Unsung Heroes: Intelligent Systems
Digg this story! When speaking of Nintendo, most people regard them in a general sense, which in other words means: Nintendo...
Digg this story! When speaking of Nintendo, most people regard them in a general sense, which in other words means: Nintendo...
The Nintendo DS has found its way into the hands of millions of people. With its impressive range of hardcore to casual games, there is literally a g
Developed by Intelligent Systems rather than fixed regulars EAD, Mario Kart Super Circuit plays the Mario Kart formula pretty safe between the lines of the first 2D and 3D iterations of the series (Super Mario Kart and Mario Kart 64, respectively). Rather than attempt to break ground with new play mechanics, Super Circuit sets its focus on being a well-executed hybrid of previous games. For players of Super Mario Kart and Mario Kart 64, the mixed blood elements, namely the combination of the hop and power-sliding, are readily apparent. In Super Mario Kart, a push of the right trigger causes the player to hop, making it possible to leapfrog over minor obstacles, while, at other times, the hop could be jerked out to displace your kart at an angle advantageous for sharp cornering. In Mario Kart 64, players could leap into a power slide, allowing for long drifts around corners, closing with a speed boost if the player could sufficiently wiggle the control stick back and forth. Super Circuit kinda does both, leaning a little more towards the Super NES iteration. Hopping is still useful for bookending long turns and avoiding minor obstacles; however, if the player holds their slide down long enough a boost will automatically be granted—no wiggling required. Part of the problem with this design is that rarely is there a turn wide enough for players to earn a boost. Or putting it another way, the duration of time required to stay in a power slide is largely incongruent with the nippy curves and bends Super Circuit's tracks provide. Furthermore, the tipping point at which you'll gain a boost (or not) is too difficult to judge, leaving you dependent on the safer bet of bunny-hopping each corner in a spasm of undercutting leaps and slides.
Much is said about game designers. They are the celebrities of our industry, much akin to those who sit in the director's chair in Hollywood. But just like the film industry, little is ever mentioned concerning the folks behind the scenes. Without video game hardware, video game software cannot exist. Here's a look at ten of the most influential engineers in the history of video game hardware. #10: Steve Jobs The iPad and the iPhone may not exactly be a haven for quality video game experiences, but one cannot dispute the influence of Steve Jobs on the world of video game tecnology. While it was Nintendo that initially brought the touch-screen interface to the mainstream populace in 2004, it was Jobs who perfected the interface over many years of R&D. The iPad can recognize up to eleven fingers simultaneously and is arguably the most inviting casual gaming platform. The screens of the two devices offer one of the most natural input experiences of any platform, even if the finger is considerably less accurate than a stylus or mouse.
Nintendo's Fire Emblem franchise may be relatively new for North American gamers, but RPG fanatics in Japan have had access to the series since the 1980s and the Famicom console. The original title was finally brought to North American gamers last year with Fire Emblem: Shadow Dragon for the Nintendo DS, but the game's sequel is also set to be remade, as Fire Emblem: Monshou no Nazo Hikari to Kage no Eiyuu (which translates to Mystery of the Emblem: Hero of Light and Shadow) will be remade onto the handheld as well. Developed, yet again, by series creator Intelligent Systems, Mystery of the Emblem is a remake of the 1994 Super Famicom title, which in itself was a remake of Shadow Dragon, together with an entirely new game on top of it. Presumably, since Shadow Dragon has been recently remade, Mystery will only include the sequel. More after the cut.
Kensuke Tanabe, who has been behind Nintendo titles such as Metroid Prime and Punch-Out!! as part of the company's software planning and development division, has a new title in the works. Developed by Intelligent Systems (responsible for Fire Emblem, Paper Mario, and many more, the title is known as 530 Eco Shooter, and will be available for WiiWare early next year. Nintendo describes it as "one of the most original games of 2010," and they may be right on the money with that assessment. Have a look and see for yourself: The game is an on-rails shooter (I know, I know...) in which you take the role of Mack, "a famous recyclist from Planet 530 who takes on an alien race called Cannoids intent on destroying the Earth." Mack rides a hover-platform through levels set in a recycling plant, blasting Cannoids with the aid of his Recycle Cannon. More details after the cut.
In other news from Japan, Fire Emblem for the Nintendo DS has gained a Japanese title, which translates roughly into "Fire Emblem: New Dark Dragon and the Sword of Light," and will be available in Japan for the sum of 4,800 yen on August 7th. The game, which is an updated remake of the original Famicom Fire Emblem, will also feature a first for the series in the form of online play. Intelligent Systems will enable the Nintendo Wi-Fi Connection to allow players to compete in online battles, whereupon you will create a team of five units, using those you've built up in the single player mode. From there, you will engage the enemy on maps specifically designed for multiplayer. So far, there is no release date announced for the US of A or Europe, but hopefully that will change come E3.
Enough DS titles to fill your system with games and empty your pockets of cash.
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EDITORIAL Metroid Prime 3 Corruption is here and we’ve finally had some time to sink our teeth into it. It’s a truly...