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Although they remain uncredited, Bandai Namco contributed to the development of Mario Kart 8 Deluxe, Mario Kart Tour, and Arms.
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In footage of a pre-release build of the game uploaded by Nintendo Treehouse, the Tribolt and Megaton retained their original Japanese names, Trident and Big Punch.
Nintendo Treehouse footage:
https://www.youtube.com/watch?v=OGCqdZZeFtM
Trident seen at 5:43
Big Punch seen at 17:07
https://www.youtube.com/watch?v=OGCqdZZeFtM
Trident seen at 5:43
Big Punch seen at 17:07
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The Popper and Slapamander both had different designs in early gameplay footage. The former was originally orange with blue and yellow stripes, being green with yellow curls in the final game. The latter was initially black with orange stripes and a gold interior, as opposed to its final design's red-orange with white stripes and a blue interior.
Arms Weapon Showcase trailer with beta designs (seen at 0:46 and 1:23):
https://www.youtube.com/watch?v=puFw64IUyrU
Arms Direct (May 17, 2017) with final designs:
https://www.youtube.com/watch?v=hY2_Xu3f8Bc#t=682s
https://www.youtube.com/watch?v=puFw64IUyrU
Arms Direct (May 17, 2017) with final designs:
https://www.youtube.com/watch?v=hY2_Xu3f8Bc#t=682s
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An unused, fully playable, ARM exists within the game's files under the name "GumShield." This ARM functions similarly to the Clapback, except incoming attacks stick to it instead of being reflected. The GumShield model also features a unique brand that went completely unused in the final game.
Footage of the GumShield ARM:
https://www.youtube.com/watch?v=nETT3y7NiZs#t=304s
https://x.com/SuperNGuy/status/1511378184461295624
https://x.com/SuperNGuy/status/1511378259111469064
https://x.com/SuperNGuy/status/1511455189919797265
https://x.com/SuperNGuy/status/1511488717915140099
https://x.com/SuperNGuy/status/1511493557001019392
Unused brand image source:
https://armswiki.org/wiki/Beta_elements
https://armswiki.org/wiki/File:UnusedLogo.png
https://www.youtube.com/watch?v=nETT3y7NiZs#t=304s
https://x.com/SuperNGuy/status/1511378184461295624
https://x.com/SuperNGuy/status/1511378259111469064
https://x.com/SuperNGuy/status/1511455189919797265
https://x.com/SuperNGuy/status/1511488717915140099
https://x.com/SuperNGuy/status/1511493557001019392
Unused brand image source:
https://armswiki.org/wiki/Beta_elements
https://armswiki.org/wiki/File:UnusedLogo.png
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In an interview with Nintendo Minute, ARMS producer Kosuke Yabuki revealed that some employees at Nintendo of America found the initial sketches of Lola Pop to be frightening. Since coulrophobia (the fear of clowns) was uncommon in Japan, Yabuki felt like he had "learned a weak point of Americans."
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The concept for Twintelle was presented when game director Kosuke Yabuki wanted a character that fought with their hair. To make sure she had a distinctly non-Japanese background, the designers spoke with people in different regions of Nintendo and gauged audience feedback.
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To make the game stand out from other fighting games, the initial concept for the game had the camera positioned behind the player character. However, it was really hard for the player to judge distances. They solved this problem by making the arms extend, which led to the unique idea for the game.
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The early idea of the game was to feature staple Nintendo characters such as Link and Mario. The aesthetic of the game clashed with them, and it was eventually decided that a new cast of characters be created. Character designs started with the arms first with the team working backward to decide what type of character would possess it. However, there are some exceptions where a design came first.
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An early concept for the game had the characters using external devices to punch their opponents, however, this was later dropped in favor of the characters extending their actual arms.
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According to the game's art director Masaaki Ishikawa, the Dragon Ball and Akira series were largely influential to the game's art style.
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