Tag - nintendo

Thoughts on the big three from E3

Another year, another E3 I didn’t get to attend. It’s okay though, because the conferences are my favorite part of the show, and I get to watch them online for free anyway. The biggest take away from this year is that the industry still doesn’t “get it.” Once again we’re being treated to nothing but shooter after shooter, and in a lame attempt to grab the expanded market, we’re shown absolutely insulting “casual” games.

Most eyes were on Microsoft this year since they’ve spent the last year telling us how great Natal, now known as Kinect, would be. It would usher in a new era of gaming much like the Wii and soon we would all be believers in Microsoft’s vision. Well in that year it seems all Microsoft has managed to come up with are a bunch of Wii-too titles including Sports, Kart racing, Dancing, and Fitness. Some games admittedly looked better than others, but nothing on display here is a game changer outside of maybe Dance Central, the latest rhythm game from Harmonix. Of the 15 launch titles, 4 of those launch titles will be Fitness games. Talk about overkill.

While some of these games could end up being fun regardless of looking like uninspired mini-game fests, will the public be willing to shell out the rumored 150 dollars for the device? That’s only part of the problem too. Microsoft wants the expanded audience, an audience they don’t currently have, meaning they need people to buy Xbox hardware in addition to Kinect. I imagine we’re going to be looking at something double the price of a Wii in the end. The people that haven’t bought a Wii yet will most likely pass on Kinect and an Xbox. For the people that already have a Wii, why update to Kinect? What is the incentive? Even if Dance Central turns out great, I get the feeling it doesn’t stand a chance against Ubi Soft’s Just Dance 2.

This is only part of Microsoft’s problem right now. They front loaded their show with “hardcore” games, kicking things off with Call of Duty Black Ops, and then going into the usual suspects like Halo, and Gears of War. The issue with these sequels is that this is the third time gamers have been through this territory with those franchises during this console generation. Sure, there are plenty of people excited for these games, but those people are already an established fan base. Do these games excite anyone else? Personally speaking, I have no interest in those games. In fact, if I saw one more third or FPS shooter during a press conference I was going to scream. So as someone that isn’t interested in the same old shooting games, and a little too savvy to fall for second rate Wii clones, what did Microsoft offer a person like me during that conference? Not much.

Sony on the other hand, while having a stronger conference, still suffered from similar issues that Microsoft did. I’m positive Move is a better controller than the Wiimote in the grand scheme of things, but what are they doing that’s different? It’s almost embarrassing that this is Sony’s second attempt at motion control in one console generation. Does anyone remember the Six Axis, or have we already forgotten that every controller packed in with a PS3 has motion control? Considering that barely any games use motion control for the PS3 these days, I’d say yes. So if developers aren’t using something that is already built into the device, why would they want to use Move?

That said, it seems developers are using Move for the time being. Third party games are going to incorporate it into titles like Resident Evil 5, SOCCOM, and Dead Space. So in that area, Move already has the advantage over Kinect in that the tech will at least be used in some of the more core games. But what about the games made for Move? Again, we’re essentially just seeing Wii Sports clones. Where is the innovation? Why should we upgrade and/or buy a PS3 for Move? We haven’t even talked about price yet. Sony made it sound tempting at first announcing a price of 50 dollars for a single Move controller, but that’s without the EyeToy and the Subcontroller. A Move bundle, which includes a game, the Eye and Move controller is 99 dollars. The catch? It doesn’t come with a subcontroller which sells for an additional 30 dollars. Sony’s answer? You can hold your dual shock in your free hand and it’ll do the same thing. Who wants to do that? So once again, I ask the same questions I had when it comes to Microsoft. Who is going to buy this over a Wii? Who is going to upgrade from their Wii to a PS3 for Move? Where’s the innovation? I guess Sony felt their innovation would be in the 3D space, which ironically was swept up by Nintendo’s 3DS.

Nintendo made a strong point when they stated that no one wanted to use glasses for 3D. As someone that already wears glasses on a daily basis, the idea of wearing glasses over top of my glasses is nauseating. How much dorkier do these people want me to look? I felt like a tool while seeing Avatar wearing those things, and they gave me a headache and dimmed the colors thanks to the tint in the lenses. So it’s interesting that the first device to do 3D right is on a tiny portable console. It makes sense though, because where else can you experiment with those sorts of ideas cheaply and cost effectively? While I haven’t actually seen a 3DS myself, apparently the image looks fantastic. Nintendo did an amazing thing by getting the device into people’s hands the moment the show was over so that they would be able to understand the product. Just like when they originally got the Wii remote into people’s hands, it worked. It’s pretty amazing that Microsoft held a big glitzy show the night before their conference to hype of Kinect, going more for spectacle over function, and then in knowing they just disappointed the enthusiastic press in attendance, decided to butter them up by giving them a free Xbox Slim just for being there. What did that get them? Nothing as far as I can tell.

To say Nintendo stole the show this E3 would be an understatement. They captured the imaginations of everyone in attendance as well as those of us at home with the promise of 3DS. The features sounded great, the Kid Icarus reveal was shocking, and the list of developers and games that Iwata casually flipped through was astounding. That doesn’t even include the things that were reveal post conference, like new versions of Mario Kart, and remakes of classics like Ocarina of Time and Star Fox 64. And that’s just on the DS side of things.

While this E3 has shown us that third parties have essentially bailed out on Wii, minus a handful of great exclusives Nintendo showed at their conference, Nintendo itself is still committed to the console. People probably don’t realize this, but Donkey Kong Country Returns was probably one of the secret most important games of the show. Last year Nintendo proved that big budget 2D platformers can still be sold for full price and become huge hits with New Super Mario Brothers Wii. Being that Donkey Kong Country was the game that single handedly tipped the scales in Nintendo’s favor during the 16-bit wars, this is not a game people can ignore. With Zelda being delayed until next year, it’ll be the second year in a row where Nintendo will push an important 2D platformer as their main holiday title. I don’t expect it to New SMBW numbers, but I’m going to imagine it’ll be one of the biggest games of the year. Donkey Kong Country has the same nostalgic appeal of Mario Brothers, and it has the strength to appeal to new gamers that weren’t around during the time where DK reclaimed his spot as one of gaming finest icons.

Donkey Kong is backed by an interesting new take on Kirby with Kirby’s Epic Yarn, another 2D game that Nintendo will back with their all during the holiday season. On top of this, there is a new take on Metroid, Goldeneye (which I personally don’t care about, but I’m shocked at the number of people that are) and NBA Jam. Then there was Warren Spector promoting and demoing Disney Epic Mickey, an interesting 3D adventure game developed for the ground up for Wii. Unlike something like say, Kingdom Hearts, Epic Mickey handles the source material with the kind of respect you don’t often see in a Disney game. For the extended audience, there is Wii Party and Mario Sports Mix, two games that don’t look half as insulting as something like say, Motion Sports. These are the types of games that will keep expanded audience Wii owners loyal to their machine. These games probably don’t appeal to the people that will be lining up for Call of Duty and Gears of War 3, but there’s no denying the variety on Wii this year. If there is one thing that was impressive with the Wii line up, it’s how colorful everything was compared to most other games shown.

One thing I noticed this year was the lack of lifestyle trailers during Nintendo’s conference. The lifestyle trailers, in which you usually see people playing Wii games more than the actual game, served the purpose of making people understand the Wii console. Now that we’re four years into the game, it appears that Nintendo doesn’t have to rely on these trailers in order to teach people how their software works. Unlike Microsoft and Sony, which featured a number of lifestyle trailers, and numerous situations of people acting like goof balls on the stage. We haven’t seen performances this bad since Nintendo showed Wii Music two years ago. So in a sense, Nintendo is no longer insulting the audience by beating them over the head with the “this is how you play our games” commercials.

I find it interesting that in the four years since the Wii has been out, we’ve continually watched Microsoft and Sony try to play catch up. This year we’ve seen that their biggest issue is that they simply don’t get it. They don’t understand how to balance the entire framework of their library, latching onto shooters as their Triple A titles, and crapping out lazy me too ideas in a sad attempt to grab a market they obviously don’t understand. It isn’t just them however, as third parties that have developed me too games for Wii have also taken a beating and as a result abandoned the Wii long ago. What they don’t understand is that the expanded audience isn’t stupid, they simply have different taste.

Super Mario Brothers 3 Twenty Years Later

I can’t believe I was 8 years old when Super Mario Brothers 3 was first released on the NES. I had been lucky enough that SMB3 was released around my birthday, and being that my birthday and Christmas was the only time I would get new video games, I knew that this was my one moment to own the game. The fact that this is one of the very few birthday presents that I can recall opening up first thing that morning says something about the game. I remember peeling back the wrapping paper and exposing that bright yellow box. When all the paper was off I looked at that cover of Mario flying in that raccoon suite for a few minutes and the very idea of actually holding onto Mario 3 with my own hands finally struck me. I now possessed Mario 3, and I knew it was good before I even played it.

The build up to Mario 3 was rather incredible. Thinking about it, up to that point Mario 3 had to be one of, if not these most hyped game up to that point. There really wasn’t such a thing as a hyped game in those days. Sure there was licensed stuff that people couldn’t wait to play like Batman and Ninja Turtles, but nothing video gaming could claim as its own that the public was fully aware of. These days its common to find big marketing muscles behind stuff like the latest Halo, Call of Duty, or hell, even New Super Mario Brothers, but at those times it was unprecedented. Heck, Super Mario Brothers 3 essentially had a movie built around it in the form of The Wizard which hit theaters two months before Super Mario 3’s release. Talk about genius marketing. Then there was this commercial, which proved that in 1990, Mario Mania was at one of is heights. I would have said it’s peak, but looking at the sales of games like New Super Mario Brothers Wii, DS, and Mario Kart, the guy has never been stronger.

It’s hard not to see Nintendo employing similar marketing techniques in that video that they still do to this day. That commercial pimps the entire Mario catalog up to that point, meaning back in those days Nintendo really believed in the “long tale.” Mario releases didn’t just come out to be a top seller for a month, they came out to sell for the entirety of the consoles life cycle. If you owned a NES, chances are you owned at least 2 out of the 3 of those games. You came to the party to play Mario, not to play Nintendo or video games.

Looking back it is also interesting to see what Mario 3’s competition was. Sega’s Genesis had already been out for a year with its arguably superior graphics and sound, along with NEC’s TurboGrafix-16, which was hoping its Mario killer, Bonk’s Adventure, would help woo over some of the Nintendo faithful. Mirroring today’s market, Nintendo’s ancient technology managed to fight off two superior machines. Mario 3 came at the perfect time to remind everyone that their faithful NES still had plenty of life left in it.

The ground breaking thing about Mario 3 at the time was the scope. I can remember looking at a map of the first World and thinking that was the entire game. Most games in those days probably would be that long, but Mario 3 felt like it never ended with 7 more of those amazingly huge maps. The game was riddled with secrets and short cuts, hidden modes and tiny details that other companies just weren’t thinking about at the time. If Mario was running down a slope, players could actually have him slide his way down the hill. Nintendo apparently had fun with the concept of stages and built the entire game to look like it was an actual stage show. It’s filled with so many great design touches that people are still finding things out about it today. In a time where most sequels played it safe (Mega Man) while others reinvented the wheel (Zelda), Mario was one of the first ones that took lessons from the original game it was built upon and just refined the hell out of it while making it feel wholly unique. At its core, Mario 3 is Mario 1, but the level design and over all package was so much more.

Did Mario 3 live up to the hype? Absolutely. It’s still just as fun to play today as it was then. People are still buying the game on a regular basis through the Virtual Console (and previously through the GBA release and Mario All Stars on SNES). The game was a phenomenon upom it’s release, and to day it’s still considered to be the pinnacle of classic platformers.

NES Holiday Marathon ’09 Promo Video


It’s that time of the year again! I’ve spent the better part of this weekend (mainly today) putting together a new promotional video for Saturday’s upcoming NES Marathon. The video we put together last year was a huge success for us, and to be honest, if I didn’t make that thing and Gametrailers didn’t push it for us, we probably would have had the worst turn out ever. That said, I realized the importance of doing the whole promo video thing. I’ll be spending some time this week uploading this video to different places (probably later in the week when it’s closer to Saturday) in order to help us drum up a bit of support.

Not sure how happy I am with the finished product here, but it was an interesting project. It’s essentially a sprite movie, and I’ve actually never made one of those before. The process of gathering all the sprite rips from games and shoving them into Flash was somewhat painless but a lot of work. Still, I guess I can see the appeal of working on sprite movies because once you have the character moving around, it’s pretty easy to get your point across and come up with scenarios. The scene I animated here would have been a nightmare to animate had I did traditional frame by frame animation, but I was able to crank out the bulk of the work in a few short hours. Again, I can see where the appeal in making these types of movies lies now… though I still don’t particularly dig sprite movies, which is why I guess I’m on the fence about the one I just created.

Anyway, check it out, share some thoughts on the smorg. I might be doing a few changes to it, so if there is anything glaring that you think needs adjusting, let me know.

Anyway, expect all sorts of new details about the marathon in the next day or two. Hope to see some of you guys there!

“How to Hook Up the NES” is DONE!!!


Holy crap. We are actually finished GFGames #5: How to Hook Up the NES. This was a rather massive under taking and I almost can’t believe it’s finally over. The Shamoozal staff worked their asses off on this one, and hopefully it shows. Joe literally worked day and night yesterday to get the audio finished before he left for vacation so we could get this thing up and I’m extremely thankful for it. He did an awesome job, and I’m pretty confident that this isn’t just one of our most well written episodes, but both our best animated episode, but also the best sounding episode.

As you might know, I’ve been throwing this idea around of having a short inspired by Disney’s old Goofy cartoons for well over a year and a half now. I brought the idea up to Steve and Frank in January of ’08 and Steve wrote an initial treatment. At that time, we were fresh off GFG#1 and started working on the second episode. When we finished the next episode, Frank and I knew that this thing was going to be a beast and decided to hold off on it. So we did #3 over the summer, and I decided I could handle #4 on my own since I had free time. Once we had four of these under our belts, I felt like it was time to revisit this script and finally get cracking. Well, eight months later and here we are. It was a heck of a ride, but let me tell you, it’ll feel great to be working on some new material.

Anyway, you can check out the episode over in the Episode Section. Leave some feedback and let us know what you think! Tomorrow I’ll try and get the HD versions ready for download. Thanks for hanging in there everyone.

Iwata dropped the bomb


Today was a rather fun day to be a Nintendo fan. Earlier today Nintendo President Satoru Iwata had a keynote at the Game Developers Conference in San Francisco where the main goal was to help give some insight into the way Nintendo creates their games. Normally, we don’t expect any big announcements at this type of thing, but like I said during last night’s Born Again Casual, there have been surprises in the past and there might be some today.

Iwata showed a new Zelda game for the DS called “Spirit Tracks” which for some reason or another people are hating on. Everyone bitches about being tired of Zelda and wanting a different sort of Zelda experience, and they get one good look at a damn choo-choo train and immediately the thing is considered a wreck. Uhh, for real? But that’s a whole other post in itself. The real big news is that Nintendo finally did something about the damn storage issue for Wii. Yup, no more cleaning the fridge from this day forth, well, sort of.

Even though this new Wii firmware update (available for download right now) allows users to save their downloaded games to the memory card of their choice, this doesn’t truly open the flood gates for real downloadable content, like large add on or Wii demos. See, the Wii still needs the proper amount of space to actually load a game from the card, because it’s temporarily storing it onto the Wii itself. So if you’re Wii space is full, and you try to launch a game like World of Goo from the memory card, it’s not truly going to happen. Apparently the Wii does shuffle around files for you to make space for the game (by throwing stuff onto the memory card for the time being) so at least it does a little bit of work for you. While it’s a great and much needed update for the Wii, it isn’t exactly the storage solution some people may have been hoping for.

Iwata also spent a bit of his time pimping Nintendo’s latest DS game Rhythm Heaven during his little speech. Apparently all the lucky ducks in the audience got to take home a free copy, but at least us at home get to have a consolation prize in that there’s a demo for the game available through the Nintendo Channel. I actually just played through the three stage demo and it was a hell of a lot of fun. Coincidentally, that was also the first time I ever bothered to download a DS demo from the Nintendo Channel. I highly recommend people check it out if they have the means, it’s a really cool game, and I think I’ll be there on day one to pick it up.

In other Wii news, Nintendo is finally offering Arcade ports through their Virtual Console service. Microsoft and Sony have already been doing this for some time now, so it’s nothing overly special, but it’s still a nice addition. Plus, it means that Nintendo can finally release the Arcade version of Donkey Kong, Donkey Kong Jr., and Super Mario Brothers. I’ll gladly buy all three of those if the price is right, and it should be since the available arcade games are all about 5 bucks a pop.

All in all, some cool stuff from today. If we’re lucky, maybe Hideo Kojima will bless us with some cool new Metal Gear related stuff tomorrow during his keynote. Metal Gear Solid 4: Substance maybe? Please?

MadWorld is worth your time


Generally speaking, I’m not really into a game just because it’s dark, brooding, and bloody. What attracted me to MadWorld from the moment I first heard of it is that it was coming from Platinum Games, the development group formerly known as Clover. Considering the quality of their previous work like Okami and Viewtiful Joe, I’d be foolish to not pay attention to MadWorld.

Having finished the game on Normal mode a few nights ago, and letting it all digest for a few days, I figured it would be a good time to write about the experience before I start to forget everything. Forgetting would give me time to not remember how awful the camera is, how completely useless the C-Targeting is, and how the visuals can sometimes cause a bit of eye strain. What I would end up remembering however, are all the high points in the game, like the genuinely impressive bosses, flexible combat system, and the positively catchy (though slightly cheesy) soundtrack. In MadWorld’s case, the good outweighs the bad.

I suppose the first thing that needs to be addressed is MadWorld’s bold stylistic choice, namely, the fact that the whole thing is in black and white. Aside from a few splashes of yellow and red (well, lots of red), the entirety of MadWorld looks like a one color comic book. The style works, especially for a Wii game, because it allows the developers to take a few liberties with the character models and environments that might otherwise appear dated if the game looked like everything else on the platform. Kind of interesting how stripping a game back to the basics actually makes it stand out in the sea of browns and greens that generally flood the game market. This visual style works and looks great, and just when I was afraid that maybe the entire game would look exactly the same, Platinum Games did a wonderful job in constructing areas that actually do look completely different from one another. However, the visuals aren’t going to jive with everyone, and like Viewtiful Joe and Okami before it, it likely isn’t going to be something that’s going to appeal to the mass audience. All said, there are moments where I did feel my eyes strain a bit, and other times where I wasn’t sure exactly what I was looking at.

Control is a bit of a mish-mash in that it feels both archaic and slightly inspired all at once. Running around as main character Jack is easy enough with the stick, and holding in the B trigger to operate Jack’s chainsaw and then swing with the remote to hack and slash works like a charm. Mostly context sensitive items and “death” events mean it’s generally easy to stab a guy in the head with a couple of signs, drop a tire around him and then finally throwing him into a dumpster for a ton of points. With every positive comes a fault, and as mentioned earlier, the game has a worthless targeting system which was more of a problem then helpful for me. Seriously, it’s been what, 12 years since Ocarina of Time and still no developer other than Nintendo can get this seemingly simple mechanic to work properly? Really? For as far as we’ve come in games since then, it’s baffling that no one can do a proper targeting system. Then there’s the absolute over abundance of waggle throughout the game, which three years into the Wii’s life cycle is unacceptable. Whenever Jack clashes with an enemy or boss, you’re generally demanded to shake both the remote and nunchuck around like a maniac for a good 30 or so seconds. It’s tiring, uninspired, and by this point just a cheap tactic to use the motion controls. Please, I don’t want to shake my controllers around for no reason anymore. I’m done with it, and developers should be too. It also doesn’t help that the camera is a mess, offering no real way to control the sucker outside of the worthless lock on or forcing it to settle behind Jack ala Zelda.

Thankfully, the actual game is fun enough to overcome what would otherwise be some big problems. The whole goal of each stage is obtain a certain amount of points within 30 minutes, doing so activates a boss battle and winning that obviously moves you onto the next stage. It’s a cool concept, as each stage feels like a tiny sandbox full of fun and interesting ways to dismember, demolish, and mutilate all the enemy fodder. Essentially the game is constantly throwing bad guys at Jack, and it’s up to the player to be creative as to how they want to earn their points. Simply slashing everyone up with the chainsaw only nets a handful of points, but shoving a guy into a barrel, lighting him on fire, and then cutting him in half with the chainsaw will net even more points and speed along the process of getting through the stages. Each stage also has a “Blood Bath” challenge that is activated once Jack hits a certain amount of points which then gives him the opportunity to earn even more points. These events are often a lot of fun and creative, like Man Golf, where the object is to smash a guy’s head like a golf ball through a bunch of flying holes. The boss battles are generally awesome, and one of the highlights of the whole experience. The battle with Frankenstein in particular is probably my favorite of the lot.

The game might be a little on the short side (around 5-6 hours) for some people, but I found it to be an acceptable length. For anyone else, there is an extremely difficult hard mode and a few other odds and ends (like completing stage challenges) that players can do if they feel compelled enough to keep playing.

There is a rather thin story tying the whole thing together, and while it does attempt to be engaging, it kind of feels like something John Carpenter would have come up with when he wrote Escape from New York. Not that it’s a bad thing, just that it feels like it’s just treading over familiar territory. I also seem to be in the minority in that I feel like the in game commentary is some of the most unfunny stuff I’ve ever heard. I can’t help but feel like the whole thing is forced, and Greg Proops and John DiMaggio simply don’t feel genuine enough. The writing for the Black Barron, a character that appears often in the game, is also totally cheesy and relies a little too much on the F bomb to sell the otherwise lame jokes. That’s cool that people enjoy this aspect of the game, but it didn’t work for me, and on the last quarter of the game I actually muted the commentary completely.

So what we have is a game that I feel is very similar to last year’s No More Heroes in both its ups and downs. Both games feature tons of blood, lots of swearing, a ranking system, fantastic boss fights, so-so camera controls, and unique visual styles. In both cases, the good outweighs the bad, and like No More Heroes before it, I totally recommend MadWorld to not just any Wii fan, but any fan of video games in general.

Forgotten Games: Monster In My Pocket


Monster In My Pocket was a somewhat popular toy line that came around in 1990. The toy line was similar to the old M.U.S.C.L.E. line (that I used to LOVE) in that it was made up of a boat load of small, soft plastic figures. Instead of being wrestlers, Pocket was based after mythical creatures, like vampires, mummies, werewolves, and anything in between. The franchise seemed to have only lasted a few short years, but it made the media rounds in the form of comic books, a made for TV animated movie, and of course, the 1991 Konami video game.

I wasn’t really a fan of the Monster In My Pocket franchise, and by the time the NES game came around, I believe I had already moved onto the SNES so I didn’t care much about the game either. However, there used to be a local video store that rented out NES games, but they weren’t really up to date on their Genesis and SNES stock (actually, they went out of business not much longer after Blockbuster came to town, and now Blockbuster is on its way out, weird huh?). So I was in there one time and decided to rent Monster In My Pocket because of the Konami name branded on the package. Even at a young age, I was confident in Konami products, especially licensed ones.

About an hour after renting it, I had finished the whole thing in a single sitting. It wasn’t really hard, but it was rather enjoyable regardless, and at least I only rented it. That brings us to today, where I felt like playing through the game again, so I ordered a copy off eBay for a whole dollar. The game came in a few days ago, and this morning I recreated history by plowing through it again in a single sitting.

As a late generation NES title, this game is doing some cool stuff, and it has really good graphics all things considered. The lead characters (you can choose between Dracula and Frankenstein’s monster, guess who I chose) are large and well animated, and the game pushes a bunch of large scale sprites. Since you’re supposed to be a monster that can fit in a pocket, the stage layouts are reminiscent of Capcom’s Rescue Rangers game, with over sized house hold objects. In classic Konami fashion, two players can run through the game together, in what feels like an easy man’s Contra. While there is no shooting and combat is done in close quarters, the game moves quickly and has a strong focus on platforming, which is what makes it feel more like Contra than say Konami’s NES TMNT brawlers. In fact, it’s the only NES game I know of that has a double jump, which is something of a standard these days. Which leads me to question, which game had the double jump first, this or Super Ghouls ‘n Ghosts on SNES? Or was there something before that? My money is on Ghouls, but I could be wrong.

The game consists of six stages, which wouldn’t be a bad thing if you actually had to get good at them to win. Obviously developed for kids, Konami decided to go easy on the player, so unlike Contra there are no one hit deaths (you get five hits) and there’s plenty of health laying around. On top of that, the player respawns right where they left off until they run out of lives in which they just start at the beginning of whatever stage they’re on. I imagine someone who is even half way decent at video games could plow through this game in a single sitting, two tops.

It certainly isn’t a classic, but there’s enough Konami charm in there (tight controls, great hit detection, bold graphics for the NES, great pacing, 2 player action, and the expected fantastic Konami style chip tune soundtrack) to make it worth looking into for NES collectors. Considering how cheap you can nab it on eBay and the fact that it will never be re-released ever, I’d say its worth the half hour it takes to run through, especially if you have a couple of beers and a buddy.

NES Holiday Marathon Promo Video


As some of you might know, I spent a good portion of my week working on a promotional video for our upcoming NES marathon. While we did well for ourselves last time, things were thrown together within a week and we didn’t really have the time to really try and push it. All we really had to promote ourselves last time was our fake press release and a quick ad at the end of “The Last Copy” which was only seen on the Newgrounds version of the short. Now that I have plenty of time, I can put a little bit of effort into trying to get some more positive word out.

I decided to make a promotional video in hopes that it could maybe catch on. Part GFGames episode, part showcase of our previous work, and a hint at what is to come in the next marathon, I hope this video helps us get the word out. There are plenty of marathons these days (our pals at GoNintendo are doing a similar one tomorrow, which I’m positive will be a huge success for them) and I’m hoping this video will help push us more towards the front of the pack. We’re not huge enough to where we can just say “We’re doing a marathon” and automatically have a built in audience for it. We really do have to earn every single viewer that we get. Well, why not see for yourself?

So, what do you think? That’s a nearly finished version of the video. I plan on making a few tiny little tweaks to the final video which will eventually be uploaded all over the place, but I figured I’d share it with the Shamoozal faithful before that time comes. I’m thinking on Monday I’ll begin to make the rounds with it.