Wednesday, August 10, 2011

Third Rate Game Play: Anubis II

Game: Anubis II

System: Wii

Developer: Data Design Interactive
(Ninjabread Man, Rock 'N' Roll Adventure)

Publisher: Conspiracy Entertainment

Player: Alex

Experience: Watched videos, heard reviews





The Wii’s success surprised many developers and publishers, provoking quickly-developed products in an attempt to receive some benefit from the system’s immediate consumer demand. Several budget publishers took the Wii's mass popularity with its similarity to the PlayStation 2 to create quick ports of budget PS2 games onto the Wii in order to gain a quick buck. Unfortunately, this deluge of poor-quality games ultimately helped poison the software lineup for the Wii, especially without top-tier third party games which would have clouded out the “shovelware” within the lineup.

Anubis II was the product of Data Design Interactive, developed originally for the PlayStation 2 in 2005. According to the company website, Data Design started game development on the Spectrum, Amstrad CPC, and Atari ST back in the late 1980’s, but Wikipedia states its formation as late as 1999, when it began developing a proprietary game engine. Anubis II was one of a number of titles developed using the “'Game Orientated Development System” or GODS Engine. This engine was supposedly designed for rapid game development and easy manipulation of games onto multiple platforms. This engine was used for a large number of games developed by DDI, but in relation to Anubis II, at least three other games use the same platforming engine through the GODS Engine: Ninjabread Man, Rock ‘N’ Roll Adventure, and Myth Makers: Trixie in Toyland. These games, along with the rest of Data Design Interactive’s catalog, were released in Europe for the PlayStation 2, but the games never appeared on US soil as SCEA refused to allow the games there due to quality concerns. As the Wii did not have the same restrictions, porting these games and releasing them anew was highly desirable.

The publisher of Anubis II, as well as several budget games for Wii and DS this past generation, is Conspiracy Entertainment. The company was formed in 1997 with the purpose to publish games from smaller developers whose games would otherwise miss the opportunity to be brought to retail. Its software releases began with a PC port of Taito’s Darius Gaiden, and it also acted as the publisher for a number of Warner Brothers franchise titles, including Warthog Plc’s Tiny Toon Adventures: Buster Saves the Day. Shortly thereafter, the company published a number of unique games onto Dreamcast, Playstation 2 and Xbox, including Treasure’s Stretch Panic and Bangai-O, and Starbreeze’s Enclave. Of course, the company had been publishing lower-tier games as well, but until the Wii’s launch, the company had been publishing a few hidden gems in the budget category. Conspiracy even worked alongside Sega to bring over Sega Classics Collection, which was a compilation of PS2 Sega AGES games developed by D3 Publishing in Japan. A compilation of the Sega AGES Phantasy Star remakes was in development but never made it to completion.



“Long ago, an evil spirit known as Mumm'hotep plunged the Land of Egypt into Darkness. The Gods have called on the only one that could save Egypt and rid the sands of evil monsters... The mighty Anubis, Guardian of the Underworld! Armed with the Golden Sceptre of Ra and the fire of the Gods, Anubis must battle his way through the Ancient cities of Egypt. On his quest, Anubis will encounter maniac Mummies, stinging mosquitoes and Swarms of deadly locusts! Journey through Egyptian Tombs in your search for the Golden Pyramids of Power that will help Anubis complete his quest. Solve puzzles and progress through the monster infested Tombs until you reach your goal and confront the evil Mumm'hotep in a FINAL battle that only the hardiest of warriors will reach!”



Anubis II is a platforming adventure title in which players assume the role of Anubis, protector of the underworld and the only force which can stop the evil Mumm’hotep and his minions from taking over the Land of Egypt. The player moves Anubis through each level and must escape through teleporters at the end. These warps are only available once every artifact orb is collected within a level, and in order to help guide players to them, an on-screen arrow points in the direction to the next orb.

On the way, however, Anubis faces many dangers. Levels are infested with a variety of monsters, many of which chase you constantly upon acknowledging your presence. There are two major ways to deal with enemies: give them a hard thwack with his Golden Sceptre of Ra or use it to shoot magic from afar. These magic blasts, upon repeat use, actually grow stronger in power, marked by a gauge on the bottom left corner of the screen. In the Wii version, attacking via Sceptre is regulated to swings with the Wii Remote, which may or may not work. Even jumping is regulated to motion controls, specifically the nunchuk; the Z-button jumps as well, although the game never explains this in any fashion. Players can also toss magic grenades by holding the A button and mimicking a throwing motion with the Wii Remote, but they require great timing and can still hurt Anubis in the blast. Sometimes it is easier to avoid enemies, considering the large amount of enemies within each area.

Certain puzzles populate the game’s five levels. At specific monoliths, Anubis can move objects in the world by twirling the Sceptre in the air, which can be implemented by mimicking the motion with the Wii Remote. This, complimented by battling baddies and basic platforming elements, makes Anubis II’s core game mechanics.

After completing a level, players are subject to a Bonus Stage. Set in an overhead perspective, Anubis is set to collect as many scarab beetles as possible in an attempt to get a high score and maybe extra lives. Once the game itself is completed, you can replay the levels with extra modes, which include a time attack and artifact collection mode, in which players must collect as many as 300 items within the level before they can exit via the teleporter. No other extra content exists within the completed game.



Despite the great critical negativity toward its games, Data Design Interactive apparently did very well financially through its license agreements with budget publishers on the Wii. Its release lineup grew quiet after the deluge of PS2 ports, but the company proclaimed that a sequel to one of its platform games, Ninjabread Man 2, would emerge in the future, although it never arrived. Instead, the company pushed a new unique brand, called NuYu, which acted as the company’s proprietary character creation system, akin to Nintendo’s Mii designs. To date, the only games to use the NuYu system have been Kidz Sports Crazy Mini Golf and its sequel, Kidz Sports Crazy Mini Golf 2, the latter of which launched early 2010. Other than that, the company’s site has not seen a new game announcement since 2009, in which it announced My Personal Golf Trainer for European audiences. One can question whether DDI still exists, but we cannot be too sure either way.

Conspiracy remains active in its releases since it released DDI's Wii projects. Since then, it has brought other low-budget games onto the Wii and Nintendo DS. Critically-acceptable games from the company include projects from Epicenter Studios: Real Heroes: Firefighter for Wii and Rock of the Dead for PS3 (UFO Interactive published the Xbox 360 version). Its latest release was Smack Down Production’s Witches & Vampires: The Secrets of Ashbury for DS, which released late 2010. It is currently listing one title as “Coming Soon:” Emily the Strange for DS.

Anubis II and Data Design Interactive’s platforming adventures have not been ported to any other system nor have they seen sequels of any sort since their releases on Wii.



Alex and Tony have a death wish, or at least Alex does. While Ninjabread Man would have been the better game to try, Anubis II was the game on the menu. Hearing that the game itself was fairly short, Alex takes it upon himself to declare a full walkthrough of the game for this episode. Perhaps he should think more than twice about that decision.

After completing the game, the duo run through the credits and give a very brief look at one of the game’s post-game modes. Only a very brief one, though.



Anubis II is the pinnacle of Wii’s poor game lineup during the 2007-2008 timeframe. Third parties rushed the system with poorly-designed ports with waggle-for-button game designs tossed in to make them “fit” with the control system. Unfortunately, this clearly backfired in the long-run, as software sales from new gamers shifted sharply away from third party games and remained toward safer products for the most part. While Nintendo is clearly partially to blame for the lack of quality control or keeping up with the competition's online features and graphical equivalence, publishers were also to blame for tainting the software lineup and causing the software disparity we see today. It is the first time in gaming history that the leading hardware seller is not the leader in software support.

Notice I shifted away from talking about the game itself? Because it is pretty darn bad. I can see where DDI wanted to make a good game: there is an effort to make a unique game mechanic (the Sceptre) and bring in a friendly theme for use in the game. Unfortunately, the engine is exceedingly glitchy. Enemies can hit you many times more than you can hit them back, especially as they chase you without fear. The swing mechanic for the Sceptre fails to be receptive, and the jump mechanic was clearly shoehorned into the Wii’s motion controls. So many things are not explained right, and to top it off, the presentation is dodgy at best. Anubis II, as well as DDI’s other platformers, come off as a good scenario crushed under ineffective quality control and poor engine design. I would chalk up Anubis II’s quality to a small and inexperienced team rushed for budget, but after so many faults and years later, this game unfortunately calls out to me as a cheap cash-grab on the Wii platform in the US and little else.

Anubis II should have stayed on European PS2s.


3RM Says: I'm walking like an Egyptian, hehe!
ThereIdiditcanyouguyshelpmegetthislivesnakeoffmyheadthisisn'tfunnyguysGuysGUYS!

Sunday, July 31, 2011

Game On: Let's Play 3.06 - Super Metroid Part 3

Game: Super Metroid
System: Super Nintendo
Developer: Nintendo R&D1
Publisher: Nintendo
Player: Tony Wanschura



Game Background
[This segment is the same as Episode 3.04]

The Metroid series was but one creation from Nintendo Research and Development Group 1 (Nintendo R&D1). Nintendo R&D1 was formed in 1970 as one of a number of teams developed in order to compete against one another and create better products. R&D1 in particular was run by Gunpei Yokoi with a focus on Game & Watch and arcade games. From this group, Shigeru Miyamoto would develop Donkey Kong, which propelled the creation of Nintendo R&D4, which later became Nintendo EAD. The developer went on to produce Metroid, Ice Climbers, and Kid Icarus for the Nintendo among other lesser-known NES titles before the developer was pushed into developing games for the Game Boy. On top of developing spin-offs of large franchises, such as Super Mario Land and its sequels, Nintendo R&D1 would produce a number of other Game Boy games, including Alleyway and Balloon Fight’s sequel, Balloon Kid.

Super Metroid itself was headed by Team Shikamaru, which was a segment of Nintendo R&D1 dedicated to designing characters and scripts for such games as Kid Icarus, Metroid, and Famicom Tantei Club, a mystery adventure series released only in Japan. The team consisted of Makoto Kano, Toru Osawa, and Super Metroid director Yoshio Sakamoto. Sakamoto joined Nintendo in 1982, when he was hired as an artist for the Game & Watch version of Donkey Kong well as Donkey Kong Jr. for arcades. He would later design Wrecking Crew, Balloon Fight, and Gumshoe. While he helped work on the scenario and design behind Metroid and Metroid II: Return of Samus, Sakamoto’s debut director role in the series began with Super Metroid.

Super Metroid, is the third iteration of the Metroid franchise. Following the end of Metroid II: Return of Samus, Samus encounters the last baby Metroid in the galaxy, which sees her as its mother. Wanting to benefit humanity, Samus brings the baby Metroid to the Ceres Station for research on its life-sucking ability. However, just as she leaves, Ridley attacks the station and steals the Metroid before Samus can stop him. Returning to Zebes, Samus must now find the baby Metroid and stop Ridley and Mother Brain once again.

Super Metroid is a side-scrolling action adventure game in which players travel around various sectors of Planet Zebes. Starting out with no powers, Samus must collect a number of upgrades to allow her to overcome obstacles and venture deeper into the planet's deep cavernous labyrinth. Using missiles, bombs, and beams, players will have to exterminate both local floral and fauna in order to find and save the last Metroid before the Space Pirates use the Metroid to take over the galaxy. The game's open-ended nature allows for a varied experience with each playthrough, particularly with so many hidden locations and items to collect.

Since then…

Super Metroid is seen by many as the absolute best game in the Metroid franchise, if not for the Super Nintendo or even of all time. The game sold fairly well, although its long development may have prevented much of a profit. If anything, it solidified Metroid as a desirable franchise for Nintendo in the future.

However, Metroid as a franchise, despite the high acclaim, went into hibernation after Super Metroid. According to developer commentary, there were attempts to bring Metroid to the Nintendo 64, but it was not possible, especially with activity within Nintendo R&D1 focusing on the failed Virtual Boy (on such games as Teleroboxer). The series would come back into the spotlight in 2002, when Retro Studios started the Metroid Prime series. At the same time, Nintendo R&D1 completed Metroid Fusion for Game Boy Advance. Retro Studios would continue with the Metroid Prime series, making Metroid Prime 2: Echoes for GameCube and Metroid Prime 3: Corruption for Wii; meanwhile, the Prime series received two other spin-offs: Metroid Prime: Hunters by Nintendo Software Technologies (NST) and Metroid Prime Pinball by Fuse Games. Internally, Nintendo and Sakamoto developed Metroid: Zero Mission and later, Metroid: Other M, which was developed in conjunction with Team Ninja of Tecmo-Koei.

Outside of the Metroid series, Yoshio Sakamoto would act as the lead designer and eventually producer for other games by Nintendo R&D1, including Game & Watch Gallery, Wario Land 4, and the entirety of the WarioWare series (co-developed by Intelligent Systems). The micro-game concept behind the WarioWare series would be used in the music-based game series Rhythm Tengoku, or Rhythm Heaven in English.

The structure for Nintendo R&D1 has shifted since developing Super Metroid. Team Shikamaru would help design the characters and scenario for at least one more franchise: Card Hero. However, the group would not appear in credits following that release. In 2005, Nintendo started a restructuring effort, which disbanded Nintendo R&D1, sending most of the team into what is now Nintendo Software Planning & Development (SPD) Group 1. The company is currently working on Rhythm Heaven for the Wii, due for release in the US this year.

Super Metroid has been brought to the Virtual Console for Wii, but otherwise the game has not been rereleased in any other fashion.

The Let's Play

Tony is a major fan of Metroid, and deciding that he was prepared to complete the best Metroid game himself, he chose to play through the entirety of Super Metroid. While item collection percentage was not a factor, he would try to venture to wherever he could in order to beat the game in the fastest and most effective way he could based on his gaming experience.

In the conclusion of the Let's Play series for Super Metroid, Tony rushes back into the game, heading right into the depths of Norfair to take care of Ridley, and then he immediately rushes into Tourian to take care of an old foe once and for all!

Post-Mortem

As a note, all three parts of the Let's Play were shot at once, and using the capture equipment, some flickering sprites did not appear in the final product. Besides that, we used a unique system for recording: a boom mic aimed at Tony rather than a lavalier. It turned out pretty well for the playthrough. Also, because the episode was made with the SD RTN channel in mind, there is extra space seen around the edges of the video.

While making fun of Alex and running through the rest of the adventure, Tony ends up facing a few major obstacles but goes through them in stride. His fight with Ridley turns out to be a bit closer than he expected. Venturing into Tourian, commentary kept on going despite the night drifting onward, and in the end, the third part is as good as the previous two, though it does not have the intensity of Tony's freakout in part 2.

Super Metroid, the epic game, is vanquished. Metroid: Other M...we will think about it.

Game On: Let's Play 3.05 - Super Metroid Part 2

Game: Super Metroid
System: Super Nintendo
Developer: Nintendo R&D1
Publisher: Nintendo
Player: Tony Wanschura



Game Background
[This segment is the same as Episode 3.04]

The Metroid series was but one creation from Nintendo Research and Development Group 1 (Nintendo R&D1). Nintendo R&D1 was formed in 1970 as one of a number of teams developed in order to compete against one another and create better products. R&D1 in particular was run by Gunpei Yokoi with a focus on Game & Watch and arcade games. From this group, Shigeru Miyamoto would develop Donkey Kong, which propelled the creation of Nintendo R&D4, which later became Nintendo EAD. The developer went on to produce Metroid, Ice Climbers, and Kid Icarus for the Nintendo among other lesser-known NES titles before the developer was pushed into developing games for the Game Boy. On top of developing spin-offs of large franchises, such as Super Mario Land and its sequels, Nintendo R&D1 would produce a number of other Game Boy games, including Alleyway and Balloon Fight’s sequel, Balloon Kid.

Super Metroid itself was headed by Team Shikamaru, which was a segment of Nintendo R&D1 dedicated to designing characters and scripts for such games as Kid Icarus, Metroid, and Famicom Tantei Club, a mystery adventure series released only in Japan. The team consisted of Makoto Kano, Toru Osawa, and Super Metroid director Yoshio Sakamoto. Sakamoto joined Nintendo in 1982, when he was hired as an artist for the Game & Watch version of Donkey Kong well as Donkey Kong Jr. for arcades. He would later design Wrecking Crew, Balloon Fight, and Gumshoe. While he helped work on the scenario and design behind Metroid and Metroid II: Return of Samus, Sakamoto’s debut director role in the series began with Super Metroid.

Super Metroid, is the third iteration of the Metroid franchise. Following the end of Metroid II: Return of Samus, Samus encounters the last baby Metroid in the galaxy, which sees her as its mother. Wanting to benefit humanity, Samus brings the baby Metroid to the Ceres Station for research on its life-sucking ability. However, just as she leaves, Ridley attacks the station and steals the Metroid before Samus can stop him. Returning to Zebes, Samus must now find the baby Metroid and stop Ridley and Mother Brain once again.

Super Metroid is a side-scrolling action adventure game in which players travel around various sectors of Planet Zebes. Starting out with no powers, Samus must collect a number of upgrades to allow her to overcome obstacles and venture deeper into the planet's deep cavernous labyrinth. Using missiles, bombs, and beams, players will have to exterminate both local floral and fauna in order to find and save the last Metroid before the Space Pirates use the Metroid to take over the galaxy. The game's open-ended nature allows for a varied experience with each playthrough, particularly with so many hidden locations and items to collect.

Since then…

Super Metroid is seen by many as the absolute best game in the Metroid franchise, if not for the Super Nintendo or even of all time. The game sold fairly well, although its long development may have prevented much of a profit. If anything, it solidified Metroid as a desirable franchise for Nintendo in the future.

However, Metroid as a franchise, despite the high acclaim, went into hibernation after Super Metroid. According to developer commentary, there were attempts to bring Metroid to the Nintendo 64, but it was not possible, especially with activity within Nintendo R&D1 focusing on the failed Virtual Boy (on such games as Teleroboxer). The series would come back into the spotlight in 2002, when Retro Studios started the Metroid Prime series. At the same time, Nintendo R&D1 completed Metroid Fusion for Game Boy Advance. Retro Studios would continue with the Metroid Prime series, making Metroid Prime 2: Echoes for GameCube and Metroid Prime 3: Corruption for Wii; meanwhile, the Prime series received two other spin-offs: Metroid Prime: Hunters by Nintendo Software Technologies (NST) and Metroid Prime Pinball by Fuse Games. Internally, Nintendo and Sakamoto developed Metroid: Zero Mission and later, Metroid: Other M, which was developed in conjunction with Team Ninja of Tecmo-Koei.

Outside of the Metroid series, Yoshio Sakamoto would act as the lead designer and eventually producer for other games by Nintendo R&D1, including Game & Watch Gallery, Wario Land 4, and the entirety of the WarioWare series (co-developed by Intelligent Systems). The micro-game concept behind the WarioWare series would be used in the music-based game series Rhythm Tengoku, or Rhythm Heaven in English.

The structure for Nintendo R&D1 has shifted since developing Super Metroid. Team Shikamaru would help design the characters and scenario for at least one more franchise: Card Hero. However, the group would not appear in credits following that release. In 2005, Nintendo started a restructuring effort, which disbanded Nintendo R&D1, sending most of the team into what is now Nintendo Software Planning & Development (SPD) Group 1. The company is currently working on Rhythm Heaven for the Wii, due for release in the US this year.

Super Metroid has been brought to the Virtual Console for Wii, but otherwise the game has not been rereleased in any other fashion.

The Let's Play

Tony is a major fan of Metroid, and deciding that he was prepared to complete the best Metroid game himself, he chose to play through the entirety of Super Metroid. While item collection percentage was not a factor, he would try to venture to wherever he could in order to beat the game in the fastest and most effective way he could based on his gaming experience.

This is the second part of three, Tony goes head-first into the Sunken Ship, and following that, he takes a dive into the water sector: Maridia. Will he be able to defeat his next two major foes as easily as he did Kraid? This episode is complete with a cameo of another player: Tony's twin brother Alex. His appearance is short but becomes surprisingly influential in this episode.

Post-Mortem

As a note, all three parts of the Let's Play were shot at once, and using the capture equipment, some flickering sprites did not appear in the final product. Besides that, we used a unique system for recording: a boom mic aimed at Tony rather than a lavalier. It turned out pretty well for the playthrough. Also, because the episode was made with the SD RTN channel in mind, there is extra space seen around the edges of the video.

It turns out that the brief appearance by Alex ultimately damages Tony's playthrough progress quite a bit. As a result, Tony ends up without a reserve tank and other upgrades which hinder his battles in Maridia, particularly against the boss. While he is successful, the realization that he had missed items at the Sunken Ship causes a delay in his run. In the end, however, the elements of confusion create one of the best parts of the three-part let's play. Nothing makes for a funnier scene than watching Tony freak out on camera.

Saturday, July 30, 2011

Game On: Let's Play 3.04 - Super Metroid Part 1

Game: Super Metroid
System: Super Nintendo
Developer: Nintendo R&D1
Publisher: Nintendo
Player: Tony Wanschura



Game Background

The Metroid series was but one creation from Nintendo Research and Development Group 1 (Nintendo R&D1). Nintendo R&D1 was formed in 1970 as one of a number of teams developed in order to compete against one another and create better products. R&D1 in particular was run by Gunpei Yokoi with a focus on Game & Watch and arcade games. From this group, Shigeru Miyamoto would develop Donkey Kong, which propelled the creation of Nintendo R&D4, which later became Nintendo EAD. The developer went on to produce Metroid, Ice Climbers, and Kid Icarus for the Nintendo among other lesser-known NES titles before the developer was pushed into developing games for the Game Boy. On top of developing spin-offs of large franchises, such as Super Mario Land and its sequels, Nintendo R&D1 would produce a number of other Game Boy games, including Alleyway and Balloon Fight’s sequel, Balloon Kid.

Super Metroid itself was headed by Team Shikamaru, which was a segment of Nintendo R&D1 dedicated to designing characters and scripts for such games as Kid Icarus, Metroid, and Famicom Tantei Club, a mystery adventure series released only in Japan. The team consisted of Makoto Kano, Toru Osawa, and Super Metroid director Yoshio Sakamoto. Sakamoto joined Nintendo in 1982, when he was hired as an artist for the Game & Watch version of Donkey Kong well as Donkey Kong Jr. for arcades. He would later design Wrecking Crew, Balloon Fight, and Gumshoe. While he helped work on the scenario and design behind Metroid and Metroid II: Return of Samus, Sakamoto’s debut director role in the series began with Super Metroid.

Super Metroid, is the third iteration of the Metroid franchise. Following the end of Metroid II: Return of Samus, Samus encounters the last baby Metroid in the galaxy, which sees her as its mother. Wanting to benefit humanity, Samus brings the baby Metroid to the Ceres Station for research on its life-sucking ability. However, just as she leaves, Ridley attacks the station and steals the Metroid before Samus can stop him. Returning to Zebes, Samus must now find the baby Metroid and stop Ridley and Mother Brain once again.

Super Metroid is a side-scrolling action adventure game in which players travel around various sectors of Planet Zebes. Starting out with no powers, Samus must collect a number of upgrades to allow her to overcome obstacles and venture deeper into the planet's deep cavernous labyrinth. Using missiles, bombs, and beams, players will have to exterminate both local floral and fauna in order to find and save the last Metroid before the Space Pirates use the Metroid to take over the galaxy. The game's open-ended nature allows for a varied experience with each playthrough, particularly with so many hidden locations and items to collect.

Since then…

Super Metroid is seen by many as the absolute best game in the Metroid franchise, if not for the Super Nintendo or even of all time. The game sold fairly well, although its long development may have prevented much of a profit. If anything, it solidified Metroid as a desirable franchise for Nintendo in the future.

However, Metroid as a franchise, despite the high acclaim, went into hibernation after Super Metroid. According to developer commentary, there were attempts to bring Metroid to the Nintendo 64, but it was not possible, especially with activity within Nintendo R&D1 focusing on the failed Virtual Boy (on such games as Teleroboxer). The series would come back into the spotlight in 2002, when Retro Studios started the Metroid Prime series. At the same time, Nintendo R&D1 completed Metroid Fusion for Game Boy Advance. Retro Studios would continue with the Metroid Prime series, making Metroid Prime 2: Echoes for GameCube and Metroid Prime 3: Corruption for Wii; meanwhile, the Prime series received two other spin-offs: Metroid Prime: Hunters by Nintendo Software Technologies (NST) and Metroid Prime Pinball by Fuse Games. Internally, Nintendo and Sakamoto developed Metroid: Zero Mission and later, Metroid: Other M, which was developed in conjunction with Team Ninja of Tecmo-Koei.

Outside of the Metroid series, Yoshio Sakamoto would act as the lead designer and eventually producer for other games by Nintendo R&D1, including Game & Watch Gallery, Wario Land 4, and the entirety of the WarioWare series (co-developed by Intelligent Systems). The micro-game concept behind the WarioWare series would be used in the music-based game series Rhythm Tengoku, or Rhythm Heaven in English.

The structure for Nintendo R&D1 has shifted since developing Super Metroid. Team Shikamaru would help design the characters and scenario for at least one more franchise: Card Hero. However, the group would not appear in credits following that release. In 2005, Nintendo started a restructuring effort, which disbanded Nintendo R&D1, sending most of the team into what is now Nintendo Software Planning & Development (SPD) Group 1. The company is currently working on Rhythm Heaven for the Wii, due for release in the US this year.

Super Metroid has been brought to the Virtual Console for Wii, but otherwise the game has not been rereleased in any other fashion.

The Let's Play

Tony is a major fan of Metroid, and deciding that he was prepared to complete the best Metroid game himself, he chose to play through the entirety of Super Metroid. While item collection percentage was not a factor, he would try to venture to wherever he could in order to beat the game in the fastest and most effective way he could based on his gaming experience.

This is the first of three episodes dedicated to the game. In this episode, Tony starts from the beginning of the game and ventures through Brinstar and segments of Norfair. Will he be able to easily defeat the monstrous Kraid and deadly Crocomire? Find out.

Post-Mortem

As a note, all three parts of the Let's Play were shot at once, and using the capture equipment, some flickering sprites did not appear in the final product. Besides that, we used a unique system for recording: a boom mic aimed at Tony rather than a lavalier. It turned out pretty well for the playthrough. Also, because the episode was made with the SD RTN channel in mind, there is extra space seen around the edges of the video.

Tony did a fantastic job running through the opening segment of the game, although he made some mistakes in attempts to sequence-break the game a few times. That is, he failed to get certain power-ups before it was expected of him. Still, he vanquished both Kraid and Crocomire with little problem, and he would end this segment about to venture into the Sunken Ship.

Commentary was quick, quirky, and altogether well-balanced between the happenings in-game and off-topic themes. The ranting near the end may have muddled it up a bit, but otherwise the episode was a smooth ride all around.

Sunday, July 24, 2011

StreetPass Princeton's 3rd Event!



StreetPass Princeton is a group of gamers who all own 3DSs and want to not only come together to take part in StreetPassing but also to talk and enjoy gaming experiences between people in the local area.

Over the last two months, there were a great set of events from StreetPass Princeton. In May, SPP went to Panera Bread in Princeton to play with QR Codes and Super Street Fighter IV 3D Edition, and in June, SPP was at the Quakerbridge Mall GameStop to hold a Dead or Alive: Dimensions tournament. This month, StreetPass Princeton took part in a nationwide StreetPass Network event, and while there were some setbacks, the event made it through.

Group founder Rob Oehlberg met us with a few fellow members at Marquard Park, a small park complete with playground sets, softball field, and picnic areas. A canopy stood by the group's selected picnic table, and underneath it stood a table complete with the event's catering. At the picnic table, a selection of QR codes for Pokedex 3D were laid out, which was useful for getting a myriad of special stickers, in-game.

The setup was a miracle, Rob would tell us. The month of July came as a rush for the group, particularly with those who set up the whole event. Rob and his twin brother Nick had moved in the past month, the latter of which was in North Jersey and could not attend. Furthermore, a number of people had called out from the event in the last second, including the member in charge of the planned Super Street Fighter IV 3D Edition Tournament; the tournament was cancelled as a result. To make matters worse, the crew found that Marquard Park forbade barbeque on the grounds, with mere days before the event. Thankfully, they were able to improvise a nice spread of peanut butter and jelly, turkey and cheese, ham and cheese, and combination meat sandwiches. Cookies, chips, and a plethora of soda choices filled the gaps. Rob said determination and improvisation helped StreetPass Princeton's third event from the brink of cancellation.


Mario and the gang stood to defend the sammiches from the fly invasion.

The headlined event at the park was Capcom's "Stop the Swarm" campaign, a national StreetPass Network event in which players attempted to get an S or SS ranking on missions within Resident Evil: The Mercenaries 3D. Throughout the event, people went through missions to get those fabled scores, and while a number did go to the easier training missions, others pushed through more difficult missions filled with large zombies and other big baddies. Those who succeeded placed their name on a list to be sent by StreetPass Princeton to Capcom for public posting.


Proof that I got me an S rank and did it the easy way.

A Capcom-based Cosplay Contest was held at the event, and the winner came out as Detective Gumshoe from the Phoenix Wright series. For the prize, she walked away with a Platinum Club Nintendo Mario Statue from 2010.


A portion of the people hanging out and talking games. Check out Gumshoe to the left.

While these events took place, attendees discussed gaming in general, from the eShop's first month of release to other console releases in the coming months. Pokedex 3D was used by some to pass around pokemon and get much needed QR codes, while others picked on each other with Dead or Alive: Dimensions. Others took part in singular experiences, such as Legend of Zelda: Link's Awakening DX or more Resident Evil: The Mercenaries 3D. Even disregarding the handheld, a number of small conversations erupted between people at the table and around the canopy as the afternoon drifted toward the evening.

Yes, some things did not go according to plan, but in the end, this event was a simpler, more relaxed meeting compared to the tournament-driven June event. No doubt, this event helped get members to know more about each other and bring StreetPass Princeton closer as a group.


Soda, conversations, and gaming. A great trio.

Now, the big question arises: What about August? Well, there are few games coming out between now and the next date, Rob says. Instead, he has plans for the first Retro Game event, that is, DS tournaments, including Mario Kart DS and Tetris DS. More details will follow on the StreetPass Princeton Facebook Page. Talk also emerged for potential online meetups and a forum; while StreetPass cannot be used, at least these meetings could allow more informal meeting and enjoyment in gaming with friends across the 'net. See you next month!