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Messages - David

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331
Game Blog / Shigeru Miyamoto Article in The Sun (UK)
« on: December 24, 2007, 04:33:39 AM »
As you may have heard before, most of the world is running short on Wii systems at the moment; in the U.K., Nintendo pulled their Wii television ads after selling out their entire inventory in advance of Christmas.  In light of that, it appears that The Sun is attempting to educate British consumers on "the man to blame for the nation's rage" with a brief article on Shigeru Miyamoto.  The article quickly goes through Miyamoto's history with Nintendo, but doesn't really have much in the way of new information.  In fact, the only "new" tidbit I noticed concerned Miyamoto's wife being an admin worker at Nintendo before the couple met.

Overall, it's a fairly good little summary article, even if the writer seems to have the idea that Miyamoto is president of NCL.  I'd imagine Iwata would be surprised to hear that.

332
According to the Smash Bros. Dojo, Wario will have his classic anti-Mario apparel available as an alternate outfit in Super Smash Bros. Brawl.  Tapping X or Y on the character select screen normally cycles between the six color schemes available for each character; if you chose Wario, however, the seventh tap switches from his Wario Ware outfit to the classic anti-plumber ensemble.

According to Sakurai, "Wario alone is special" as far as this alternate costume business goes, but I'm a bit suspicious that we might see alternate outfits for a few other characters.  Peach had a Daisy costume available in Super Smash Bros. Melee, but the costume change was conspicuously absent in the E for All Brawl demo; the Daisy color scheme was present, but no texture/costume change occurred.  I wouldn't be surprised if a Dr. Mario costume was available for Mario as well, especially considering Sakurai's comments about some Melee fighters being absent this time around.

333
Just a few updates to the list.

1080° Snowboarding
Alleyway
Arm Wrestling (arcade)
Band Brothers
Battleclash
Card Hero
Chibi Robo
Custom Robo
Doshin the Giant
Duck Hunt
Electroplankton
Eternal Darkness (the ip belongs to Nintendo, I believe)
F-1 Race
Game & Watch
Golden Sun
Gumshoe
Hajimari no Mori
Happy Panechu!
HeliFire
Hogan's Alley
Hotel Dusk
Joy Mecha Fight
Kaeru no Tameni Kanha Naru (the guy that turns into a frog -- cameo in Link's Awakening)
Kururin
Mach Rider
Magical Vacation
Marvellous
Mole Mania
Nazo no Murasamejou
Oendon/Elite Beat Agents
Picross
Polarium
Radar Mission
RadarScope
Sennen Kazoku
Shin Oni Ga Shima
Short Order & Eggsplode
Sky Skipper
Solar Striker
Space Fever
Space Firebird / Space Demon
Space Launcher
Star Tropics
Stunt Race FX
Sutte Hakkun
Tantei Club
Teleroboxer
Time Twist
To The Earth
Tomato Adventure
Trace Memory
Urban Champion
Wave Race
Wii Sports / Play
Wild Gunman
Yakuman (Mahjong)
Yuu Yuu Ki

All the generic sports titles

334
Waluigi will be appearing in Super Smash Bros. Brawl as an assist trophy, clad in his traditional outfit and carrying a tennis racket.  The Smash Bros. Dojo site's 12/14/07 update revealed Waluigi (as well as Stafy, that loveable starfish from under the sea) in all his purple glory.

At this point, I'm starting to wonder how many Nintendo franchises won't be in Brawl.

Here's a preliminary list, culled from The Nintendo Database.  I trimmed out any games that already seem to have character/music/item/whatever references in Brawl... how many do you think we'll eliminate by the time the game launches?

Stuff in bold represent games that had trophies/music/items in Melee.

(I'm making no guarantees this list is currently complete, nor up to date; however, it generally seems to be accurate.)

1080° Snowboarding
Alleyway
Arm Wrestling (arcade)
Band Brothers
Battleclash
Card Hero
Chibi Robo
Custom Robo
Doshin the Giant
Duck Hunt
Electroplankton
Eternal Darkness (the ip belongs to Nintendo, I believe)
F-1 Race
Game & Watch
Golden Sun
Gumshoe
Hajimari no Mori
Happy Panechu!
HeliFire
Hogan's Alley
Hotel Dusk
Joy Mecha Fight
Kaeru no Tameni Kanha Naru (the guy that turns into a frog -- cameo in Link's Awakening)
Kururin
Mach Rider
Magical Vacation
Marvellous
Mole Mania
Nazo no Murasamejou
Oendon/Elite Beat Agents
Picross
Polarium
Radar Mission
RadarScope
Sennen Kazoku
Shin Oni Ga Shima
Short Order & Eggsplode
Sky Skipper
Solar Striker
Space Fever
Space Firebird / Space Demon
Space Launcher
Star Tropics
Stunt Race FX
Sutte Hakkun
Tantei Club
Teleroboxer
Time Twist
To The Earth
Tomato Adventure
Trace Memory
Urban Champion
Wave Race
Wii Sports / Play
Wild Gunman
Yakuman (Mahjong)
Yuu Yuu Ki

All the generic sports titles

335
Game Blog / Koizumi Talks...and talks, and talks, and talks
« on: December 06, 2007, 08:20:54 PM »
With the release of Super Mario Galaxy on the Wii, director Yoshiaki Koizumi is getting an awful lot of press time.  Fortunately for us, that means lots of neat "behind the scenes" information on Galaxy and the other titles he's had his hands on.  Here are some of Koizumi's recent interviews and some tidbits of information from each.

Wired Game|Life Interview by Chris Kohler
  * Koizumi mentions being the guy who "sneaks" story elements into Mario/Zelda games, due to Miyamoto and other development folks not being all that interested in the story and background plot for games.
  * His development of the plot scenario for Link's Awakening.
  * Koizumi studied film and writing in school, and took a job at Nintendo after graduation.  "(M)y ambition had always been to make drama. That was my goal: Having a character, in a certain kind of world, having him go through a series of actions to accomplish something, and creating a dramatic tension throughout that. And games seemed like a really good opportunity to create a kind of drama that you don’t find in films."
  * Miyamoto's vagueness when it comes to suggestions for game changes, and how Koizumi finds himself entering into this state of vagueness with his own staff now.
  * "I feel like you really can't have Galaxy without all of the things we learned from Sunshine."

Next Generation's Post Mortem, by Kris Graft
  * "I’ve actually been very surprised that the reviews have been so amazing . . . I didn’t know that a 3D action game like Mario was going to be so well-accepted. I mean those games tend to do a little bit better in Europe and the US than they do in Japan, because in Japan they tend to have a few more problems with motion-sickness and disorientation in 3D games. And just in general you never know how people are going to react. But the reviews in Japan have been really, really good this time around so I’m very surprised and very happy about that"
  * The game balances the challenge level by limiting you to three hit points, but supplying plenty of extra lives.  "Hard core" gamers appreciate the challenge from the limited hit points, while "casual gamers" aren't frustrated because they have plenty of chances to succeed.
  * Koizumi and Miyamoto both feel that there really shouldn't be a major divide between the "hard core" and the "casual", as long as a game is well designed.
  * Miyamoto tends to be ambiguous, and that means Koizumi became a sort of an "interpreter" for the rest of the development team.
  * Koizumi wasn't really aware of the Super Mario Bros. 3 references in Galaxy until after it was released and people started commenting on them.  The suits/powers were designed for the game, and the musical references were done by the rest of the team.

Game Daily's interview, by Willis Lambert
  * Experienced gamers have certain expectations when it comes to new Mario games, and he doesn't want to disappoint them. At the same time, that doesn't mean things are identical; new elements and interpretations must be there to keep the sense of wonder alive.  Folks expect Goombas, but what would space Goombas be like?
  * The folks most concerned about changing elements of "the Mario universe" weren't Miyamoto and Koizumi, but rather the other members of the design team and staff.  When new and novel ideas were shown, many responded with "No, that's not a Mario game".  Getting new and novel ideas into the game often came with a lot of resistance.
  * Many level and world designs come from food.  Koizumi often doodles little pictures of food, and he feels that food is immediately appealing and thus works well for thematic structure in the game.  As far as what kinds of food can be found in the game, "there's one that looks like a Japanese tea suite, or two pancakes with a bit of bean paste in the middle, you'll see watermelons, peanuts..."

Gamesutra's Interview from the Montreal Games Summit, by Brandon Boyer and Leigh Alexander
  * During the development of Super Mario 64, Koizumi worked on the creation of Mario's walking and basic movements.  There was a very late development night when Miyamoto acted out Mario's motions while Koizumi modeled them.
  * Depth perception is vitally important when it comes to moving in 3D, but it's very difficult to convey this physical truth to gamers in 3D game.  Shadows are used to help show the location of characters in 3D; while it's not realistic to show a shadow always being directly below the object casting it, it does help the gamer in locating objects in the game.
  * It's very easy to get lost in a 3D game, and it's hard to both use a map and keep the action in the game going.  As a result, the 3D Mario titles tend to have levels with large landmarks and even giant arrows, to keep the gamer from getting confused.
  * The success of Donkey Kong: Jungle Beat helped remind Koizumi that games need to be played and enjoyed by everyone in the family.  The simple control scheme (and "over the top" style) could appeal to both experienced gamers and new folks, and that led to a desire to make future games accessible to all.
  * Spherical worlds mean no "invisible walls", thus helping keep gamers in the game.
  * The "planet camera" system in Super Mario Galaxy allows Mario to move all over the place while staying centered on the screen.  This reduces camera panning and seems to help in reducing the risk of motion sickness for those prone to such things.

Phew. That was a lot of work.  Go read the full articles and have fun!

Wired Game|Life Interview by Chris Kohler
Next Generation's Post Mortem, by Kris Graft
Game Daily's interview, by Willis Lambert
Gamesutra's Interview from the Montreal Games Summit, by Brandon Boyer and Leigh Alexander

336
Game Blog / Donkey Kong's Back -- in Monster Truck Form!
« on: December 06, 2007, 07:00:35 PM »
This Sunday (SUNDAY, SUNDAY), the "outrageous Donkey Kong Monster Jam® truck" will debut at some sort of Monster Jam event at the Hubert H. Humphrey Metrodome in Minneapolis, Minnesota.  Sadly, I wasn't able to find any pictures of this thing, but I'm sure the truck-crushing imagery will be visible in the near future.

So, should you be at a Monster Jam event in the future, you might see the mother of all barrel-tossing trucks swerving through the mud.  Send in pictures if you do!

More information can be found either in Nintendo's press release (http://press.nintendo.com/articles.jsp?id=14201), or (eventually) at the Monster Jam Online site. (http://www.monsterjamonline.com/)

337
A fairly recent article by Seth Schiesel in the New York Times game some favorable impressions of both Super Mario Galaxy (" The game’s whole feel is so finely tuned, so infectiously enjoyable") and Mario & Sonic at the Olympic Games.  Schiesel gives some of his own impressions of the games as well as his Mario gaming memories, but what makes the article really shine are the quotes he wrangled out of other members of the media and industry.

* Andy McNamara, editor in chief of Game Informer: “The only way to really put it is that Mario is the Man.  He’s definitely like the Steamboat Willie of the video-game industry. Back in 1985 everyone thought the video-game industry was dead, and when Super Mario Bros. came out, it revitalized the whole thing. Mario is really in some ways the quintessential game experience, in that you get to have fun and explore places you would not normally visit, with all these crazy mixed-up worlds and the magic mushrooms and crazy stars. Also, every Mario game gets fairly challenging in the end, but anyone of pretty much any age can just sit down and start playing.”

* Hardcore Gamer Magazine: "What I’ve been experiencing since first putting this game in my Wii is the culmination of several lifetimes of game design mastery by its creators.”

* Simon Jeffrey, president of Sega of America, upon being asked if Shigeru Miyamoto had set up shop at Sega during the development of Mario & Sonic at the Olympic Games:  "No, no, Muhammad doesn’t go to the mountain.  The mountain goes to Muhammad. We would bring versions of the game to him for him to consult on.”

The article is quite interesting, so I'd suggest you visit the NYTimes.com site and read it for yourself.

338
Site Discussion / Re: Deezer the Snowman
« on: December 03, 2007, 08:33:38 PM »
I suppose I should start working on the Christmas WTMK 'Cast soon.

339
The mighty Hip Tanaka has returned, courtesy of Super Smash Bros. Brawl.  The Smash Bros. Dojo site recently updated with a special remix of the themes from Donkey Kong.

One of Tanaka's first responsibilities at Nintendo was in composing the music for Donkey Kong.  He went on to compose for a variety of Nintendo titles, including Wrecking Crew, Metroid, Super Mario Land, Mother, and Dr. Mario.  Tanaka left Nintendo in 1998 and went to work at Creatures, composing music for the Pokemon series and games; he became president of of Creatures in 2000.  This remix represents the first work Tanaka has done "directly" for Nintendo in several years, although he has been connected to the company via Creatures and Pokemon.

Go listen to Tanaka's remix of his early work!  http://www.smashbros.com/en_us/music/music15.html

340
Game Blog / Mario's Back - In Musical Tesla Coil Form!
« on: December 02, 2007, 07:04:19 PM »
If you've ever longed to hear the classic Super Mario Bros. overworld theme played by 12 foot sparks of electricity, this is your lucky day.  At the 2007 Lightning on the Lawn Teslathon (sponsored by DC Cox {Resonance Research Corp}) in Baraboo, WI, two seven foot tall, high power solid state Tesla coils blasted out Kondo's famous tune.

Feast your ears and eyes on this marvel over at the video, hosted on YouTube.

The coils were constructed by Steve Ward and Jeff Larson. Video was captured by Terry Blake.

Source: http://www.youtube.com/watch?v=B1O2jcfOylU

341
Game Blog / The King of Kong comes to DVD in January
« on: December 02, 2007, 06:53:48 PM »
According to DVDFile.com, The King of Kong: A Fistful of Quarters will be released on DVD near the end of January.  The documentary about the battle for the world record high score in Donkey Kong should carry a pricetag of $19.98 when it arrives in stores around January 29th, 2008.  Extra features include a commentaries by the directorial team and an "editor of IGN", featurettes, and the animated short A Really, Really Brief History of Donkey Kong.

For more information, feel free to check out the film's official web site at http://www.billyvssteve.com/.

342
Game Blog / Mario: Man of the Hour
« on: December 02, 2007, 06:42:20 PM »
As political campaigns are in full sway, the past month has revealed a few more tidbits about everyone's favorite plumber:

* In Canada, Mario's popularity rivals that of the Prime Minister!
  More people in Calgary, Toronto, Halifax could identify a photo of Mario than one of their own Prime Minister Stephen Harper.  While Mario and Harper were generally tied in cross country polls (each recognized by about 70% of poll respondents when asked to identify photographs by name), Mario did catch the eyes of more women than did the Prime Minister (66% versus 63% identification).   (http://www.maxconsole.net/?mode=news&newsid=22755)

* In the good old USA, Mario's games are the favorite of all political stripes.  When asked their gaming preferences...
  Conservatives generally chose "Madden NFL and Mario"
  Liberals generally chose "Mario and The Sims"
  Moderates generally chose "Mario, Donkey Kong, and Madden"

  The man in red and blue could unite the nation!  (http://blog.wired.com/games/2007/11/how-your-politi.html)

343
Game Blog / Re: The Great TMK Sticker Hunt! (David has prizes)
« on: December 02, 2007, 06:25:14 PM »
Sorry for the delay, folks.

The contest ends Friday, December 7th.  A prize package is being wrapped together and will be displayed before the end of the contest - trust me!

Please be prepared to hand over your mailing address should you be the winner.

Many thanks. Please continue.

344
Game Blog / Mario's Back - in Graphical MIDI Form!
« on: November 26, 2007, 02:30:56 AM »
There's a fellow out there who wrote a program called The Music Animation Machine.  This piece of software plays MIDI files with animated graphics (akin to visualizers in other programs).  What make this worthy of a TMK post is that some lovely folks in Japan used this program to make an graphical Mario MIDI.

Interesting, don't you think?

More information, and a few other game MIDI videos, are available on his MAM MIDI Player on Nico Nico Douga page (Nico Nico Douga being a Japanese video and commentary site).

Go take a look!  http://www.youtube.com/watch?v=-wkI7hg65F0

345
Game Blog / THANK YOU SO MUCH FOR (to) PLAYING MY GAME!
« on: November 18, 2007, 07:04:57 PM »
Whoo hoo... 6 days later, and I now have all 120 standard stars in Super Mario Galaxy.  Now I probably need to write up a review, but for the moment all I want to say is that this game is consistently fun all the way from star #1 to star #120.

Annoying at times, but in a good way.

Don't rush yourselves, folks... there's plenty to do in this game, even after you get all 120 stars. Heh heh heh.

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