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Topics - David

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256
Latest News / Wario Land: Shake It! on September 29th in the USA
« on: June 25, 2008, 07:24:17 AM »
NOA sent out a press release concerning some of their 2008 titles, and they helpfully included a release date for the new Wii Wario Land platformer.  Wario Land: Shake It! will be released in the USA on September 29th of this year.

Wario Land™: Shake It!, a classic side-scroller for the Wii console launching Sept. 29, stars Wario, the smelly, bad-mannered alter ego of Mario™. With the Wii Remote™ controller turned sideways like an old-school controller, veterans and newcomers alike can run, jump and smash their way through hectic side-scrolling stages. Players shake the Wii Remote to help Wario take down his enemies, empty bags of treasure or cause earthquakes. Best of all, there are numerous stages each offering multiple missions to keep players coming back again and again to unlock everything, collect more coins or just improve their best times.

Source: Nintendo of America press release

257
Game Blog / WTMK - Updates and New Programming Blocks!
« on: June 09, 2008, 02:52:11 AM »
WTMK lives... now with more music and additional features!

A brand new selection of music is now blasting from the WTMK servers, featuring music from the recent hits Super Mario Galaxy and Super Smash Bros. Brawl.  In addition, we're experimenting with the introduction of show and programming blocks. There are currently two show blocks broadcasting on WTMK:

* "Classic Classics" -- Mario music the way it used to be... chip tune and 8-bit enthusiasts should be excited.

* "Spinoff Showcase" -- The Super Mario Bros. series has had a large number of spinoffs over the years, and Spinoff Showcase is where you'll hear music from all of them.  Wario, Yoshi, Donkey Kong, and many, many more.

If the "show block" concept proves to be popular, a few additional blocks may be on the way.  If you have any suggestions on "shows" you'd like to hear on WTMK, feel free to suggest them!

258
Game Blog / Heavy Troopa is Ready to Launch!
« on: May 30, 2008, 12:08:20 AM »
A new fan remix album has been released recently, focusing on the Nintendo/Square game Super Mario RPG: Legend of the Seven Stars.  I've just started browsing through the tracks, but it appears to feature a variety of remix "styles" (retro 8-bit chip music, syth, electro, orchestra, and more) and should appeal to those SMRPG lovers out there.  I may need to refresh my knowledge of SMRPG fan remixes, though, as I believe that not all the music in this album is "new" -- I recognize at least one older track by The OneUps.  Go download it yourself before the folks at GameMusic4All.com run out of bandwidth.

Source: Heavy Troopa is Ready to Launch! at GameMusic4All.com

259
Game Blog / Banjo Blows Up Mario
« on: May 13, 2008, 12:59:09 PM »
Rare and Microsoft have released a trailer for their upcoming game Banjo-Kazooie: Nuts and Bolts for the Xbox 360.  Near the end of the trailer, the bear and bird fly past a giant 8-bit Mario, and a few seconds later they blow the head off of it.  Whether that's self-referential humor regarding the departure from Nintendo or a brazen bit of bravado, it is amusing.

Go take a look for yourself...

Source: Banjo-Kazooie: Nuts and Bolts Trailer, at GameVideos.com

Update: The original video was edited to remove the portion where Mario is destroyed.  Luckily, the guys over at The Rare Witch Project archived the original.

260
Game Blog / Super Mario Kart - in a Motion Simulator!
« on: May 03, 2008, 04:49:21 AM »
Force Dynamics is a company that produces motion simulators for trade show events and the like.  To demonstrate some of the capabilities of their equipment, they rigged up Super Mario Kart with their motion simulator.  If you've ever wondered what Super Mario Kart would be like in a wiggling chair, go take a look.  Sadly, they claim to have sold off the model they had programmed for SMK, so it appears that I might never get to try it out.

Source: Force Dynamics
Direct Youtube Link: http://www.youtube.com/watch?v=nBVOnT36Qw4

261
Game Blog / GamaSutra and the Physics of Super Mario Galaxy
« on: April 08, 2008, 09:22:22 PM »


While I am not going to attempt to fully understand every aspect of the article, GamaSutra has an article up about the gravity system used in Super Mario Galaxy.  The more technically-minded folks out there might find it interesting -- as best as I can tell, the gravitational pull on Mario is generated based on the closest polygon on the planetoid and a single ray dropped down from Mario's center.

If this makes more sense to you than it does to me, you are either Megabyte or the sort of person interested in reading the article.  Go take a look, either way.

Source: GamaSutra

262
Game Blog / Mario's Family -- as explained by Japanese First Graders
« on: February 21, 2008, 12:16:57 AM »
There's a cute little column over at 4 Color Rebellion about what happened when an English teacher asked his six year old students about Mario's family.  Strange relationships between Mario, Peach, Bowser, and Wario are presented.  It also seems Luigi is Mario's older brother, as "(h)e's taller".

I'm honestly not sure I find the kids' logic any worse than that expressed whenever the whole "Donkey Kong Lineage" thing comes up.

Go read more at http://www.4colorrebellion.com/archives/2008/02/18/the-genealogy-of-mario-as-explained-to-me-by-japanese-6-year-olds/.

263
Latest News / Mushroomy Kingdom (and Music) in Brawl
« on: January 23, 2008, 01:23:39 AM »
The latest update at the Smash Bros. Dojo contains two new tidbits that everyone here is sure to enjoy.  World 1-1 from Super Mario Bros. will be appearing as a battle stage... a side scrolling battle stage, somewhat akin to Rainbow Ride in Super Smash Bros. Melee, but moving towards the right and much more amazing... especially with the piano remix of the Super Mario Bros. theme, by Kondo himself.  It also seems that the level changes to World 1-2 at times.

It's a great time to love Mario.

View the stage on the Dojo here.
Hear the music on the Dojo here.

Source: Smash Bros. Dojo

264
Game Blog / Smash Bros. Brawl Delayed Until March 9th in the USA
« on: January 15, 2008, 01:16:30 AM »
Super Smash Bros. Brawl has been delayed, and will now be released on March 9th in North America.  The Japanese release has also been pushed back, but only until January 31st.

Wii.

Source: Smash Bros. Dojo and Wired's Game|Life.

265
Remember Captain Olimar from Pikmin?  He's back and playable in Super Smash Bros. Brawl.  The latest round of updates at the Smash Bros. Dojo website contains both a character profile for Captain Olimar and his Pikmin and a sample music track from the Pikmin series.

What's that?  You don't understand why TMK has a blog entry about Captain Olimar?  Just reverse the phonemes in the Captain's name.  "Oh"-"Lee"-"Mar" becomes "Mar"...

266
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.

267
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.

268
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

269
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

270
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/)

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