Too Cool for Internet Explorer

Born for Wii: BattleTanx: Global Assault

January 13th, 2009 by Wesley Fenlon

Filed under:

Sometimes looking back at the games of our childhood days can be painful. More than a decade later, it’s hard to imagine how Combat Cars for the Sega Genesis was ever…well, fun. Ah, the indiscretion of youth: hoarding your money, saving for that one, glorious moment when you pick out a new game to take home and devour, only to realize, years later, how terrible it really was. Still, blind purchases could occasionally lead to good things, and a few weeks ago I went home and recovered my Nintendo 64 from its years of storage exile for the express purpose of reliving some of those magical gaming sessions of my youth. In this case, the game in question was BattleTanx: Global Assault.

Likely one of the few good games to ever come out of the offices of the now-defunct 3DO, BattleTanx is about as straightforward as its name implies. The game turns 10 years old in 2009, and despite the fact that it looks and play like a Nintendo 64 game from 1999, it’s still a lot of fun. Simple, arcadey gameplay, a multitude of tanks and a solid lineup of secondary weapons guarantee hours of mindless fun. The single-player is easy to plow through in short order, but fun enough to come back to — and the real draw lies in the multiplayer, which rivaled Goldeneye, Smash Bros., and Mario Kart for four-player mayhem. Ready to take up arms with Battlelord Griffin Spade and Born for Wii as we assault the post-apocalyptic globe? Hit the link below.

Gallery: Born for Wii: BattleTanx: Global Assault

Every week, Born for Wii digs into gaming’s sordid past to unearth a new treasure fit for revival on the Nintendo Wii. Be sure to check out last week’s entry in the series, Super Mario Sunshine, and for more great titles that deserve your attention, take a look at Virtually Overlooked.

Born for Wii: BattleTanx: Global Assault originally appeared on Nintendo Wii Fanboy on Tue, 13 Jan 2009 12:47:00 EST. Please see our terms for use of feeds.

Permalink | Email this | Linking Blogs | Comments

It’s-a Mario World: Classic Secrets

January 4th, 2009 by Kenneth Caldwell

Filed under:

Along with the New Year’s celebration comes a heap of (potentially unrealistic) personal resolutions for the future and an equal dose of nostalgic recollection of 2008. You have already seen our 10 Best Games of 2008 and the 10 you should have downloaded among dozens of other annual lists, so your sense of hindsight should be fairly well-attuned during this first weekend of 2009. So where, you might ask, does our Mario fit in?

This week we are highlighting some classic Mario game secrets which did not necessarily occur in 2008, but which should nevertheless be recalled during all possible occasions if only to reaffirm our steadfast allegiance. These recollections are like wormholes to our early platforming pasts, histories in which the surprising discovery of a well-hidden 1-up or warp zone could redefine the realm of the possible in the Land of the Mushrooms. Yeah, and they are also reminders of what we were doing earlier today. Now, we are no soothsayers, but it’s a good bet that 2009 will be full of more coin-hoarding, cape-rippling good times. For now, though, let’s look back at some of the top secret areas of early Mario games. Warp to the gallery!

It’s-a Mario World is a recurring feature in which the ubiquity of Nintendo’s flagship character is celebrated. Check back each week to find out what strange and wonderful thing has us seeing power stars. * * * Links of the week: The beat behind Mario 3! | Aren’t the Olympic Games over? | Mario > 2008? | This is a Mario Thermos!

It’s-a Mario World: Classic Secrets originally appeared on Nintendo Wii Fanboy on Sun, 04 Jan 2009 14:30:00 EST. Please see our terms for use of feeds.

Permalink | Email this | Linking Blogs | Comments

Revolutionary: It Ain’t Mii

December 31st, 2008 by Mike Sylvester

Filed under: , ,

As the New Year approaches and some of you are making your resolutions, it’s a natural time to reflect on who you are and who you would like to be. Two years ago when I brought home my Wii and was sculpting a likeness of myself in Mii form, I was doing just that sort of reflecting.

Recently, Sony opened up their new Playstation Home service to public beta and Microsoft unrolled the New Xbox Experience. With these additions, it has become possible to create an effigy of ourselves across each platform, so I’d like to give you my impressions of my own three representations. I can tell you right now, a couple of these ain’t pretty.

Mii
On the first day, I created my Mii, and it was good. Nintendo keeps the customization interface for its avatars simple and just lets you detail your head with only rough settings for height and body shape. Beyond that, the only clothes options come in the choice of what color shirt you’ll be wearing in every game. It may seem extremely limited by description, but in my opinion, my cartoony Mii does a terrific job at representing me.

The customization here is deceptively robust. Think of playing Mr. Potato Head with a 20-gallon bucket of parts that can be stuck just about anywhere. Then imagine being able to pick up a controller, move it around and have your Mr. Potato Head do what you’re doing. The artist in me was truly awakened after creating my own Mii, because I went on to create my family members, friends, and celebrities, then filled the empty spaces in my Mii Plaza with parading Miis from friends. The greatest achievement of the Wii is that they are distinctly recognizable, and as caricatures, they practically explode with personality.

Xbox 360 Avatar
The team responsible for coming up with a catchy and highly-marketable name for the Xbox 360’s avatars must have gotten huge bonus checks for all their hard work. Not only do they have a cartoon and all its associated merchandise to help promote the name, but a big budget movie from the maker of Titanic is in the works with a corresponding video game being developed in parallel. Avatars will be on the minds and lips of everyone soon, and that’s naturally going to draw in legions of new Xbox patrons! Riiiight.

If the Avatar name does nothing else, it hints at a plan to put you inside a virtual world experiencing things that perhaps wouldn’t be possible (or morally acceptable?) in the real world. As there’s not yet any content to judge their functionality, we can only discuss the appearance of Avatars and how well it complements our true selves. If your experience with Avatars has been anything like mine or that of my friends, it does a terrible job.

For starters, the parts for sculpting your face aren’t distinct enough to show noteworthy differences when changed. Apart from clothing and hairstyles, most Avatars have a homogenous appearance, and I thought that kind of dull sameness was what we were trying to get away from. The most noticeable difference between my Avatar’s appearance and my real visage is the hair. I tried to select a dark brown color, but the rim lighting effect of the NXE’s rendering engine goes haywire on dark hair. If I choose one of the shorter coifs, my Avatar looks as if it’s been given a swirly in a toilet bowl full of peroxide.

Foregoing an accurate depiction of my current self, I selected the Whoopie Goldberg dreadlocks. People that know me won’t think this too strange because I actually used to have dreadlocks … three years ago. And that’s how I’ve come to think of Microsoft’s implementation of gamer avatars. It’s so three years ago. It seems like something conceived in the pre-Wii era when the stereotypical gamer would be described as a sort of sunlight-fearing miserly morlock, secretly coveting the looks and lifestyle of the beautiful and super-social surface dwellers. The newly-expanded gaming market is more cosmopolitan, and I believe they’d be proud to have avatars that really look like themselves. It makes no sense to allow so little variance in features, even if these indistinguishable representations have trendy threads and big smiles to cover up their lack of true and singular identity.

Home Boys/Girls
After spending several years crafting the Home engine, interface, and world there was no money to pay a team to come up with a clever name. I’ll refer to my creation here as a Home Boy, and the ladies may call theirs’ “Home Girls.” Go ahead, royalty free, that’s my gift to you.

Home has the most best tools for sculpting a photorealistic likeness of yourself, but even so, I can’t make my Home Boy look anything like me. The result of an hour’s worth of tinkering was a creation that looks more like my uncle than me or even anyone more closely related to me. I’d write it off as my own ineptitude, but a similar amount of time spent in The Elder Scrolls: Oblivion’s character creator gave me an avatar that was convincing enough to fool friends and family into thinking it was made from photos or scans of my real face.


Ready for the battlefield / Ready for bowling alley

I suppose for being built into a Second Life clone, it doesn’t look too shabby. But the chilling stare of this soulless stranger is a bit off-putting, even when setting him loose to wander amongst crowds of other undead Home-dwellers. The clothing options are purposely limited, because Home has a mall where I’m expected to spend real money to clothe my Home Boy. Beyond that, there are a few mini-games that you have to stand waiting in virtual lines to play, a movie theater that only shows ads and trailers, and your own personal condo to furnish with Ikea-crafted adornments (again, paid for with real money). As if your first life didn’t have enough of this.


A mall full of zombies and me without a weapon

To be fair, it is just a beta release. The final product may bound over the hurdles of meh-ness and achieve unforeseen heights of glorious innovation. Being that the Home service is already free, content producers may follow in the spirit of charity building Home into something of value before starting to charge. We have seen freebies and discounted items appearing in Sony’s Playstation Store from time to time, and it doesn’t take a marketing expert to know that that’s good business.

Am I over-analyzing these gaming avatars? Consider for a moment that Miis, Avatars, and Home boys/girls are representative of not only you as an integrated and immersed being in a game environment, but they also represent their respective platform proprietors’ ambitions for designing and building new content and worlds in which to immerse yourself. If the avatar creation tools are any indication, taking attention away from facial characteristics and focusing on wardrobe, Sony and Microsoft intend to get you hooked on outfitting your digital incarnation, in turn building a market for virtual haberdashers. Like they say in the drug biz, “Only the first hit is free.”

Currently, outside of tacked-on Scene It? integration, Xbox 360 Avatars aren’t good for much more than playing dolly dress-up (apparently, a long overlooked pot o’ gold for the 17-35-year old male demographic primarily targeted). There are games on the horizon that will feature Avatars in a similar fashion to what we’re accustomed with our Miis.

The Playstation Home Boys and Girls are restricted to the Home world, so unless more sports and games are built into the Home service, we won’t be seeing them swinging bats and rounding bases, punching each other senseless, or karting around tracks.

It’s a bit early to give a ruling on usage of Sony and Microsoft’s avatars, but on the matter of aesthetics, Nintendo stands unrivaled. As I stated in the beginning, these are my personal impressions of the my consoles’ clones. If you have a different take, please tell us about it in the comments.

Every other week, Mike Sylvester brings you REVOLUTIONARY, a look at the wide world of Wii possibilities. Why, it was the topic of Miis that introduced Mike as a new member of the Wii Fanboy staff, and if you’d like to see some more of us in Mii form, have a gander at Mii Spotlight: Take a look inside.

Revolutionary: It Ain’t Mii originally appeared on Nintendo Wii Fanboy on Wed, 31 Dec 2008 18:00:00 EST. Please see our terms for use of feeds.

Permalink | Email this | Linking Blogs | Comments

It’s-a Mario World: Our Unfulfilled Christmas List

December 27th, 2008 by Kenneth Caldwell

Filed under:

In the days immediately following Christmas, we do several things: Sink hours into replaying timeless Mario classics (currently we’re collecting Ace coins in Super Mario Advance), ponder all kinds of Mario-related things we could buy with our Christmas money and begin scrawling out a list of Mario gifts we want for next Christmas. Pretty standard, right? Problem is, there are so many wonderful Mario trinkets and toys that have been released in the last twenty years that it’s hard to decide which search terms to use on eBay.

Worry not, Mario fiends! This week we present a gallery teeming with Mario stocking-stuffers old and new. Yeah, some of them were released only in Japan over ten years ago, but that doesn’t mean we can’t covet them greedily. Others are available on shelves at the time of writing. Either way, you’re sure to be amazed at the breadth of material goods upon which Mario’s trademark has been shamelessly stamped. Check out these sweet toys!

It’s-a Mario World is a recurring feature in which the ubiquity of Nintendo’s flagship character is celebrated. Check back each week to find out what strange and wonderful thing has us seeing power stars. * * * Link of the week: Mario vs. Master Chief!

It’s-a Mario World: Our Unfulfilled Christmas List originally appeared on Nintendo Wii Fanboy on Sat, 27 Dec 2008 15:33:00 EST. Please see our terms for use of feeds.

Permalink | Email this | Linking Blogs | Comments

Born for Wii: Metal Arms

December 9th, 2008 by Wesley Fenlon

Filed under:

In an industry perpetuated by sequels, we see plenty of gamers rabidly demanding new installments in their favorite series, whether it be the predictable Madden: Year Edition, Medal of Honor: Kill Some More Nazis, or Metal Gear Solid: Even Longer Cutscenes. Of course, there’s also a vocal community crying out against the terrible process of franchise-milking, demanding fresh characters and fresher concepts. Every year there are a few surprisingly original titles from the big studios. This year EA has been surpringly generous with new IPs, publishing heavy-hitters like Mirror’s Edge and Dead Space. In the past, we’ve gotten gems like Beyond Good & Evil and Zack & Wiki. Unfortunately, as we all know, new franchises mean new risks, and they don’t always sell as well as they deserve.

Last generation, few games exemplified this tragic situation more than Metal Arms: Glitch in the System. Created by Swingin’ Ape Studios, this wonderfully charming and surprisingly deep third-person shooter would be the developer’s only project — though they started work on the infamous Starcraft Ghost, they were eventually absorbed by Blizzard, and the game eventually disappeared. For whatever reason — poor advertising, unappealing box art, or bad timing — Metal Arms was overlooked by many a gamer. Those who gave it a chance discovered a lengthy quest chock full of hilarious characters, a genuinely original world, and a veritable ton of weapons, and that’s why Glitch in the System is this week’s game that’s Born for Wii.

Gallery: Born for Wii: Metal Arms

Every week, Born for Wii digs into gaming’s sordid past to unearth a new treasure fit for revival on the Nintendo Wii. Be sure to check out last week’s entry in the series, Wario’s Woods, and for more great titles that deserve your attention, take a look at Virtually Overlooked.

Born for Wii: Metal Arms originally appeared on Nintendo Wii Fanboy on Tue, 09 Dec 2008 12:00:00 EST. Please see our terms for use of feeds.

Permalink | Email this | Linking Blogs | Comments

It’s-a Mario World: Two Years on Wii

November 22nd, 2008 by Kenneth Caldwell

Filed under:

As both game character and flagship intellectual property, Mario has long been the focal point of Nintendo’s efforts. Thanks in no small part to creative genius Shiggy Miyamoto, Mario’s adventures have ushered in some of the most pivotal games in the history of electronic entertainment. His moves have established and defined the entire platforming genre, and he almost single-handedly paved the way from 2D to 3D action-adventure games.

To put these landmark achievements into perspective, consider the Wii: This week marks the second birthday of Nintendo’s current money-printing console. To what extent has Mario enriched the platform in the two years it has been sold out available? The increasingly casual (and characteristically generic) orientation of popular first-party titles like Wii Sports and Wii Fit have stolen some of the Nintendo spotlight from under the ’stach of our able plumber, and the marketing appeal of the Wii Remote has powerfully overshadowed the age-old run and jump control mechanic. Does Mario still sell games? Good god, yes. But how much have his games determined the success of the Wii? In this week’s gallery, we examine the significance of Mario’s Wii appearances to date. Enjoy!

It’s-a Mario World is a weekly feature in which the ubiquity of Nintendo’s flagship character is celebrated: We’ll incessantly ruminate about mustache wax, debate the curious whereabouts of the princess and covet the luminous power stars strewn about the galaxy. Check back here every Friday to find out what strange and wonderful thing has got us tipping our caps.

It’s-a Mario World: Two Years on Wii originally appeared on Nintendo Wii Fanboy on Sat, 22 Nov 2008 11:00:00 EST. Please see our terms for use of feeds.

Permalink | Email this | Linking Blogs | Comments

It’s-a Mario World: Super Educational

November 15th, 2008 by Kenneth Caldwell

Filed under:

Greetings, Mario fanatics young and old! Finally, after innumerable requests and a handful of death threats, we are responding to high demand for a gallery wholly dedicated to educational Mario games. Awesome, let’s learn! So, what is it Mario is going to be teaching us anyway?

As it turns out, quite a lot. His heroic deeds over the years have promoted such abstract virtues as bravery, selflessness and chivalric duty, but at the end of the day, hands-on skills and craftiness are to be rewarded. Rarely has Mario demonstrated his alleged ability to install and repair plumbing (aside from setting flame to the occasional pipe-dwelling piranha plant), and one must wonder whether he ever spends time away from his eccentric and widely-varied hobbies, like being an athlete in virtually any sport and solving picture logic puzzles. Does Mario know anything worth teaching? Ride a hyperlink over to our new gallery stuffed with pedagogy and find out! Oh, and bring a notepad.

It’s-a Mario World is a weekly feature in which the ubiquity of Nintendo’s flagship character is celebrated: We’ll incessantly ruminate about mustache wax, debate the curious whereabouts of the princess and covet the luminous power stars strewn about the galaxy. Check back here every Friday to find out what strange and wonderful thing has got us tipping our caps.

It’s-a Mario World: Super Educational originally appeared on Nintendo Wii Fanboy on Fri, 14 Nov 2008 23:45:00 EST. Please see our terms for use of feeds.

Permalink | Email this | Linking Blogs | Comments

Revolutionary: The Perfect Controller, part 2

September 25th, 2008 by Mike Sylvester

Filed under: , , , , ,

Game controllers have come a long way since we were holding a box with a protruding stick and tapping a single button. Now they’re so packed full of cutting edge (yet inexpensive) tech, I’d half expect to see a Wii Remote and Nunchuk in the cockpit of the space shuttle* as a cost-cutting measure. As advanced as the Wiimote is, a lot of us have found a thing or two that could be revised about its design. I’ve gone to the most extreme reaches of my imagination, and come up with a design concept that I believe is about as radical a step beyond our current Wiimote, as that controller is beyond every console controller that came before it. And just like Nintendo’s own design, my perfect controller would be based around technology that is already being used today in different applications.

*Warning: The Wii Remote and Nunchuk’s accelerometers will not work in space. NASA engineers, be advised to wait for the MotionPlus.

Do you realize that a complete set of Wii controllers for a single player can total out to around $100? That’s the Remote, a Nunchuk, a Classic Controller, and a Gamecube controller for your Gamecube games. Then on top of that, you’ve got to pay extra for batteries or a recharging kit. Street Fighter fanatics like myself are in grave risk of spraining our fingers on the Classic Controller, so that’s more money for a fighting game stick or gamepad. Figure in the costs for building an addition to your house to store all this gear, and you’ve spent a small fortune on what’s thought to be one of the most affordable consoles of this generation. There’s no getting around the fact that all of those features can’t be crammed into a single controller for free, but it would be worth a little money just to not have so many controllers and attachments cluttering up the place.

Click for larger imageIf you can manage to get underneath your pile of Wii accessories to dig out your old Xbox and Dreamcast stuff, take a look at their controllers. Microsoft seemed to borrow heavily from the styling of Sega’s swan song controller, but skipped over what was probably the most revolutionary feature the Dreamcast pioneered — Visual Memory. Sony dabbled in it with their own PocketStation VMU, and Nintendo took the concept in a different direction with Gamecube-to-GBA and Wii-to-DS connectivity. But not since the Dreamcast have we had screens inside our standard game controllers. Before the motion-sensing abilities were revealed, many people believed the Wii’s controllers would feature a touch screen for input, and I still believe that that idea has potential.

Just think of what could be possible with a screen in your modern controller. Using Bluetooth for data transmission wouldn’t provide enough bandwidth for streaming video or anything like that (it’s already strained with your control data and the speaker’s audio, plus you wouldn’t want to drain your batteries with such a resource-hogging task), but images could be uploaded to the revised Remote’s increased internal storage during the wait while your Wii loads up a game level. A thumbnail pre-rendering of your Mii could have a few frames of animation showing it wincing with every blow landed in Wii Sports Boxing, or beam with pride while your on-TV avatar does a victory dance around the ring.

Such a simplified usage of the touch screens would mean that they don’t require heavy processing, a high refresh rate, or high resolutions. 64×64 pixels would be a sufficient resolution, but for a full color screen with controller-fitting low power requirements (Dreamcast VMUs were 48×32 and monochrome) , OLED screens might be the way to go. The thin screen, self-illuminated technology is already gaining popularity in cell phones, and Art Lebedev has designed some novel computer interface devices incorporating OLED screens. Even though the geek chic gadgets come with high price tags, it hasn’t done much to spoil their appeal.

Click for larger image
Dual analog sticks are old ‘n’ busted. Dual touch screens are the new hotness.

I had a Windows Mobile PDA before I got my Nintendo DS, and I’ve gotten an iPhone since then, so I’ve seen touch screens used in a wide variety of ways over the years. My dream controller’s touch screens are used similarly to how the Nintendo DS touch screen works for playing Metroid Prime Hunters. Instead of using a stylus, you’d run your thumbs across the screens for analog-precise joystick controls. This required a thumb stylus on the DS, but my vision incorporates capacitive touch-sensing, like on the iPhone. A light touch would register just fine.

As it is, the Wiimote loses a big chunk of its functionality when you turn it sideways to use like a NES controller. With the controller’s IR sensor pointing away from the Sensor Bar, there’s no way to smoothly and accurately control an on-screen pointer with the fluidity of a mouse. I think of that ability as a key piece that’s missing from the perfect-control puzzle, so I’ve added some redundancy with a second IR sensor on the side of the Remote. The Nunchuk portion retains backward compatibility with digital buttons opposite the analog-stick-replacing touch screen. Flipping the Nunchuk around would also allow its new analog trigger and six face buttons to be used in conjunction with accelerometer and integrated MotionPlus gyroscope. Yes, my perfect controller has a gyroscope.

Click for larger image
MiniUSB ports supply power and data connections for charging batteries and linking attachments.

Data between controllers would travel across a short USB cable when connected in the gamepad/extended remote configuration, and a longer cable would bridge the gap when you need to ‘chuk like Bruce Lee. Like the two halves of the Motus Darwin, my perfect controller should be able to slide together with minimal effort, after you’ve connected that USB cable. Remember how the Dreamcast’s VMUs could be connected to each other to share data and play games? Why not connect two Remotes together in a similar fashion. Think of the force that could be unleashed with a double-sided, Darth Maul Wii-saber!

Click for larger image
Gaming in stereo!

A built-in USB-rechargeable battery, rumble motor in the Nunchuk, dual touchscreens, analog triggers with a Gamecube-like “digital click,” more flash memory for saves and graphics, Wiimote-to-Wiimote connectivity, MotionPlus integration, six face buttons for fighting games, and full backward compatibility with Wii, Virtual Console, and Gamecube games, crammed into a tiny little package is my idea of perfection. I’d be willing to pay over $100 for such a controller, but I’m not the average consumer, and Nintendo has to cater to a wider demographic. Whatever revisions may be coming this generation, or if Nintendo has a plan to completely change the way we interact with games is anybody’s guess. But for now, feel free to share your ideas for the future of gaming input in the comments.

Every other week, Mike Sylvester brings you REVOLUTIONARY, a look at the wide world of Wii possibilities.
The perfect controller may be an intangible dream, but you can mix some of the best features of the Remote with a Classic Controller. Read The Perfect Controller, part 1 to see how.
Permalink | Email this | Linking Blogs | Comments

Revolutionary: Most Deceptive Kontraction

August 28th, 2008 by Mike Sylvester

Filed under: , , , , ,


In the year 1996, with Sylvester Stallone’s Demolition Man still fairly fresh on our minds, developer Shiny took the opportunity to name one of their games after an abbreviated phrase that was mentioned several times in that film. Under the assumption that MDK stood for “Murder, Death, Kill” and the fact that you run around as a guy whose head is a sniper rifle, the Playstation generation couldn’t wait to get their hands on it. As it turned out, the game was not the gruesome murder simulator many people expected, but a humorously quirky action title like most of the prior games Shiny was known for. In the sequel, the main character from the first game, Kurt Hectic, would share the duty of saving the earth with Doctor Fluke Hawkins and the four-armed, gun-toting, cigar-chomping robotic dog, Max, the other members of the game’s titular trio. It’s the crazy sort of stuff that keeps gaming fresh, and with its recently-announced comeback in the making, I can think of no better place for the franchise to make a killing than on the Wii.I’m writing this script for MDK 2, primarily because it’s more modern and easier to get running on a modern computer than the original MDK. Though the first game was arguably more fun, Bioware’s sequel is a worthwhile follow-up because it made Doc and Max controllable characters. Playing as Kurt alone would be a blast, but Doc and Max’s inclusion provide the kind of variety and assorted gameplay that would make it a perfect match for the Wii audience.

The first level puts you in Kurt’s prototypical “coil suit,” and has you free-falling into an alien minecrawler on a mission to eliminate every creature on board. A freely deployable ribbon chute slows your descent, and then it’s onward to the green bloodletting.

In the next stage, you’ll play as Max, who can equip different weapons in each of his 4 paws/hands, and do a bit of flying with a jet pack. It’s more straightforward shooting against lots of baddies, but sometimes that’s all you need in a gaming session. There is still a place in the world for that sort of thing, right?

The frail Dr. Hawkins has to use his wits to MacGuyver various apparatus for dispatching the alien threat from his orbiting space ship, the Jim Dandy, in the third level. From there on you’ll cycle through each level with a different one of the three characters. The levels are expansive and don’t have auto-saving checkpoints, but that ought to be re-considered for Wii gamers-on-the-move, who don’t have the time to sit through and replay long missions.

MDK2
uses OpenGL for graphics, but Direct X’s DirectInput is used for mouse controls, so I adapted Carl Kenner’s first person shooter script for aiming and looking around. This requires an IR source, such as a Sensor Bar, for aiming, but if you the IR source falls out of the Wiimote’s view, the view will continue moving in the same direction until you point back at the Sensor Bar.

PIE.FrameRate = 60Hz
var.BoxSize = 60%
var.BoxSpeed = 700 Mickeys
//per half screen of movement
var.ScrollSpeed = 800 Mickeys per second
var.X = MapRange(Wiimote.PointerX, 0,1, -1,1)
var.Y = MapRange(Wiimote.PointerY, 0,1, -1,1)
/*Use a different system when the cursor is visible. Also, stop scrolling when the Wiimote moves significantly while it is not pointing at the screen */
If Mouse.CursorVisible
var.BeingUsed = False
If Wiimote.PointerVisible
Mouse.X = Wiimote.PointerX
Mouse.Y = Wiimote.PointerY
EndIf
ElseIf Wiimote.PointerVisible
var.BeingUsed = True
ElseIf |Wiimote.RelAcc| > 7
Var.BeingUsed = False
EndIf
If var.BeingUsed
If |var.X| < var.BoxSize
//pointer is inside the box (horizontally), so move based on change in pointer position
Mouse.DirectInputX += delta(var.X)*var.BoxSpeed
Else
//pointer is outside the box (horizontally), so scroll based on fixed rate and sign of x (+/-)
Mouse.DirectInputX += var.ScrollSpeed*sign(var.X)
EndIf
If |var.y| < var.BoxSize
Mouse.DirectInputY += delta(var.y)*var.BoxSpeed
ElseIf var.BeingUsed
Mouse.DirectInputY += var.ScrollSpeed*sign(var.Y)
EndIf
EndIf

When I used to play this game with a game pad or keyboard and mouse back in the day, I’d get a little confused switching between characters. With GlovePIE, I can map functions to multiple buttons and/or motions, so it’s a little easier to transition between characters.

Equals = Wiimote.Up //Use, Equip, Right Hand
Minus = Wiimote.Down or Nunchuk.CButton
//Unequip, Left Hand
ArrowKeys = Nunchuk.Joy
//Move, Zoom
Mouse.LeftButton = Wiimote.B
//Shoot, Combine
Space = Nunchuk.Zbutton
//Sniper Mode
Mouse.RightButton = (Nunchuk.GY < .5)
//Jump, Jet Pack Throttle
LeftBracket = Wiimote.Minus
//Inventory Left
RightBracket = Wiimote.Plus
//Inventory Right
Shift + P + I + E = Wiimote.Home
//Stop script


This is just a rough and basic port of the controls that anyone who’s experienced with playing first or third person shooters on the Wii should have no difficulty getting right into. But in a built-for-Wii version of MDK, I’d hope for more inventive controls. The Nunchuk has 2 buttons and the Wiimote has more than that, so you should be given independent control of each of Max’s weapons. Selecting and combining objects in Doc’s levels should also have independent controls for both hands, perhaps using gestures and motions to assemble the gadgets or use them. Kurt can be done with typical shooter controls as in the video, just so long as you don’t have to move the Wiimote in and out to control zooming in sniper mode. Does anyone realize how much we hate having to do that? It’s not realistic and nine times out of then, it just doesn’t work.

Playing MDK2 again after all these years, it kind of leaves something to be desired. There’s not much variety in enemies and the level design isn’t quite as captivating as I remembered. It’s still a brilliantly conceived premise that should be warmly received by the hardcore Wii fanbase, just so long as it is brought up to the standards of today’s games.

MDK may not have been my first choice among Interplay classics I’d like to see ported to the Wii, but I still desire it greatly. If you’ve got some Interplay favorites that deserve waggle-ification, feel free to tell us in the comments.

Every other week, Mike Sylvester brings you REVOLUTIONARY, a look at the wide world of Wii possibilities. If you’ve played and enjoyed games in the MDK series, you will probably enjoy one of this blog’s favorites, No More Heroes. We just love games that don’t take themselves too seriously and make light of brutal violence, so check out our review of Suda 51’s sociopathic masterpiece. Or read all of our other retail reviews here (and our WiiWare reviews right here).

Permalink | Email this | Linking Blogs | Comments

E308: Wii Fanboy tends farm in Harvest Moon: Tree of Tranquility

July 25th, 2008 by David Hinkle

Filed under:

Harvest Moon: Tree of Tranquility is a big game. The first thing that I noticed was just how large the game world is. You aren’t restricted to just one farm, instead able to spread many a seed across many a land. Aside from that, the game very much feels like all of the other Harvest Moon titles, which can be a good thing or a bad thing, depending on whether you’re a fan of the series or not.

Gallery: Harvest Moon: Tree of Tranquility

With it being the demo build and all, many things were unlocked from the outset. The main farm my character was situated at had a large plot of various flowers planted, which looked very nice. I had lots of animals, including a goat, sheep and, yes, an ostrich. I even rode it around some. It’s as awesome as it looks. There were even penguins!

Dwelling within the house was a family from the previous save. In Tree of Tranquility, once you play long enough and find a mate, eventually having some offspring, you can take all of the upgraded tools and use them with the new character, thus starting all over again. All of you Harvest Moon fanatics out there, I honestly don’t know how you could do it.

One thing that was a big issue when demoing the game was the frame rate. Because there were so many flowers and everything, the game ran pretty slow. But, I was told by Graham, the helpful Natsume rep showing off the game, this was due to the game being run on a dev kit (something about an extra buffer pass being needed). Regardless of what it was that did it, Graham knew of the issue and offered a very technical and thorough explanation of the issue. Basically, I was assured that it wouldn’t exist in the final build of the game.

Tree of Tranquility should provide Harvest Moon fans with loads of content. This should keep them content until next year, when another Harvest Moon game releases.

Permalink | Email this | Linking Blogs | Comments