of Sfans to make it more portable & multifunctional. The new Sfans will be a much better dock and provide a much better gaming experience.

Because of redesigning Sfans, we have to stop the old mold making and re-make a new mold which probably finishes at the end of this month. We will finish mold testing a Nov 5nd and then assemble PCB and case, we will start shipping on Nov 8th. We will finish shipping at the end of November.

It’s a double-whammy in terms of complaints; yet another delay is an issue, but of more concern is the shifting of the goalposts after a project has been fully funded. Plenty of commenters on the project page have expressed their frustration at the sudden change in design (and its focus in terms of functionality), with plenty requesting refunds. Some examples are below.

The only thing which works for me is the old design. Otherwise I want a refund. It`s a shame to change the design without asking your supporters before. What would you say if you order a limousine and get a station wagon?!?

Why did you change the design? This is exactly what I did not want! If I wanted a dock, I could as well just have ordered the nyko one and would already have it. I explicitly wanted an adapter that I can also use on other devices. I could tolerate the delays. But this is unacceptable. I demand a refund.

Ship the original design or refund

This is what I was waiting for. NOT. I cannot wait for the comments again here, who are still supporting this. Since the last update some weeks ago, I knew one thing: I will never see my money again and I will never see this product. Your company is dead now, have fun with your new „innovative“ ideas…

I paid extra for a stand that would support your design. Now I don’t need it. Is it even still included? I’d like more information on how this redesign effects me and if I can change my pledge to not include a stand.

It’ll be interesting to see if the company backtracks and offers backers the original design. However, if manufacturing is indeed being rejigged for the new product this may not be easy.

It’s been a messy campaign, nevertheless, and this latest update hasn’t done it any favours.

With thanks to Graham for the heads up.

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Super Turrican: Director’s Cut Comes With With Every Analogue Super Nt Console

If you cast your mind back a short while you’ll remember we reported on a story relating to the SNES run-and-gun classic Super Turrican, originally released in 1993.

While the game was critically acclaimed at the time, it wasn’t the version that developer Factor 5 wanted to release. Originally intended to be a 6Mbit game, the publisher made the developer cut it down to 4Mbits so it could fit on a smaller, cheaper cartridge.

Factor 5’s Julian Eggebrecht has always maintained that the full version exists and it would have been released on the Wii Virtual Console back in 2008 were it not for Nintendo’s draconian policy that all VC games had to have had a full commercial release previously. 

Thankfully, after 24 years of waiting, the full version of Super Turrican is about to be released. 

Today, Analogue has revealed that each and every Super Nt console sold will come with a pre-installed digital copy of Super Turrican: The Director’s Cut. It features an entirely new level with fresh music, additional enemies, improved sound effects and enhanced graphics – it even offers a new way to use the game’s famous beam weapon. The game comes with an authentic box to boot.

And that’s not all – Super Turrican 2 is also included, so you can play through both epic games, one after the other.

Pre-orders for the Super Nt opened last week. Have you ordered one?

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Review: Hive Jump (Wii U eShop)

By this point in time Nintendo has cleanly put the Wii U in the rearview mirror; virtually all support has transferred over to the Switch from both first- and third-parties, and few are looking back. Even so, some games are still trickling out on the Wii U eShop; one such release is Hive Jump. Though Hive Jump presents some interesting ideas, it’s marred by a series of technical setbacks and gameplay issues that hold it back from being something truly exceptional.

The premise of Hive Jump is simple and rather forgettable. Humanity is at war with an evil alien race, and it’s up to a team of space marines — the J.U.M.P Corps — to outgun the alien menace in an intergalactic war. Though Hive Jump doesn’t get any points for a riveting story or gripping characters, it’s clear that the story is simply here to serve the purpose of providing context, and in that sense it fulfills its job well.

There are a few game modes here – a campaign, an arcade mode, and a challenge mode. Those latter two are exactly what they sound like; arcade mode strips away all superfluous elements to give you a good pick up and play experience while challenge mode will task you with missions under certain objectives and restrictions. The bulk of the gameplay is found in the campaign mode, which mixes turn based SRPG elements with roguelike run ‘n’ gun action. On the SRPG side you’re presented with a map that has a series of connected nodes on it, and you can spend Goo — the game’s currency — to build bases on empty nodes or fortify existing ones. Some nodes will be occupied by alien hives which you can attack once per turn, and after the turn passes some aliens will attempt to take the nearest base and succeed if it isn’t fortified properly.

The strategy side is really just a small portion of the main game, however; you’ll be spending most of your time trekking deep into alien hives to take them down from the inside. You and up to three other friends (locally) will be tasked with clearing out floors of randomly generated levels that are filled with aliens, killing everything that moves and collecting all the goo that you can. Along the way you can also occasionally find challenge caves that reward you with a relic — items that upgrade things like shot speed or respawn time — or find treasure chests full of goo. And should you go down in combat you’ll take temporary control of a “backpack” your marine was carrying, which has its own health bar. Once the backpack dies it’s game over, man.

All of this sounds good enough on paper, but it’s the execution that leaves something to be desired. For one thing, the SRPG elements feel awkward and tacked on; there’s not a whole lot of depth here that really necessitates strategy, and you spend so little time managing bases and resources that it’s easy to forget that this part of the game even exists. This is the kind of filler that adds little to nothing to the main game and it just serves to make Hive Jump feel like an unfocused and unfinished project. The foundation of an interesting concept is laid out here, but nothing is built to take advantage of that.

Then there’s the hive jumping itself. Though the action and exploration can be fun at first, it quickly devolves to a repetitive slog that fails to provide a satisfying gameplay hook that keeps players coming back. Adding in a friend or two helps liven it up a little more, but that doesn’t negate the core issues with the overall structure. There’s lots of déjà vu here as you find yourself running through the same environments, pumping rounds into the same spongey enemies, and collecting all this goo for upgrades that aren’t all that rewarding for the time you put in. And if, after spending ten to fifteen minutes fighting to the hive’s boss, you happen to lose the backpack and die? Well, you can just start from the top and do it all over again. There’s a fine line that roguelikes straddle which divides mindless repetition from randomized variety, and Hive Jump unfortunately falls firmly in the camp of the former.

That’s not even speaking to the disappointing quality of the performance. Hive Jump seems to target 30fps, but it fails to consistently hit this mark. This game drops frames frequently; we often found ourselves meeting a death that we didn’t actually get to witness because the image just completely skipped over displaying the last few seconds of gameplay. It’s passable and certainly playable, but the framerate stutters enough that it becomes an irritation that never goes away. Throw in another player, or two, or three, and the technical problems become that much more noticeable. The main gameplay is uninspiring to start with, and these are just magnified by the sluggish performance.

On the presentation front Hive Jump is competent, but it still feels lacking. The spritework is solid and the colours are bright, but the animation quality is poor and stilted. Everything looks good when standing still, but once things get moving that illusion is shattered. Similarly, the soundtrack provides a good dosage of upbeat chiptunes, but there’s nothing here that’ll have you tapping your foot or otherwise catch your attention. It’s uninvasive and it fits well with the theme of the game, and that’s all there really is to say about it.

Conclusion

Overall, Hive Jump is a disappointing game in light of the attention and buzz it once attracted. There are the bones of an interesting concept here, but it never seems to come together quite right once everything gets rolling. Repetitive gameplay, disappointing performance and ho-hum presentation make this a game that’s ‘ok’ at best. We’d recommend this one only to players who are eager for a co-op action shooter for their Wii U. It does what it says on the tin, just don’t expect to come away from this one wowed by the experience.

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Animal Crossing for Mobile is All Set for a Nintendo Direct Reveal This Week

Update:

Nintendo of Europe has confirmed it’ll release a localised version of the Direct a few hours after the Japanese video.

Nintendo of America has also confirmed the Direct for the initial time of 8pm Pacific / 11pm Eastern, so there’ll likely be an English translation for us to watch live.

Original Article:

Whenever the topic of Nintendo Mobile comes up, plenty naturally wonder aloud about the Animal Crossing app. Since its confirmation last year Nintendo has said next-to-nothing about it, but that will change this week.

Nintendo has confirmed that there’ll be a Nintendo Direct for the smart device app, stating that it’ll only be mobile and not Switch or 3DS news.

It’s set to be around 15 minutes in playtime and is at noon Tokyo time on 25th October – that’ll be 8pm Pacific / 11pm Eastern on 24th October, and 4am UK / 5am CEST on 25th October in Europe. At the time of writing Nintendo of America and Europe are yet to share news on the broadcast, but we’ll keep an eye out for confirmation on their end.

As always we’ll be live streaming and blogging the Direct as it happens. What do you hope to see for Animal Crossing on mobile?

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Video: Here’s a Look at Some Intriguing Failed Nintendo Game Pitches

Sometimes the history around games that never made it out of the door can be fascinating, as we look back at what might have been if different decisions had been made. Rejected or failed projects often come back in different forms, but occasionally they’re lost forever.

Unseen64 has teamed up with DidYouKnowGaming to look at some ‘failed pitches’ from Nintendo history. It’s a summary video of sorts that retreads a few familiar tales, but also touches upon a couple of projects that haven’t been mentioned in the past. A couple that are either new or missed by this scribe previously relate to an Art Academy ‘all stars’ idea, and an attempted Super Mario Bros. 3 PC port by two very familiar and highly regarded names.

We’re still a bit disappointed that the Star Fox 3DS port never got approved…

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Amazon Opens Pre-Orders for New Nintendo 3DS XL – Super NES Edition in North America

In a bit of a surprising move Amazon has opened pre-orders on a New Nintendo 3DS XL – Super NES Edition in North America, which hasn’t (at the time of writing) been revealed by Nintendo [Update: Nintendo of America has now re-tweeted an official announcement by Amazon].

Pre-orders on both Amazon US and Amazon Canada give a release date of 27th November, with box art showing that Super Mario Kart is pre-installed on the device. An equivalent arrived with the relevant regional design in Europe recently, but there’d been little indication that Nintendo of America was planning to follow suit.

It’s priced at $199.99 in the US and CDN$239.99 in Canada; pre-order links are below.

Please note that some of the links below are affiliate links. If you click them and make a purchase we may receive a small percentage of the sale which helps support the site. Please read our FTC Disclosure for more information.

Order from Amazon Canada here


An official announcement is probably imminent; do you think you’ll grab one of these systems?