Showing posts with label Nintendo 64. Show all posts
Showing posts with label Nintendo 64. Show all posts

Friday, April 3, 2015

Could Super Smash Bros. for Wii U and 3DS be the last Smash games?



In the latest Nintendo Direct, it was announced that the developers of Super Smash Bros. for Wii U and 3DS are now taking suggestions for new characters to add to the already packed roster. Two new characters that are already slated to be added are the fan-favorite Pokémon, Mewtwo, and Lucas from Earthbound. Both these characters (and the new ones to be added, most likely) are going to be available to purchase as DLC. The reasoning behind the developers wanting to add new characters could be a myriad of things ranging from a shameless cash grab, to fan service (or a combination of both), but I can't help but think that there might be an alternative reason for wanting to add fan-requested characters.


Mewtwo makes his return to Smash Bros. for the first time since Melee

Literally. Lucas came out of nowhere, but why? Do we really need a Ness clone? *takes shelter*

Let's back up for a second. I'm sure the majority of you have heard about the theory that the Super Smash Bros. franchise being modeled after series creator Masahiro Sakurai's life.  I have always had a hunch that maybe some of the game's themes and characters were pertinent to the creator's life.
In the first Smash game for the Nintendo 64, the opening cutscene depicts a child bringing his toys to life in his bedroom to make them fight. Therefore, we can assume that the Smash franchise takes place in a child's imagination. With each entry in the series, the child gets older and becomes more mature. For instance, the characters were depicted as being plush toys in the first game, and became action figure-like statues in the later entires, giving the player the sense that the child was growing up.  Fittingly, Sakurai grew up with Nintendo, so this child could represent him and his progression through his childhood.
And then we have the series' main antagonist, Master Hand. He is the final boss if the player runs through Classic Mode. It seems rather strange that in a world full of Nintendo baddies, that a disembodied hand is the main villain. Well, in the Smash Bros. universe, Master Hand represents creation and ultimate power. He can be interpreted as representing Sakurai's desire to create. It makes even more sense if you look at the N64 opening cutscene, considering that a hand is the one making all the toys come to life and fight, much like Sakurai did when he created the series.
But, then we have Master Hand's alter ego, Crazy Hand. He's the complete opposite of Master Hand; he's sporadic, unpredictable, and erratic. Crazy Hand made his first appearance in Melee, which isn't a coincidence. The development of Melee was a difficult one for Sakurai. He reflected on the experience in a column he wrote for Famitsu magazine:

"On a personal level, Melee had an extremely grueling development cycle. Some of my other games did, too, but Melee sticks out far ahead of the pack in my mind. I worked on that game for 13 months straight, after all, without a single Sunday or holiday off that whole time. During parts of it, I was living a really destructive lifestyle -- I'd work for over 40 hours in a row, then go back home to sleep for four."

Sakurai has been quoted saying on multiple occasions that he dislikes making sequels, so Crazy Hand could represent that feeling. Crazy Hand's trophy info in Melee even mentions his desire to "destroy one's own creations". Since Melee was the first Smash sequel he made, this interpretation of Crazy Hand makes sense.

Crazy Hand could represent Sakurai's desire to break free of making Smash sequels and move on to other projects
Moving onto Brawl, we see Master Hand be under the control of a strange character called Tabuu in the Subspace Emissary story mode of the game. By definition, something that is "taboo" is not of the norm for society, such as playing with toys. By this time, the child is now in young adulthood, so playing with toys is seen as unacceptable. Tabuu represents adulthood and the judgement of society, and that's reflected in his appearance. He often has his arms crossed, almost judgmentally, closed off to the world. Not to mention that the fight against him is grueling, much like the fight against society and adulthood is in real life. 

Tabuu cold represent adulthood and society's judgement
In the latest installment of the franchise, Master and Crazy Hand make appearances again. However, if you face off against them on a high difficulty, they become Master Core, an insanely hard final boss that can take multiple forms. If you manage to defeat Master Core, he becomes a defenseless ball, emblazoned with the Smash Bros. logo. In this state, Master Core can't attack or hurt you, unless you take too long to defeat him, in which he will self destruct and kill himself anyways. This could represent Sakurai giving us one last hard fight, and once defeated, allowing the player to end him. He's willingly surrendering himself to the player, and to defeat.

Fierce Deity Link faces off against Master Core in the 3DS version


Sakurai has said that the two Smash Bros games he developed for Wii U and 3DS may be the last games he develops for the franchise. In an interview done with Game Informer he discussed his difficult position with developing another Smash game:

"I can't positively declare there won't be [another Smash Bros. game]. With both Melee and Brawl, I made those games with the thought that there wouldn't be any more sequels. Thus, I really can't deny the chance for another. However, as for myself, I don't think there will be. And yet, despite that, I also have trouble picturing someone else taking my place."

It's no secret that Sakurai is probably one of the most dedicated game developers out there. He works impossibly hard to produce the very best games possible. As a result of that dedication, he sets a higher and higher standard for himself, which he compares to a noose tightening around his neck. Creating the Smash Bros. games has taken a very big toll on him, but it's still very understandable that he would have trouble leaving a franchise that he himself created and has worked so hard on. But, as was evident in the inclusion of Master Core, it really does seem that he intends on leaving the franchise, despite being stuck between a rock and a hard place.
Perhaps relating Master and Crazy Hand and Master Core to Sakurai can seem like a bit of stretch, but the franchise really is his baby, and they say that you write about what you know, and I think the same goes for him.

So what does this have to do with the inclusion of fan-requested characters?

Well, this is the first time the developers have done something like this. It seems to me that they're possibly trying to prolong the life of the Wii U and 3DS versions by adding more and more content. Could it be possible that they're doing this because these games might be the last? With the series' creator possibly leaving, it seems plausible to me.
Sakurai himself said that he couldn't see the series continuing without him. He's set a pretty high bar for anyone who comes after him, so it remains to be seen if anyone could live up to the legacy he's already created. All good things must come to an end, after all.
On the other hand, Smash Bros. is one of Nintendo's most successful and well-loved franchises. If Sakurai were to leave, they'd probably find someone else to take his place. Not to mention that in today's day and age, it's very common for developers to add content in the form of DLC to their existing games. Perhaps Nintendo is just keeping up with the times.

Take a break, Sakurai, You deserve it.

However, when I was playing the Wii U version, I couldn't help but see the signs of Sakurai's decision to leave and pay homage to the other games. The different menu themes of previous games play, and the credits theme is a mashup of all the previous Smash Bros. theme songs. I can't help but feel like that's a nostalgic goodbye of some sort. Whether it's a goodbye to the creator of the series, or to the series itself, that remains to be seen.

Be it the end of the series or not, I think Super Smash Bros. for 3DS and Wii U will be the Smash games that we will play for a very long time. After all, there was a 6 year gap between Melee and Brawl, and an 8 year gap between Brawl and the current versions. And with Nintendo's new console on the horizon, who knows what the future has in store for the Smash Bros. franchise.

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Thanks for reading! I love to pick apart my favorite games (as does Game Theory), so everything I talked about is how I (and many others) interpret the game. What do you guys think? Is the Smash franchise coming to end if Sakurai leaves? Why or why not? What are some characters you'd like to see be added to Smash?

Saturday, January 17, 2015

Majora's Mask truly embodies the spirit of the Zelda series



So much has been said about Majora's Mask that it's easy to overlook what makes this game so great when it comes down to bare bones. One of this game's claims to fame is the "Ben Drowned" Creepypasta that plays off of the macabre and dark environment of the game. This game has such a large cult following (it's become even more apparent with the recent collector's editions of the game being sold out in 15 minutes or less) that the premise of the game almost gets drowned out (no puns intended) by all the hype. So, what is it about Majora's Mask that that makes it so popular?

Like Majora's Mask, the Wind Waker wasn't a fan favorite at first

If you think about it, Majora's Mask and The Wind Waker have a lot in common. They both were games that resulted in an upgrade in hardware (MM with the ExpansionPak and WW with the GameCube), and they both weren't well received by the Zelda fanbase at first. You can really tell that the developers were attempting to try something new with these titles. In Majora's Mask, they were able to add more detail and complexity to the overworld that was absent from Ocarina of Time. With Ocarina, the developers introduced the concept of the 3D Zelda game, but with Majora's Mask they perfected it. With The Wind Waker, I think the developers wanted to play with the idea of a more expressive Link and more dynamic overworld, hence the cell-shaded graphics. Both titles were hailed as being too different, and therefore fans steered away from them at first. However, they both eventually became huge hits and received/are receiving remakes. In my eyes, these games (Majora's Mask more specifically) embody the spirit of the series that was introduced in the original game.

The least popular Zelda titles are often the most different (excluding the original of course)



In the original Legend of Zelda game, there was very little direction, leaving the player to explore the world as they pleased. Granted, the Zelda games of today are way more linear than the original Legend of Zelda, but I think Majora's Mask is a more modern version of the original game without being being a direct sequel.
There are so many secrets to be discovered in Majora's Mask. The game itself is like one big puzzle, and it's up to the player to figure out where all the pieces go. That's much like how the original Legend of Zelda game is. In both games, the player acts as a detective trying to solve a mystery with very few clues along the way. Granted, many other Zelda games feature these elements, but in Majora's Mask and The Legend of Zelda, I feel like the exploration element is the most prominent.

There are 24 masks to collect in Majora's Mask, and 20 unique quests to get them

The developers of the upcoming Zelda game for Wii U claim that they're going back to basics. However, I think they already have in the form of Majora's Mask. The game is such a good example of what makes Zelda times great, both new and old. The time where that game was seen as taboo and too different is now gone. I think it's arguably one of the most popular Zelda games to date. Hopefully the upcoming remake will do it justice, but only time will tell. I'll be playing that game as soon as it comes out, so expect a post about by thoughts of the game! With this post thus ends my series of Majora's Mask posts.

If you're intertested in other things I've written about Majora's Mask, be sure to check out my top 5 hopes for Majora's Mask 3D, my theory about the story of Majora's Mask and what it means, the Majora's Mask easter egg in A Link Between Worlds, the classic dungeon theme easter egg in Majora's Mask and the Star Fox easter egg in Majora's Mask.

Thursday, January 1, 2015

3 Days of Majora's Mask Love: Day #1 Dawn of a New Year

Majora's Mask 3D is coming in 2015!

Hello everyone! I thought I'd start out the new year with a blog post about a game that's all about new beginnings, and that game is The Legend of Zelda: Majora's Mask. But first, I'd like to take a moment to thank everyone who has helped make this blog grow; you know who you are! 2014 was a great year for me; I jumped back into the world of gaming by starting this blog, and I'm constantly overwhelmed and touched by the support and kindness I receive from the gaming community. It's because of you guys I decided to start this blog, and the reason I want to continue making content about games. I can't wait to see how this blog will grow in the coming years, and here's to a great 2014! Again, thank you so much; I can't say it enough.
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This post is the first of three posts I will be writing about the masterpiece that is The Legend of Zelda: Majora's Mask. I'm overjoyed to say that we will indeed be getting a Majora's Mask remake in 2015. It's ironic to me that my first post of this year is about a game that was the topic of my very first post ever, which was speculating about whether to not we'd see a remake on the 3DS. I always knew in my heart that we'd eventually see a remake of the well loved, black sheep of the Zelda franchise; we just had to have faith it would happen...

Just have faith..
Of course, with every remake, there are changes to be made. We haven't gotten much word yet about how this remake will be different from the original game, so I thought I'd share my thoughts about what I hope to see in Majora's Mask 3D. Here are the 5 things I'd like to see implemented in the remake (beware of mild spoilers about the original game):

#1. Better controls/camera
Honestly, the things I struggled the most with in Majora's Mask were the controls and the camera—not the three day cycle or the toughness of the temples. Controlling the camera with the c-stick was a pain, especially with aiming. The camera would fall as soon as you moved an inch, and you would end up aiming wrongly or just miss entirely. The most frustrating experience I had in the game was in the first temple. Towards the end, you have to shoot an arrow through fire in order to light a beacon in a dark corner on the other side of the room, all while you're rotating on a moving pillar. It was hell. Pure hell. You have to be so precise, and I feel like the controls barely allow you to do that. Swimming in the game is so tough because to swim up, you have to move the stick down, and vice versa. I often found myself flopping and bouncing against the bottom of the ocean because the Zora form was a nightmare to control. There's one articular boss fight where the swimming controls and the camera are detrimental; I'm pretty sure veteran Majora's Mask players know what I'm talking about. Luckily, it seems as if we will indeed get better controls in the remake, seeing as Ocarina of Time 3D got improved controls and camera movement.

#2. More apparent objectives/straightforward temples
It's a well known fact that Majora's Mask is a lot like piecing together a complex puzzle. Pieces and parts of different storylines intertwine, and it is not made entirely apparent why or how—that's up to you to figure out. That's all well and good, being as that is probably my favorite aspect of the game, but there's an area of the game where it's barely apparent as to what you're supposed to do next. In the last area of the game, Ikana Valley, you're supposed to acquire the Mirror Shield (probably my favorite item in the game) in order to tackle the last temple. In order to do that, you must do an obligatory Bottom-Of-The-Well dungeon, but you need the following items:

* 5 Magic Beans
* 10 Deku Nuts
* 10 Bombs
* Fish
* Milk

In no way is it apparent that you need these things. If you go into the well without these items, you can't get the shield. So, you have to waste time (a precious commodity in Majora's Mask) to backtrack to get everything you need. I don't want a game to hold my hand, but when you have to be subjected to useless backtracking, I'd prefer a little warning to avoid it. Not to mention that those items are completely random quantities that make hardly any sense
Again, before you can complete the last temple, you need to learn a new song. In order to learn said song, you have to go through Ikana Castle, but you have to buy items in order to do so. You need a powder keg, which you have to do a side quest in order to buy, so you end up backtracking a lot. Also, the game doesn't let you know that you need to even go through the castle or even how to do so in the first place. There was hardly any direction during this last part of the game. Again, I don't need my hand held, but there needs to be direction in a game in order to move things forward. I don't usually use hints or walkthroughs when playing Zelda games because I prefer to figure things out myself. But with this particular area, I had to use a walkthrough. It was the only area in the game I couldn't figure out. So as a result, I'd like the remake to have more apparent (but not easier) objectives. 
On a slightly different note, I'd like it if the the temples were a bit more straightforward and forgiving. In almost every temple, if you make a small mistake, you lose progress. For example, in the cylindrical shaped Snowhead temple, if you fall, you have to backtrack and activate switches and pretty much jump though a bunch of hoops to get back to the top. In the Great Bay temple, the awful swimming controls can cause you to go in the wrong direction, which can cost you time since you have to turn around and go back. In the Ocarina of Time remake, Nintendo corrected a lot of the annoyances in the temples that were present in the original games, so I hope they'll do the same with Majora's Mask. I like how in Skyward Sword, once you reach a new part of an area or temple, you can open up a shortcut that can save you time if you need to leave and come back later. I think having shortcuts in the temples in Majora's Mask would make them a whole lot more enjoyable.  

Mirror shield, I love you, but you're such a major pain in the butt


#3. Good use of the touch screen
In both Ocarina of Time and Majora's Mask, scrolling through menus to change and equip items can be a major pain, and can waste a lot of time. In Ocarina of Time 3D, they made the bottom screen of the 3DS the items menu, making it super easy to switch items. I hope they do the same for Majora's Mask 3D. I can see it now—being able to put on different masks with just a simple tap of the stylus...*sigh* I can't wait. 

#4. Loyalty to the original game while still improving upon it
Eiji Aonuma, the director of many of the Zelda games has said that they are making Majora's Mask 3D easier while still retaining its difficulty. While that is in a nutshell everything I want for this remake, I really hope they keep the complexity of the game intact. To me, asking for such a complex game to be simplified is like a double edged sword. Let me put it this way: there are points in the game where the complexity really helps the overall experience (like the storytelling), and there's places where it hinders it (no clear direction about what to do next in the last area of the game). I hope they improve upon the shortcomings while not harming what was good about the complexity in the original game. 
I also hope they improve upon a lot of the graphical parts of the game as well. For an N64 game, Majora's Mask looks pretty darn good, but there are parts where it's too dark, and the graphics can get grainy, making it hard to see and make things out. I'm sure they will improve upon this, but I hope they keep a lot of the original charm of the game too. Thanks to the ExpansionPak, Majora's Mask featured greater detail than its older brother, Ocarina of Time. I hope in the remake, they will keep all those little details, but still improve upon them. I'm also looking forward to a fleshed out soundtrack, which I'm sure won't disappoint.

The graphics on the 3DS look clearer and sharper—a welcome change!

#6. The collector's edition to be released in the U.S.
This is more of a personal preference, but it has been confirmed that Europe is getting a collector's edition of Majora's Mask 3D. Majora's Mask is my favorite Zelda game, if not my favorite game ever, so I'd like to have all of the goodies of the collectors edition. I'd also like to be able to purchase both Majora's Mask and Ocarina of Time 3D together in some sort of pack. I've played and completed OOT 3D, but I don't actually own it, so it'd be nice to have both. Two birds with one stone, if you will.

Ugh, Nintendo, I want all the things!
So there you have it. There are all my hopes and dreams for the remake of one of my favorite games. Hopefully, 2015 will bring lots of gaming goodness besides Majora's Mask 3D, but I hope this remake will be as awesome as I think it'll be. I'd love to hear what you all think of the remake so far, so feel free to leave a comment. Also, be on the lookout for two more posts regarding this incredible game here in the coming weeks.

I hope you all have a very happy new year as well!


Thursday, August 21, 2014

Daily Easter Egg #27: Alternative Gamecube Startup Screens




Oh, the nostalgia...

It is almost impossible to forget the startup jingles that video game consoles have. All of the weekends we spent playing games, and all of the days to come. Every time we start our adventures into whatever worlds we dive into, there will always be the iconic sounds from powering up. Every time I turned on my trusty Gamecube to play the many memorable games of my childhood, I would be greeted by the same tune. One day, by mistake, I held down the Z button on my controller while powering up, and was shocked with the brand new sounds of what seemed like a squeaking monkey and laughter. Turns out, I had found one of my first easter eggs.

Also, if you were to hold down the Z button on the controller on four separate controllers, the Gamecube start up would be that of chants, drums, and a Japanese man shouting. Take a look here!

Wednesday, August 20, 2014

Daily Easter Egg #26: Super Mario Bros. Hieroglyphs in Super Mario 64

In Super Mario 64, there is a rather nice reference to the Mario games of old. In the Dark World, most players are too busy going through Bowser's lethal traps and minions in such a hurry that they aren't paying attention to the low-poly pillars on the platforms. If you zoom in on one, there are some interesting markings. It would appear that there is a subtle hieroglyphic marking that someone (maybe Bowser?) left for our beloved plumber. An 8-bit Bowser having an iconic battle with the moustached hero straight out of Super Mario Bros. It's a very tiny nod, but it's always refreshing to see a big title remember it's roots.

Friday, August 15, 2014

Daily Easter Egg #22: Conker's Bad Fur Day's Connection to A Clockwork Orange

The resemblance is terrifying

Conker's Bad Fur Day is a rated M game, believe it or not, released for the Nintendo 64 in 2001. This seemingly kid-friendly game had to have disclaimers saying it contained mature content so parents wouldn't buy it for their children! Some of this mature content included an opening cut scene that was inspired by the movie A Clockwork Orange, in which themes of violence, dystopia, and psychological unrest are represented.

To see the both scenes played out side by side, click here!

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Wednesday, August 13, 2014

Daily Easter Egg #20: Super Mario 64's Stone Tablet in Ocarina of Time

How the tablet appears in Super Mario 64, resulting in the trolling of millions



How it looks in Ocarina of Time

The rumor surrounding this tablet was probably one of the biggest gaming urban legends of its time. Supposedly, according to this tablet which is located in the courtyard of Peach's Castle, Luigi could be unlocked by collecting all the gold coins in the game which number 2401. The inscription on the tablet can be interpreted by some as "L is real 2401", which prompted many to try and collect all the coins in order to unlock Luigi. This rumor is of course false, but many believed it to be true back when Super Mario 64 was released.  The tablet actually reads "Eternal Star", which makes more sense considering there is a statue of one right above it.
This trolltastic tablet can also be found in Dodongo's Cavern in the N64 version of Ocarina of Time (I'm actually not sure if its in the 3DS version or not). I just find it fascinating that yet another element from the world of Mario can be found in Hyrule as well!

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Monday, August 11, 2014

Daily Easter Egg #18: Are Some of the Masks in Majora's Mask Based off of Star Fox?

A side-by-side comparison of the masks and Star Fox's characters, courtesy of 4chan
There are 24 masks to collect in The Legend of Zelda: Majora's Mask, and all of them are unique in their own way. However, some seem to resemble some characters from another Nintendo franchise, Star Fox. It is widely believed that the second row of masks in the mask selection screen were modeled after Fox, Falco, Peppy, Slippy, and Pigma. This makes sense considering that Zelda series creator, Shigeru Miyamoto, also created Star Fox.

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Friday, August 8, 2014

Daily Easter Egg #15: Donkey Kong 64's References to Past Games and Future Consoles

Who knew apes could have decent interior decorating skills?


As the title implies, this egg is from Donkey Kong 64. A gramophone, a steel girder, and a painting of a dolphin can all be seen decorating DK's cabin. All but the painting of the dolphin are references to DK's past escapades. The painting is, however, a reference to the Gamecube which was in early development at the time and codenamed "Dolphin".



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Tuesday, August 5, 2014

Daily Easter Egg #12: Mario Paintings in Ocarina of Time

The Royal Family must vacation in the Mushroom Kingdom



When you meet Princess Zelda for the first time in Ocarina of Time, paintings of characters from the Mushroom Kingdom can be seen through some of the windows in the courtyard! Paintings of Mario, Yoshi, Peach, and Bowser can be seen hanging on the wall if you play around with the camera enough.
This easter egg also translated into the version for the 3DS. Instead of individual paintings on the wall, there is now a scene from New Super Mario Bros.

How the easter egg appears in Ocarina of Time 3D

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Wednesday, July 30, 2014

Princess Ruto is a Playable Character in Hyrule Warriors!

She'll break her enemies' resolve with guilt and insults.


I realize that this is kind of old news by now, but I wanted to make a post anyways because I'm super excited. The Zoras are my favorite race in The Legend of Zelda, and Ruto is my favorite character  in Ocarina of Time, so I'm so stoked she'll be making an appearance in Hyrule Warriors and representing the Zoras. She will fight alongside a slew of other characters from The Legend of Zelda series including Midna (another one of my favorites), Fi, Darunia, Sheik, Impa, and of course, Link and Zelda.  She is also yet another female character that has been added to the roster, something that I'm also very excited about. I'm sure all these ladies will be kicking butt and taking names when the game releases on September 26th, 2014 for North America, August 16th for Japan (lucky ducks), September 19th for Europe, and September 20th for Australia.
In the trailer released that features Ruto, she uses various water themed attacks, including trapping her foes in a bubble of water which she then enters and brings the pain. She gets her power from the blue orb on her right wrist called the "Zora Scale". She is also shown being carried into battle, which is a reference to Ocarina of Time, of course, where she is carried around by Link in the dungeon called Jabu-Jabu's Belly.
I can't wait to see what other characters will be added to this game's already amazing roster. Even more, I can't wait to play it this September!

Watch Princess Ruto's trailer here!

Daily Easter Egg #6: The Meaning of Ooccoo's Strange Name

Ooccoo and her nightmare fuel son, Ooccoo Jr. from The Legend of Zelda: Twilight Princess

This pair may look frightening, but they're actually super useful (but seriously, are those claw nipples?!). In Twilight Princess, they can be used to warp in and out of dungeons/temples, allowing the player to resume where they left off if they need to leave in order to buy yet another wooden shield after theirs got burnt in the Goron Mine for the 1000th time or to get whatever else they may need. Their strange names might make a little more sense after one learns that they're actually color values! It used to be thought that 00CC00 was the hexadecimal color value for Link's tunic in the original Legend of Zelda, but it turns out that 00CC00 is the color value for his tunic in Ocarina of Time's concept art. The latter makes more sense considering Twilight Princess is greatly influenced by Ocarina of Time.


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Tuesday, July 29, 2014

Daily Easter Egg #5: Pikachu Hates PlayStation!

Who knew that such a cute little creature could harbor so much console-related rage?


Hey You, Pikachu! is a game that was released on November 6, 2000 for the Nintendo 64 where the player gets to raise a wild Pikachu by talking it through various mini games and other tasks. Pikachu responds to your voice in various ways depending on what you say. If the player says the word "PlayStation" to Pikachu, it will get angry and do a thunderbolt attack! This is a reference to the fierce competition Nintendo had with Sony at the time, one of their greatest rivals. Sony is to Nintendo what Blue is to Red, one could say. 

Monday, July 28, 2014

The Many Reasons Why I'll Always Be a Nintendo Fan



Nintendo was pretty much top dog (or should I say top Nintendog?) back when gaming was in its infancy, and their only real competition at the time was Sega. Nowadays, the market is more divided, and they’ve got the likes of Sony, Microsoft, and even the PC gaming market to worry about. The fanbases for each system are just as divided. When I tell people that I am a Nintendo fan, the reactions tend to be as random as the mini game selection in Mario Party. On one hand, there are people who grew up with it like I did, and they tend to agree with me. On the other hand, there are people who think Nintendo is for babies and gamers who like rehashes of the same games year after year. My brother is one of the latter, and he often asks why I remain a fan even though I’m not a kid anymore. Well, the answer to that question is both simple and complex—much like Nintendo games themselves.
Take Pokémon for example; it appeals to players both young and old, casual and hardcore alike. Games like these grow up with you because they remain relevant and playable no matter what age you are. When you were young, much akin to one Youngster Joey, romping through the tall grass in your super comfy shorts, you probably played through the main storyline of Pokémon, trained a decent team, and beat the Elite Four and that was it. The core gameplay of Pokémon is simple enough for younger players to enjoy. But when you go back and play Pokémon again as an adult (and you're more Cool Trainer than Youngster) you find that there's elements to the game that are geared towards more mature players.  EV training, IV breeding, competitive battling, and shiny hunting are more complex aspects Pokémon that are challenging enough to keep even the most hardcore Pokémon masters entertained.  The reason why Pokémon is loved by so many people is because it was designed with a large, multi-generational audience in mind—much like many other Nintendo games.
Pokémon appeals to all ages, no matter how weird your friends think you are for playing it.
I love how Nintendo games are often bigger than themselves and bridge the generational gap. It's a prime example of excellent game design when the game can remain relevant and enjoyable no matter what age you are. It becomes less about sales and doing what's mainstream and more about gameplay; that's how they stay afloat as a company and continue to have much success. In fact, Eiji Aonuma, producer of The Legend of Zelda series, says that he doesn't pay attention to sales when creating a new Zelda game; he'd rather focus on memorable gameplay. The same rings true for the design of many other Nintendo games too. Whether you're playing with puppies, saving Princess Peach for the 1000th time, giving a hand in the toilet some paper in exchange for a questionable heart piece, or saving the galaxy by committing mass genocide, you're having the time of your life doing it because it's a Nintendo game and that means awesome gameplay. Many people criticize the company saying that they don't invest enough in next gen graphics or more mature gameplay. However, Nintendo argues that the graphical styles and gameplay mechanics they choose set them apart from other companies, and I think that's true. Look at how people criticized The Legend of Zelda: The Wind Waker when it first came out for looking so childish. Now, 10 years after its release, even the normal, non HD version cell-shaded graphics for the Gamecube still look excellent. That was a smart move on the developers' part; not many games from 2003 look as good as The Wind Waker.  In terms of gameplay, Nintendo games usually aren't on the violent side, which is why some people say their games are for babies. I disagree—a game doesn't have to be violent to be fun. I've had more fun playing Animal Crossing than Grand Theft Auto. Many may criticize the Nintendo formula, but there's no doubt that it works. Part of the reason why it works so well is because of the amazing team of developers, directors, and presidents that Nintendo has.


Just a hand in the toilet, nothing to see here.
Seriously, who could not love the likes of Shigeru Miyamoto, Reggie Fils-Aime, Satoru Iwata, and Masahiro Sakurai (to name a few)? I love how involved these guys get with the fans. You can really tell that they love what they're doing, and how passionate they are about their work. They're also the kind of people who listen to what their fans want as well. Heck, it even says so on the Nintendo of America twitter page that they listen to the fans. Because these guys are so present in the public eye, it really makes you feel as if you're part of the Nintendo family and that you know these guys personally (or that you'd really like to)! I love how that because the higher ups at Nintendo are larger than life, it really gives the impression that they love the the games and the company as much as you do and that provides to the fans a real sense of involvement in the company itself. It's just nice to know that they care as much as the fans do. You get the whole experience with Nintendo, and there's nothing else like it in the world.
Shigeru Miyamoto, Satoru Iwata, Reggie Fils-Aime, and Masahiro Sakurai, everyone

To me, both Nintendo as a company and the games they produce are just so magical (although I don't know how it gets very much more magical than the picture above). Who could ever forget the first time they heard the iconic Mario Bros theme song, or when they received their very first Pokémon, or when they stepped foot into Hyrule for the first time? Nintendo games are all about the overall experience, and their games more often than not have a lasting impression on all who play them. Takashi Tezuka, one of the developers of the upcoming Wii U title, Yoshi's Wooly World, said something that really struck me. He said in a developer diary that he wanted to create a game that brings a smile to your face just by owning it. That to me is just so wholesome, and I don't think there are many other gaming companies who take as much pride in their games as Nintendo does. And the fans are the same way—we proudly stand by Mario, Yoshi, Samus, Link, and even Wario—and he smells like garlic and B.O. It's a great time to be a Nintendo fan right now, even though people have been quick to start predicting its demise (Amiibo Apocalypse anyone?). Fans stick by the company in the good times and the bad—just as they were there to cheer us up when we were down as kids and even as adults. No, Nintendo isn't going anywhere soon, and as they displayed at E3, effectively winning and stealing the show, they have a lot in store for the future. I guess maybe the biggest reason why I'll always be a Nintendo fan is because they're always moving forwards, never giving up, always innovating, and continuously proving people wrong.

Saturday, July 26, 2014

Daily Easter Egg #2: Totaka's Song

This simple song can be found in many games that Kazumi Totaka composed music for

The first time I heard this little tune was in the original Animal Crossing. It appears as K.K. Song in every Animal Crossing title, and everyone's favorite musical doggie K.K. Slider (or Totakeke, his Japanese name) is named after Kazumi Totaka himself. As it turns out, this song doesn't only appear in Animal Crossing games, but in a slew of other titles as well. It can be heard in The Legend of Zelda: Link's Awakening, Mario Paint, Luigi's Mansion, Super Smash Brothers Brawl, Pikmin 2, Yoshi's Story, and in many other games too. It is still being determined whether or not this song is in more recent titles Totaka has worked on. Usually the song is pretty well hidden within certain areas of the game and will only play after a certain amount of time has passed.

(Source)

Friday, July 25, 2014

Daily Easter Egg #1: Majora's Mask in Link's House in A Link Between Worlds

Majora's Mask can be seen on the right wall in Link's house. You can even merge with the wall to "wear" it! Photo credit: ZeldaUniverse.net
Today's easter egg comes from a fairly new game, The Legend of Zelda: A Link Between Worlds. The interesting thing about this easter egg is not necessarily that it's there, but the connotation it apparently has. According to an interview done on Facebook, Eiji Aonuma (one of the producers of The Legend of Zelda) said that this easter egg shows that Nintendo hasn't forgotten about Link's adventures in Termina, and fans should play A Link Between Worlds to see what he means. Therefore many fans have assumed that this means that a 3DS remake is on the way. Of course, Aonuma said all that before the game was released, so he may have just been building up hype for the game so more people would buy it. As of now, after E3, no announcement of a remake has been made to much disappointment, but speculation still exists. Many still have faith that a remake will be released; hopefully we won't meet with a terrible fate and eventually get one.

(Source)

UPDATE! In a Nintendo Direct, it was announced that Majora's Mask 3D will be coming to the 3DS in Spring 2015. Looks like Aonuma was listening after all! See my 5 hopes for the game here