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Topics - Jonnyboy117

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26
This is the place to talk about Killer 7 and have a chance to have your comment read on an upcoming episode of Radio Free Nintendo.


***NOTE: Please do not use this space to celebrate or complain about the poll results. You can do that in the poll thread. This thread is for actual discussion of the game itself.***

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The winning game will be played and discussed by the RFN crew on an upcoming podcast (or two). We'll also open a discussion thread for NWR forum users to post their thoughts on the game; excerpts from this thread will be read on the show, as well.


Note: All of the above games should be available for $10 USD or less (used). We strongly encourage fans to find a copy of the game and play along with us!

28
Podcast Discussion / RFN RetroActive #18 - Perfect Dark (N64/XBLA)
« on: May 13, 2011, 01:05:32 PM »
This is the official thread to discuss Perfect Dark for RetroActive. Tentatively, we plan to talk about the game on RFN 245 and possibly for a second week after that.

The theme for this edition is "Originals & Remakes". In addition to the usual in-depth analysis of the game itself, we're also interested in comparing the original N64 version to the much more recent version developed for Xbox Live Arcade. You can play and discuss either one, or even both, for this feature! It may be helpful to note which version you are playing.

Since the remake supports online multiplayer via Xbox Live, we may arrange one or two community events to play it together. If you have access to this version and are interested, post your Gamer Tag and check back frequently for more info.

---------------------

Perfect Dark was originally developed and published by Rare Ltd. in 2000 for the Nintendo 64. It is the spiritual successor to Rare's smash hit from three years earlier, Goldeneye 007. Perfect Dark features a sci-fi conspiracy story starring a new protagonist, Joanna Dark, who is a super-spy for the mysterious Carrington Institute. The game is a first-person shooter noted for its array of multiplayer features and modes, some of which are arguably unrivaled to this day. In addition to the single-player campaign, the game also supports two-player co-op and "counter-op" for the same campaign, via split-screen. The latter puts a second player in the role of minor enemies positioned throughout each level, with the goal of killing player one before he can complete objectives. When a player-controlled enemy is defeated, player two is transported into a new enemy farther along in the level.

Multiplayer deathmatch-style modes support up to eight characters total, of which up to four may be human players via split-screen. The remaining participants are A.I. "bots" renowned for their human-like behavior on the battlefield and, at some settings, super-human ability and ruthlessness. The emphasis on play against bots, and the extensive settings provided for customizing matches and the bots themselves, makes Perfect Dark a first-person shooter that can be enjoyed in "multiplayer" even when no friends are available. It also allows for scenarios in which a team of human players can face off against a team of bots, sometimes called a "comp stomp" in PC gaming.

About one year before the game's release, Nintendo and Rare showcased an innovative face-mapping feature for multiplayer. By connecting the Game Boy Camera to the N64 Transfer Pak, and connecting both to an N64 controller, you could take photos of yourself and your friends' faces and use a simple in-game tool to map these faces onto playable characters. While the feature was demonstrated extensively at E3, it was removed from the game in late 1999 due to technical problems, according to Rare. Many critics and fans attribute the true reason for this omission to the Columbine High School shooting incident of that year.

Perfect Dark is one of the few N64 games to require the 4MB RAM Expansion Pak for entire gameplay modes. While portions of the game are technically playable without an Expansion Pak, the majority of the game (including both single-player and multiplayer features) requires this accessory. If you are planning to acquire the original N64 version for RetroActive, be sure that you have an Expansion Pak as well.

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*Perfect Dark has now appeared in three polls, so this is its final chance for RetroActive selection.


**Beyond Good & Evil HD will be available on PSN sometime in May. We will schedule RetroActive around its release, if necessary.


***Sands of Time HD is available as part of a disc trilogy collection in North America, while the game is an individual PSN download in Europe.

All of these games are available in two distinct versions: an original release (which included a Nintendo platform) and a recent remake on a different platform. Either version is completely valid for the RetroActive discussion -- we're hoping for some interesting comparisons! And the wide variety of platforms should hopefully allow more people to participate.


Note that there are only four games in this poll. We considered some options for the fifth slot, but none seemed to fit. Clash of Heroes is too recent; Conker is too difficult to acquire on N64, and the Xbox version is no longer functional online. I almost included Animal Crossing as a franchise, but that seemed too cynical.

30
In a temporary break from the democratic process, the RFN crew has chosen Konami's Legend of the Mystical Ninja (a.k.a. Gonbare Goemon) for our next RetroActive discussion. This is a fun, interesting, easily accessible game, and we really hope you will play along and discuss it with us.


The game is available worldwide on Virtual Console for 800 Wii Points. It combines quasi-overhead, Zelda-style adventuring with side-scrolling action levels similar to Mega Man or Henry Hatsworth. The character designs and quirky soundtrack established Goemon as a star character for Konami; he would go on to be featured in several sequels and spin-offs, including the infamous N64 game also called Legend of the Mystical Ninja.


Please join us in discussing the game in this thread. Your posts may be read in whole or in part on Radio Free Nintendo during our on-air feature discussion of the game. Also, RetroActive voting will return for the next installment -- we just needed a break from the popular RPGs of late!

31
Please use this thread for discussing Ogre Battle 64. It's available on Virtual Console, so we hope you will play along with the RFN crew and have a lot to say here in the forums! The best comments will be read on the podcast; we expect to begin discussing this game on Episode 230.


If you cannot play along but have any questions about the game, you can leave those here too. And we encourage active discussion of the game, so check back later to see what others had to say!

32
Podcast Discussion / RFN T-Shirt Poll
« on: January 13, 2011, 06:43:56 PM »
We are gauging interest for a possible RFN t-shirt to be sold online in 2011. This is both a way to help promote RFN in the real world and also raise some money to pay for the podcast and site expenses. Any such item would be available in limited quantities, as we cannot afford to purchase excess stock with the hope of eventually selling it. We may in fact have to do some kind of pre-order system in order to raise the initial capital, but that is yet to be determined. First and foremost, we need to learn how many serious buyers are out there. Please answer this poll seriously -- only mark "yes" if you would really pay for such an item, because we will rely on these results to help make a decision.


NOTE: Please assume that standard sizes (S - XL) will be available; larger sizes may also be available depending on circumstances.

This poll will run until Thursday, January 27th. Please go ahead and vote while you're here so you don't forget! Finally, thanks for the info!

33
Podcast Discussion / RFN RetroActive #16 Poll - Second Chance Edition!
« on: January 13, 2011, 06:33:14 PM »
*IMPORTANT: Voting is only open for one week this time. Please submit your vote by Thursday, January 20.


All five of these games came in second-place in a previous RetroActive poll (there was a tie for second in the N64 round).


Feel free to use this thread to lobby for your favorite game. Users are free to change their votes at any time, but results will not be visible until the poll ends.

34
Please use this thread to discuss The World Ends With You. Excerpts from this thread may be quoted on Radio Free Nintendo for our on-air conversations about the game.


Tentatively, we plan to begin this RetroActive feature discussion on RFN Episode 220, with the option to extend it for a second episode depending on how far into the game we get by then.

35
Podcast Discussion / RetroActive #15: Nintendo DS Edition
« on: October 23, 2010, 03:35:17 AM »
Notes:


All of these DS games have been released in Western territories. Currently, they are all available via Amazon and/or eBay for less than $20, some less than $10. Availability at brick-and-mortar stores like GameStop will vary.


Reviews:


Soul Bubbles


Hotel Dusk


Lunar Knights


The World Ends With You


Advance Wars: Days of Ruin

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We'll be discussing Yoshi's Story (N64) for RFN RetroActive #14. Please use this thread for on-topic discussion of the game, which is available on Virtual Console for 1000 Wii Points. Tentatively, the RFN crew is scheduled to discuss this game on Episode 215, with the option to read additional comments from this forum thread on a later episode. Any post in this thread may be selected to be read on the show, especially if it helps frame or supplement the RFN crew's discussion.


Note: After discussing it with the other guys, we decided to reschedule this on-air discussion to Episode 215 in order to give more time for playing the game and for this thread to develop.

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Podcast Discussion / Poll for RetroActive #14: N64 Edition
« on: September 17, 2010, 11:31:15 AM »
Notes:


Yoshi's Story, Wave Race 64, and Ogre Battle 64 are available on Virtual Console in every region.
Banjo-Tooie and Perfect Dark have faithful HD remakes available on Xbox Live Arcade.
Of course, N64 cartridges are also great if you have access to them.
Please vote for the game you think is most interesting and/or that you would most like to play along if it wins.


VOTING ENDS ON THE MORNING OF THURSDAY, SEPTEMBER 30!

38
Podcast Discussion / RetroActive #13 Poll -- GBA Edition
« on: June 25, 2010, 02:43:29 PM »
I'm very pleased to announce the six (yes, SIX) nominees for our next   RetroActive feature. You pick the game, we play it, and everyone   discusses it together on both the forums and Radio Free Nintendo.

Mother   3
English Translation Patch at http://mother3.fobby.net/
   
Drill Dozer (last chance)
http://www.amazon.com/Drill-Dozer-Game-Boy-Advance/dp/B000CNESH6/ref=sr_1_1?ie=UTF8&s=videogames&qid=1277406517&sr=8-1
    http://www.gamestop.com/browse/search.aspx?N=0&Ntk=TitleKeyword&Ntx=mode+matchallpartial&Ntt=drill%20dozer
   
Pokemon Pinball Ruby/Sapphire
http://www.amazon.com/Pokemon-Pinball-Sapphire-Game-Boy-Advance/dp/B00009WAUN/ref=sr_1_1?s=videogames&ie=UTF8&qid=1277406594&sr=1-1
    http://www.gamestop.com/browse/search.aspx?N=0&Ntk=TitleKeyword&Ntx=mode+matchallpartial&Ntt=pokemon%20pinball
   
Golden Sun 2: The Lost Age
http://www.amazon.com/Golden-Sun-Lost-Game-Boy-Advance/dp/B00008KU9Z/ref=sr_1_1?s=videogames&ie=UTF8&qid=1277406625&sr=1-1
    http://www.gamestop.com/Catalog/ProductDetails.aspx?product_id=26314

Sonic     Advance 3
http://www.amazon.com/Sonic-Advance-3-Game-Boy/dp/B0001615P2/ref=sr_1_1?s=videogames&ie=UTF8&qid=1277406660&sr=1-1
    http://www.gamestop.com/browse/search.aspx?N=0&Ntk=TitleKeyword&Ntx=mode+matchallpartial&Ntt=sonic%20advance%203
   
Mario Tennis: Power Tour
http://www.amazon.com/Mario-Tennis-Power-Game-Boy-Advance/dp/B0009Z3MH4/ref=sr_1_1?s=videogames&ie=UTF8&qid=1277406687&sr=1-1
    http://www.gamestop.com/Catalog/ProductDetails.aspx?product_id=39384

Notes:
-   If Mother 3 is selected, we cannot help you find the game, only link to   the English translation patch.
  - Mario Tennis might seem like an   odd choice, but that's the game Stan Ferguson  reviewed with a score of   10. It's a hybrid RPG/tennis game, developed by Camelot (who also made   another nominee, Golden Sun: The Lost Age).

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Podcast Discussion / Radio Free Nintendo: E3 2010 Special 4
« on: June 20, 2010, 03:29:58 PM »
The E3 on-site crew gathers one last time for a run-down of the top Wii and DS games of E3 2010.
 http://www.nintendoworldreport.com/podcastArt.cfm?artid=23461

 E3 2010 Special Episode 4: Games of the Show    



 Download in AAC Format        Subscribe to AAC Feed    


Download in MP3 Format        Subscribe to MP3 Feed    


Subscribe via iTunes (Please rate and review, too!)    


For our last E3 podcast, the crew (sans Karlie) circled up around the microphone to list and discuss our Games of the Show nominees for Wii and DS. (We don't cover 3DS on this episode, since there weren't enough real game demos on the new system.)    


This episode was edited by Karl Castaneda.


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Podcast Discussion / Radio Free Nintendo: E3 2010 Special 3
« on: June 19, 2010, 05:25:14 AM »
On this episode, the E3 crew talks about various upcoming third-party titles for Wii and DS.
 http://www.nintendoworldreport.com/podcastArt.cfm?artid=23447

 E3 2010 Special Episode 3: Third-Parties Do Exist    



 Download in AAC Format        Subscribe to AAC Feed    


Download in MP3 Format        Subscribe to MP3 Feed    


Subscribe via iTunes (Please rate and review, too!)    


Nintendo's own games and hardware dominated E3, but there were still a number of interesting Wii and DS demos from third-party publishers. On the night of the expo's second full day, the entire on-site NWR crew fights off sleep long enough to run down the most exciting third-party and multi-platform games we saw at the show.    


This episode was edited by James Jones.


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TalkBack / IMPRESSIONS: Pro Pack Mini
« on: June 17, 2010, 02:54:34 AM »
These little controllers pack a lot of quality.
 http://www.nintendoworldreport.com/impressionsArt.cfm?artid=23403

 When I first heard that Power A is making "mini" versions of the Wii Remote and Nunchuk, I thought, "What's the point?" After all, Nintendo's official versions are already the smallest controllers around. I began to understand Power A's product when I held it in my hands. The Remote and Nunchuk are not just smaller (in every dimension) but also noticeably lighter. That's partly due to the switch to AAA batteries in the Remote. The smaller battery format provides less total energy, but the controllers are also more efficient to compensate, and Power A says to expect about eight hours of play. (I always recommend using rechargeable AA/AAA batteries, which are economical, ecological, and universally compatible).    


Both controllers have smoother, rounder edges than the official version. The mini-controllers also have a permanent, lightly textured coating that feels like a soft rubber (without the squeak). In other words, while your Wii Remote "jacket" won't fit this smaller version, it may not be necessary. There is a huge size difference between the unadorned mini-Remote and the jacketed official Remote.    



Electronic Entertainment Expo 2010: Pro Pack Mini, modeling this season's newest purple rubber coating.

   


Both controllers have back-lit buttons, and the mini-Nunchuk features a fully rubberized and ribbed underside for your fingers to grip. The Nunchuk joystick has a circular range of motion instead of Nintendo's octagonal design, while the joystick itself feels like the same quality. Many third-party accessories include sub-par joysticks, so this was a nice surprise. One layout difference is that Plus, Minus, and Home have been moved to below the internal speaker; it's hard to say whether the change is good or bad, but these buttons are used sparingly in most games. It's not hard to reach them in the new position, especially given the smaller area for your thumb to navigate, but I'd want to test this layout with a game like Metroid Prime 3: Corruption that uses Plus and Minus during gameplay.    


According to Power A, many components in the Wii Remote have become cheaper, smaller, and more advanced since 2006, and they wanted to take advantage of those improvements to make their controllers not only smaller, but also better. For instance, the infrared camera works at a greater distance and side angle (even with the official sensor bar), the rumble motor is a bit stronger, and the internal speaker is higher quality with less distortion than Nintendo's version. I wasn't able to verify all of these claims during the demo, but we'll take a rigorous look at these claims in the full review, coming soon.    


What I can say from my brief hands-on time is that both controllers feel light and compact, very dense and solid. The smoother edges make it easier to hold the controllers tightly, even with my large hands, although the product seems even better suited for kids' smaller hands. The mini-Remote has a more uniform thickness from end to end, which should make it feel better for NES-style play. All of the digital buttons feel good, with a soft clickiness and range of motion that is quite similar to that of the official controllers. The A, 1, and 2 buttons are all considerably larger than their official counterparts, but pressing them feels the same. The D-pad has the standard shape and slightly soft feel of a normal Wii Remote (or DS Lite, for that matter).    



Electronic Entertainment Expo 2010: The Pro Pack Mini is also available in blue, black, and pink.

   


Overall, my first impression of the miniature Wii Remote and Nunchuk is that they both feel great. If Nintendo redesigned its own controllers today, this is probably what the company would come up with. The smaller size may not be perfect for everyone, but it was totally comfortable even in my fairly large hands. I especially like the lighter feel, which could be helpful during long play sessions of first-person shooters and other games that require constant pointing and/or motion controls. While the mini-controllers are compatible with most other Wii accessories, including MotionPlus, the attachment looks and feels a bit awkward on the end of the mini-Remote, and it cancels out some of the size advantage of the new controller. (Power A said they are considering a future version that could have built-in MotionPlus, for a higher price.) As it is, the mini-Remote and mini-Nunchuk will be sold together as a package for a suggested price of $50 USD, though you might find it slightly cheaper at some retailers. They're going on sale in late July or August, and we should have a detailed hardware review by that time. As third-party controllers go, this combo feels more like an advanced first-party design.


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TalkBack / IMPRESSIONS: Monster Tale
« on: June 17, 2010, 01:46:28 AM »
Hatsworth Metroidvania Tamogotchi Explosion!
 http://www.nintendoworldreport.com/impressionsArt.cfm?artid=23400

 Monster Tale is the next game from DreamRift, the developers who made Henry Hatsworth and then left EA to become independent. Like 2009's overlooked wonder, Monster Tale combines two drastically different genres through the power of dual screens. Henry Hatsworth combined run-and-gun action (think Mega Man) with match-three puzzling (think Puzzle League). Only one screen was controlled at a time, but both affected each other in real-time.    


Monster Tale combines non-linear action/exploration ("Metroidvania") with a virtual pet RPG (think Tamogotchi). And this time, there is no pausing one screen to play the other -- both are always active. The upper screen contains the action gameplay, which looks and feels similar to Hatsworth's top screen, until you see the map. The star of Monster Tale, a girl named Ellie, runs and jumps around a huge, continuous world that is automatically mapped out. As you discover new abilities for Ellie, she is able to access new areas of the map and revisit earlier areas to find secrets.    



Electronic Entertainment Expo 2010: Ellie on the run.

   


Ellie isn't much of a fighter, at least not early in the game, but she gets a lot of help from Chomp. He's a friendly monster who lives on the bottom screen, eating food and playing with items that Ellie finds on her adventure. Chomp grows, evolves, and learns new attacks from these items, which is handy when you call him to the upper screen by pressing X. He hovers near Ellie, automatically attacking nearby enemies and sometimes activating out-of-reach switches. Though you always control Ellie directly, you can quickly command Chomp to use special attacks by holding the L trigger and pressing one of the face buttons. Chomp is a powerful ally and is needed to defeat many of the stronger enemies, but his time on the upper screen is limited. When his energy bar is low, or when you no longer need his help, Chomp returns to the touch screen to regenerate. This also gives him time to open more gifts, building up his stats and earning new special attacks and evolution forms.    



Electronic Entertainment Expo 2010: I'm going to say Ellie could use Chomp's help here.

   


The touch screen gameplay seems to be simpler than what we saw in Hatsworth, but it has to be managed while also playing as Ellie on the top screen. Chomp will often have multiple items to consume, each affecting his development in a different way. You can easily direct him to use a particular item by tapping the touch screen until the right item is highlighted. This method allows you to reach down with a thumb to control Chomp's development, meaning you don't have to constantly switch between buttons and stylus. Ellie also finds limited-use weapons for Chomp, like a catapult that is sent to the bottom screen. If you send Chomp over to the catapult, he will shoot down enemies on the top screen while still regenerating energy. There are probably many other interactions between the screens that we haven't seen yet.    


I was very pleased with the new game design and character art. Ellie seems to move a bit more slowly and has a more floaty jump than Henry Hatsworth, but these characteristics may change over the course of the game as she finds new abilities. Michael Cole plugged in headphones and noted that the music sounds highly reminiscent of Castlevania. Given the wonderful soundtrack from Henry Hatsworth, which was even released online for fans, we should look forward to hearing more retro-style music from Monster Tale. It's due out by the end of the year and already looks quite polished.


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TalkBack / IMPRESSIONS: Rock Band 3
« on: June 16, 2010, 09:45:04 PM »
I've got a fever, and the only cure is... keyboard.
 http://www.nintendoworldreport.com/impressionsArt.cfm?artid=23378

 As we approached the playable Rock Band 3 demo, I knew that I had to try the keyboard controller. When a Harmonix rep asked the crowd for singers, I volunteered on the condition that I could stay on stage for the next group as well (which would include Jared and Neal from NWR). Both the audience and I had to suffer through Smash Mouth's "Walking on the Sun" (certainly not my choice), but the sacrifice gave me an opportunity to walk over to the keyboard before the next group was even on stage.    


The new controller is a two-octave MIDI keyboard, with a plastic neck on the left side. The neck is apparently used in "keytar" mode, as it includes a short touch pad, but I played horizontally on a normal (if miniaturized) keyboard stand. The keys are standard width and have a nice amount of action when pressed. In mechanical terms, the controller feels just like my $200 full keyboard back home. The only difference on the keys themselves is a tiny ridge on the edge of certain buttons, ostensibly to denote the colored groupings of keys.    


In normal mode, you can press any key within one of those colored groups to hit a note in the song track. There is also a way to use five adjacent white keys (middle C through G) as the five colored notes, allowing for guitar-style play. In fact, you can play guitar parts on the keyboard in this way. But for my one chance with the new controller and interface, I had to go for Pro mode.    


In the keyboard's Pro mode, both white and black keys across the entire controller are used. The on-screen colors merely denote the group of keys you should use -- but the detailed note highway shows exactly which key should be pressed. As noted, I have a large keyboard at home and can play very easy scales, chords, and melodies. I can even read simple sheet music, though slowly. None of that mattered in the demo, even though the controller felt similar to my own keyboard. Pro mode destroyed me, even on the medium difficulty level.    


The problem, or maybe the fun, is that pesky hand-eye link between what you see on the note highway and what your hands should do in response. The keyboard pro mode interface is so complex, especially when chords mix white and black keys, that I couldn't keep up with the pace of "Bohemian Rhapsody". It felt like playing the original Guitar Hero for the first time, and I suddenly remembered going through a process of building that mental connection, learning the basic finger positions, and developing pattern recognition. It's going to take practice, just like it did with guitar (and drums). The keyboard controller is so accurate that I'm sure piano players will learn it faster, but everyone will be challenged by the new interface, regardless of experience. This levels the playing field and presents a real change to the Rock Band gameplay, even for players who have mastered earlier games. I feel humbled by the demo, yet very eager to try again and eventually develop my keyboard skills, both in the game and on my actual instrument.


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TalkBack / IMPRESSIONS: Steel Diver
« on: June 16, 2010, 01:19:37 PM »
In development since 2004, this game is finally ready to surface.
 http://www.nintendoworldreport.com/impressionsArt.cfm?artid=23377

 When we last saw Steel Diver, it was a dark, confusing submarine simulator that seemed like a poor choice to show off the brand new Nintendo DS system. That's right, the game debuted at E3 2004, then disappeared completely for years. The new version, being shown at E3 2010 for Nintendo 3DS, is much brighter and easier to understand.    


For starters, the gameplay is now shown from a 2D side-scrolling perspective. This design limits the added effect of a 3D display, but it does make the game much easier to follow. It seems that Steel Diver has morphed into a sort of underwater platformer. The goal, at least in this demo, is simply to avoid the walls and get your submarine to the level's end without a catastrophic hull rupture.    


Navigating the undersea canyons is easier said than done, since you don't have direct control over the sub. Instead, the touch screen is arrayed with virtual controls that you manipulate and manage in real time to "drive" the submarine. There's a horizontal lever for speed, a vertical lever for depth, and a rotating lever for pitch. Each tool is easy to use and understand, but the trick is managing the three of them as the sub moves through water. You obviously can't adjust every control at the same time, so it's important to pay attention and make small but frequent adjustments. The result feels more like a simulation than you'd expect from Nintendo, but the quasi-platforming gameplay is deceptively simple.    


There are also torpedo controls on the touch screen, so maybe Steel Diver is hiding combat and other gameplay elements for the final version. Nintendo says the game is almost complete (as you'd expect, after six years in development) and should be available at or near the 3DS launch, whenever that time comes.


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TalkBack / Notes From Nintendo's E3 2010 Developer Roundtable
« on: June 16, 2010, 02:30:28 PM »
Every year at E3, Nintendo invites members of the press to a special presentation by Shigeru Miyamoto and other developers. Q&A is included.
 http://www.nintendoworldreport.com/newsArt.cfm?artid=23369

 NOTE: The following notes are just that and include copious paraphrasing. No direct quotations are implied.    


Miyamoto, Konno, Trinen, and O'Leary enter the stage. Aonuma sits in the front row until the Zelda demo begins.    


Miyamoto discusses Ocarina of Time, says it was one of the first things he wanted to see when he first experienced the 3DS screen.    


Steel Diver is almost finished, has been in development for six years. Demo was originally shown for the DS in 2004. It's like a "submarine pet" in your aquarium at home.    


With Star Fox, it can be hard to see where your shots will go or when you will fly through a ring. If all we did was port these over, we'd just have old games with 3D visuals. We are working to come up with new ideas and improvements for them.    


In a fully 3D world like a Mario game, it can be hard to judge the distance of objects in the distance. With 3D visuals, all of that becomes very clear and easy to understand.    


When it's all self-contained, developers know what to expect and what they have to work with, so every player can have a consistent experience.    


Iwata and I have decided to put Hideki Konno as overall producer of the 3DS project. He is known for Mario Kart series and Nintendogs, but now he is involved with everything going on with 3DS. If the system goes well, that means I can retire. (laughs)    


Konno: I've been working at EAD as a software producer, but now I am overseeing hardware development. It's a new experience, and I was scared at first. I used to be one of the software guys who complain about the hardware limitations, but now I have a better understanding and appreciate how hard their work is.    


Miyamoto: Why don't we move on to Nintendogs + Cats?    


Konno: I hoped to keep this title secret until E3, but last year Miyamoto announced that he got a cat.    


Miyamoto: I thought people would assume we were making Nintencats, not Nintendogs + Cats!    


Konno: Gardening/Pikmin, Dog/Nintendogs, Cat/...I was a little sad. When we first made Nintendogs, we experimented with some cats as well.    


Miyamoto: Cats are interesting; they're kind of like girls. When they come and talk to you it's great, but when you go talk to them, it doesn't always go so well. Cats like to do their own thing.    


Konno: We decided to add cats based on Miyamoto's comments on how interesting it was to see dogs and cats interacting with each other. We can really bring out the different fur types on 3DS.    


We wanted to add more interaction between the player and the dog. We're using the inner camera to recognize the player's face. The dog will match your facial movements and lick your face if you come close. It's adorable. It will even react differently if your friends and family try to play with your dog.    


Miyamoto: And you've combined your history with Nintendogs and production of 3DS to enhance the Bark Mode idea.    


Konno: My ambition is to make Bark Mode more widely used and more popular. We built it right into the 3DS hardware. Name drops Animal Crossing, Mario Kart, as well as Nintendogs as games that could use this feature.    


Miyamoto addresses difference in population density between US and Japan with the tag modes from Nintendogs and DQ9. This is prevalent in Akihabara and "electric towns" in Japan where people cluster around to swap data. We set up relay stations for Nintendogs so people could experience it even after the game became less popular. Dogs were held at these stations so you could drop one off and someone else could pick it up later. This would be simple to do with the Internet, but it's fun to have it interact within the real world. Maybe next year you'll all have exchanged dogs with each other at next E3.    


Aonuma takes Konno's place to discuss Zelda: Skyward Sword    


Aonuma asks everyone to turn off phones and wireless devices to avoid interference. People are usually asking about number of dungeons and story elements, but we have really based this game around the core gameplay ideas. Last year, we showed a single piece of art. The gameplay was very far along, but the only graphical elements we had to show at that time was the one piece of art. Due to this different kind of development, the game is taking longer than usual. We're still adding a few dungeons and harder bosses, but most of the game is complete. I thought it would be best to play it safe and avoid promising it for this year.    


Did you see the story scene where Link jumps from a cliff? That's a very important moment in the game. Link is a young boy who lives in a land above the clouds called Sky Loft. One day he learns that there is another world beneath the clouds. The ground world is ruled by demons and evil forces, but Link must go there for some reason. A major part of the game is traveling back and forth between the sky and ground worlds.    


That ghostly character shown in last year's artwork is actually the Skyward Sword (which becomes the Master Sword), who takes that form when guiding Link. Sky is a very important theme for the game. Showing the clouds and vistas was a key reason for using this graphical style, which I really like a lot.    


Miyamoto: I like it too and approved it quickly. I am a fan of impressionism; the sky and mountains you see in the demo have a definite Cezanne feel to them. Expressing angle-specific attacks and defenses requires an exaggerated presentation that works very well with this art style. If we'd just used the same graphics from Twilight Princess, this game would already be done.    


Aonuma: We think there's a great marriage between the gameplay and graphical style, but there's still a lot of work to be done.    


Miyamoto: We are trying to change the structure of Zelda, in terms of going through dungeons and the world. Mr. Aonuma is my victim from the time of Ocarina.    


Aonuma: How many people remember the Water Temple and thought it was tough? We thought it was horrible! I've been living with that for over ten years. But with 3DS, we have a touch screen. I'd like to lay this evil to rest by making it very easy to put on and remove the Iron Boots and tunics.    


Miyamoto: This is also an area we've been working on with Skyward Sword, with the item interface. We've found that switching between MotionPlus and pointer was awkward for people, so this game lets you control the cursor with your movements, not the pointer. We've actually turned off pointer functionality for E3 to avoid interference, but the final game will use both and integrate them for smoother control.    


Q&A:    


Wireless access for 3DS? Konno: It's not "always on" or 3G compatible. But with WiFi, you can receive updates automatically, such as overnight. As for discussions with wireless carriers, we're not announcing anything right now.    


Zelda remote overlay final/optional? Aonuma: You will be able to turn that off.    


Zelda music orchestration and voice acting? Miyamoto: I don't think we could do orchestra for Galaxy 1/2 and then not do it for Zelda!    


Pikmin update? Miyamoto: I picked up a BAFTA in March and mentioned something about Pikmin, then everyone started reporting on a new Pikmin game. I was worried that it wouldn't get enough attention at E3, but rest assured, we are still working on it.    


3DS battery life? Konno: We'd like to match DSi.    


Whip? Same guy put it in both Spirit Tracks and Skyward Sword.    


Tiring sword controls? Miyamoto: It can be. Aonuma: The final version won't be so combat-heavy all the time. It will be broken up with puzzles and other gameplay so you don't get too tired. Miyamoto: And you can play with smaller movements, but the big swings and standing up make it feel better.    


Is the trailer's sequence of Link evolving related to the new game's story? Aonuma: Sorry, we just thought it would look cool.


46
TalkBack / IMPRESSIONS: Metroid: Other M
« on: June 16, 2010, 02:26:33 PM »
Metroid needs Other C(ontrols).
 http://www.nintendoworldreport.com/impressionsArt.cfm?artid=23368

 I waited forever to play this game, because the demo was roughly ten minutes of gameplay with several more minutes of story scenes. When I finally got to play, I requested the second of two available save files. This one starts later in the game and has less exposition, but still takes place in the Galactic Federation ship and is only about thirty minutes into the game. It seems that Nintendo is still keeping most of the game a secret, which makes it hard to evaluate a progression-based game like Metroid. So, I focused on controls and overall feel of the game.    


Electronic Entertainment Expo 2010:

   


In person, Other M looks very clean and generally impressive, with vibrant colors and shiny surfaces on the Power Suit. My first action upon gaining control of Samus was to run around, jumping and shooting to get used to the controls. On the plus side, movement is fast and responsive; Samus is definitely back to her agile self. Jumping is very quick, but you can get a lot of height by holding the button longer. The Charge Beam takes a while to build up but feels powerful, even before you shoot. When the charge is released, Samus is knocked back from the blast. 3D movement feels a bit awkward with the D-pad -- tell me again why the Nunchuk isn't being supported? I do like the action of lifting the Wii Remote and holding A to recharge missiles (and a bit of energy).    


Normal shooting auto-targets enemies in the general direction you are facing, but the game seems to balance this feature by sending enemies from multiple directions at once. The auto-aim is not perfectly accurate, and many enemies can take a couple of shots, so I was hammering away on the button. This frantic style of shooting fits well with the fast character movement and agile jumping. When you need to manually aim or use missiles, you just point the Remote at the screen. The transition to first-person view is quick; in fact, the game will probably be ready before you are. That's because your hand and finger placement need to change every time you switch control modes. I found this repositioning to be distracting, time-consuming, and briefly confusing -- for instance, the shoot button changes from 1 to A. Having two controller positions is neat, and it works okay after some practice, but players should have other options. If Nintendo wants to make Metroid more accessible, they can start by supporting all these controllers we have lying around the Wii.    


Electronic Entertainment Expo 2010:

   


Once you actually get into the first-person position, the pointer-based aiming works a bit differently than you might expect. Normally, you can only move the cursor around within the existing field of view. In other words, when the cursor reaches the edge of the screen, Samus does not turn. Instead, the game assumed you are returning to NES-style controls and goes back to third-person view. If you want to turn while aiming, you must hold the B trigger, which is also used for locking onto targets. The A button shoots your beam weapon and can also be charged. Missiles are fired by first locking on with B, then firing with A. Missiles are homing (since you already targeted the enemy) and reload quickly, which helps on the insect hives and other large enemies that can take two or three missiles to destroy.    


I didn't get to try the melee attacks (which are situational), which is one reason that I plan to try the demo at least once more before E3 closes. In terms of gameplay, I am encouraged by what I've played so far, but I want a Nunchuk option more than ever.    



47
Podcast Discussion / Radio Free Nintendo: E3 2010 Special 2
« on: June 16, 2010, 05:49:57 AM »
After a long day at E3, we gather around the table to comment on Nintendo's press conference and first impressions of the new games and 3DS system.
 http://www.nintendoworldreport.com/podcastArt.cfm?artid=23356

 E3 2010 Special Episode 2: Day of Nintendo    



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Join the E3 gang as James, Mike (TYP), Neal, and Jonny sit down to discuss the first day of E3 proper. It began with Nintendo's momentous press conference, full of Zelda, Kirby, Kid Icarus, 3DS, and win. We hit the high points of Reggie's opus, interspersing observations with further insights gained from playing these games and seeing the new portable system later in the day.    


This episode was edited by James Jones.


48
TalkBack / IMPRESSIONS: Nintendo 3DS
« on: June 15, 2010, 03:44:15 PM »
You will say "wow".
 http://www.nintendoworldreport.com/impressionsArt.cfm?artid=23289

 Nintendo's initial demo of the 3DS system, immediately following the E3 press conference, consisted of several character dioramas starring Mario, Link, Bowser, Pikmin, etc. Each scene was frozen in time but could be rotated with the new "slide pad" joystick. This new control interface is flat like the PSP nub, but it has more tension and feels more like a traditional joystick.    


But you want to know about the display. I literally said "wow" when seeing it for the first time... and the 3D effect wasn't even turned on yet. The visual fidelity is on par with GameCube or Wii, with character models covered in shiny, bumpy textures just as in games like Super Smash Bros. Melee/Brawl. (In fact, this whole demo was just like the pause screen in Smash.) Combined with what we saw in the Kid Icarus Uprising trailer, it's clear that 3DS is a graphical powerhouse at least on par with PSP, if not better.    


Then I cranked up the 3D slider. The characters immediately popped out of the screen, an effect that can be shocking at first sight. It looks exactly like the 3D effect you've seen on Avatar and other 3D films, only without the glasses. In fact, the effect might be even more convicing when you have direct control over the camera angle. Over and over, through two full cycles of the demo, I moved the slider up and down, comparing 2D to 3D and back again. The visual quality is exactly the same in both modes, and the display doesn't stutter or show any other reaction to the slider moving, except to increase or decrease the apparent depth. I did find that the 3D mode has a narrow viewing angle, and it looks extremely blurry if you tilt the screen away in any direction. Of course, going back to 2D removes the blur and allows you to view the screen at any angle.    


I also took some time to examine the system's other details. There is a raised rim around the touch screen, and the area below the touch screen is extended to the bottom of the system, so that the Select, Home, and Start buttons all sit on a raised platform. The D-pad, face buttons, and shoulder buttons were shiny on this unit, but otherwise feel just like those on a DSi.    


On the back of the system is a game card slot in the familiar location, but with some differences. The mouth of the slot is wider and deeper than before, implying a new physical medium to thwart piracy. However, a look into the slot reveals a shelf that narrows the slot to the size of the original DS game cards. It seems likely that your old games will slide into the same unified slot as new 3DS cards, just leaving some space near the top. New game cards will be larger at the top but should retain the original size down at the bottom, on the side with electrical connectors. Next to the game card slot is a stylus hole, but the demo units didn't have a stylus for us to try. Next to that is a small, black rectangle that appears to be an infrared sensor. This feature wasn't mentioned during the briefing, and so far we don't know what it might be used for. Along the side is an SD card slot, just like you'd see on the DSi.    


One last observation: the bottom half of the 3DS has a beveled edge that makes it look like two layers glued together. When the system is closed, this bevel makes it look like there are three layers to the system, when of course there are only two. The system has an overall size and weight similar to the DSi, with the top (3D) screen being somewhat wider but certainly not huge or system-wide as suggested by rumors.


49
Podcast Discussion / Radio Free Nintendo: Episode 198
« on: June 13, 2010, 12:49:00 PM »
Billy drops in to talk up EGM, and we close out the E3 predictions with a long, hard look at what's brewing on Wii.
 http://www.nintendoworldreport.com/podcastArt.cfm?artid=23230

 Episode 198: A Looker Aheader    



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For the last episode before E3, we are excited to present a special guest, the founder of this very website, Billy Berghammer! You may have heard him lately on the Weekend Confirmed podcast, but we had to bring Billy back home to NWR, especially after he was named the new Editor-in-Chief of Electronic Gaming Monthly. These activities certainly qualify as New Business (literally), but Billy also gives his impressions of MGS: Peace Walker and Tiger 11 for Wii. Jonny cedes his time to James, who has the new Mega Man Zero Collection for DS. Greg wraps up this snappy segment with Penta Tentacles (a.k.a. Rotozoa) on WiiWare.    


Next up is part two of our E3 Predictions, with a focus on Wii games and accessories. Greg leads the discussion, in which we imagine how the Vitality Sensor might not suck, postulate the glory of Zelda, and dread the on-stage demo for Wii Party. And what will third-parties have to show for the system's fifth holiday season? Billy's expertise is called upon when we consider how Nintendo should respond to motion-control threats from both Microsoft and Sony.    


In the final segment, James and Greg tackle your pre-E3 questions about 3DS screens, a novel idea to work voice into Zelda, the possibility of a new "corporate color" for Nintendo's next hardware launch, and a special message for Karl. We'll catch up with many more of your questions and comments after E3, so keep sending those great emails! Also, remember that Episode 200 is just over the horizon, so be sure to send in your entries for the "Drunkcast Debacle" contest.    


We're always looking for great Listener Mail to read and discuss on the show, so please send your questions or comments! (We really love seeing your praise and feedback regarding the show itself; however, in the interest of time, we may edit your letter to be read on the podcast.)      Credits:    


This podcast was edited by Greg Leahy.    


Music for this episode of Radio Free Nintendo is used with permission from Jason Ricci & New Blood. You can purchase their newest album, Done with the Devil, directly from the record label, Amazon.com, or iTunes, or call your local record store and ask for it!    


Additional music for this episode of Radio Free Nintendo is copyrighted to Nintendo, and is included under fair use protection.  


50
Podcast Discussion / Radio Free Nintendo: Tommy Tallarico Interview
« on: June 11, 2010, 09:00:39 PM »
Jonny talks to the legendary game composer about Video Games Live, Metroid Prime, and Miyamoto!
 http://www.nintendoworldreport.com/podcastArt.cfm?artid=23227

 Tommy Tallarico Interview    



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With Video Games Live going to Los Angeles on the last day of E3, it seemed like the perfect time to speak with the show's co-founder, Tommy Tallarico. You may know his name from nearly 300 game credits as music composer and/or sound designer. Tommy has also spent plenty of time on TV with his colleague Victor Lucas on Electric Playground and Judgment Day (a.k.a. Reviews on the Run). Currently, he is on tour with Video Games Live, the mega-production that blends orchestral arrangements of video game music with lights, lasers, video screens, and even interactive segments.    


There is plenty of discussion about Video Games Live and its upcoming national debut on PBS, but we also mine Tommy's extensive career in game music. He finally sets the record straight on his involvement with Metroid Prime, dispels the notion that he hates Nintendo, and follows through with an anecdote about Miyamoto's unique approach to game development. We hope you enjoy the interview, and be sure to check out Video Games Live when it comes through your area!    


We're always looking for great Listener Mail to read and discuss on the show, so please send your questions or comments! (We really love seeing your praise and feedback regarding the show itself; however, in the interest of time, we may edit your letter to be read on the podcast.)      Credits:    


This podcast was edited by Michael Cole.    


Music for this episode of Radio Free Nintendo is copyrighted to Virgin Games and Shiny Entertainment and is included under fair use protection.  


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