Takeshi no Chousenjou

Mr. Tibbles of the Lady Upgrade Project pointed me to Takeshi no Chousenjou, or Takeshi's Challenge, the 1986 video game by one of my favorite directors "Beat" Takeshi Kitano.

I played the game a little bit using my GBA Movie Player. I don't think I unlocked the karaoke level in which you have to sing for an hour (not that the DS mic can emulate the old famicon mic), and I definitely didn't get to the boss that you have to punch 20,000 times to defeat, but I did enjoy the classic side scroller action and simple controls (jump and punch).

My understanding of the plot is limited by my lack of Japanese language comprehension, but I squished a lot of people. A man behind a desk kept offering me bundles of books that were either rewards or instructions (the dialogue was continually changing). If anyone who has an emulator and speaks Japanese, I'd welcome some pointers.

Nintendo #1 in 2004 Sales?

A few days ago, Nintendo Insider posted an editorial with a different way of looking at console sales, which happily-to-me puts Nintendo on top.

Now, I'm the first to admit that when it comes to specific numbers and industry conventions, I don't know squat.  I'm an aging gamer who sits at his desk and pontificates about toys and entertainment when he should be writing and testing corporate software, so I don't know how legit these numbers are, how much massaging has taken place or what, but Nintendo Insider claims that if you add up the numbers of consoles sold for all three major players (Nintendo, Sony, Microsoft) Nintendo continued to dominate the market due to Game Boy sales.

That's not too suprising really.  The handheld market is gigantic, and Nintendo's done a phenominal job of fending off competition thus far, and churns those bad boys out like crazy, and almost all other numbers that you see ignore the handheld market.

Like the Nintendo Insider article, I'm not really saying anything, just rambling about the numbers.  It's an interesting and possibly useful way to look at the market in a different light.

Reggie Speaks

1up has posted An interview with Reggie Fils-Aime

I'm kind of torn about Reggie.  I think he's good for Nintendo in that he seems far more open and up front than company representatives have been in the past, but I think if I were to meet him in person I'd want to punch him in the face after talking with him for two minutes.

It's an unfair assessment to make from a transcipt of a recorded conversation at a convention filled with hype machines gearing up for E3 in a few months, so maybe he's actually an earnest down-to-earth sort of fellow.

If nothing else, he needs to find a descriptor better than "kicks ass.

Game Boy: GBA Release Dates for 2005

Nintendo has posted their Game Boy release dates for 2005. March 21 is the big day for Wario Ware fans, when Wario Ware, Twisted! is released in the US. I'll be posting my review of the Japanese version soon.

Of note for Pokémon fans: How to catch Deoxys.

And if you've been sitting on the fence about getting a GameCube, then watch this space, since the Double Dash Gamecube bundle is coming out soon. Double Dash, a platinum Gamecube, and two controllers for $99 - an impossible bargain.

OMG, RTFM

A story about Super Mario Bros. 3.

I got my GameBoy Advance SP in January. I got Super Mario Advance 4 Super Mario Bros. 3 in February. I beat the game last week, thinking " Gosh, that was hard! How did kids beat this game back in the day?"

Chalking it up to my own suckiness at side-scrollers, I went on to the (excellent!) Mushroom Kingdom site to find a walkthrough so I could go back through all the levels and find the secrets I know I'd missed.

It was while reading this walkthrough that I discovered that players of Super Mario Bros. 3 have an inventory. Of powerups. Which, um, can come in handy during one's progress through the game. Upon making this discovery, I felt like this:

Toad jumping up and down

Thus: Be sure to read Nintendo's little user manual that comes with each game. It has some useful information.

Mawaru Made In Wario

Wario is coming to the DS, but that isn't stopping the greedy guy from pushing his microgames on the GBA a second time! The game pak includes a motion sensor designed to detect rotations. Be prepared to spin your GBA to win these microgames
Titled "Mawaru Made in Wario" in Japanese, the game translates to "Spinning WarioWare Inc." in English. Appropriate to the title, the new WarioWare game is reportedly played by turning, moving around, and tilting the handheld device itself. The attached sensor will pick up the GBA’s movement and relay it into the game. As such, the new WarioWare will make no use of the handheld's directional pad.

Planet Gamecube and Gamespot have these brief descriptions, but I really want to see the games. Nintendo Japan's teaser site has my head spinning, but doesn't offer any information I can decipher.

Raising Kids Right

Mike's got a great example of how his daughter has prioritzed her GameBoy in her life. It gives me faith in the next generation.

Worst of CNN

"The Legend of Zelda" introduces a young hero named Link who sets off on an adventure to save Princess Zelda from an evil warlock. Through combat, puzzle-solving and item collection, our determined protagonist wades through eight dungeons to solve the single-player quest. Crude graphics aside, "Zelda" translates well onto the Game Boy. (4.5 stars out of 5)

CNN reviews the "retro" SPs, out now but only gives Zelda 4.5/5 stars and Super Mario 4/5. What the heck deserves a 5, then?

GameBoy SP swap

Though Nintendo sells its own dual-tones now, a while ago I swapped half the housing from Lia's platinum GameBoy SP with the top from my onyx GameBoy. Here's the GameBoy Advance SP Swap photo album.

Classic Game Vote

Nintendo is conducting a survey. After supplying some simple demographic information (age and gender), select up to 15 classic NES games you want to see on the GBA.

I wish I could vote for Kid Icarus 15 times.

NES on the GameCube

GameTech is putting out a device to let you play Famicom games on the SP -- the Time Machine. Pros include the ability to preorder at Lik-Sang and a product picture that, while a little vague, seems to picture a device that would fit nicely into the Gameboy Player on my GameCube. Cons include reliance on batteries, a seperate audio-out (or its own speakers), and the almost certain inability to play two-player NES games (or use a Light Gun, or Arkanoid controller, or NES controller (though the Hori Digital Controller will be winging its way to me along with the Time Machine once it's released)). Will Nintendo or a third party ever release a device to interface to the Gamecube properly for SNES and NES carts?

GameBoy DS wishlist

We know we're getting dancing Pokémon and new Wario Ware, but what else do you want the DS to do? I really hope the Game Boy DS has some kind of wifi signal finder. I'll never buy one as a standalone gadget, but it seems like the kind of thing that Nintendo could and should build onto the DS.

GBA Workaround

One of the common complaints with Final Fantasy: Crystal Chronicles, Pac Man VS and a growing number of Game Cube titles is the need to have a GBA plugged in. A clever teacher and his students [via games.slashdot.org and others] theorized and proved that the GBA could be replaced with a Game Cube with GameBoy Player and an additional TV.

Of course, the proposed solution, if starting from nothing, is much more expensive than just buying a few GBAs, but that doesn't detract from the novelty and sheer fun factor of the solution. A few years back when I was in college, friends and I would play Goldeneye 64 together with 4 tvs (or 2 when we played in teams) by splitting the video feed, filling a living room with TVs and covering up the opponents portion of the screen with cardboard.

Using the GBA is a great way to provide that shared-yet-individual experience, but hacks like this one just make me happy. There's something about being in a room crammed full of TVs and cables and consoles that just feels warm-fuzzy-geeky.

Next Nintendo Generation?

Via EvilAvatar comes this N-Sider article with details of the next GameCube and Gameboy systems.

Continue reading "Next Nintendo Generation?" »

State of the Handheld Industry

GameCube Advanced has an astoundingly (40+ pages!) comprehensive article on the State of the Handheld Industry, collecting opinions from journalists and developers on the future direction for GameBoy, Sony PSP, Tapwave Zodiac and the Nokia N-Gage. Insightful stuff, if you have a couple of hours to read it.

Wireless GameBoy Messaging

From Gizmodo, Wireless RF text messaging for the GameBoy, with a theoretical range of three miles. Though the virtual keyboard sounds like a pain in the ass, I would still love to give this a try.

Inexplicable PR regurgitation

I don't understand why this is worthy of printing in the New York Times, but apparently you can buy headphones for a GameBoy SP now.

How is that news?

So, we meet again

Nintendo has launched their Mario vs. Donkey Kong teaser site, containing only a few screenshots and promises of more to come. In this return to one of gaming's most classic duels, Donkey Kong has run off with Mario's "mini-mario toys", whatever those are, and the gamer as Mario must get them back.

The screenshots are curiously skewed and small and hard to make out, but it looks like a pretty good classic platformer. Run, jump, dodge, yay!

Non Gaming Applications

If I were a Dr. Dobb's Journal subscriber of low moral fiber, I might post a subscribers-only copy of their May 2004 issue's story "Gameboy Advance for Non-Gaming Applications" (380k PDF). But fortunately, I am of stronger character than that.

The co-authors of the piece are Aarul Jain and Dhananjay V. Gadre, and I'm assuming Aarul is the same Aarul we see chasing down the multiboot header on game-bb, while Gadre's past works influenced this story as well.

This makes a good companion piece to the Feburary 2002 EDN story, Gaming as serious business, which is also available from this German site as a 245k PDF. Interestingly, almost all of this research relies on the XPort linker system, which isn't a Nintendo-sanctioned product. The Xport, of course, is the Charmed Labs product we so longingly gazed at the other day.

Swoon.

Slashdot - GBA e-Reader reverse engineered

"Tim Schuerewegen announced that the Reed Solomon error correction used by the Nintendo Game Boy Advance e-Reader has been figured out. This was the last remaining obstacle to creating custom dot-code printouts for use with the GBA e-Reader, which scans special Nintendo trading cards to load in mini-games on your Game Boy Advance. This should be a boon to homebrew GBA developers who want to print their own games - Schuerewegen has examples and documentation on his site, and has released a dot-code version of the homebrew BombSweeper game by SnowBro."

Link

GBA microcontroller?

Courtesy of Gizmodo comes news that Charmed Labs is using GameBoy Advance (non-SP) as an embedded microcontroller. GameBoy-controlled robots!

GameBoy Advances

In another sign of the new attention that historically-skeptical traditional tech institutions are paying to simple, fun platforms like the GameBoy, Jupiter Research's Research Director Michael Gartenberg is hosting an analyst luncheon on portable gaming at this year's E3. And where the tech analysts go, mainstream journalists follow. How long until a Sunday Times Magazine profile on "the new Game Boys" or a Gawker-reading journo says "for a certain class of hipsters in Manhattan and Brooklyn, Nintendo handhelds are the new trucker hat"?

Step 1: Remove Wario Ware

Anil's disassembled GameBoy gallery should prove useful for case mods, or even making the GBA AtomEnabled.

Heartbreak

I was heartbroken to discover that the limited edition platinum/onyx GameBoy exists, because I had intended to create one myself with the help of a friend who was willing to trade and my trusty new tri-wing screwdriver.

Now that the challenge of a two-tone GameBoy is pointless, it seems we'll have to move on to more elaborate casemods. Any ideas?

OpenGBASP

OpenBSD/game boy is the port of OpenBSD for the Japanese game console Nintendo Game Boy.

NES returns to the GBA SP

Nintendo is releasing a limited edition GameBoy Advance SP with case graphics that make it look like an old NES controller (just looking at it makes my prematurely arthritic thumbs ache). The cool part of the package: GBA versions of some of the best NES Games.

On a similar note, but more exciting to me: Next month Atlus is releasing my favorite old NES game, River City Ransom for the GBA.

Pretty in pink.

Nintendo Spain's GBA Girls Edition

How do you attract a new generation of female gamers? Why, you market to them directly packaging everything in pink! At least, that’s Nintendo Spain’s ingenious new marketing ploy. The Game Boy Advance SP Girls Edition launches on April 1. Among a few stellar titles, Nintendo Spain recommends these games for their target audience: Disney Princess, Barbie: Horse Adventures and Disney Lizzie McGuire. I’m a bit disappointed with this marketing campaign. I was hoping that an industry as progressive as electronic entertainment would be a little more clever in their strategies.

There is no readily available solution for capturing the female gaming audience. On game girl advance, the topic is heatedly debated every so often. In a Salon feature not so long ago, I voiced my thoughts on marketing to female gamers in print. I believe, in short, don’t package everything pink and pretty. Make good games for everybody. If you happen to make a great game that is attractive to both sexes, fantastic. But don’t go pushing Barbie titles to girls for the sake of getting them involved. Most little girls, will drop this fleeting interest (especially when games targeted to them are poorly created) when puberty strikes and other activities replace videogames. To keep gamers interested, be it boys or girls, continue innovating...creating fun ways to waste time. Offering hours of button mashing joy might be the only sure fire way to maintain an audience.

Nintendo is brilliant at delivering ground-breaking games to the masses, attracting all gamers (old, young, male, female, hardcore, casual). So why market so cheaply? I’m a little bewildered. Introducing, nintendogirls.com (courtesy of crankyuser/1up).

Nintendo DS Specsheet?

Gizmodo's got a purported Nintendo DS Specsheet. N64 IN YOUR HAND! OMG!

"Here Comes a New Challenger!"

1up.com (an excellent site I've only recently discovered) posts some tantalizing details regarding the DS' wireless capabilities.

Even though the article doesn't have any details (of course), I can't help but speculate.

Continue reading ""Here Comes a New Challenger!"" »

Famicom GameBoy and GBA Movie Player

I had seen some cool GameBoy stuff the other day when talking to friends from Asia. The first was the "Famicom Color" edition of GameBoy Advance SP. The original NES, you'll recall, was named the Famicom in Japan and this edition celebrates that first Nintendo gaming machine, along with the release of the (overpriced, at ~1800 yen or US$20) Famicom game paks for GameBoy, which bring original NES games to the platform.

Even cooler, especially to a CompactFlash partisan like me, is the GBA Movie Player. Throw MP3s, video files, even plain-text books onto a Compact Flash card using the included converter software, and your GBA becomes a multimedia player. I am not sure I'd want to watch a whole film that way, but doubling as an MP3 player might be handy.

Nintendo's Mystery Device: The DS

classic_dk

Nintendo has been promising us a "mystery" device since last May, and today they raised the curtain, it's a new handheld with two screens that can show independent perspectives of the video game in progress.

From information made available today, players can look forward to being able to simultaneously manage their game progress from two different perspectives, enhancing both the speed and strategy of the challenge. For example, players will no longer be forced to interrupt game play to shift perspective, such as moving from a wide shot to a close up, or alternating between a character's ongoing battle and a map of their environment. Nintendo DS makes it possible to perform the tasks in real time by simply glancing from one screen to the other. Today's announcement is but a glimpse of the additional features and benefits that will be shown in full at the Electronic Entertainment Expo (E3) in Los Angeles in May. Once fully revealed, players will see innovative advances in game interaction.

My first video games were Nintendo two screen handhelds - "Game & Watches" that my parents bought me so I'd be quiet on car trips between Virginia and New York. I had Mario Bros. and Donkey Kong. 1982: I reached 999 points on Donkey Kong without losing a life. Donkey Kong went crazy, the screen started blinking and everything was moving twice as fast. My parents weren't home and I was at the neighbor's house. I told Marian, my best friend's mother about my accomplishment, but she didn't care.

Let's hope Nintendo can bring back more of that old gaming magic!

Pac-Man Vs. Nintendo-san

I played Pac-Man Vs. with some friends last night, the latest from Wizard Shigeru Miyamoto. This game is perfectly simple, the Pac-Man we all know and love, but with the character's roles turned upside-down.

Connect three regular controllers and a Game Boy Advance with your Gamecube. The basic rules are the same - three ghosts (Blinky, Stinky & Creaky or whatever their names are) chase Pac-man around a maze. The three players with regular controllers are the "ghosts," and Pac-man is the player with the GBA. While the ghosts have only a limited field of vision, Pac-man gets to see the entire board on the GBA's screen. The ghost who catches Pac-Man trades their controller for the GBA, and the cycle continues until one player achieves a certain score. At any given moment, 3/4 of the players find themselves playing from the unfamiliar vantage point of Pac-man ghost.

The game starts slow, but once you get a taste of being Pac-Man, you're hooked. There is an illicit thrill in seeing the entire board when your opponents cannot, multiplayer games usually don't partition the visual information and clues this way. The ghosts attempt to corner and catch Pac-Man before he eats all the pellets. Of course, the Pac-man player is privvy to the ghosts' strategy and adjusts his or her plan accordingly. This also creates a prisoner's dilemma among the ghosts, since only one of them can catch Pac-man, but if they don't cooperate none of them will succeed. The most loyal and valuable ghost may never get to play Pac-man, and therefore will finish with the lowest score.

Pac-Man Vs. debuted for an underwhelmed audience at the E3 conference this past year (although some saw the potential right away). Nintendo fans are very similar to Apple users, always sticking up for their underdog platform of choice. Even when the big name games and software titles are slow to migrate over, the focus on a well rounded user experience never wavers.

In an interview with IGN.com, Miyamoto and Toru Iwatani (the inventor of Pac-man) talk a little bit about the design process and priorities involved with the the production of the game:

Pacman itself is already a complete game. We did not wish to add power ups or items to the open buttons and lose the beauty of Pacman being playable with only the control pad. Keep things "as simple as possible" was the most important message we were giving to the development team.

and a brief discussion of the "Nintendo way" of making video games:

I believe interactiveness is everything. Historically, videogames have evolved by stimulating the gamer but I believe that we are now concentrating too much on only "giving" this stimulation. Of course I am involved in "giving" the player new stimulation, but I would like the player to voluntarily feel it. For instance when Link from the Legend of Zelda pulls on a lever and a grand demo movie shows a door opening, I think this is a "giving". I would not make it so pressing a button pulls a lever, Link would merely hold the lever. Then the player can use the controller to "pull" and open the door. I concentrate on this interactiveness the most.

...

High spec hardware is good to have, of course, but if the game creators can relax and create, I don't see the necessity to concentrate on selling high specs. There will always be a computer in between the player and monitor. Programmers ask me "What is going to happen to my job in the future?", and I've answered that there would always be a job if you can program.

Good advice for producers and programmers of all media, not just video games.

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