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Messages - Captain_Commando

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1

Think Pit's climb out of the Underworld is tough? Try developing a game by yourself!

http://www.nintendoworldreport.com/feature/29565

On December 19, 1986, Kid Icarus was first released for the Famicom Disk System in Japan, coming out in North America in July 1987. Kid Icarus is one of the forgotten classics of the NES era, and is only just now receiving its first sequel in 21 years. In the game, players take the role of the angel Pit, who must rescue the kidnapped Goddess of Light, Palutena, from the clutches of the evil Medusa. Pit escapes from his Underworld prison and scales the perilous cliffs, fighting off hordes of Medusa's minions, from lowly snakes to the dangerous God of Death. Along the way, Pit overcomes Zeus' trials, gaining more powerful weapons to defeat the hordes of the Underworld. Finally, once Pit had reached the end of the stage, he would explore a massive fortress full of traps and puzzles. There is very little else quite like it on the system, though it is often described as a cross between Metroid and Zelda.

Kid Icarus is also infamous for its incredible difficulty: monsters will attack from right and left, and the tiniest slip leads to a fatal drop off the bottom of the screen—which scrolls ever upward, never down. Pit himself is something of a joke: his wings serve only to slow your fall, and the game's heroic march seems to mock his every step. The initial climb out of the Underworld is bitterly hard, though the difficulty slackens once players reach the second and third worlds. The game also had one of the most amazing development stories of any title from that era—and one that sheds light on why the game looks the way it does today.

Enter Toru Osawa

Known in Japan as Myth of Light: Palutena's Mirror, Kid Icarus was the brainchild of Toru Osawa. Although not as widely known as Metroid's Yoshio Sakamoto or Zelda's Eiji Aonuma, Mr. Osawa's hand can be seen at work in a number of famous titles, including Super Metroid, where he designed Kraid, Mother Brain, and the map system; his directorial work on The Legend of Zelda: Ocarina of Time; and the dark humor of For the Frog the Bell Tolls, which he co-wrote with Mr. Sakamoto.

Born in 1962 in Kyoto, Osawa studied arts and animation at Kyoto Seika University before joining Nintendo in 1985. Less than two years later, he asked to create his own game and was given the chance, although he was, as he put it, “neglected.” As a result, Mr. Osawa developed the entire game single-handedly throughout most of the development process. He wrote the design document, drew all the sprites, brought it to an external company for testing (Tose Co., Ltd, according to Mobygames), and saw the game through to completion. It wasn't until Metroid was completed in August 1986 that Osawa received a helping hand from the rest of Nintendo's R&D1 staff, and then only because Yoshio Sakamoto saw the game couldn't possibly meet its December deadline, which by then had been set in stone.

This is even more surprising considering Kid Icarus was Osawa's first game. Back then, Nintendo's culture was full of a “can-do” spirit. Following the success of Shigeru Miyamoto—who had been merely an artist before his work on Donkey Kong—the idea was that a person could be a designer if he had any artistic experience. If he had the will and requested it, even a rookie could direct a game.

Inspired by Homer

Kid Icarus's design was inspired by the athletic spirit of Hiroji Kiyotake, the artist who created Samus and the dog from Duck Hunt. Osawa combined the “running and shooting” style of Metroid with his interest in Greek myths, infusing it with the level-up system of an RPG. The resulting world was filled with mythical monsters, intense arrow-shooting action, and perilous drops into the abyss. It was intense, and there was nothing else quite like it at Nintendo.

Osawa also infused the project with his sense of dark humor, which can be seen through both the bizarre characters found in Kid Icarus and even Pit's infamous death cry, “I'm finished!” For instance, the Eggplant Wizard was inspired partly by Osawa's “passion for eggplants,” and the eggplant masks found in Wrecking Crew, but Osawa also says he drew it in celebration of having received his summer bonus. Needless to say, the rest of the team didn't consider an eggplant-wielding wizard strange at all. In addition, Specknose, the Groucho Marx-glasses monster, was inspired by the large-nosed visage of Hirokazu Tanaka, the game's composer. As a final treat, Japanese players who completed the game poorly would also find Pit transformed in the game's end screen not into a strong Olympian hero, but an ugly Specknose! In another example, Pit can also get a credit card that can be used to buy an item from the Black Marketeer without having to pay full price. However, Pit must work to pay off the debt, with each heart he collects going immediately to the card! Despite its heroic flavor and dark themes, Kid Icarus self-consciously doesn't take itself seriously.

Endless Nights of Crunch, and a Marriage

Osawa continued to stoically develop Kid Icarus by himself. When Metroid was completed, the rest of Nintendo's R&D1 department took a well-deserved vacation, and Osawa was left behind in Nintendo's offices amidst the August heat, struggling to get his game completed on schedule. When Yoshio Sakamoto came back from vacation and saw Kid Icarus had only running and shooting mechanics, he immediately saw his friend needed help and recruited the rest of the Metroid team to assist.

What resulted can only be described as the worst kind of development hell: three straight months of crunch, constant all-nighters and developers desperately trying to sleep in the office on broken-down cardboard boxes. Not even signs saying “Please do not wake me until 10 AM” would prevent a rude awakening. It got so bad that after pulling the shades, the team would be surprised to discover the sun rising in dazzling brilliance.

And things only got worse as autumn turned to winter, and Nintendo turned off the building's heating system after hours to conserve energy. Struggling through those long, bitter nights, the team dreamed of sleeping under the covers in their nice, warm beds with the heat turned on.

During this time, Osawa got married. He and his wife had been planning the wedding for some time and had intended to tie the knot after Kid Icarus was completed, but as development dragged on into the winter months, he was forced to set a wedding date. Asking for three days off instead of a honeymoon, Osawa spent some time at home with his new wife tidying the house. However, on the second day, he received a phone call from his supervisor, Yoshio Sakamoto, just as he was sitting down to dinner. The new husband had no choice but to return to the office and continue the final slog towards completion.

An End in Sight!

In the second week of December, Kid Icarus's December 19 deadline loomed large, but the game was not yet completed, and Osawa remained at his desk working on the project until a mere three days before release, when he was forced to send the master out for production. This was possible because Famicom Disk System (FDS) games could be pumped out in mere seconds at Nintendo's factory by assembly line workers. At this speed, Nintendo could manufacture an entire game—disk, packaging, and manual—and ship it to retailers in just three days. Osawa recalls he was told on December 16, “If this doesn't have any bugs, it's finished.” Otherwise, heads would roll. Osawa didn't even have time to add in a staff roll. His pleas of, “It took great pains to produce...” were left ignored. (A staff roll was later added in the North American release, although, sadly, Osawa's name is not listed in the credits.)

Myths into Legend

Both Osawa's inexperience and the game's crunch time can be seen in the final product, which is one of Nintendo's quirkier titles. The game's difficulty is quite harsh, from the ease at which Pit can fall off the screen, to the terrible Reaper and the vicious Pluton Flies in Level 2 that can lower your weapons level permanently in a single hit. Of course, players in the 1980s were also more than willing to accept the challenge and conquer whatever the designers could throw at them. “Customers were perfectly willing to play it, and we were perfectly willing to make it that way,” Yoshio Sakamoto recalls.

In addition, the game's final stage, in which Pit grabs Palutena's magical treasures—sword, mirror shield, and wings—and takes to the skies to destroy Medusa in an epic scroll-shooting action sequence, was added at the very last minute as a way to surprise players.

It is quite easy to criticize the game for its failings and notes from an era of game development long past, but by understanding how a title was made, we can have a better idea of why the final product looks the way it does. Given enough time for play testing and more development experience, these rough spots might have been polished out, but with a development team at the end of its rope, Kid Icarus turned out the way it is, for better or worse.

Still, considering the game's rocky development cycle, the final product is nothing short of astounding, and I am looking forward to trying out the 3D Classics remake.


2
TalkBack / Minitroid: 8-Bit Chibi Samus for Your PC
« on: May 09, 2011, 05:11:16 PM »

If the NES Metroid was a candy bar, this would be the miniature bite-sized version. 

http://www.nintendoworldreport.com/feature/26154

Independent game designer Tokinsom has released what may be the coolest fan game to date: a de-make of Metroid using simple 8-bit graphics, but modern gaming spirit and a charm that is all too often rarely seen.

Originally conceived as a remake of Metroid II, Minitroid puts Samus on a mysterious alien world where she is apparently searching for a Metroid (the introduction is vague, but enough to get you interested, ready to jump out of Samus' starship, and go, go, go!). Tokinsom takes us on a wild adventure through caverns that resemble SR388, the setting of Metroid II, with ghostly mines and a creepy jungle landscape that looks like a cross between Kraid's Hideout from the NES Metroid and 8-bit Mega Man, complete with searching eyeballs. This atmospheric charm is supported by an 8-bit soundtrack composed by Jamie Billings (with credits theme by Tokinsom). While some of the tracks could perhaps be a little longer, they capture the eerie atmosphere of Metroid quite well, particularly the menacing foggy ruins.

Minitroid's art style is reminiscent of what you might find on an old Nokia phone or Neo Geo Pocket Color: retro 8-bit pixel graphics (drawn by Betatronic). However, the gameplay is Absolut Metroid, feeling like a suped-up version of the original NES version. Though only 10 pixels tall, Samus has a toy-like charm through her wobbling moves and overbearing firepower reminiscent of Metal Slug, but with the grace and agile acrobatics we've come to expect from the First Lady of Gaming, reinforced by a simple power-up system and energy/missiles display.



This cute little gal blasts her way through three levels, with a solid arsenal of abilities that will be familiar to any Metroid fan: Morph ball, Missiles, and Bombs (with bomb climbing), as well as a new power-up, the SpeedCore, which grants Samus the ability to run and wall jump. In addition, Missiles and Energy Tank upgrades are hidden throughout the game world. You will tear out your hair at the mind-bending mazes that leave you lost and wishing for a map (first introduced in Super Metroid, but absent here, as in the 8-bit original) and testing the limits of your firepower against hordes of brutal monsters and spike pit traps, but you will be pleased at every step of the way. (Thankfully, the game restores your energy and missiles each time your load your save file - unlike the original Metroid, which left you with the bare minimum of 30 units of energy). Tokinsom has really gotten Metroid's classic gameplay down to the T and improved it for the modern era.

Minitroid was produced using Scirra Construct, a freeware game development program similar to Game Maker, only with seemingly more flexibility, bells, and whistles (the lead programmer even demonstrated how you can get platforming physics running in five minutes or less!). Tokinsom has taken the base system of Construct and added his own algorithms and mastered the Event Programming system to generate his own scripted events and unique abilities, such as wall jumping and fog effects. A newer, licensed version of Construct is scheduled for release and will feature even more powerful abilities, including integration with HTML5.

If there are any downsides to the game, they lie in balance issues, particularly at the beginning where Missiles take too long to replenish (I recommend conserving them until you bust in that first red door - if you don't have enough, the game thankfully saves the number of hits the door has taken!). I also felt the game lacked the tingling “Metroid sense” you feel when you think there's a hidden item nearby. Essentially, while the puzzles hiding power-ups are well-constructed, there are many places where an item would probably be stashed away in any other Metroid game that were left empty, making me feel I'd followed a red herring. Still, this seems like sour grapes to what is truly an astonishing fan creation. Finally, the code is not optimized, and so the game will run a bit choppy on older machines (it's playable on my Pentium 4 machine). The game is also PC only.



Note that Minitroid is not a complete Metroid adventure, but is certainly enough to give you, at the bare minimum, an hour or two of retro Metroid goodness. There is also some replay value present for those who want to zip through more than once. In this regard, Minitroid is far more robust than an earlier fan hit, Princess Quest, which featured Zelda-inspired quest (though reduced to a single action-packed level). Unfortunately, Tokinsom will not expand Minitroid further, but has presented it as a technical demo in order to demonstrate how you can build your own Metroid-style game using Construct.

Minitroid is free and available exclusively through the Metroid Database, which is the oldest and largest fan site for the series, providing top coverage since 1996. Be sure to check it out, as the game is absolutely worth the download!


3

All proceeds were donated to the Red Cross as part of the Play for Japan auctions.

http://www.nintendoworldreport.com/news/25966

A Nintendo DS system signed by Shigeru Miyamoto, Satoru Iwata, and the voice of Mario, Charles Martinet, was recently auctioned for $3550. The auction was the product of a charity program, and every dime went to support the American Red Cross relief effort for Japanese earthquake and tsunami victims.

Since the project’s formation shortly after the earthquake, Play for Japan has been collaborating with collectors and game developers to auction rare video game memorabilia to support the Japan earthquake relief fund. Play for Japan’s efforts have expanded beyond auctions to include support and advertising for charity events, including a game jam event and a Play for Japan album. Confirmed composers include Yasunori Mitsuda (Chrono Trigger, Xenogears) and Nobuo Uematsu (Final Fantasy series). The album is scheduled for release sometime in May.

If you have a rare collector’s item you wish to auction off to a charity for Japan disaster relief, would like to bid on something, or simply want to see the amazing items they have for auction, such as the guitar used to compose the Silent Hill soundtrack, visit Play for Japan’s homepage and view their auction list and instructions.


4

A panel of seven from Retro Studios (plus one) tell the story behind Donkey Kong Country Returns.

http://www.nintendoworldreport.com/feature/25582

On Thursday, Retro Studios gave an amazing talk about the development process behind their latest game. "Donkey Kong Country Returns: Swinging across Oceans" discussed the trials Retro Studios had to overcome to bring one of Nintendo’s most-beloved franchises over to the Wii with the level of quality fans expect from Nintendo products.

From the very onset of the talk, it became very clear that the Retro Studios team was friendly and light-hearted: the entire panel was decked out in bright red Donkey Kong ties that had been made specifically for the conference (I asked afterward whether these would be available in the Nintendo World Store, and apparently Reggie Fils-Aims is pushing for this to be so!).

While Retro Studios president Michael Kelbaugh was asking audience members to turn off their cell phones, he stated, “If you have a Game Boy on, that’s okay!” Sometimes success can change people, but most developers I have met are humble about their work. While Nintendo on the official press side is often by nature cold and tightly locked, the developers themselves - particularly those at Retro Studios - are incredibly open and friendly. To work on a team that has created some of the best games for the Gamecube and Wii, they have to be!

After introducing everyone on the panel, Michael finally got down to business, asking the team questions in a Iwata Asks-style roundtable that sounded as if it had been rehearsed multiple times (though apparently not completely scripted - translator Julian Chunovic was there busily writing down notes of what Mr. Tanabe said).


5
TalkBack / Dead or Alive Dimensions Impressions
« on: March 07, 2011, 07:31:55 PM »

Devin tries out the Metroid: Other M stage.

http://www.nintendoworldreport.com/impressions/25648

The second 3DS game I played was Dead or Alive: Dimensions. DOA makes use of two-handed controls, and I was able to get a bit of a hang of things after the first match. The game uses the bottom screen to display combos, and you can switch through different menus as you play. Unfortunately, the moves didn’t seem to display the actual button presses, but merely lists of attacks, like ‘kick, punch, kick’ (it’s possible you could change these by switching menus). Many of the characters were unlocked too, along with several different costumes, which was great. I chose Kasumi and the Geothermal Reactor stage (of course!).

The level is a pretty accurate replication of the Metroid: Other M level, though obviously with much fewer polygons and a more lightweight remix of the VS Ridley battle theme. Ridley flies around in the background, looking awesome, and occasionally he will shoot a fireball at you. I think the fireball is aimed primarily at the player who has the most health to help balance the playing field, as it seemed to be targeting me most of the time! The best way to dodge it is jumping back. The coolest thing you can do in this stage is knock the other player into the lava pit. Ridley will swoop down, grab the unfortunate soul, and drag him or her along the wall before blasting a massive fireball in the face. This attack can take anywhere from 1/4 to 1/3 of your HP, but it doesn’t seem to kill you straight out, usually reducing you to only one hit. It’s fun to watch, as it breaks up the gameplay with a dramatic real-time sequence, and is even a little fun if you’re the one who’s getting smashed! However, nobody on the floor seemed to know how to unlock the Samus Power Bomb, and I didn’t have enough time to play around to find out.

I don’t usually play fighting games, but I have to admit Dead or Alive Dimensions was pretty fun. It seems like it might be fairly easy to activate a lot of special moves, and it is definitely rewarding to apply a grapple move on your opponent. Again, the game slows down a little to show you the animation, making it quite dramatic, and the game seems to play rather quickly. Even though I’ll probably be buying this game more because I’m a Metroid fan than anything else, I think I’ll end up playing it more than Soul Calibur 2 on the Gamecube, which I didn’t enjoy as much, and here I think it’s because the speed, the hand-to-hand combat, and the real-time animations makes the game more enjoyable. If I had to describe it in a word, I’d say it is because the combat flows. DOA: Dimensions is clearly a polished game that is all but ready for launch when the system comes out at the end of March. It looks like director Yosuke Hayashi has come out with another winner.


6
TalkBack / GDC 2011: Toru Iwatani Pac-Man Postmortem
« on: March 03, 2011, 07:34:21 PM »

Pac-Man's creator talks about the game's design and what makes it fun.

http://www.nintendoworldreport.com/feature/25579

While not many people know the name Toru Iwatani, nearly everyone knows the name of his child, Pac-Man. And it’s a darn shame because Iwatani is one of the coolest guys you’ll get to meet. His GDC panel presenting the history and design of Pac-Man with such grace and humor that it quickly became the best I attended so far at the show, and one of the best I’ve ever seen.  

It is fairly well known that 31 years ago, Iwatani created Pac-Man as a game to help bring women into the arcades. At that time, he stated, arcades were “a playground for boys...dirty and smelly”, and that girls and female players would make these places “clear and brighter”. What is also widely known is that Pac-Man was developed around the concept of eating, and women apparently find eating sweets very enjoyable. Iwatani also referred to those little dots that Pac-Man eats as cookies! Finally, the ghosts were intentionally made cute as well, influenced by Tom and Jerry, because if the ghosts looked angry, “girls probably wouldn’t like that”.  

Memorabilia

The ghosts themselves were well defined: not only does each ghost have its own color (and name), but also a separate algorithm reflective of its personality. The red ghost (Blinky) chases directly after Pac-Man, while the pink ghost (Pinky) positions itself at a point 32 pixels in front of Pac-Man’s mouth. The blue ghost (Inky) moves to a mirror point symmetrical to Pac-Man, and the orange ghost (Clyde) moves at random around the maze. Revealed during the Q&A session was the fact that the colors of the four ghosts might have been completely different. His manager at the time had wanted all four ghosts to be the same color - red! It took a poll of 50 votes for the four colors and 0 for all red before the manager finally capitulated.  

Pac-Man's ghosts

The ghosts move at a greater speed whenever they are eaten, but slow down again to give the player a breather if Pac-Man dies. Note the ghosts do not have actual AI; they simply follow an algorithm to give the impression that each has a mind of its own. Mr. Iwatani demonstrated all of this through the original design sketches for Pac-Man (he also was thankful there were no goats around to eat the documents!)

Pac-Man original design documents

To add to the humor of the presentation, we were treated to a video of a chimp that had learned how to play Mrs. Pac-Man. However, this also was to stress the fact that fun is the most important thing in a game, its core. This is also what he stresses to his students. Iwatani left Namco-Bandai to teach game development at Tokyo Polytechnic University. Here, he experiments with a wide range of both software and hardware to get his students to think outside the box, from using brain scan monitors to scientifically analyze cerebral flow during play, a puzzle box of diodes, games using 3D technology, and the winner of the grand-prix contest at the Tokyo Game Show and Microsoft Game Show, Sand Crush. Simple games like Pac-Man that have enough emergent complexity to remain fresh allow us to better understand what makes a game fun, making them excellent objects of study.  

Tokyo Polytechnic Department of Game

Such was the case with Pac-Man Championship Edition for the 30th anniversary of the game where the designer, Tadashi Iguchi, spent an entire year extensively playing Pac-Man to understand its essence, creating the authorized successor to Pac-Man and an authentic growth of the original. Iwatani ended his lecture with a lengthy video of Pac-Man Championship edition, which is available for the PlayStation 3 and Xbox 360.  

Pac-Man cabinets

Where is Pac-Man going from here? Well, Iwatani wants to make a singing Pac-Man game, like the Blues Brothers. During the Q&A session, he even stated that this might be a continuation of the idea presented in Pac-Pix, the Nintendo DS title.  

Toru Iwatani presenting

Afterward, Iwatani opened the floor to questions, and this was where he really revealed his tenacity and friendliness with people. Whereas most famous developers will leave their audience with little time to ask questions, he answered close to a dozen, including some information on what elements he had wanted to add to Pac-Man but couldn’t (such as a shutter that would move up and down through the screen, squashing the ghosts). He also spent an incredible amount of time (over half an hour) answering the questions of everyone who approached him and signing autographs when asked (of course, with the help of a translator, and in fact, he gave the other translators a copy of the speech he was to present to make it easier for them, something that presenters rarely do). I’ve only seen one other developer who was this friendly and took this much time aside to speak with fans, and that is Koji Igarashi, the designer of the Castlevania series. Overall, it has given me a lasting and positive impression of the man who created one of the most famous characters in the game industry and what is one of the true universal classics of videogames.


7
TalkBack / GDC 2011 Satoru Iwata Keynote Liveblog and Video Stream
« on: March 02, 2011, 11:56:42 AM »

Join in live for Iwata's GDC 25th anniversary keynote address.

http://www.nintendoworldreport.com/blog/25542

Live video here.

9:01:00: The keynote will begin shortly. Really.

9:01:29: It begins.

9:02:25: Happy birthday to Gordon Walton.

9:02:47: Skyward Sword trailer accidentally appears. Whoops.

9:03:11: History of Iwata's GDC experiences.

9:03:28: Here comes Iwata.

9:04:24: His job all year is to "speak to people"

9:04:40: He finds GDC special since he can speak to his developer colleagues.

9:05:05: All developers can learn from each other, Nintendo is not an exception.

9:05:24: It is very confusing, much bigger gambles, and it is getting scary.

9:05:56: When they focus on what they are passionate about, it keeps working.

9:06:06: Remember 3 words: "Content is king."

9:06:20: Without quality content, there is nothing, no industry.

9:07:01: 25 years. He's been a developer the whole time.

9:07:24: He and his friends formed HAL when still in college.

9:08:01: He was preoccupied with programming, and thought he was better than anyone at Nintendo.

9:08:36: He thought he was technically better than Miyamoto and thought this would be proven in the market.

9:09:11: He found out that engineering isn't as important as imagination. Content really is king. He was ashamed.

9:09:38: 25 years ago, it wasn't a profession, everybody did what needed to be done.

9:10:23: Game design, artist, sound design, ordering food, cleanup, paying the rent. Now he's sounding "like your grandfather"

9:10:36: "We were video game cavemen."

9:11:26: Graphics and memory aren't limitations now, but cost and development team sizes have increased dramatically.

9:12:01: They have to worry about more than just paying the rent. Luckily more people play games today.

9:12:53: Nintendo has been carrying out large scale surveys, starting in May 2005 in Japan, now worldwide to figure out demographics.

9:14:31: Range 6-74... in Nov 2007 gamers were younger, under 140 million, now 160 million.

9:15:28: In Europe, 100 million active gamers in Oct 2010. US has more growth opportunity.

9:16:29: Social networks... computers and mobile... and video games.

9:16:53: 1962, Space War was the first head to head game, existed in lab.

9:17:13: Even networked games that were only text-based, people still had fun.

9:18:10: Atari 2600 and TV Game 6/15 in Japan followed by NES and eventually N64 brought gamers together.

9:18:27: And of course, Wii.

9:18:43: With Tetris on Game Boy, social only meant competing... but then came Pokemon.

9:19:11: Nintendo is not trying to take too much credit for social gaming.

9:19:35: Call of Duty is an online phenomena, and Microsoft should be recognized for its considerable investment in Xbox Live.

9:20:33: Must-Have. Something every passionate gamer feels they must have.

9:20:59: Sometimes this is hardware, such as Game Boy.

9:21:18: Creating this only with technology is not easy -- games themselves can be must have.

9:21:52: There are few universal games, Sonic, Zelda, Tetris, GTA, Just Dance, Guitar Hero, and Angry Birds.

9:22:08: Third source: the player and the social appeal.

9:22:35: Remarkable that over 12 million people still subscribe to World of Warcraft.

9:23:17: From the dev side. What will it cost, what about employment and keeping the business alive.

9:23:22: #1. Mario

9:24:05: He remains popular because he changes, evolves.

9:24:10: #2. Pokemon.

9:24:36: Appeal comes from collecting, training, and competing.

9:24:58: Popularity can be explained by its social nature.

9:25:08: #3. Tetris

9:25:23: First video game to attract a female audience in a meaningful way.

9:25:41: Only available for 5 months in 1989 in North America, 45% were female.

9:25:56: #4. The Sims from Will Wright

9:26:24: 125 million sold and people thought it wouldn't sell.

9:26:53: Must haves offer: constant improvement, social connections, expanded audiences, challenge to existing notions.

9:27:23: Universal appeal, he hopes we can attend the DKC Returns panel.

9:28:27: At HAL, Kirby, with 26000 purchase orders. They showed it to Nintendo, they offered suggestions and offered to publish it.

9:28:48: They cancelled the orders with the opportunity to reach a wider audience.

9:29:11: Original name, Tinkle Popo, not the best name in English.

9:29:32: A floating pink blob was also changed to white for the American release.

9:29:40: They thought he wouldn't notice. He did.

9:29:59: But 5 million were sold instead of 26000.

9:31:01: Just as stressful and frustrating at Nintendo... Always feel like there's not enough manpower and resources, and they haven't discovered a way to make it easy yet, if it exists.

9:31:06: Nintendo 3DS.

9:31:40: Hits the must-haves and they believe it will have universal appeal.

9:32:04: AR Games, Mii Maker, Face Raiders, designed to compel social interaction.

9:33:29: Nintendo employees leave with their 3DSes to see what will appear. Iwata would normally advise against this, but he does it too.

9:33:41: Improving connectivity.

9:33:47: Reggie appears!

9:35:00: You won't find the 3D experience and technical things elsewhere, but make no mistake, the focus is on games.

9:35:14: Games they make, and games players make with each other.

9:35:26: Consider two words: Content and location.

9:36:02: Streaming from Netflix, starting this summer

9:36:57: 3D programming is on the way.

9:37:06: First, movie trailers, Green Lantern.

9:37:38: Offering studios a distribution vehicle to promote their releases to a modivated userbase.

9:37:57: Short form video service, wireless Nintendo channel only on Nintendo 3DS.

9:38:06: Comedy, music videos, curated by Nintendo

9:38:24: They do the selection, not users

9:38:56: Want to accelerate 3D adoption.

9:39:09: Can record video in 3D on 3DS.

9:39:30: Stay tuned for an update.

9:39:43: Second concept: Location

9:40:23: Nintendogs and Dragon Quest IX features turned into StreetPass... Konno's talk is later today.

9:40:51: Street Fighter IV 3D uses it.

9:45:26: In one test, 50% of owners tested it, and sales where demos were available, they sold up to 6x more.

NOTE: Wi-Fi connection became spotty at this point.

Over 10000 Wi-Fi hotspots from AT&T.

SpotPass doesn't require games to be inserted.

eShop: DSiWare, Virtual Console - will include Game Gear and TurboGrafx, 3D Classics

Devin's notes during the internet outage follow.

ability to play games with others “whether across the room or across the country”

all other elements of 3Ds connectivity will also be available 

3 new aspects of Nintendo 3DS will maximize your distribution opportunity 

1. thousands of new points of wi-fi contact

2. user will be automatically connected and spot-pass content will download in the background even when the system in sleep mode

3. the push content doesn’t require the corr game be inserted in the hardware 

when you create spot-pass content, your dist reach will be broad and automatic, like no Nintendo handheld before

reach of the eshop - means to access game software in different ways 

DSiWare is included

We’ll provide access to selected GB and GBC titles with Nitnendo 3DS Vritual Console

Game Gear and TG16 [no applause!]

some of your favorite titles - 3D classics - will also available, remastered in full 3D

new games - game promotion - trailers, screenshots, background info, links to websites [no demos???] 

unique and nostalgic game experiences

not every feature will be available out of the box

worldwide system update for late may will deliver most of these updates - DSiWare, DSiWare software transfers

web browser and e-shop also coming in May 

Unparalleled ability to promote your work

[he wants to get people to buy by advertising the 3DS ability to advertise their games and thus increase theri sales]

“win-win for everyone”

9:46:47: Iwata is back.

NEW GAMES

introduce new elements when we do a new Mario game

this process will continue 

Since 1996, when Mario appeared in 3D in Super Mario 64, it’s always been ahrd for players to judge how to jump and hit a jump floating in a 3d space

Miyamoto looked at 3DS in dev and said ‘we can finally solve this’ [this is the day we can]

game developres can invent any world we imagine

9:49:17: Super Mario for 3DS, by the Galaxy team.

this leads to a new super mario  

Super Mario - tail! - tanooki!? - will be revealed at E3 this year 

Zelda - Ocraina of time 3D

25th anniversary of Zelda - plan so all Zelda fans can celebrate together 

Skyward Sword

nice - the sword slices things straight through - this is the new mechanic

balancing, knocking people off

zialafos

electric rolling thing

bombs to blow up armor

dragon lock - opens the door - lots of use of cutting

4-armed stalfos! 

press guy: “O MY GOODNESS!!” 

some thoughts about the future - to be clear, our immediate future

rather than offer you only a rosy picture of the industry, I want to discuss 3 specific concerns 

1. craftsmanship

over the past 25 years, we developers have gained a lot but also lost something

one major loss is craftsmanship

as projects become bigger and more complicated, often the option of working over and over again to polish a game to make it the highest quality it can be is disappearing

this is not the criticism of the kind of people developing games but the circumstances in which they operate

no matter how much time is involved, the nubmerof people, the needed flexibility will not be available when an unexpected development arrives

small details can get lost even in huge projects 

career at HAL and early days at Nintendo watching Mr. Miyamoto work

no-one was selfish - everyone was generous

we could all comprehend what everyone else was doing

better artists, better producers

but this era of specialization makes it much more difficult for single individual to sense entire nature of a game

developers know specific roles much better, but are much ahred to understand everyone else's

#2 - talent development 

what will the next master game crators come from? 

#3 - when I first spoke at GDC in 2005, very few in the audience were involved making games for mobile downloads or social networks

today, maybe the majority of you are

the industry has expanded

but, it also gives me concern because I fear this business is dividing in a way that threatens the continued employment for many of us who create games for our living

development times too long, stress is too high

but there has always been a way ot make a living

will that still be the case moving forward?

a few games become megahits, but it is not easy

with so much competition, being noticed is extremely difficult

huge investments promise nothing

corresponding number of games to download is in the 10s of thousands

game development is drowning

every one of these downloadable games is far less expensive to create

but what revenue will they generate?

screen digest -

92% of games downloaded was free

most software that is sold is sold at extrmely low prices

two ways of looking at our business

these approaches focus on a single question

is maintaining high-value games a top priority or not?

at Nintendo - hardware is something consumers reluctantly purchase only to enjoy the games they like to play

hardware design is the surest way of providing meaningful surprises

game designer first, manufacturer second

premium [value] of software

although the hardware is diff from PS3 and 360, they share the same idea

high-value of high-quality vg software

value of software - 

platforms have no motivation to maintain high quality of game software

content is created by someone else

goal is to gather as much software as possible b/c quantity makes the money flow 

investment that is offered

games that don't maintain high value

what we produce was valuable, and we should protect that value

getting noticed

1. central appeal must be evident almost immediately

if the player is engaged more than 10 min to understand what you have to offer, it may be too late

the first sequence is more important

2. must be quick and easy for people to simply describe the unique nature of your game to others

social recommendations are far more presuasive than others

but idea must be simly understood

if both conditions are met, you can reachc the tipping point for your game to be noticed and sell itself

simple solution

INNOVATION 

there are many definitions - how we define innovation at Nintendo

1. we always ask yourselves the same question: is there something considered impossible that we might make possible?

our belief is that is that accepting possible limits to our thinking sets up barriers to true innovation

at one time, it was thought people could only view one screen at a time - many people scan tv, computer, tablet at same time

2 screens are popular for 150m DS games 

what is possible is hiding behind false conclusions 

“we always have a game concept that we’re very excited about, and then we validate it as a real business opportunity. the opposite apprach - identifying a hot business trend and then trying to decide how to capitalize on it...is a scary proposition!” - time gate CEO 

trust your passion

believe in your dream


8
TalkBack / Gotta Find 'em All: The Evolution of the Nintendo Platformer
« on: February 14, 2011, 12:17:17 AM »

Just where did all those bananas come from?

http://www.nintendoworldreport.com/feature/25042

Pick up a platformer today, and chances are you will see something similar to this: a grinning hero dashing about an obstacle course, seeking out shiny things and hidden areas. It's a big world out there, and your job is to maneuver this little guy through it to collect all the missing stuff. You won't be fully satisfied until you clear 100% of the game. This trend has continued so that, for the most part, you need to find even more stuff than the last game.

So just why do we collect things in platformers? Why are all those stars, trinkets, and geegaws so dang important? It wasn't always like this. The platformer has been around at least since Donkey Kong in 1981, and since then, technological and design innovations have allowed for something far more complex than what the thirty-year-old godfather of all jumpmen started with. So just where did all those items and secrets come from? To find out, let's look at two goals of platformers on Nintendo consoles: clearing levels and finding items.

In the early days of the platformer, Mario, Donkey Kong Jr., and the like collected items for points and power-ups. Mario collected Pauline's discarded accessories while DK Jr. collected fruit. Mario also had a hammer to smash barrels and fireballs. The goal of these games was initially to clear the levels, and later to rack up as many points as possible, which was done by collecting items.

Donkey Kong, Donkey Kong Jr.

With Super Mario Bros., players had a large world to explore, and it was full of secrets – bonus rooms, warp pipes, hidden blocks – and like Donkey Kong, the game's completion did not demand finding them all, though hidden extra lives could extend play sessions. Additionally, the secrets allowed for greater replay and benefited from word of mouth: “Hey, did you find the Minus World?” You could also choose to play all the levels or warp through them. It's hard to imagine today, but you couldn't go backwards – that came later with Super Mario Bros. 2 – so you had to find the secrets without scrolling past them. Super Mario Bros. 3 went even further, providing an overworld map to allow you to choose which levels to play. Secret rooms were more plentiful, and there was a large variety of power-ups Mario could collect, granting him fantastic abilities such as flight.

Super Mario Bros., Super Mario Bros. 3

While Super Mario Bros. 3 was in many ways the core of the modern platformer, the formula of collecting – particularly the idea of percentage of game completion –  began to solidify with Super Mario World. Key was the ability to return to a previous level. The designers realized that if they were going to allow players to replay a level, they had better give them something worth replaying it for! This carrot came in the form of secret exits where the most inquisitive and skilled players could take those bonus room-hunting skills and apply them to unlock hidden challenge levels such as the Star Road and Special World – what a cool reward! Only by completing every level and finding every single exit could a player earn a 100% by their save file. While Super Mario World did not have items to collect towards 100% completion, it did include five Dragon Coins per level, which could be collected to earn a 1-up (note: the GBA remake requires you to collect all the coins). This, in conjunction with a level you could return to, hidden exits, and a completion percentage, were the ingredients of the modern platformer.

Dragon coins in Super Mario World

This idea soon expanded. While one approach taken in the Kirby games and Wario Land series was to riddle the levels with hidden treasures, Rare's popular platformer, Donkey Kong Country, counted bonus rooms toward completion. This is an important distinction because unlike Super Mario World, Donkey Kong Country's completion percentage was based primarily on finding secrets rather than simply clearing levels – the game was not considered mastered unless the player had poked his or her head into every nook and cranny. Its sequel, Donkey Kong Country 2, took this idea further, hiding Banana Coins that skilled players could use to unlock more challenging levels to complete. What's more, by completing each of the challenge levels, a final boss battle was unlocked, giving players the best ending. Donkey Kong Country 3 added even more items used to help out NPCs and unlock challenge levels. Finally, with Super Mario World 2, 100% completion was based on clearing each level with all red coins, flowers, and star points – a unique combination of skill as well as exploration.

Treasure and Lost World in DKC2

Game completion evolved further with the move to 3D. In Super Mario 64, the concept of completion percentage remained in the form of stars. It is important to note, however, that while collecting was a part of Super Mario 64 in the form of 100 coins to earn a star, the items themselves had little value aside from this goal, and the stars were a badge that showed the player had cleared a particular obstacle course or found a secret. Even the hidden Yoshi on the castle roof emphasizes this: exploration is its own reward, the star a carrot to entice.

In contrast, Rare developed the idea of completion percentage in terms of finding items, bringing it to the extremes in Banjo-Kazooie. There were not only musical notes, but also Jinjos, Mumbo Tokens, honeycomb pieces, and a flurry of power-ups including eggs and feathers, stilts, and speed boots. Like Donkey Kong Country, many were also earned by completing a minigame. Rare's subsequent platformers – Banjo-Tooie, Donkey Kong 64, and surprisingly Diddy Kong Racing – became less about exploration and more about collecting, with the idea that a player who can locate all the secrets and complete all the bonus levels has mastered the game – and the more stuff that's in there, the longer the game. Unfortunately, this could sometimes feel more like an tedious list of things to collect rather than a means to an end: Is this a platformer or an item-collecting game?

Jinjos and the Jinjo King

More recently, the trend in Nintendo platformers has been a simplified philosophy of rewarding item collection with more gameplay rather than as a measure of mastery. Super Mario Galaxy takes this in the form of Star Bits, shiny little pieces of currency/weaponry that not only grant lives but also can be fed to the Hungry Lumas to open new worlds. The challenges for the stars take the form of mini-quests, bonus levels, and challenge modes. In contrast, New Super Mario Bros. has three Star Coins per level, which are spent to unlock new stages. Further, the Star Coins are often well-hidden or hard to reach, meaning only the most inquisitive and skilled players will unlock every level and gain the skills required to tackle the hidden challenge stages.

Star Bits in Super Mario Galaxy

A star coin in New Super Mario Bros. Wii

Donkey Kong Country Returns provides a slightly different take on the item collection the series was known for. Here, collecting is a combination of skill as well as exploration, and each is rewarded appropriately. Collecting five KONG letters grants a DK coin used to unlock a challenging Golden Temple level. The KONG letters are difficult to obtain, so it is only appropriate that completing a challenge gives you more challenges. There are also hidden jigsaw pieces used to create puzzle coins, which unlock art galleries. By peeking in every nook and cranny, you are rewarded with new things to look at.

What's more, the game has items to help complete these challenges. Squawks lets you know in his own annoying way there is a jigsaw piece nearby – no need for a strategy guide here! You can also buy extra hearts, or better yet, a bottle of banana juice for extra HP – a real boon for a boss or Golden Temple stage. Players don't have to purchase these items – they can, in fact, challenge themselves to beat each stage without them. They simply give opportunities for players of any skill level to accomplish the game's goals, while still retaining the most difficult challenges for hardcore players.

Go bananas in Donkey Kong Country Returns

Over the past thirty years, exploration and item collection has evolved from simply a means of earning points and power-ups to become a direct representation of the player's mastery over a game. These innovations have come from advances in technology and design, and their different uses have been refined over the years. When they work best, the rewards match the challenge:

- Exploring to find hidden exits and secret areas unlocks more levels to explore.

- Items that are challenging to obtain can be used to unlock even more challenges.

- Items found through exploration are used to unlock other rewards.

Items aren't just things for the hero to collect, keys to rescue the princess or unlock the doors to new words: they are rewards for exploration and overcoming challenges. Collecting and finding secrets gives us a reason to explore the world, to run through it multiple times to find all the nooks and crannies. And the best items are those well-worth the risk.

The platformer has certainly come a long way over the past thirty years. And who knows? The next thirty is likely provide us with even more innovations and new ways of thinking about those items we collect.


9
TalkBack / RE:The Treehouse Interview
« on: November 30, 2004, 02:20:12 PM »
Hey, that's a great article.  I always enjoy insider information on what's going on in different departments and translation and localization is something I've had little info on.

There's a couple things I would have wanted to know though, such as why some changes were made to the second printing of Ocarina of Time (Ganon's blood to green, minus the chanting and Islamic symbols in fire temple).  Was that ESRB reevaluating the game or just changes based on user or localization feedback?  It would also be interesting to get inside info on localization in the past such as removing religious connotations from the early Castlevania games though it will probably match up with the things I've heard.

As always, interviews like this are great (though I assume rather difficult to get), so keep it up!

Anyway, great site - I've got it as my homepage.

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