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Archive for the ‘Games Ideas’ Category

What should we expect from Wii Music?

Thursday, March 20th, 2008

Wii Music is apparently going to feature a drum section. Hope Nintendo implements support for the balance board, so that you had the following configuration: remotes as drumsticks and balance board as bass drum. The Wii Drums section includes splitscreen multiplayer, that’s great, of course, two balance boards is a bit much, but it would of course be enough with only one, since it’s wide enough for two people to share and hit “two individual” bass drums at once.

I had one idea a while back ago about devoting an area in Wii Music to a completely new musical instrument–or vr instrument–and in short, it’s just using the motion sensing device to allow the user to make different tunes depending on where in space s/he is holding the remote, and adding to this configuration the usage of the buttons on the remote; and of course things such as that there would need to be a “physical representation” of the instrument on the screen, since it’s fun to watch a strange, new instrument go about on the tv (although I would very much like it to look like an old brass instrument but in a new shape), a tv representation also opens up to interactivity between the instrument and the virtual area it’s in. On a basic level that could mean adding mini-games such as “obstacle courses” where you had things such as water in parts of the area that distorted the sound, although “mini-game” isn’t maybe the right labelling of such a distraction; on a higher level it could be placing patterns on the screen that guided the user as to where s/he was on a tonal range (such as having a big cake with slices that represented different tones).

It’s very interesting, because you have a lot of different input possibilities with something like the remote, not only is it the remotes placement in space, but also at what axis–as in, whether or not it’s being tilted or not–and that results in a lot of different ways to manipulate sound. But if you were to implement a tilt function as well, you would really have to go low-key with that, as in not being to extreme with the sensitivity. If I’ve understood everything right, the karts in Mario Kart Wii wont move at slightest tilt with the controller, and I’m suggesting something similar with the tilt movement sensitivity for this vr instrument.

So in what way would all these parameters then affect the sound that emits from this kind of strange “instrument”? Well, the best thing would of course be if the user could determine that on his/her own; but if you were to have a standard configuration then maybe the tilting could be ascribed to the bending of the tone. I guess that would feel most natural, since it would feel more logical if big movements with the remote resulted in changes on a wider tonal range whereas just tilting the remote only resulted in bending the current tone you played.

Suffice is to say though that the possibilities are endless for such an area / vr instrument :)

Following in the same line, another similar vr instrument could be one where instead the tv screen represented the instrument, and the remote were a mere tool to manipulate the sound… Ok, so maybe, the difference between the two “instruments”, or areas, wouldn’t be that profound. Both would manipulate sound using the remote, and both would use the virtual area (what you see on the tv) as a place where the user could orient himself/herself in. The only difference between the two areas is that, in this area there would be a large frame that encompassed a lot of smaller frames, or squares, every square housed a different sound and the user could manipulate that sound by placing the vr representation of the remote (or icon) inside said square and move it further in and further out. Of course, the result would be very psychedelic melodies, as the user went in and out of the square and the tone never stopped, so to see to it that that never occurred, you’d have to press a button on the remote whenever you wanted to take a tune, because as the old asian saying about music goes: music is the silent spaces in between tones. Or I think that’s how the saying goes at least :P

As for the orchestra section, let’s hope that there in the final product will be a possibility to not only affect the tempo with your “remote conducting”, but dynamics as well. Here’s hoping, but it could maybe prove a bit too difficult to implement.

Game Ideas: Boat Racing?

Sunday, January 1st, 2006

Boat racing what is that I never heard of it. Below there is a game idea featuring you guessed it boat racing but on a very different playing field. Check it out.

Now before I start this I will say that the following game idea is very simple and has no real story behind it. In addition, this is quite a read so get ready. I find this genre of boat racing quite lacking in the current and next generation of gaming systems. The genre I am talking about is Boat Racing. Huh? What? Never heard of that? There has not been many or even any boat racing games.

I got this idea from watching several James Bond movies and The World is not Enough really sparked my brain. A strange place to come up with a game idea you say, well not really. If you have seen the opening of the movie, you know that Bond is in that black boat chasing that assassin woman. Anyhow, you see Bond going through tough situations, through explosions, down the street, through buildings, away from police. Well you take this idea and combine it with ideas from the recent Need for Speed and other racing games and you have an idea for a boat racing game.

The game that I see in my mind has a normal race mode but many others including a chase or be chased mode where you escape or chase another vehicles. There would be police chasing a character (you) in boats and you try to get away on a lake or river or other type of water source or you chase after someone that has a prize or special item.

In these certain water areas, there are ramps, speed ramps, drops, obstacles, and other types of marine fixtures including fish, dolphins, and more. You use or avoid these objects to your advantage. Obviously, most people can figure out what ramps would be used for and if you do not well the ramps are used to achieve air, avoid traps and obstacles, animals, racing competitors, etc. You can use these ramps to jump through buildings, bridges and over things like other players, animals, etc. Drops would be like waterfalls where the boat flies off the ledge and down to other water. Mostly this game is quite similar to Wave Race except the use of boats instead of jet skis. Outside this chase or be chase mode there is normal racing or quick race, free roam, Championships, ocean races, and more.

Now for locations, if I can go back to the James Bond movies where there have been many boat chases. There have been locations in the Bond universe that had boat chases and many would be great for racing. Places such as China, UK, Louisiana, and more. I will specifically talk about down south in America places like Louisiana and New Orleans. In these areas there are lots of low laying land that could be used for shortcuts and is excellent for obstacles including trees, swamplands, and animals such as Alligators. When racing in these areas, you would have to drive around avoiding trees by turning, diving in the water, jumping above, etc. In addition if your moving pretty good you can drive right over land for bigger shortcuts.

What type of boats would be used? Well there would be several but mostly speedboats, hovercraft, swamp buggies, and swamp boats. You can even customize your vehicle or create your own with decals, parts, other interesting add-ons and novelty items. To be able to customize your boats you will be awarded money from the races specifically in the championships and ocean races. Some of the add-ons would be weapons (grenades, beer cans, chickens, other things), turbo boosts, NOS, bigger engines, fans, lights, etc. Some of the novelty items might be T-shirts or hats that your character wears, pet animals that come for the ride, floaties (hehe you know those orange things around kids arms), Plaques with funny sayings, etc.

To make the game interesting there are several crazy characters as drivers and they can interact with each other such as tag teaming where two characters can attack and nail another boat so they can advance. The game is not strictly about hardcore boat racing the game will feature parts that are funny such as one boat driver is a country boy (red neck, no offense) and if he gets passed in a race the red neck will throw beer cans at the other driver or pull out his shotgun and start shooting away.

In addition, by me taking cues from Mario Kart, the drivers besides their interactivity say things as they pass by such as yeehaw or other funny things like light hearted insults, Yo Momma jokes, etc. Also there will be spectators that will watch and be part of the races so there is a possibility of race watchers to throw ice chests, chairs or other objects into your path if they don’t like you passing another driver or just plain getting in your way.

More so there will be other boats that are driving around despite the racing for more obstacles and even more funny actions such as you drive through their boats they stand up and yell at you or they jump out of the way screaming. And what I touched on earlier about going through buildings you see people running away while you crash through their place of business or crashing through a café through tables and chairs.

In conclusion, I would say this would be a fun game and would be a combination of the EA Need for speed and other racing games, with touches of Redneck Rampage, Mario Kart, and Wave Race. Maybe Nintendo could make a game like this or possibly EA. I know EA looks at this site once in awhile so maybe they will notice this.

I referenced the James Bond movies due to many memories of boat chases and I am not saying make a Bond game featuring racing though that would be interesting.

Game Ideas: Luigi’s Mansion sequel

Sunday, January 1st, 2006

Luigi’s Mansion sequel involves no mansion at all in fact that is just the starting point. Luigi hears and feels a rumble while sleeping one day and wakes up and wonders what the rumble could be. Luigi tracks this rumble to the forest behind his mansion. Luigi grabs his flashlight and proceeds to the forest that is dark even during the day. Luigi walks through the forest while getting chills and being scared by the local wildlife. Luigi is walking along looking at the trees with his flashlight. The trees and the ground in the forest are shaking. Luigi walks on with the rumble increasing in power when all of a sudden the rumble stops. Luigi thinks to himself, while trembling in fear. Then he continues walking through the forest until he stumbles into a pipe, which transports Luigi to another world.

The world that Luigi stumbles into is a dark, spooky, and dangerous place. Luigi falls from the pipe that is in the sky and hits the ground with a “thuddd”. Luigi is knocked out for a bit and as he wakes, he sees several tribe people looking at him and speaking in a strange tongue. Luigi tries to get up but the tribe people point spears in Luigi’s general direction as he is captured (When thinking of the Tribe people think of the Dr. Mario commercial with the witch doctor that has a bone through his nose). Luigi is then put on a stick with his ands and feet tied to it. The tribe people walk to their village and Luigi is put in a cage that is guarded by two guards in a hut.

Meanwhile something happens to the tribe that they have no control over. The tribal queen has been kidnapped and the tribe people do not know what to do. Oh Noes!! Luigi is in the cage with the two guards standing next to him. Luigi cries while looking at a picture of himself and Mario. He cries thinking he will never see his brother again. One guard grabs the picture and looks at it. The guard gets all excited and runs out of the hut.

The guard shows the picture to the tribe’s leader (witch doctor). The tribe’s leader kind of connects two and two together and walks to the hut with Luigi in it. He speaks in his tongue and tells the guard to release him. One guard opens the cage and Luigi in surprise gets up, walks out, and shakes the cobwebs out. The tribal leader walks over to Luigi and points to Mario. The tribal leader says in broken English “Mario, you know Mario.” He points at Luigi in the picture, then at Luigi and says “Who you?” Luigi says his name as he would say it “Luigi!, I am Mario’s brother”. A long story short, the tribal leader convinces Luigi to help his tribe with the problem that has occurred.

The game location is set in the world similar to that of Tarzan or King Kong with trees, waterfalls, rivers, and animals. The game will have many current and past enemies scattered on Luigi’s path throughout the land. However, do not worry there will not be any tigers, dinosaurs, rhinos, etc.

The game would feature a typical 2D scroller or possibly a 2.5D game where all the objects and characters are rendered in 3D. Moreover, to change up the game, the direction in which Luigi goes will vary meaning that one time he may walk left across the screen or right across the screen. Sometimes Luigi will have to climb a hill, a tree, temple, or other object to progress further into a level. Luigi goes on an adventure through the jungle to save the tribal queen. Luigi’s powers are the same as in many of the classic Mario Brothers games. Such as Luigi will be able to pick up enemies and throw them into other enemies. He can kick, stomp, or use a swing motion from a tree to land on several enemies. What is the point of the game you may ask? Well the point is to get as many points as possible before the timer runs out for each level. You collect points by taking out enemies and bosses, by collecting such things as fruit for health, and you guessed it coins cause, a jungle is full of coins right.

I rather not tell the end of this story as it may spoil the game. That is if this would become a game. Daisy, oopps. I find this an interesting idea for Luigi because it sets him apart from the typical Mario games, outside of the kidnapping motif. It places Luigi in different worlds than his brother and gives Nintendo another character to work with in the sense of creating new games with current characters.

Game Ideas: Mario First Person

Sunday, January 1st, 2006

Well this game idea is a bit old and Nintendo did make a game similar to this called Super Paper Mario but here goes anyhow.

This game is a little different from your normal Mario game so I would suggest this as a secondary Mario title after the 3D Mario game. Now before I get into this I have had this idea before though much different. However, I think this is a better idea especially since we now know what the Revolution controller can do at least initially.

Okay enough babbling time to get into it. The story goes that it is Mario’s Birthday and he receives a present from Princess Peach. Princess Peach bought it at a swap meet from a strange fellow. This present is a new product in the Mushroom Kingdom and it is a game system. Anyhow, this game system has one game and it is Super Mario Brothers, the NES version. The system is a Virtual Reality system featuring this game. This would mark the first Mario game in a Mario game.

Anyhow, we see Mario open the present where Mario does his “Whoa!” and pulls out a VR helmet (hehe). Mario is all excited cause the game with the system is of his first adventures from the NES. He puts on the helmet, grabs the controller, and turns it on. The game loads up, we cannot see the screen yet but we hear the famous Mario music. When all of a sudden there is a problem, you can see the helmet starting to smoke and white electric energy shooting out of the helmet with sparks and snaps. Mario tries to take it off but it is stuck on his head it is fused to his head. “Momma Mia!” Mario exclaims.

Now here is where the real game begins we hear and evil bowser/koppa laugh and we hear him say, “Happy Birthday Mario I have you now!” in this game I have kidnapped the Princess and you will never get her back. Then just after that the electric energy shoots out of the helmet and hits the screen you are watching this on. The screen fades to black. We then hear some wind sounds swirling around and we hear Piranha plants shooting fireballs and footsteps, which sound like Goombas walking. The screen suddenly starts to fade in like your waking up and we see a 3D Mario world in first person.

The 3D Mario world you see is the exact representation of the NES Super Mario brothers. It is not full 3D however like Mario 64 and Sunshine. The game is as the NES Super Mario brothers’ game except you move forward instead of it being a side scroller. This game would be for the Nintendo Revolution so you would use the Revmote/ nunchuck combination. You move forward with the Analog stick and do the moves with the Revmote. The analog stick is similar to the 3D Mario adventures you push all the way to run or you push lightly to walk. To jump you would flick the Revmote up such as in the controller video presentation by Iwata/Nintendo. You can also look around the game from Mario’s point of view so that means left, right, up, and down. This means when your moving through the game you can look to your left, right, up or down using the Revmote with similar patterns you would do with a flashlight. However, you cannot turn around in this game but you can press one of the buttons on that nunchuck to look behind you.

You proceed through the game doing mostly what you had done in the original NES Super Mario Brothers game but this time it is in 3D. Therefore, you move forward, you see a block above you, and you want to break it, so you as Mario stand underneath the block and flick the Revmote up. Mario in the game, which is you, will jump and break the block. The same motion will be used to jump above the block, on a pipe, etc however you have to flick the remote harder to get more height in the jump. Next up is how do you make Mario go down the pipes. This is quite easy, really, once you are on the pipe look down with the Revmote by angling down the controller and push the Revmote down and Mario will go down the pipe with the familiar sound. Instead of the screen flashing from the top world to the world inside the pipe you will see yourself going down the pipe with Mario’s “whoa ahhhhhhhhhhhhhhhhhhhhhhh!”.

Next up the swimming levels and this is also simple you just press the A button continuous to get to the end of the level while avoiding the obstacles and enemies and collecting coins. Be careful of the currents in these levels and when you get to the pipe at the end just push forward, like a forward stabbing motion (fencing), with the Revmote.

The purpose of the game is to gain the best score as well as getting to the end of the game. Once you beat the game the VR Game system falls off Mario and explodes. I forgot to mention that after you defeat each level and boss stage the players are treated to a little clip showing Mario trying to take the helmet off in various ways. I see these clips as comic relief for the players between the level changes. Moreover, this would mask any loading screens if there were any.

Yes, the game is linear but it still would be very fun. Imagine facing off with Bowser face to face shooting him with fireballs or jumping over the beast, facing the Hammer Brothers, seeing a Bullet Bill coming at you, flying fish, Pole jumping (heh), and more!

Game Ideas: Dr Mario Revolution

Sunday, January 1st, 2006

In this game idea, Mario goes to his closet and retrieves his doctor uniform as we see Dr. Mario returning to gaming but not in the classic puzzle game of old; this is a brand new adventure. Dr. Mario steps into the world of 3D as the game has moved to the current graphics of today. The story goes as follows: viruses are terrorizing many villages in and around the Mushroom kingdom and it is Dr. Mario’s job to eradicate and cleanse these viruses from the villages. This game is a modified first/third person shooter set in the Mario universe with large viruses running around.

The three-color viruses specifically Red, Yellow, and Blue that are found in the classic puzzle game Dr. Mario terrorizes several villages. In the game, the three viruses are oversized creatures, I’d say about the size of the Goombas in Mario 64, that are running, jumping, and scaring people around. These viruses are attacking houses, animals, chasing and making the inhabitants sick. I can see in my mind one of the yellow viruses running after a woman that is screaming for her life. The Yellow virus is making evil grunting and teeth gnawing noises while chasing the woman.

Dr. Mario’s goal is to remove these viruses from the villages and help the inhabitants by throwing matching color pills at them, their houses, animals, etc. The sick inhabitants and other objects will be showing signs of a virus infection. These signs would be the exact color of the virus or if multiple viruses attacked the inhabitants or objects, there would be tri-colored markings and Mario would have to throw several pills with matching colors at them.

When Dr. Mario throws pills at each of these viruses and removes them, the remaining viruses fall over as if they were being attacked. This is a perfect time to nail a bunch of the viruses because they cannot move. When the remaining viruses get up from their attack fit they become angry and start coming after Dr. Mario. Sometimes when Dr. Mario takes out a virus, there will be pills or coins left behind which can be collected and used later on. The pills specifically go into Dr. Mario’s pill bag for further use against the viruses. At the end of each level, the coins and the score will be totaled. The score you received is added to the total score that can be seen on the top right of the screen. The coins will be counted and added to Dr. Mario’s wallet, which can then be used to buy more pills at the Pharmacy.

I expect many by now are saying that this game is not much of a game. Well I can counter that by saying each level increases in difficulty with the viruses increasing in strength, AI, and numbers.

Now I expect many may want to know how to play this game specifically with a controller. Well if you read the title, it says Dr. Mario Revolution. This means the game would use the Wii system with the remote control controller with the analog stick attachment. Mario can run around the area using the analog stick with one trigger button used for swapping pills. You can swap pills because the pills Mario selects is variable so if there are a bunch of yellow viruses and you get a red pill you can return it in the bag for a yellow one. When you are ready to throw a pill, you press the “A” button and Mario will toss a pill to his right hand or left hand (selectable). Now that Mario has a pill, you can aim while holding the “B” trigger that produces a crosshair on the screen so you can aim correctly. Once you have a virus in the crosshair press the “A” button again to lock on to a virus, person, or object. To throw a pill you move your arm back and act as if you are throwing a rock in a forward motion. Once this is done, the pill takes off towards the selected destination. There is no one-way to throw a pill. You can throw a pill overhand, from the sides, and even an underhanded throw. However, you should be careful how you throw, even though the virus or object is locked on, you can overshoot or undershoot the target. Also to increase the difficulty the viruses, animals, and people are moving around.

Game Ideas: Mario and Mushroom Kingdom Revolution

Sunday, January 1st, 2006

I have posted on many message boards about Mario games, my feelings towards Mario games, and my ideas for Mario games. Well over the last two days I have been having the same dream and idea that shows an advanced Mario game that is beyond anything than what has been seen so far so Earth shattering in my mind that I am keyboarding it to other people. Now I know many of my ideas are overly simplistic and many think I am stupid for me or it is quite stupid to come up with game ideas that Nintendo will never do. I say screw that here is my idea.

The first thing that I have been saying is Mario needs to return to his roots back to his Super Mario Bros days. I guess I am longing for the return of classic games of the past but in a new futuristic way. My idea is to combine all aspects of all the Mario games up until Sunshine. Meaning all the characters of the past games such as Super Mario bros, Mario 2, Mario 3, Super Mario World and Mario 64 shall return in some way or another, the moves, and the majority of the power ups from the 5 games.

In this dream I had, I saw a 3d world of Mario that was so fantastic, vibrant and colorful and not cartoon or kiddy colorful just well Technicolor. Anyhow the levels in this Mario game are quite huge. For example in the dream, I see Mario climbing up a beanstalk like in the Super Mario bros but it is in 3d. Mario climbs to the clouds where he jumps on one. When Mario looks around he sees floating moving clouds with coins and enemies. These clouds were moving back and forth, up and down and zigzagging around. Mario leaps from cloud to cloud avoiding enemies or killing them by jumping on them or using items or power ups that Mario had picked up similar to Mario 2 - 5, trying not to fall to the abyss below, collecting coins. It is Mario’s job to get from one end of the level to the other while trying to rack as much points up is possible before going to the next level via a flag pole or warp pipe. Before you get upset, the game is not about cloud jumping.

This game opens up with a movie showing Mario and Peach and friends flying home from the Beach get away of Mario Sunshine. This is used to connect the story of the previous game to the next. Well during this flight Mario wants to see what his brother has been doing since he was on vacation. Mario tells the pilot to land near Luigi’s house. For those wondering, Luigi’s house is a house that resembles the mansion in Luigi’s mansion but less spooky. See connecting the previous games to the new game. Anyhow the pilot lands near Luigi’s house. Well Luigi and Toad come running out of the house figuring it might be Mario from his vacation. Luigi says that there is a distress call from Princess Daisy. Her castle has been attacked and kidnapped by non other than King Bowser Koopa and it is up to Mario and friends to stop him. Mario gets upset cause he once had a friendship with Daisy and helped her out at one time. Peach knowing this gets upset and jealous at Mario. Because of the love Peach has for Mario, she decides to help Mario and crew to save Daisy.

I must explain how the game works. There is a one-player mode and multiplayer mode. The one player mode is similar to Mario 2 as you select one of four characters being Mario, Luigi, Toad, and Peach. Professor E. Gadd is thrown in for technical gadgets, information, etc. For example in a Cemetery level, E. Gadd provides lanterns with robotic arms that the characters hold ahead of them while walking through the dark. No water packs or Vacuums this time.

As I said before the levels are huge. The levels are huge cause inside these levels you have a choice in which direction to take, meaning open area. If you want to go a certain path to the right, you can and it will lead to a certain castle where you must get through to advanced. For example the cloud level I spoke of earlier you as one of the 4 characters can move around this level and get to a castle where there is a deed, a mission or facing one of Bowser Koopa’s kids as bosses. Oh speaking of bosses, throughout many levels there is a mid-point boss so for example in one of the levels you would have to defeat the Hammer Brothers or Birdo. At the end of the game, you face Bowser Koopa to release Daisy from his clutches. While speaking of levels there are plenty such as levels from the Mushroom Kingdom, Daisy’s Kingdom, underground levels, swimming levels, air levels, and many more. One level I had thought up years ago is Mario going through a forest with new enemies such as wolfs, lions and some familiar enemies popping up. In this forest level, Mario and his crew can climb trees to find coins or power ups or avoiding animals for a specific reason such as maybe low health. Anyhow the levels are multi-layered, interactive, and change depending on weather, animals, trees falling, lava flows, etc. This dream was so vivid it is unbelievable. Another example from the dream is either a video clip or the game naturally running of Mario stepping or leaping off the stalk. Mario lands and looks around or if the game is naturally running Mario can look around at the other clouds moving by him with the sun shining and rainbows in the distance. Wish you all could see this cause it is amazing.

Now the interesting point is multiplayer. When playing multiplayer you play with friends as a four-player team traditionally, on the Internet, or LAN to save Daisy from Bowser Koopa. During this multiplayer game, you and your friends play for the highest score as well as a high co-operation score. During a traditional four-player game, the screen is divided into four ways with each character having different point of views. You as one of the characters must tag along with Mario, meaning you must follow his direction attacking and proceeding through the game as a team. Say you run into the Hammer brothers. Well the four players can attack them as a team in similar fashion of the new Harry Potter game or like a Multiplayer RPG or in a way like Pikmin.

The user will control the camera for this game. For example, using the c-stick you can change the camera angle 360 degrees. The camera has two modes the over player cam or the third person cam. Even with these modes set you can still move the camera 360 degrees around. If you set the camera for the over player cam mode, the camera is set above the player you can partially see the player below and a large field of view. The third person cam is either behind the character or the side. Professor Gadd provides you with enemy radar in case you have the camera facing another direction. You can also hear an enemy approaching via footstep sounds or noises. Using the GC controller, if you press and hold the z button while moving the camera c-stick will zoom in and out allowing for up close views or long distance views. If you release the Z button, the camera will lock in those positions. While in the close-up camera mode you can walk around as normal and there will be the ability to adjust the 360-degree camera.

The buttons for the game are simplistic and could change from what I think if the game were created. The A button is used to pick-up items or enemies and throw them. The B button can be used to jump. While running the B button will allow jump sliding moves or other jumping attacks. The X button can be used to climb objects such as fences, stalks, to cling to a ledge, and to pull the character up. The Y button is used to call the other characters while playing the multiplayer game. The L and R buttons are shifting buttons, which are used while running to avoid enemies by hoping to the left or right. When you jump into the air or when flying via the cape the L and R buttons are used to veer left or right. I really have not thought out the camera controls at this time for the game.

There you have it. Hopefully you guys can understand what I have written. Please be gentle.