dsblog: a Nintendo DS weblog

bit Generations, Animal Crossing movie, and more

The first three bit Generations retro casual games are out now in Japan. Get Dialhex, the puzzle color-dropping game; Dotstream, the Tron-cycle-ish race game; or Boundish, a multimode Pong clone. You can see the “trailer” movie for the whole series over here (click where it says “7.5 MB” to load). In spite of retailing for $17 in yen, they each run $25 at Play-Asia, or $30 from Lik-Sang. If you'd rather wait for a US release, they are already ESRB rated, as the “Digideluxe” series, but a date hasn't been announced yet. Thanks to Benjamin for the notice; see his review here.

Boundish Dialhex Dotstream

For you Animal Crossing fans, there's an anime movie coming out based on the town simulation series. Here's the teaser trailer on YouTube (via lj).

A commercial for Mario Hoops 3-on-3 for DS is also going around. See it here. It seems to use the touch screen excellently, so I hope it holds up in real play. Apparently it was developed by Square-Enix, hence the cactuar cameo you can see as one of the last gameplay shots in the commercial.

Last time I spoke about Contact, it was coming out in July, so I hope you weren't camping out for it: Atlus now says it'll be out in September, but at least they have a page on their site for it now.

Posted by markpasc on 18 July 2006 at 12:38 PM in Animal Crossing | Permalink | Comments (1)

Animal Feng Shui, Cooking Mama, and Zelda .S

A few interesting items from around the web.

Blue_critter If you remember back when the .S were news (so to speak), you might be interested in the new 20th anniversary edition Legend of Zelda .S. This special edition has cool blue and silver instead of the warm green and red of the first Zelda edition. Should be good for showing off your favorite dungeon sprites, as soon as it's being sold somewhere (if it's being sold somewhere).

Cooking_mama_cover Next in the long line of Japanese DS titles that are unconventional (by US standards) is a game called Cooking Mama. Somewhere between the virtual dog, law, and surgery games, Taito found the virtual home kitchen game. It's out 23 March and is available for preorder from Lik-sang.

(Looking on Lik-sang, I saw an ad for Biohazard: Deadly Silence, a pumped-up DS remake of what's known in the US as Resident Evil. I don't think I'd heard about it; wonder if it's any good.)

Kk_rider_ign_2 Lastly, if you play Animal Crossing and, like me, find yourself getting bored after a few months (I'm just grinding fruit to pay off the 600,000 bell loan), it may be you're missing out on the subtle Feng Shui metagame. I'd read that the placement of furniture in your house could affect your luck, but I still placed things to make them look "nice" in my completely subjective opinion. I didn't realize how involving and rewarding it could be until reading Matt Webb's blog post about the Feng Shui metagame.

If you aren't familiar with Feng Shui, Wikipedia defines it:

Feng Shui or fengshui (Simplified Chinese: 风水...) is the ancient Chinese practice of placement and arrangement of space to achieve harmony with the environment that has its origins from Taoism. The practice is estimated to be more than three thousand years old."Feng Shui" literally means "wind and water" in Chinese.

Feng_shui_box_sm While empirically it doesn't work as some hucksters claim (season one of Penn & Teller: Bullsh*t! has a good half episode about it), apparently it vastly impacts your Animal Crossing life.

Matt makes it sound like Animal Crossing is actually the game of arranging your house to best achieve your goals, selected from the entire rest of the game. That the metagame is only rudimentarily mentioned if you don't pursue it ("Did you know your decor can improve your blah blah blah? Try putting something green against your east wall!") is curious if it's really that important to your town life. Is it an important activity intentionally hidden, or did the designers not consider it vital to playing the game?

Personally, the article presents a dilemma. It seems I might have a much more engaging Animal Crossing experience by playing the Feng Shui game, but the game sounds complex enough that trying to figure it out from scratch might not be rewarding for quite a while. You can easily find AC Feng Shui guides on the web, and therein is my dilemma: I try not to use guides (or time travel) because if the game is too easy, it's less fun. Is the Feng Shui game actually hard enough that I would have more fun consulting a complete guide from the internet? (Could they have designed the Feng Shui system faithfully enough that reading about "real" Feng Shui could help?) Find out in next month's exciting episode.

Margie

Posted by markpasc on 03 February 2006 at 10:27 AM in Animal Crossing | Permalink | Comments (2)

News old and new

Cabel of Panic (and those Katamari shirts) on Brain Training, which is two of the top five games in Japan, as Nintendo prepares to sell Touch! Generations titles more aggressively to customers over 50. An Animal Crossing: Wild World griefer is turning strangers' gates into museums (they're called friends codes for a reason). A homebrew app to make your DS a wireless gamepad is also an excellent wardriving tool (via Make).

Most importantly, I beat Osu! Tatakae! Ouendan on super hard difficulty. w00t!

Posted by markpasc on 24 January 2006 at 10:24 AM in Animal Crossing | Permalink | Comments (2)

OMG EPIC WARDROBE

Wild_worldAs I commented on Hello, Nintendo, Animal Crossing: Wild World is putting in a good, late running for best game of 2005. The experience grows slowly like the Gamecube version, though, so even if it is better, enough of the fun will fall in 2006 not to count, so Ouendan's position is still pretty solid. So here I want to talk about wardrobes.

Ac_inventory_sm Wardrobes are the items of furniture you get in Animal Crossing that let you store more objects. If you played the Gamecube AC, doubtless you were delighted to get your first wardrobe, and immediately ordered as many as you could afford, so you could turn your basement into a maze of twisty little wardrobes, all alike. My game felt crippled by the tiny house--I was selling furniture and items I might otherwise keep, and after all I could order new copies later--but Sally finally gave me a pear wardrobe, and shortly after that I got a refrigerator from Tank (also a wardrobe), so I was finally able to start storing other things.

Thus I am privy to information about wardrobes that players just starting or having yet to get the game might not have, and herein I share it. If you are interested in learning the terrible secret of wardrobes in Animal Crossing: Wild World for yourself, please avert your eyes.

As part of AC:WW's focus more on communication, there are several changes from the Gamecube version. For instance, you're no longer required to use the mail system to redeem fossils, so you can save your stationery for writing to your townsfolk. Wardrobes are another case of that. Rather than spending money and your even more valuable house space to buy "full" inventory management, wardrobes are totally epic.

Ac_stuff_sm In Gamecube AC, each wardrobe held three items. In AC:WW, as soon as you get a wardrobe of any kind, you get full access to six pages of draggable item storage, each the size of your full inventory, for a total of ninety items of storage. Suddenly your entire resource management strategy changes: you have a place to hold those twenty pears you harvested while the store was upgrading to a Nook 'n' Go.

I was sad to find that wardrobes are somewhat nerfed in that, as I discovered with the refrigerator, all your wardrobes share the same storage space. I imagine that's partly to keep you from dealing with the pain of moving ninety items fifteen at a time from one wardrobe to another when you change your furniture scheme. On the other hand, you can no longer buy more wardrobes to get more storage capacity. If they let you expand your storage with additional wardrobes, perhaps they would have given each one a single sheet.

Wardrobes could be further depowered depending how they work with other players in your town. My friend Broken tells me you share one house with the other players in your town, which is kinda lame. I thought perhaps the single attic was some kind of magic where each player would walk downstairs into their own houses. This does fit with the communication focus, though: perhaps they were planning to only support one person per game card, to encourage players to have whole other towns for other players to visit, but thought that would surprise parents who bought one copy for multiple siblings to play. So the single house is a compromise. (Hmm, if you can only get a single house, why does it look like there are spaces for other houses on the sides of the stone path in front of your house?)

Ac_dog_sm Therefore, in conclusion: omg AC:WW wardrobes are totally totally epixxx!!

If you need more Animal Crossing hax, try the _animalcrossing LJ group's guides. (I haven't read them yet.) There's also the N-Sider Goes Wild blog if you need more AC action.

Posted by markpasc on 15 December 2005 at 11:26 AM in Animal Crossing | Permalink | Comments (2)

More old news

BarbaraHere are more news bits I picked up. A rhythm action game called "Osu! Tatakae! Ouendan" is coming out in Japan at the end of July. It features a (reportedly) all-star J-pop lineup. It includes "Ready Steady Go!" by L'Arc~en~Ciel, which was in Dai Gassou! Band Brothers, but the rest sound pretty unfamiliar. Unfortunately there's pretty much nothing on the web in English about it whatsoever.

Animal Crossing is coming to the Revolution as well as the DS, probably with some cool wifi-powered link-up feature. Revolution downloads will not be free (not that Nintendo ever said they were). If you look at Nintendo's Japanese site, such as if you're trying to find information on Osu! Tatakae! Ouendan, you'd see several games that might be the pretty popular DS: Brain Training for Adults. NEC has a page about the ceramic piezoelectric gyroscope used for tilt detection in WarioWare Twisted. Several 8-bit bleep musicians have preannounced a Kraftwerk cover compilation called "We're the Operators." There's a vaguely bleep-ish covers album of 80s songs that's not so great just because the 80s songs are so bleepy themselves, so hopefully We're the Operators will be more along the lines of the 8-bit Christmas collection.

NintendogsLost Garden has a game design review of Nintendogs that touches on what it means to be a game (that is, calls out all the people who say it's more a sim, not a game). Along the same lines as the argument that Nintendogs is a great game in Japan for offering the pet experience without the hassle, it would be cool to have a lawn management game... but many of those small tasks get rolled up into something like Animal Crossing, I guess.

The other way of looking at it is to look for the key elements that make up any game.

  • Are there psychological risk / reward systems?
  • Are there overlapping reward cycles on different timescales?
  • Can the game design be classified into standard game design elements such as tokens, verbs and rules?
  • Can the various layers of the game design be separated out so that the title can be examined in terms of core mechanics, metamechanics, contextualized tokens, plot, etc?

Nintendogs has clear game mechanism in each of these areas. There are clearly specific elements throughout the game that match existing game system that have been used throughout the history of game design. The theoretical designer realizes that a powerup is a powerup whether you call it a 'Quad Damage' or a 'Doggy Brush'.

Meanwhile, inspired by realistic scenery in racing games and a love of travel, Jane at Game Girl Advance wants tourism games. With the new generation of portable apps, you could have real interactive travel guides as well, much less the enjoyment of exploring places.

Posted by markpasc on 17 June 2005 at 05:37 PM in Animal Crossing | Permalink | Comments (0)

Animal Crossing as educational tool

KeyroverSimon Carless points out this Education Guardian article on video games in education, featuring this quote from "games designer and theorist" Ian Bogost:

"Good educational games teach differently than contemporary classrooms," says Bogost. "Games could play a part in integrating real use of abstract knowledge; that's what I try to do when I design such games."

The best educational games are procedural representations of systems, he adds. They let people play around with elements of a system to see how they combine to generate effects and structures.

"Civilisation is a good example; it teaches about material and geographical contingency in the progression of history. Nintendo's Animal Crossing is another - my five-year-old learned almost everything he ever needs to know about long-term debt by figuring out how to pay off his home mortgage in the game."

I suppose the simulation would be higher fidelity if you incurred interest on your loans, but having to maximize profit generation would reduce the self-direction of the rest of the game. As real ("commercial") games will sacrifice teaching principles for entertainment value, there's certainly room for separately educational games.

What will Animal Crossing DS teach? Sure, there aren't NES games, but if the rest of the inventory management from Animal Crossing GC is there, making it massively multiplayer could turn it into a world-wide free market simulator. Surely some people might be happy to find that an economics sim is making its way to kids this fall from Nintendo.

Posted by markpasc on 03 June 2005 at 11:03 AM in Animal Crossing | Permalink | Comments (0)

Animal Crossing at E3

Kk_rider_ign_1Top billing on IGN's DS site is an interview with producer Katsuya Eguchi on the upcoming Animal Crossing DS. Some confirmed features:

  • Hats and glasses, not just shirts.
  • Sky effects like watching balloons float away, interfering with the appointed rounds of the mailman, and creating constellations for your town at night.
  • A rewards card like system for Tom Nook's shop.
  • Opening your town to your internet friends (by invitation only) over WiFi. You have to go to someone's town to send them mail, which is pretty annoying; surely they could have made it so you can send something from your own town to be delivered as soon as you're both online.
  • New characters and items, but about the same amount of each as in the GameCube version.
  • No NES games: they "took players away from the adventure."

Sounds pretty cool, all in all! IGN also has a hands-on from E3. It'll be nice to type with the stylus instead of the gamepad.

You can preorder Animal Crossing DS now from Lik-Sang.

Posted by markpasc on 20 May 2005 at 09:20 AM in Animal Crossing | Permalink | Comments (1)

Buy DS games

  • Moero! Nekketsu Rhythm Damashii Osu! Tatakae! Ouendan 2 (Japanese)
  • Rhythm Tengoku for GBA
  • Contact
  • Gyakuten Saiban 2 / Phoenix Wright 2 (Japanese with English option)
  • Brain Age
  • Osu! Tatakae! Ouendan

Read the archives »

Subscribe to dsblog

  • Feed Subscribe to the feed
  • (What's a feed?)
  • FeedBurner Email:

DS links

  • GameSetWatch: DS
  • Nintendo DS LiveJournal community
  • Darkain.com - Nintendo DS
  • hello, nintendo
  • GameSpot's DS section
  • DS Games on 1UP.com
  • Nintendo DS: official site

Blog Now with TypePad - Publish your thoughts - Share your photos online - 30 day free trial