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    <title>Get Info: #wii</title>
    <description>Posts tagged “wii” — Blog of independent game and app developer Matt Sephton. Featuring vintage Macintosh, game development, digital artwork, Japanese esoterica, video game reviews, hacks and tips, and much more.</description>
    <link>https://blog.gingerbeardman.com/tag/wii/</link>
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    <pubDate>Sat, 11 Jul 2026 16:22:12 +0000</pubDate>
    <lastBuildDate>Sat, 11 Jul 2026 16:22:12 +0000</lastBuildDate>
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        <item>
          <title>The making of MaBoShi</title>
          <description>&lt;p&gt;It’s no secret that I’m a fan of an almost forgotten WiiWare game called &lt;a href=&quot;https://en.wikipedia.org/wiki/MaBoShi:_The_Three_Shape_Arcade&quot;&gt;MaBoShi&lt;/a&gt;. I’ve posted a &lt;a href=&quot;/2013/06/29/maboshi/&quot;&gt;review&lt;/a&gt;, the &lt;a href=&quot;/2020/03/28/credits-maboshi-wiiware/&quot;&gt;staff roll/credits&lt;/a&gt; (for the first time in English), written an &lt;a href=&quot;https://gamefaqs.gamespot.com/wii/946472-maboshis-arcade/faqs/78205&quot;&gt;FAQ strategy guide&lt;/a&gt;, managed to &lt;a href=&quot;https://twitter.com/gingerbeardman/status/625789610761842689&quot;&gt;score 1 million in its “circle” game on my Nintendo DS&lt;/a&gt;, created &lt;a href=&quot;/2024/04/18/per-game-skins-in-the-delta-classic-video-game-emulator-for-ios/&quot;&gt;a way for you to play it more easily&lt;/a&gt; on your iPhone, and even &lt;a href=&quot;https://x.com/gingerbeardman/status/1826714059938693607&quot;&gt;finally succeeded to make my own version&lt;/a&gt; of the “circle” game over the course of many years. I never miss an opportunity to wax lyrical about its genius, so here I am once again to keep the fire burning.&lt;/p&gt;

&lt;p&gt;MaBoShi was published in 2008 by Nintendo and developed by &lt;a href=&quot;http://www.pinball.co.jp/mindware/&quot;&gt;Mindware Corp&lt;/a&gt; who have &lt;a href=&quot;https://gdri.smspower.org/wiki/index.php/Mindware&quot;&gt;a long and well respected development history&lt;/a&gt;. The game was &lt;a href=&quot;https://www.metacritic.com/game/maboshis-arcade/critic-reviews/?platform=wii&quot;&gt;critically acclaimed&lt;/a&gt; on release, which might come as a shock if you’ve never heard of it. It was somewhat inaccessible: it was a hardcore arcade title only available digitally on a console that was maligned as being “for kids”. To give a sense of time, the App Store on iPhone was barely a month old at the time of MaBoShi’s release.&lt;/p&gt;

&lt;p&gt;As part of the release promotional campaign &lt;a href=&quot;https://www.4gamer.net/games/345/G034593/20161221168/&quot;&gt;Micky Albert&lt;/a&gt; of Mindware Corp gave an interview with WiiWare World (now Nintendo Life) which can be read in &lt;a href=&quot;https://www.nintendolife.com/news/2008/09/mindware_interview_part_1_maboshi_the_three_shape_arcade&quot;&gt;two&lt;/a&gt; &lt;a href=&quot;https://www.nintendolife.com/news/2008/10/mindware_interview_part_2_maboshi_the_three_shape_arcade&quot;&gt;parts&lt;/a&gt;. The team effort of the development of the Wii game is detailed in that interview. However, if we dig a little deeper we can find the true origins of the game in a couple of prototypes created by a Japanese indie developer. Over the years I have pieced together the interesting story of how MaBoShi came to be.&lt;/p&gt;

&lt;hr /&gt;

&lt;h2 id=&quot;the-long-tail&quot;&gt;The Long Tail&lt;/h2&gt;

&lt;p&gt;Kuniaki Watanabe (“kuni”) is probably best known for his PlayStation open world exploration and crafting game &lt;a href=&quot;https://www.mobygames.com/game/109325/panekit/&quot;&gt;Panekit&lt;/a&gt;, released in 1999. This was a product of Sony’s &lt;a href=&quot;https://ja.wikipedia.org/wiki/ゲームやろうぜ!&quot;&gt;ゲームやろうぜ!&lt;/a&gt; &lt;a href=&quot;https://game.watch.impress.co.jp/docs/20051026/game.htm&quot;&gt;“Game Yaroze!” development programme&lt;/a&gt; (not to be confused with PlayStation’s 「ネットやろうぜ」 “Net Yaroze” dev kit). Panekit offered the type of easy, freeform crafting that would later appear in &lt;a href=&quot;https://www.mobygames.com/game/37770/banjo-kazooie-nuts-bolts/&quot;&gt;Banjo-Kazooie: Nuts &amp;amp; Bolts&lt;/a&gt; and even later in &lt;a href=&quot;https://www.mobygames.com/game/203119/the-legend-of-zelda-tears-of-the-kingdom/&quot;&gt;The Legend of Zelda: Tears of the Kingdom&lt;/a&gt;. Most famously Panekit &lt;a href=&quot;https://www.siliconera.com/panekit-the-infinitive-crafting-toy-case-game-finally-sees-profits-after-13-years/&quot;&gt;took 13 years to become profitable&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;In more recent years he’s written a &lt;a href=&quot;http://gihyo.jp/book/2016/978-4-7741-7944-5/&quot;&gt;book on game design&lt;/a&gt;, 組み立て×分解！ゲームデザイン (“Assembly × Disassembly! Game Design”), that goes into the mechanics that are used in his games, including MaBoShi. It’s only available in Japanese but has a very friendly manga-style presentation and the game design techniques are easily understood.&lt;/p&gt;

&lt;p&gt;Throughout the past 30 years kuni has been an indie developer, &lt;a href=&quot;https://k-u.hatenadiary.org/entries/1970/01/01&quot;&gt;developing for many platforms using a range of tools&lt;/a&gt;. And this is where we pick up the origins of MaBoShi.&lt;/p&gt;

&lt;hr /&gt;

&lt;h2 id=&quot;hot-soup-processor&quot;&gt;Hot Soup Processor&lt;/h2&gt;

&lt;p&gt;&lt;a href=&quot;https://en.wikipedia.org/wiki/Hot_Soup_Processor&quot;&gt;HSP&lt;/a&gt; could be thought of as a Japanese equivalent to something like &lt;a href=&quot;https://en.wikipedia.org/wiki/Blitz_BASIC&quot;&gt;BlitzMax&lt;/a&gt;, given that it started life as a version of BASIC, or perhaps &lt;a href=&quot;https://love2d.org/&quot;&gt;Love2D&lt;/a&gt; for a rough equivalent of its capabilities.&lt;/p&gt;

&lt;p&gt;&lt;a href=&quot;https://ja.wikipedia.org/wiki/おにたま&quot;&gt;ONION software&lt;/a&gt;, creators of &lt;a href=&quot;http://www.onionsoft.net/hsp/&quot;&gt;HSP&lt;/a&gt;, hold the annual HSP Program Contest and the results for all of these have been archived over the years. Nice work, ONION! We can do a web search of that domain to find mentions of kuni.&lt;/p&gt;

&lt;h2 id=&quot;mosser&quot;&gt;Mosser&lt;/h2&gt;

&lt;p&gt;We find &lt;a href=&quot;https://www.onionsoft.net/hsp/contest2004/list_s3.html&quot;&gt;one entry in HSP Program Contest 2004&lt;/a&gt; called &lt;em&gt;Mosser&lt;/em&gt;. A quick look at the image below shows that it was an early version of MaBoShi’s “square” game, which later evolved into &lt;a href=&quot;https://www.mobygames.com/game/87996/flametail/&quot;&gt;Flametail on DSiWare&lt;/a&gt; in 2010. &lt;em&gt;Mosser&lt;/em&gt; was awarded &lt;a href=&quot;https://www.onionsoft.net/hsp/contest2004/place.html&quot;&gt;first prize in the small game category&lt;/a&gt;.&lt;/p&gt;

&lt;p&gt;One of the judges was none other than Micky Albert of Mindware Corp—the company that would go on to develop MaBoShi! He and the other judges were very impressed with the gameplay and depth even at this prototype stage. Kuni would win a PlayStation Portable and some pinball art donated by Mindware who were a sponsor of the event. You can &lt;a href=&quot;http://www.onionsoft.net/hsp/contest2004/result.html#368&quot;&gt;read the judges thoughts&lt;/a&gt; and the game can be run in old versions of Windows.&lt;/p&gt;

&lt;p class=&quot;tofigure&quot;&gt;&lt;img src=&quot;https://cdn.gingerbeardman.com/images/posts/maboshi-2004-mosser.png&quot; alt=&quot;IMG&quot; title=&quot;Mosser, created with Hot Soup Processor&quot; /&gt;&lt;/p&gt;

&lt;hr /&gt;

&lt;h2 id=&quot;circular&quot;&gt;Circular&lt;/h2&gt;

&lt;p&gt;Kuni would create prototypes in &lt;a href=&quot;https://en.wikipedia.org/wiki/Flash_Lite&quot;&gt;Flash Lite&lt;/a&gt;, which was a version of Flash that was suitable for running on low powered devices, including Japanese feature phones. If we search archived versions of kuni’s old websites we can find &lt;a href=&quot;http://web.archive.org/web/20031202202659/http://www.din.or.jp:80/~ku_/junk/junk.htm&quot;&gt;a download from 2003 called &lt;em&gt;Circular&lt;/em&gt;&lt;/a&gt;. You can play this in your browser thanks to &lt;em&gt;Internet Archive&lt;/em&gt;’s Wayback Machine and Ruffle, a web-based Flash emulator.&lt;/p&gt;

&lt;p&gt;&lt;em&gt;Circular&lt;/em&gt; is obviously an early version of MaBoShi’s “circle” game.&lt;/p&gt;

&lt;p class=&quot;tofigure&quot;&gt;&lt;img src=&quot;https://cdn.gingerbeardman.com/images/posts/maboshi-2003-circular.png&quot; alt=&quot;IMG&quot; title=&quot;Circular, created with Flash Lite&quot; /&gt;&lt;/p&gt;

&lt;hr /&gt;

&lt;h2 id=&quot;all-bar-one&quot;&gt;All bar one&lt;/h2&gt;

&lt;p&gt;So we have found two of the three games in MaBoShi, which leaves us with the “bar” game. I spoke to kuni and he mentioned that this did not exist as a prototype prior to work commencing on MaBoShi, so it was created for the game when it was decided that a third game would be welcome.&lt;/p&gt;

&lt;hr /&gt;

&lt;h2 id=&quot;missing-in-action&quot;&gt;Missing in action&lt;/h2&gt;

&lt;p&gt;At the time of release there were a couple of English videos of a “making of” developer interview shown in both North America and Europe that have since been lost to time. Nintendo Europe were kind enough to respond to my request about these videos, but told me that their archive currently only goes back to 2012 so we’re sadly out of luck. Here are references I have found to the airing dates for &lt;a href=&quot;https://nintendoeverything.com/updates-to-the-nintendo-channel-32/&quot;&gt;video 1&lt;/a&gt; (Dec 2008) and &lt;a href=&quot;https://nintendoeverything.com/updates-to-the-nintendo-channel-36/&quot;&gt;video 2&lt;/a&gt; (Jan 2009).&lt;/p&gt;

&lt;p&gt;These include the juicy fact that the game was initially green lit for the Game Boy Micro (a small Game Boy Advance, &lt;a href=&quot;https://www.youtube.com/watch?v=IdAsnZlmQtM&quot;&gt;marketed as being suitable for one-handed play for Japanese commuters&lt;/a&gt;) alongside the bitGenerations series, Polarium, Rhythm Paradise, but after the sales of the Micro were less than anticipated the development was moved to DS and eventually to Wii.&lt;/p&gt;

&lt;hr /&gt;

&lt;h2 id=&quot;reading-list&quot;&gt;Reading list&lt;/h2&gt;
&lt;ul&gt;
  &lt;li&gt;&lt;a href=&quot;https://archive.org/details/1001videogamesyo0000unse_s9o3/page/796/mode/2up&quot;&gt;“1001 Video Games You Must Play Before You Die”&lt;/a&gt; (Tony Mott, et al) right opposite Spelunky&lt;/li&gt;
  &lt;li&gt;&lt;a href=&quot;https://tinycartridge.com/post/68430151/guest-review-maboshis-arcade&quot;&gt;Tiny Cartridge guest review&lt;/a&gt; by Anna Anthropy&lt;/li&gt;
  &lt;li&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=pDEPhAcwFlk&quot;&gt;TV ad/commercial that inspired MaBoShi’s effect system&lt;/a&gt;&lt;/li&gt;
  &lt;li&gt;&lt;a href=&quot;https://www.google.com/patents/US20090093314&quot;&gt;Patent application US20090093314&lt;/a&gt; describing MaBoShi’s effect system&lt;/li&gt;
  &lt;li&gt;&lt;a href=&quot;https://www.google.com/patents/US20110165940&quot;&gt;Patent application US20110165940&lt;/a&gt; describing Flametail’s power-up system&lt;/li&gt;
&lt;/ul&gt;
</description>
          <author>by Matt Sephton</author>
          <pubDate>Thu, 06 Mar 2025 16:00:00 +0000</pubDate>
          <link>https://blog.gingerbeardman.com/2025/03/06/the-making-of-maboshi/</link>
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          <title>Review: GTi Club Supermini Festa!</title>
          <description>&lt;p&gt;&lt;img src=&quot;https://cdn.gingerbeardman.com/images/posts/gti-club-supermini-festa-wii.jpg&quot; alt=&quot;JPG&quot; /&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;The ultimate hot hatch.&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;Most people are familiar with the first game in the GTi Club series due to its prevalence in arcades throughout the later half of the 1990s. The second game in the series is very hard to find in the wild, whilst the third is perhaps least known but a little easier to find and play today.&lt;/p&gt;

&lt;p&gt;The PlayStation 3 received a loose port of the first arcade game, as GTi Club+, though it takes a lot of liberties. You may not notice if you’re going from 20-something year old memories of the original arcade game, but to me it feels more Western than Japanese and the classic GTi Club handling is largely missing. It’s very much a “blue sky” reinterpretation of the original arcade game running in the Sumo Digital racing game engine. It’s OK, but that’s all.&lt;/p&gt;

&lt;p&gt;And that brings us to the home ports of &lt;em&gt;GTi Club: Supermini Festa!&lt;/em&gt; The third game in Konami’s arcade series added extra locations, cars, and game modes to the original recipe whilst keeping the much loved controls including the handbrake. For this home port developer Genki built on the base of the arcade game and added even more, including online multi-player, game progression, and unlockable cars, modifications, liveries. And you can still play it online today with a modded Wii!&lt;/p&gt;

&lt;p&gt;Released amongst the aftermath of the Icelandic ash cloud and greeted with physical delays before its arrival in retail stores, and perhaps even onto digital store fronts. The game finally released in Spring 2010, a mere two years after its release in arcades. The choice of Nintendo Wii and Sony PSP is a curious one, explained in part by the Wii being a huge seller but the PSP remains an odd choice. Maybe it was easy to target both these 480p platforms with one codebase or maybe it made more sense from a Japanese perspective? Regardless, due to the capabilities of the target home platforms the HD graphics of the arcade game are downscaled in resolution and complexity to 480p and, at least on Wii, the frame rate is kept high at 60fps.&lt;/p&gt;

&lt;p&gt;Your first few games with &lt;em&gt;GTi Club: Supermini Festa!&lt;/em&gt; might have you feeling a little nonplussed, and that was my experience when I received it in the post in March 2010. I played it for a bit and put it to one side. It was over a decade later that I returned to play it again—with a more open mind—and it really sunk its teeth into me.&lt;/p&gt;

&lt;p&gt;The game starts off very easy, almost too easy, as you set about unlocking cars and game modes. You might think that there is no challenge, but before long you’ll notice that difficulty begins to ramp up and you have to be a little more selective with your car choice and how you choose to level-up your car stats. By about half way through the game, and perhaps earlier if you’re going for gold medals, you’ll need to figure out that to remaining competitive means figuring out the correct car to use for each challenge and failure to do so will result in you hitting an impasse. It’s a very Japanese level of difficulty, one could describe it as the Dark Souls of driving games. I’ve seen many people hit this wall and abandon the game just as it is about to show them what it really has up its sleeve. Nintendo do the same thing in many of their games, where you play through it once and only then are the most dedicated players greeted with the main event.&lt;/p&gt;

&lt;p&gt;One final point is about control. In the early days of playing the game I was using motion control, which is well-implemented and very enjoyable. Later in the game, I found that I needed a control method with more reaction speed. I tried Wii SNES Controller, which helped but the digital nature of the controls felt very jarring on-screen. So I switched to analog stick control on a Wii Classic Controller Pro, which gives quicker turns and reactions in general. I later spoke with &lt;a href=&quot;https://twitter.com/40n______&quot;&gt;赤しおん/Aka_sion&lt;/a&gt;—a Japanese player with whom I race online—who confirmed that all serious Japanese players who were playing online back in the day had made the same discovery.&lt;/p&gt;

&lt;p&gt;At this point in time GTi Club: Supermini Festa! is one of a select few hard-to-find Wii games, so it commands a high price. If you’re not a collector it’s an easier choice, as you could essentially rent the game by buying it, playing it and selling it on. Or you might have other options depending on your propensity to sail the high seas. Come on in, the water’s lovely.&lt;/p&gt;

&lt;h2 id=&quot;links&quot;&gt;Links&lt;/h2&gt;

&lt;ul&gt;
  &lt;li&gt;&lt;a href=&quot;https://www.youtube.com/watch?v=YqvTjPzXM5E&amp;amp;list=PLfF-zlMNYMd-f0027NK9ybUjPRrd5a1kV&quot;&gt;Watch &lt;em&gt;GTi Club: Supermini Festa!&lt;/em&gt; on YouTube.com&lt;/a&gt;&lt;/li&gt;
  &lt;li&gt;&lt;a href=&quot;https://soundcloud.com/timeextend/057-supermini-festa&quot;&gt;Listen to &lt;em&gt;Time Extend&lt;/em&gt; praise the game on their podcast&lt;/a&gt;&lt;/li&gt;
  &lt;li&gt;&lt;a href=&quot;https://www.mobygames.com/game/91379/gti-club-supermini-festa/&quot;&gt;Find out more at mobygames.com&lt;/a&gt;&lt;/li&gt;
  &lt;li&gt;&lt;a href=&quot;https://wii.guide/wiimmfi.html&quot;&gt;Play &lt;em&gt;GTi Club: Supermini Festa!&lt;/em&gt; online today&lt;/a&gt;&lt;/li&gt;
  &lt;li&gt;&lt;a href=&quot;https://gbatemp.net/threads/introducing-the-wiimmfi-notifier.546926/&quot;&gt;Get notifications when other people are playing online&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
</description>
          <author>by Matt Sephton</author>
          <pubDate>Wed, 07 Jun 2023 12:00:00 +0000</pubDate>
          <link>https://blog.gingerbeardman.com/2023/06/07/gti-cub-supermini-festa/</link>
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          <title>Pairing a Wii remote on macOS</title>
          <description>&lt;h2 id=&quot;universal&quot;&gt;Universal&lt;/h2&gt;

&lt;p&gt;If you’re using the Dolphin emulator, by far the easiest method of syncing a Wii remote with it is to use a cheap Bluetooth adapter and Dolphin’s “Passthrough a Bluetooth adapter” controller option.&lt;/p&gt;

&lt;p&gt;If you want to use the Wii remote outside of Dolphin, on modern macOS, you have a couple of options:&lt;/p&gt;
&lt;ul&gt;
  &lt;li&gt;software: &lt;a href=&quot;https://github.com/dolphin-emu/WiimotePair&quot;&gt;WiimotePair&lt;/a&gt; will pair a Wii remote at system level, only needed once per remote&lt;/li&gt;
  &lt;li&gt;hardware: &lt;a href=&quot;https://amzn.to/44CpM1x&quot;&gt;MAYFLASH MAGIC-NS Bluetooth adapter&lt;/a&gt; (any version will work for Wii remotes)&lt;/li&gt;
&lt;/ul&gt;

&lt;hr /&gt;

&lt;p&gt;The following section remains only for historical sake:&lt;/p&gt;

&lt;h2 id=&quot;intel-only&quot;&gt;Intel-only&lt;/h2&gt;

&lt;p&gt;Pairing a Nintendo Wii remote used to work just fine on macOS, but starting with Monterey Apple changed something and Wii remotes now require a PIN code. Maybe they took out the Wii remote special case when they rewrote IOBluetooth? &lt;em&gt;The method below only works for Intel Macs.&lt;/em&gt;&lt;/p&gt;

&lt;p&gt;Anyway, some very clever people have already documented &lt;a href=&quot;https://wiibrew.org/wiki/Wiimote#Bluetooth_Pairing&quot;&gt;how to calculate the PIN code for any Wii remote&lt;/a&gt;. It’s the Bluetooth network &lt;a href=&quot;https://en.wikipedia.org/wiki/MAC_address&quot;&gt;MAC address&lt;/a&gt; of the device &lt;em&gt;in reverse&lt;/em&gt;.&lt;/p&gt;

&lt;p&gt;But a PIN code made up of hex numbers is difficult to type by hand. It isn’t a decimal number, or ASCII text, and it quite probably contains special characters that are not represented on a keyboard. All that to say: we can’t enter it into the macOS Bluetooth pairing window.&lt;/p&gt;

&lt;p&gt;However, we can use the &lt;a href=&quot;https://github.com/toy/blueutil&quot;&gt;blueutil&lt;/a&gt; command-line tool to automate the following steps:&lt;/p&gt;

&lt;ol&gt;
  &lt;li&gt;get the MAC address&lt;/li&gt;
  &lt;li&gt;calculate the PIN code&lt;/li&gt;
  &lt;li&gt;pair&lt;/li&gt;
  &lt;li&gt;connect&lt;/li&gt;
&lt;/ol&gt;

&lt;p&gt;All you have to do is hold down 1+2 on your Wii remote and wait a short while.&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;If you’re using an Intel Mac you might have luck with the script below, but if you’re on Apple silicon you’ll be sadly out of luck and unable to pair your Wii remote.&lt;/strong&gt;&lt;/p&gt;

&lt;noscript&gt;&lt;p&gt;&lt;a href=&quot;https://gist.github.com/gingerbeardman/05030c73714b3aa3202aeee7f21c3b1e&quot;&gt;View the source code as a Gist&lt;/a&gt;&lt;/p&gt;&lt;/noscript&gt;
&lt;script src=&quot;https://gist.github.com/gingerbeardman/05030c73714b3aa3202aeee7f21c3b1e.js&quot;&gt;&lt;/script&gt;

</description>
          <author>by Matt Sephton</author>
          <pubDate>Tue, 21 Mar 2023 00:00:00 +0000</pubDate>
          <link>https://blog.gingerbeardman.com/2023/03/21/automatically-pairing-a-wii-remote-on-macos/</link>
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          <title>BOSS controller shell for Nintendo Wii</title>
          <description>&lt;p&gt;If you don’t know already, I am of the opinion that the Nintendo Wii is the greatest console of all time and host to the greatest collection of games of all time. My Wii was a gift for my 30th Birthday, and still play games on it regularly to this day.&lt;/p&gt;

&lt;p&gt;I also have a love for odd controllers. On one of my searches for alternative classic controllers I found this beauty: the BOSS (Big Oversized Super Shell) by PDP. I love everything about it, from the forced acronym of its name to the colour schemes echoing famous Nintendo character colours.&lt;/p&gt;

&lt;div class=&quot;carousel__holder&quot;&gt;
    &lt;div class=&quot;carousel&quot;&gt;
        
          &lt;input class=&quot;carousel__activator&quot; type=&quot;radio&quot; name=&quot;carousel&quot; id=&quot;a&quot; checked=&quot;checked&quot; /&gt;
        
          &lt;input class=&quot;carousel__activator&quot; type=&quot;radio&quot; name=&quot;carousel&quot; id=&quot;b&quot; /&gt;
        
          &lt;input class=&quot;carousel__activator&quot; type=&quot;radio&quot; name=&quot;carousel&quot; id=&quot;c&quot; /&gt;
        
          &lt;input class=&quot;carousel__activator&quot; type=&quot;radio&quot; name=&quot;carousel&quot; id=&quot;d&quot; /&gt;
        
          &lt;input class=&quot;carousel__activator&quot; type=&quot;radio&quot; name=&quot;carousel&quot; id=&quot;e&quot; /&gt;
        
        
          
          
          
          
          &lt;div class=&quot;carousel__controls&quot;&gt;
              &lt;label class=&quot;carousel__control carousel__control--backward&quot; for=&quot;e&quot;&gt;&lt;/label&gt;
              &lt;label class=&quot;carousel__control carousel__control--forward&quot; for=&quot;b&quot;&gt;&lt;/label&gt;
          &lt;/div&gt;
        
          
          
          
          
          &lt;div class=&quot;carousel__controls&quot;&gt;
              &lt;label class=&quot;carousel__control carousel__control--backward&quot; for=&quot;a&quot;&gt;&lt;/label&gt;
              &lt;label class=&quot;carousel__control carousel__control--forward&quot; for=&quot;c&quot;&gt;&lt;/label&gt;
          &lt;/div&gt;
        
          
          
          
          
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</description>
          <author>by Matt Sephton</author>
          <pubDate>Sat, 26 Feb 2022 00:00:00 +0000</pubDate>
          <link>https://blog.gingerbeardman.com/2022/02/26/boss-controller-shell-for-nintendo-wii/</link>
          <guid isPermaLink="true">https://blog.gingerbeardman.com/2022/02/26/boss-controller-shell-for-nintendo-wii/</guid>
        </item>
      
    
      
        <item>
          <title>Credits: MaBoShi (WiiWare)</title>
          <description>&lt;p&gt;One of the best (according to &lt;a href=&quot;https://www.metacritic.com/game/wii/maboshis-arcade&quot;&gt;MetaCritic&lt;/a&gt;, and &lt;a href=&quot;/2013/06/29/maboshi/&quot;&gt;IMHO&lt;/a&gt;) Wii games is a WiiWare game called MaBoShi that is now mostly lost to time in that Nintendo have closed the Wii Shop Channel. Of course, there are other more nefarious means to procure the game, but I’m not going to go into those here.&lt;/p&gt;

&lt;p&gt;Anyway, I still play this game regularly (still not managed 1Million on Wii but have on the DS download version) and recently unlocked the Staff Credits (Staff Roll).&lt;/p&gt;

&lt;lite-youtube style=&quot;aspect-ratio: 1/1;&quot; videoid=&quot;3z5Hlj2nof4&quot; params=&quot;start=0&amp;amp;modestbranding=2&quot;&gt;
&lt;/lite-youtube&gt;

&lt;hr /&gt;

&lt;h2 id=&quot;staff-credits&quot;&gt;Staff Credits&lt;/h2&gt;

&lt;p&gt;Producers&lt;/p&gt;
&lt;ul&gt;
  &lt;li&gt;Mikito Ichikawa&lt;/li&gt;
  &lt;li&gt;Satoshi Kira&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Director&lt;/p&gt;
&lt;ul&gt;
  &lt;li&gt;Mikito Ichikawa&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;System Design&lt;/p&gt;
&lt;ul&gt;
  &lt;li&gt;Mikito Ichikawa&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Game Design&lt;/p&gt;
&lt;ul&gt;
  &lt;li&gt;Kuniaki Watanabe&lt;/li&gt;
  &lt;li&gt;Mikito Ichikawa&lt;/li&gt;
  &lt;li&gt;Jun Shimizu&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Programming&lt;/p&gt;
&lt;ul&gt;
  &lt;li&gt;Kotori Yoshimura&lt;/li&gt;
  &lt;li&gt;Tadashi Itō&lt;/li&gt;
  &lt;li&gt;Kuniaki Watanabe&lt;/li&gt;
  &lt;li&gt;Jun Shimizu&lt;/li&gt;
  &lt;li&gt;Mikito Ichikawa&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Design&lt;/p&gt;
&lt;ul&gt;
  &lt;li&gt;Reiko Sato&lt;/li&gt;
  &lt;li&gt;Hiroki Takahashi&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Artwork&lt;/p&gt;
&lt;ul&gt;
  &lt;li&gt;Toki Kando&lt;/li&gt;
  &lt;li&gt;Takanao Kondo&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Sound&lt;/p&gt;
&lt;ul&gt;
  &lt;li&gt;Daisuke Shiiba&lt;/li&gt;
  &lt;li&gt;Johan Krafft&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;European Localisation&lt;/p&gt;
&lt;ul&gt;
  &lt;li&gt;Edoardo Dodd&lt;/li&gt;
  &lt;li&gt;Miguel Ángel García Segovia&lt;/li&gt;
  &lt;li&gt;Carsten Harmans&lt;/li&gt;
  &lt;li&gt;Kay Hermann&lt;/li&gt;
  &lt;li&gt;Geraint Howells&lt;/li&gt;
  &lt;li&gt;Sonya Mazet&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;NOE Localisation Management&lt;/p&gt;
&lt;ul&gt;
  &lt;li&gt;William Romick&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Debug&lt;/p&gt;
&lt;ul&gt;
  &lt;li&gt;DIGITAL Hearts CO. LTD&lt;/li&gt;
  &lt;li&gt;Super Mario Club&lt;/li&gt;
  &lt;li&gt;Shigeo Kimura&lt;/li&gt;
  &lt;li&gt;NOA Product Testing&lt;/li&gt;
  &lt;li&gt;NOE Testing Team&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Project Management&lt;/p&gt;
&lt;ul&gt;
  &lt;li&gt;Hiroshi Sato&lt;/li&gt;
  &lt;li&gt;Toshiharu Izuno&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Special Thanks&lt;/p&gt;
&lt;ul&gt;
  &lt;li&gt;Koji Sato&lt;/li&gt;
  &lt;li&gt;Toru Inage&lt;/li&gt;
  &lt;li&gt;Kenta Tanaka&lt;/li&gt;
  &lt;li&gt;Kozo Makino&lt;/li&gt;
  &lt;li&gt;Rumiko Hoshino&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Executive Producer&lt;/p&gt;
&lt;ul&gt;
  &lt;li&gt;Satoru Iwata&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;All Rights, including the copyrights of Game, Scenario, Music and Program reserved by&lt;/p&gt;
&lt;ul&gt;
  &lt;li&gt;Nintendo&lt;/li&gt;
  &lt;li&gt;Mindware&lt;/li&gt;
&lt;/ul&gt;

&lt;hr /&gt;

&lt;h2 id=&quot;addendum&quot;&gt;Addendum&lt;/h2&gt;

&lt;p&gt;During a chat with Kuniaki Watanabe by Twitter DMs, he outlined the responsibilities of the team:&lt;/p&gt;

&lt;p&gt;Programming&lt;/p&gt;
&lt;ul&gt;
  &lt;li&gt;Kotori Yoshimura (Wii system, Bar game)&lt;/li&gt;
  &lt;li&gt;Mikito Ichikawa (NDS system)&lt;/li&gt;
  &lt;li&gt;Tadashi Ito (Square game)&lt;/li&gt;
  &lt;li&gt;Jun Shimizu (procedural level generator for Bar game)&lt;/li&gt;
  &lt;li&gt;Kuniaki Watanabe (Circle game)&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Game Design&lt;/p&gt;
&lt;ul&gt;
  &lt;li&gt;Kuniaki Watanabe (original game prototypes)&lt;/li&gt;
  &lt;li&gt;Mikito Ichikawa (reconstruct for Wii)&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Level Design&lt;/p&gt;
&lt;ul&gt;
  &lt;li&gt;Mikito Ichikawa (Bar game)&lt;/li&gt;
  &lt;li&gt;Kuniaki Watanabe (Circle game)&lt;/li&gt;
  &lt;li&gt;Jun Shimizu (procedural level generator for Bar game)&lt;/li&gt;
&lt;/ul&gt;

&lt;p&gt;Graphic Design&lt;/p&gt;
&lt;ul&gt;
  &lt;li&gt;Reiko Sato&lt;/li&gt;
&lt;/ul&gt;
</description>
          <author>by Matt Sephton</author>
          <pubDate>Sat, 28 Mar 2020 00:00:00 +0000</pubDate>
          <link>https://blog.gingerbeardman.com/2020/03/28/credits-maboshi-wiiware/</link>
          <guid isPermaLink="true">https://blog.gingerbeardman.com/2020/03/28/credits-maboshi-wiiware/</guid>
        </item>
      
    
      
        <item>
          <title>Review: MaBoShi</title>
          <description>&lt;p&gt;&lt;img src=&quot;https://64.media.tumblr.com/6ed65b81ec6d6def8f3ce0224b5bc1ae/tumblr_inline_perux2EuJE1qbfpni_540.jpg&quot; alt=&quot;MaBoShi&quot; data-orig-height=&quot;345&quot; data-orig-width=&quot;500&quot; data-orig-src=&quot;https://64.media.tumblr.com/tumblr_lacmhxVTeN1qbfpni.jpg&quot; /&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Three games for the price of one in this innovative WiiWare title. Six if you count the fact that you can download a version of the game over Wi-Fi to your Nintendo DS to play on the move.&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;WiiWare is the downloadable game service on Nintendo’s Wii home console. It lets you download smaller sized and lower priced games direct to your console, and offers a distinctly different range of games than you can pick up through more traditional retail outlets. The channel showcases game concepts that may not have been profitable to release elsewhere. It’s astonishing that without WiiWare, &lt;em&gt;MaBoShi&lt;/em&gt; may never have seen the light of day. Each of its three game concepts are so unconventional and slight that I think most gamers might not give them a second glance, even at this very affordable price.&lt;/p&gt;

&lt;p&gt;&lt;em&gt;MaBoShi&lt;/em&gt; takes advantage of few of the Wii’s features but still delivers a solid and innovative experience. It allows players to use their Miis as avatars in the game, send replays to other players via WiiConnect24, and also has the previously mentioned Wi-Fi &lt;a href=&quot;#links&quot;&gt;download to Nintendo DS&lt;/a&gt;. But there is no sign of motion control. In fact, whilst the wii remote is used as a pointer for the game menu, &lt;em&gt;MaBoShi&lt;/em&gt; is firmly a one button game. Or perhaps that be three one button games, as there are actually three main game modes: Circle, Bar and Square. Each mode is played differently, but with the same objective - to score one million points. In the Wii version there are three game panels on screen, allowing simultaneous multi-player.&lt;/p&gt;

&lt;p&gt;With multiple players the game adds an extra feature into the mix, known simply as the Effect System. Destroying an enemy will cause a bubble to appear. This bubble moves across the screen and over other game panels where it can affect other games in progress. This means that players managing their own separate games may be influenced by these effects eminating from other game panels, and players may therefore choose whether they wish to help or hinder their fellow players. It’s not often you get to choose whether to play cooperatively or competitively, and I really like this aspect of the gameplay.&lt;/p&gt;

&lt;p&gt;Circle mode - my personal favourite - finds you in control of a constantly rotating circle, able to switch the direction in which it is spinning by pressing the A button. By controlling the speed and momentum of the circle, you must guide it around the screen. You can use the variety of dynamic obstacles that appear on screen as a means to achieving the precise movement required to collide with the enemies and collect bonus multipliers. The aim of each round is to collide with all enemies as they appear onscreen, before they move off the game area. It is game over as soon as one enemy leaves the play field. The depth of control in this game mode is simply astonishing, and infrequent taps of the A button allow almost analog control of speed and momentum. Special mention must also go to the level design in this game, as it is balanced to perfection. In fact, if you’re good enough to score a million you will most likely do so near the end of all available 40 levels.&lt;/p&gt;

&lt;p&gt;Bar mode sees you manoeuvring a rotating bar through a vertically scrolling level. The bar rotates around a core, which only moves using the momentum created by the bar and only when the A button is held. The bar can be used to defeat enemies and smash blocks, but if the core touches an enemy or a block the game ends. There are also pinballs, powerups and much more to contend with. I find this game the most difficult of the three.&lt;/p&gt;

&lt;p&gt;Square mode sees the player controlling a single block that leaves a trail of fire behind. This trail of fire can burn obstacles, and can even set other parts of the trail alight. You must navigate around the screen, at your own pace, setting fire to all the obstacles with the help of the occasional bomb, whilst keeping an eye out for bonus multipliers. The screen scrolls when the player moves, and if an obstacle or part of the trail of fire hits the bottom of the screen, the game ends.&lt;/p&gt;

&lt;p&gt;Created by Japanese pinball experts &lt;a href=&quot;http://www.pinball.co.jp&quot;&gt;Mindware Corp&lt;/a&gt;, and based on pre-existing prototypes created by team member &lt;em&gt;Kuniaki Watanabe&lt;/em&gt;, &lt;em&gt;MaBoShi&lt;/em&gt; is a triumph of game design and deserves your attention. If you fancy a challenge I can heartily recommend trying to reach one million points in one or all of the game modes (I’ve only &lt;a href=&quot;http://www.flickr.com/photos/emsef/3010745864/&quot;&gt;managed to do it myself&lt;/a&gt; in circle mode on the DS download version) - the game has a lot to offer if you’re willing to give it a try. Nintendo seem to be of the same mind, as they recently released an updated and expanded version of the Square game for their DSiWare download service under the name of &lt;a href=&quot;http://dsiware.nintendolife.com/games/dsiware/flametail&quot;&gt;Flametail (USA)&lt;/a&gt; also known as Trailblaze: Puzzle Incinerator (EU) and Moyasu Puzzle: Flametail (JPN).&lt;/p&gt;

&lt;h2 id=&quot;how-to-play&quot;&gt;How to play&lt;/h2&gt;

&lt;ul&gt;
  &lt;li&gt;&lt;a href=&quot;https://gamefaqs.gamespot.com/wii/946472-maboshis-arcade/faqs&quot;&gt;MaBoShi WiiWare Manual&lt;/a&gt;&lt;/li&gt;
  &lt;li&gt;&lt;a href=&quot;https://gamefaqs.gamespot.com/wii/946472-maboshis-arcade/faqs&quot;&gt;MaBoShi Guide at GameFAQs&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;

&lt;p class=&quot;tofigure&quot;&gt;&lt;img src=&quot;https://cdn.gingerbeardman.com/images/posts/maboshi-instructions.png&quot; alt=&quot;PNG&quot; title=&quot;Brief instructions for each of MaBoShi&apos;s three game modes&quot; /&gt;&lt;/p&gt;

&lt;h2 id=&quot;links&quot;&gt;Links&lt;/h2&gt;

&lt;ul&gt;
  &lt;li&gt;&lt;a href=&quot;http://www.youtube.com/watch?v=2BvygeP0O4g&quot;&gt;Watch the Wii game on YouTube.com&lt;/a&gt;&lt;/li&gt;
  &lt;li&gt;&lt;a href=&quot;http://www.youtube.com/watch?v=HVdZ-Nm9J_Q&quot;&gt;Watch the DS game on YouTube.com&lt;/a&gt;&lt;/li&gt;
  &lt;li&gt;&lt;a href=&quot;https://archive.org/download/wiiware-roms/Maboshi%27s%20Arcade.wad&quot;&gt;Download MaBoShi as a WAD file to play on a modded Wii&lt;/a&gt;&lt;/li&gt;
  &lt;li&gt;&lt;a href=&quot;https://archive.org/download/maboshi-nintendo-ds/MaBoShi.nds.zip&quot;&gt;Download MaBoShi as an NDS file to play in an emulator or modded DS&lt;/a&gt;&lt;/li&gt;
  &lt;li&gt;&lt;a href=&quot;https://archive.org/download/maboshi-nintendo-ds/MaBoShi.cia&quot;&gt;Download MaBoShi as a CIA file to play on a modded Nintendo 3DS&lt;/a&gt;&lt;/li&gt;
  &lt;li&gt;&lt;a href=&quot;http://www.mobygames.com/game/maboshis-arcade&quot;&gt;Find out more at mobygames.com&lt;/a&gt;&lt;/li&gt;
  &lt;li&gt;&lt;a href=&quot;http://dsiware.nintendolife.com/games/dsiware/flametail&quot;&gt;Find out more about Flametail for DSiWare&lt;/a&gt;&lt;/li&gt;
  &lt;li&gt;&lt;a href=&quot;/2024/04/18/per-game-skins-in-the-delta-classic-video-game-emulator-for-ios/&quot;&gt;Play MaBoShi on your iPhone&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
</description>
          <author>by Matt Sephton</author>
          <pubDate>Sat, 29 Jun 2013 00:25:58 +0000</pubDate>
          <link>https://blog.gingerbeardman.com/2013/06/29/maboshi/</link>
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          <title>Review: GoldenEye 007</title>
          <description>&lt;p&gt;&lt;img src=&quot;https://64.media.tumblr.com/tumblr_lbesk3S1rp1qbfpni.jpg&quot; alt=&quot;GoldenEye: 007&quot; /&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;I’d love to see somebody calculate just how much time was wasted by University students playing &lt;em&gt;GoldenEye: 007&lt;/em&gt;. Or, perhaps, how better off industry might be had we used that time to study rather than shoot each other in the face for hours on end.&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;&lt;em&gt;GoldenEye&lt;/em&gt; is one of the most lauded games in history, being lavished with heaps of praise that might be considered ridiculous were the game not able to deliver on all counts. Best FPS, best multi-player game, best movie-licence - the list goes on. Being regarded as the best Nintendo 64 game ever is a commendation not many people would argue with. The game was released on the N64 which supported four players each with analog control for precise movement. The game took advantage of everything the N64 had to offer, serving up a split-screen multi-player experience with enough depth to allow for hours, days, weeks or even years of repeat play. It was a game that showed just how good Rare was at it’s peak - &lt;a href=&quot;http://www.zoonami.com/briefing/2004-09-02.php&quot;&gt;the story of it’s development&lt;/a&gt; is a fascinating insight into the whole process.&lt;/p&gt;

&lt;p&gt;In 2008 rumours appeared online about a HD port of the original game for XBLA, but it never saw the light of day apparently due to financial disagreements between Microsoft and Nintendo. I’m not sure how that game would have been received, though. Whilst the original game still plays very well, especially in multi-player, it’s not without problems - control settings are not per player, levels are small in size, A.I. is limited and predictable, to name just a few. I feel that a port would have been looked at not through the rose-tinted glasses the original is regarded in but rather through the critical eye of today’s discerning gamer.&lt;/p&gt;

&lt;p&gt;So, it’s no surprise why the game didn’t receive the sequel it so obviously deserved. Lots of people tried and failed to recreate the magical formula that defined the sublime experience of the original. What it was exactly that made &lt;em&gt;GoldenEye&lt;/em&gt; so great became the stuff of legend. A few Bond games came along and were quickly forgotten about, most notable was the excellent &lt;a href=&quot;http://www.mobygames.com/game/007-nightfire&quot;&gt;007 Nightfire&lt;/a&gt; - developed by Eurocom and released by Electronic Arts - which was a great game but failed to capture the attention of the press or public. Interesting then, that it’s the same development team that bring us the new &lt;a href=&quot;http://en.wikipedia.org/wiki/GoldenEye_007_(2010_video_game)&quot;&gt;GoldenEye: 007 for Wii&lt;/a&gt;, which is a remake but one that takes numerous story and gameplay cues from the much loved original and brings it bang up-to-date in terms of graphics, gameplay and production values. Fans of the original shouldn’t worry at all - the game is as worthy successor as we are ever likely to see and an essential purchase for those yearning to relive their multi-player student days. Perhaps it’s time to settle those old grudges online?&lt;/p&gt;

&lt;h2 id=&quot;links&quot;&gt;Links&lt;/h2&gt;

&lt;ul&gt;
  &lt;li&gt;&lt;a href=&quot;http://www.youtube.com/watch?v=Bj1z7F5BkyM&quot;&gt;Watch the original game on YouTube.com&lt;/a&gt;&lt;/li&gt;
  &lt;li&gt;&lt;a href=&quot;http://www.youtube.com/watch?v=RhlM1wu0V1Q&quot;&gt;Watch the new Wii game on YouTube.com&lt;/a&gt;&lt;/li&gt;
  &lt;li&gt;&lt;a href=&quot;http://www.mobygames.com/game/goldeneye-007&quot;&gt;Find out more at mobygames.com&lt;/a&gt;&lt;/li&gt;
  &lt;li&gt;&lt;a href=&quot;http://www.zoonami.com/briefing/2004-09-02.php&quot;&gt;Read about the development of the original game at Zoonami.com&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
</description>
          <author>by Matt Sephton</author>
          <pubDate>Fri, 05 Nov 2010 11:55:00 +0000</pubDate>
          <link>https://blog.gingerbeardman.com/2010/11/05/goldeneye-007/</link>
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          <title>Review: Orbital</title>
          <description>&lt;p&gt;&lt;img src=&quot;https://64.media.tumblr.com/tumblr_laazl23qhh1qbfpni.png&quot; alt=&quot;Orbital&quot; /&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Drifting through space without a care in the universe.&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;During the final days of the Game Boy Advance a series of games were released by Nintendo in their home territory of Japan under the &lt;a href=&quot;http://en.wikipedia.org/wiki/Bit_Generations&quot;&gt;bit Generations&lt;/a&gt; label. A set of seven games featuring basic but stylish graphics and somewhat experimental gameplay.&lt;/p&gt;

&lt;p&gt;My favourite of the bunch was &lt;em&gt;Orbital&lt;/em&gt;, or sometimes &lt;em&gt;Orbient&lt;/em&gt;, the objective of which is to control a white star which can grow larger by absorbing other stars. Similarly sized stars are coloured blue, smaller stars are grey and larger stars are red. Collecting blue or grey stars forms the basis of progression in the game, though there are some subtleties to gameplay as it is possible to gain satellites by approaching smaller stars at an angle that will cause them to orbit you - orbit range is shown by a ring around the star. Red stars and asteroids must be avoided at all costs, adding a subtle but necessary level of danger to proceedings. Once your star has grown big enough a final star will begin to glow orange and capturing it in your orbit will clear the stage.&lt;/p&gt;

&lt;p&gt;The method of control is really interesting - two buttons are used to either attract or repel your star from the nearest object. This may sound limiting but it allows for an almost analog level of precision from a distinctly digital method of control. Limited lives and other non-collectible obstacles round off the game perfectly. Imagine &lt;a href=&quot;http://www.mobygames.com/game/katamari-damacy&quot;&gt;Katamari Damacy&lt;/a&gt; pared down to the essential elements and you’ll be on your way to understanding the vibe.&lt;/p&gt;

&lt;p&gt;The beauty of any game built around such a simple set of rules is in the level design, and &lt;em&gt;Orbital&lt;/em&gt; is no exception. The difficulty curve - how the levels increase in complexity - is just right, meaning you’ll never feel cheated. New methods of play will need to be discovered if you are to stand any chance of being able to manoeuvre your star with the precision demanded in some of the later levels. Playing the game is a very relaxing experience, and you may find yourself floating around losing hours in the process. It’s as much of a zone game as &lt;a href=&quot;http://www.mobygames.com/game/tempest-2000&quot;&gt;Tempest 2000&lt;/a&gt;, &lt;a href=&quot;http://www.mobygames.com/game/f-zero&quot;&gt;F-Zero&lt;/a&gt; or the &lt;a href=&quot;http://www.mobygames.com/game-group/wipeout-series&quot;&gt;Wipeout series&lt;/a&gt; but more of a thinking mans game than a twitch experience. Though there’s still opportunity for it to sink it’s claws in deep enough to have you screaming at the TV - trying to beat your previous best for any level and numerous minor objectives reward repeated play. In other words: this game has real depth.&lt;/p&gt;

&lt;p&gt;The game was later given a re-release on WiiWare under the name of &lt;em&gt;Orbient&lt;/em&gt;. Graphics and sound were given extra definition for the big screen and there were a few minor additions to the gameplay, meaning that it’s well worth playing even if you’ve played the original. Both versions of the game are a triumph, showing that beauty and simplicity in gameplay can lead to an engrossing game with a fantastic atmosphere.&lt;/p&gt;

&lt;h2 id=&quot;links&quot;&gt;Links&lt;/h2&gt;

&lt;ul&gt;
  &lt;li&gt;&lt;a href=&quot;http://www.youtube.com/watch?v=YTktCOAxxQg&quot;&gt;Watch the game on YouTube.com&lt;/a&gt;&lt;/li&gt;
  &lt;li&gt;&lt;a href=&quot;http://www.mobygames.com/game/orbient&quot;&gt;Find out more at mobygames.com&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
</description>
          <author>by Matt Sephton</author>
          <pubDate>Tue, 26 Oct 2010 00:28:00 +0000</pubDate>
          <link>https://blog.gingerbeardman.com/2010/10/26/orbital/</link>
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          <title>Review: Excite Truck</title>
          <description>&lt;p&gt;&lt;img src=&quot;https://64.media.tumblr.com/tumblr_lahvrnsZK41qbfpni.jpg&quot; alt=&quot;Excite Truck&quot; /&gt;&lt;/p&gt;

&lt;p&gt;&lt;strong&gt;Creating a sequel to a game is a tricky thing. It’s often difficult to retain the essence of the original game, meaning a lot of sequels keep things safe and don’t stray too far from the concept along the way. This usually leads to an average game, which is why it was such a shock to find that this one goes up to 11.&lt;/strong&gt;&lt;/p&gt;

&lt;p&gt;One of the most well remembered NES games is &lt;a href=&quot;http://www.mobygames.com/game/excite-bike&quot;&gt;Excite Bike&lt;/a&gt; - an arcade-style dirt bike game in which you jump over a series of hills whilst going fast and avoiding obstacles. The game received a sequel on the Nintendo 64 which took concept into the third dimension, adding a few game new modes along the way, but otherwise remaining quite faithful to the original.&lt;/p&gt;

&lt;p&gt;After that, not much was heard from the series until a surprise announcement of &lt;em&gt;Excite Truck&lt;/em&gt; as a launch title for the Nintendo Wii. It traded in bikes for trucks and multiplied pretty much everything else in the game by a huge factor. Courses are no longer set in a stadium but rather around vast landscapes based on countries from around the world that lend themselves to the standard themes for driving game environments: Mexico for deserts and canyons, Finland for snow and ice, Fiji for beaches and volcanoes, not to mention Canada, Scotland and China. The core gameplay is the same, in that you must race around a course getting big air and beating your opponents, making good use of your turbo which is prone to overheating. Also thrown into the mix is the ability to crash into your opponents, or indeed the scenery. Crashing into the scenery sees you having to pound a button repeatedly to restart your car, a great nod of the head to gamers who do this anyway during cut scenes and delays in many other games. On the other hand, crashing into opponents leads to a new mechanic - receiving stars - which can also be gained by performing mid-air spins and driving dangerously. Winning a race is not simply a matter of coming first - you also have to receive a certain number of stars, which adds a nice extra layer of subtlety to play.&lt;/p&gt;

&lt;p&gt;Just like it’s predecessors, racing is still very much an arcade experience. There’s no hint of simulation anywhere in the game and that’s no bad thing. The game starts off easy enough and then gets more and more of an adrenalin rush as it continues through various difficulty levels and challenges. There’s a great sense of speed throughout, too. The game remains finely balanced at all times and you’re never left feeling hard done by and are always hungry for one more go. Racing hard and fast and getting ridiculously big air really is one of life’s greatest gaming pleasures.&lt;/p&gt;

&lt;p&gt;The game offered local multi-player only, something that was addressed in it’s madcap sequel &lt;a href=&quot;http://www.mobygames.com/game/excite-bots&quot;&gt;Excitebots: Trick Racing&lt;/a&gt; which adds a whole range of crazy mini-games and power-ups to proceedings whilst trading in the trucks for transforming robot animal cars. Yes. Whilst not as charming as &lt;em&gt;Excite Truck&lt;/em&gt;, &lt;em&gt;Excitebots&lt;/em&gt; is every bit as good a game. It may even be better if you like to play your racing games online. Sadly, &lt;em&gt;Excite Bots&lt;/em&gt; was only ever released in the USA so you’ll have to look for it on import.&lt;/p&gt;

&lt;p&gt;For those that don’t own a Wii, &lt;a href=&quot;http://www.mobygames.com/game/smash-cars&quot;&gt;Smash Cars&lt;/a&gt; on the PlayStation 3 is a pretty decent copy of &lt;em&gt;Excite Truck&lt;/em&gt; but has you racing radio controlled cars around oversized locations. It’s not quite as good a game as either &lt;em&gt;Excite Truck&lt;/em&gt; or &lt;em&gt;Excite Bots&lt;/em&gt;, and it brings little of it’s own to the table, but it plays well enough.&lt;/p&gt;

&lt;h2 id=&quot;links&quot;&gt;Links&lt;/h2&gt;

&lt;ul&gt;
  &lt;li&gt;&lt;a href=&quot;http://www.youtube.com/watch?v=cxN0vshSuoY&quot;&gt;Watch the game on YouTube.com&lt;/a&gt;&lt;/li&gt;
  &lt;li&gt;&lt;a href=&quot;http://www.mobygames.com/game/excite-truck&quot;&gt;Find out more at mobygames.com&lt;/a&gt;&lt;/li&gt;
&lt;/ul&gt;
</description>
          <author>by Matt Sephton</author>
          <pubDate>Mon, 18 Oct 2010 20:05:00 +0000</pubDate>
          <link>https://blog.gingerbeardman.com/2010/10/18/excite-truck/</link>
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          <title>WWDC 2008 Keynote on Nintendo Wii</title>
          <description>&lt;p&gt;I watched updates from the 2008 WWDC Keynote through my Nintendo Wii!&lt;/p&gt;

&lt;p&gt;And why not?&lt;/p&gt;

&lt;p&gt;&lt;img src=&quot;https://cdn.gingerbeardman.com/images/posts/wwdc-on-wii.jpg&quot; alt=&quot;JPG&quot; /&gt;&lt;/p&gt;
</description>
          <author>by Matt Sephton</author>
          <pubDate>Mon, 09 Jun 2008 00:00:00 +0000</pubDate>
          <link>https://blog.gingerbeardman.com/2008/06/09/wwdc-keynote-on-nintendo-wii/</link>
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