Archive for the 'Nintendo Gameboy' Category

What Nintendo Did Next

What to do when your portable is ruling the waves, your consoles are selling faster than you can produce them and there is this little Gameboy brand waiting in the wings? These are tough times for Nintendo Corp.

But hang in there Mr Nintendo, for we have seen the future and there is hope! A weary traveller called in not more that 2 days ago, full of news from a distant time. Here is his foretelling of what Nintendo did next.

Wii-bird: He told of the return of the grand-daddy of controllers. This time not only wire free but now is fully packed out with multi-directional rumble.

Not only that, he said, but it also comes with a built in charger that plugs into the USB port on the back of your Wii. So no more scurrying around for batteries.

Wii-player: He whispered of using his DS to play Game Boy Advance (GBA) games on his TV. Simply pop in your old GBA cart into the DS and follow the on screen advice to connect wirelessly to the Wii-player channe, and away you go! You can then play those classic GBA titles using your DS as a controller with the action super large on your TV.

Not only that, he said, but you can play GBA games that used the link cable for mulitplayer, against your friends via the Wii Connect 24.

Wii-board: He spoke of a full querty keyboard for the Wii. Complete with holster for the Wii-mote to provide wireless typing fun!

Not only that, he said, but it also has built in game controls for a quick switch of context between movement and typing, for any major MMO’s that may show up on the Wii sometime soon.

gameboyvc.gifWii-boy: He sang with joy about the original Gameboy Virtual Console. For just 100 points, you can buy a packs of original Gameboy games and play them in all their pixelated green/grey full screen glory.

Not only that, he said, but you can play Gameboy Colour titles too, and take advantage of any Super Gameboy features on the cartridge.

Mii-stats: He talked of a new Mii statistics channel to provide graphs and statistics of your Mii’s progress through the games it has played.

Not only that, he said, but this also enables your Mii’s stats to travel with them to other Wii’s, thus enabling comparisons and competition between your friends.

Phew! Well there you have it, the honest to gospel truth. Well that’s what he said anyhow.

Andy Robertson

Who is Anthony Dickens

card_andyr_small.gifAs we mentioned in our previous post, we want to apply our people centric focus to what we read as well as what we play. To that end, we have recently launched the new Blogging People set of cards.

The next brave sole to step up was Ant Dickens of NintendoLife. Along with a shiney new Blogger Card (Top Trumps style of course), we interview each new blogger. Here are some choice excerpts from the interview:

Ant: There have been many “highlights” in the past 17 years of gaming. But generally I’m one of those people that really loves the triple A titles, for example, I’d happily wait 3 years for a new Zelda installment. It’s not just the games that give me great memories though, its all the little details. I remember taking a day off from school when Banjo-Kazooie first came out, or when F-Zero X arrived all the way from Japan. Feeling my whole body shaking as I finally completed Super Mario Land on the Gameboy. I could probably write an entire article on my favourite experiences in games.

Andy: Tell me more about finishing Super Mario Land, I had a Gameboy in the early 90’s but never finished it!

Ant: Ironically the last level in Mario Land is more like space invaders than anything else, your in the Mario Plane ™ and have to a) shoot the boss, whilst b) dodging his splitting fireballs, I remember it taking quite a few attempts before finally beating it!

Ant: I don’t really know whats distinctive about Nintendo Life, we get alot of positive feedback on the visual style, people comment that its refreshing, light and clean layout , instead of the classic dark and compact gaming site.
I think our writing style is a positive aswell, our reviews are very much to the point and they are written by gamers for gamers.
Andy: ‘By gamers for gamers’ that’s something that we at Game People can really identify with. How many gamers do you have writing for you at any one time?
Ant: We only have a small core team, most of which I’ve known since my previous gaming site, Gamecube-UK.com. We’ve had a number of guest reviewers over the last year, this is something we want to increase. We’re in the process of building a pool of like-minded reviewers so we can cover a wider range of titles.

Decision-tris

Sid Meier is often quoted regarding his stance towards an enjoyable game dynamic. For him, the play needs:

“an understandable and enjoyable stream of decisions.”

Reading a recent interview I was reminded again of the wisdom of this statement, proven not least by an impressive catalogue of well recieved games.

tetrisold.gifHowever, I am not so sure it needed to keep him within the turn-based genre typical of the majority of his games. It is possible to engage the play with decisions within a real-time interacting environment.

Back in the day, when Civilisation was a twinkling in Meier’s eye, a little game on the original Gameboy introduced a decision based puzzle game that captured the imagination of many gamers. Together with Nintendo Tennis and Super Mario Land, this formed one part of a killer trilogy in the early days of the platform.

tetris2.gifNintendo’s excellent repackaged and updated version for the DS provides a modern rendering of Meier’s gaming vision, all be it in a very different way. The ever descending blocks provide the player with a stready stream of decision-encounters. Extended play uncovers ever increasing nuances to each decision. As a game deveops each decision affects the other as the simple play mechanic takes hold.

The experience and enjoyment of the game grows as the player needs to learn how to make wiser and quicker decisions. They find themselves honing their ability on many levels to imrpove their chances of survival:

Dead brick technique: How efficiently they can deal with bricks that don’t fit anywhere. They correct decision being the spot where they will case the least dissruption, and hopfully play with the next few bricks to cancel out any detrimental affect.

Start-tris: Key in the mutli-player mode. How quickly can they set-up and trigger a four row clear (tetris), and put the other player on the back foot. This demands both a tidy and quick use of blocks.

Clean up play: How quickly can you elliminate broken lines, after missplaced or dead bricks.

Look ahead: How efficient is their brick management, considering the bricks that are flagged up in the preview tiles.

These together with the already documented, back-to-back and t-spin moves make for a dynamic play experience, that gives Meier’s decision gaming a whole new meaning.