robertogreco + nintendo 138
tevis thompson: Saving Zelda
february 2012 by robertogreco
"A world is more than a space, more than a place; it is something to inhabit & be inhabited by. What you infuse a space w/ to make it habitable, to make it memorable (since memory is profoundly spatial), gives the place its character, its soul…
Zelda would be better if it had no story…no plot to structure the adventure…first Zs barely had any plot…were better for it. With plot, sequence matters too much…early Zs had situations, worlds & scenarios that framed action, gaps to be filled in by player, sequences to be broken. Optimal paths & shortcuts weren’t a given; they had to be earned. Items were the most prominent plot devices, & even they were not unduly strict about order. You could be slow & steady or blast straight through with a little know-how…basic rules of the gameworld were what bound you, not some artificial necessity imposed for the sake of plot."
…a world is not for you. A world needs a substance, independence, sense that it doesn’t just disappear when you turn around."
2012
space
play
openendedness
open-ended
autonomy
exploration
memory
spatialmemory
worlds
worldbuilding
nintendo
videogames
gaming
zelda
games
gamecriticism
gamedesign
via:tealtan
tevisthompson
Zelda would be better if it had no story…no plot to structure the adventure…first Zs barely had any plot…were better for it. With plot, sequence matters too much…early Zs had situations, worlds & scenarios that framed action, gaps to be filled in by player, sequences to be broken. Optimal paths & shortcuts weren’t a given; they had to be earned. Items were the most prominent plot devices, & even they were not unduly strict about order. You could be slow & steady or blast straight through with a little know-how…basic rules of the gameworld were what bound you, not some artificial necessity imposed for the sake of plot."
…a world is not for you. A world needs a substance, independence, sense that it doesn’t just disappear when you turn around."
february 2012 by robertogreco
Nintendo's Miyamoto Stepping Down, Working on Smaller Games | Game|Life | Wired.com
december 2011 by robertogreco
"What I really want to do is be in the forefront of game development once again myself," Miyamoto said. "Probably working on a smaller project with even younger developers. Or I might be interested in making something that I can make myself, by myself. Something really small."
[via: http://kottke.org/11/12/shigeru-miyamoto-to-step-down-at-nintendo ]
nintendo
shigerumiyamoto
small
scale
humanscale
organizations
2011
cv
howwework
howwelearn
meaningmaking
gaming
videogames
edg
srg
glvo
tcsnmy
unschooling
deschooling
audiencesofone
teams
groupsize
slow
simplicity
simple
from delicious
[via: http://kottke.org/11/12/shigeru-miyamoto-to-step-down-at-nintendo ]
december 2011 by robertogreco
The seedy underside of Vimeo « Icrontic Tech
november 2011 by robertogreco
"But wait… That wasn’t all they did. They disabled embedding of all content on our site, even the things we had made ourselves. Sure, the videos were still available by going directly to Vimeo.com and going into our account, but embedding was gone, so every occurrence of a video on our site was replaced with a block that said “embedding has been disabled for this site.”"
vimeo
videogames
gaming
games
2009
video
brianambrozy
viddler
videohosting
videosharing
indiegames
nintendo
e3
from delicious
november 2011 by robertogreco
Shigeru Miyamoto, Nintendo’s man behind Mario : The New Yorker
december 2010 by robertogreco
"Miyamoto has told variations on the cave story a few times over the years, in order to emphasize the extent to which he was surrounded by nature, as a child, and also to claim his youthful explorations as a source of his aptitude and enthusiasm for inventing and designing video games."
"The Dutch cultural historian Johan Huizinga, in his classic 1938 study “Homo Ludens” (“Man the Player”), argued that play was one of the essential components of culture—that it in fact predates culture, because even animals play. His definition of play is instructive. One, play is free—it must be voluntary. Prisoners of war forced to play Russian roulette are not at play. Two, it is separate; it takes place outside the realm of ordinary life and is unserious, in terms of its consequences. A game of chess has no bearing on your survival (unless the opponent is Death). Three, it is unproductive; nothing comes of it—nothing of material value, anyway. Plastic trophies, plush stuffed animals, and bragging rights cannot be monetized. Four, it follows an established set of parameters and rules, and requires some artificial boundary of time and space. Tennis requires lines and a net and the agreement of its participants to abide by the conceit that those boundaries matter. Five, it is uncertain; the outcome is unknown, and uncertainty can create opportunities for discretion and improvisation. In Hyrule, you may or may not get past the Deku Babas, and you can slay them with your own particular panache.
The French intellectual Roger Caillois, in a 1958 response to Huizinga entitled “Man, Play and Games,” called play “an occasion of pure waste: waste of time, energy, ingenuity, skill, and often of money.” Therein lies its utility, as a simulation that exists outside regular life. Caillois divides play into four categories: agon (competition), alea (chance), mimicry (simulation), and ilinx (vertigo). Super Mario has all four. You are competing against the game, trying to predict the seemingly random flurry of impediments it sets in your way, and pretending to be a bouncy Italian plumber in a realm of mushrooms and bricks. As for vertigo, what Caillois has in mind is the surrender of stability and the embrace of panic, such as you might experience while skiing. Mario’s dizzying rate of passage through whatever world he’s in—the onslaught of enemies and options—confers a kind of vertigo on the gaming experience. Like skiing, it requires a certain degree of mastery, a countervailing ability to contend with the panic and reassert a measure of stability. In short, the game requires participation, and so you can call it play.
Caillois also introduces the idea that games range along a continuum between two modes: ludus, “the taste for gratuitous difficulty,” and paidia, “the power of improvisation and joy.” A crossword puzzle is ludus. Kill the Carrier is paidia (unless you’re the carrier). Super Mario and Zelda seem to be perched right between the two."
games
nintendo
miyamoto
shigerumiyamoto
design
art
inspiration
videogames
childhood
exploration
nature
naturedeficitdisorder
wonder
children
play
unstructuredtime
gaming
mario
japan
history
edg
srg
glvo
unschooling
deschooling
topost
toshare
classideas
narratology
ludology
adventure
rogercaillois
johanhuizinga
work
gamification
asobi
funware
music
guitar
self-improvement
kyokan
empathy
collaboration
japanese
jesperjuul
janemcgonigal
animals
focusgroups
gamedesign
experience
from delicious
"The Dutch cultural historian Johan Huizinga, in his classic 1938 study “Homo Ludens” (“Man the Player”), argued that play was one of the essential components of culture—that it in fact predates culture, because even animals play. His definition of play is instructive. One, play is free—it must be voluntary. Prisoners of war forced to play Russian roulette are not at play. Two, it is separate; it takes place outside the realm of ordinary life and is unserious, in terms of its consequences. A game of chess has no bearing on your survival (unless the opponent is Death). Three, it is unproductive; nothing comes of it—nothing of material value, anyway. Plastic trophies, plush stuffed animals, and bragging rights cannot be monetized. Four, it follows an established set of parameters and rules, and requires some artificial boundary of time and space. Tennis requires lines and a net and the agreement of its participants to abide by the conceit that those boundaries matter. Five, it is uncertain; the outcome is unknown, and uncertainty can create opportunities for discretion and improvisation. In Hyrule, you may or may not get past the Deku Babas, and you can slay them with your own particular panache.
The French intellectual Roger Caillois, in a 1958 response to Huizinga entitled “Man, Play and Games,” called play “an occasion of pure waste: waste of time, energy, ingenuity, skill, and often of money.” Therein lies its utility, as a simulation that exists outside regular life. Caillois divides play into four categories: agon (competition), alea (chance), mimicry (simulation), and ilinx (vertigo). Super Mario has all four. You are competing against the game, trying to predict the seemingly random flurry of impediments it sets in your way, and pretending to be a bouncy Italian plumber in a realm of mushrooms and bricks. As for vertigo, what Caillois has in mind is the surrender of stability and the embrace of panic, such as you might experience while skiing. Mario’s dizzying rate of passage through whatever world he’s in—the onslaught of enemies and options—confers a kind of vertigo on the gaming experience. Like skiing, it requires a certain degree of mastery, a countervailing ability to contend with the panic and reassert a measure of stability. In short, the game requires participation, and so you can call it play.
Caillois also introduces the idea that games range along a continuum between two modes: ludus, “the taste for gratuitous difficulty,” and paidia, “the power of improvisation and joy.” A crossword puzzle is ludus. Kill the Carrier is paidia (unless you’re the carrier). Super Mario and Zelda seem to be perched right between the two."
december 2010 by robertogreco
Koopa, It’s What’s For Supper « Jude Buffum
november 2010 by robertogreco
"For the upcoming show Pixel Pushers, sponsored by SCION and curated by Giant Robot, I decided to explore the carnivorous side of the world of video games. Though I myself eat meat, enough of my friends and loved ones are now vegetarians or vegans, so it’s something I’ve been experimenting with. I suppose these pieces are a by-product of that exploration. That, and my long-time obsession with meat diagrams."
edg
nintendo
supermario
judebuffum
giantrobot
meat
humaor
illustration
glvo
videogames
from delicious
november 2010 by robertogreco
This Studio Ghibli Game Continues To Dazzle - Studio Ghibli - Kotaku
april 2010 by robertogreco
"Studio Ghibli, the animation studio behind classic anime like My Neighbor Totoro and Kiki's Delivery Service, is making a Nintendo DS game title Ni no Kuni with Fukuoka-based developer Level-5. It is Studio Ghibli's first venture into video games.
miyazaki
sudioghibli
games
gaming
nintendods
ds
nintendo
edg
srg
ninokuni
april 2010 by robertogreco
Tale of Tales» A bad year for dreams
december 2009 by robertogreco
Provocative post with many comments. "2009 Was another triumphant year for the Wii & DS. Nintendo has successfully introduced the general public to playing games on computer hardware... far from a triumph for the medium of videogames. ..Nintendo didn’t do much. ... Rather than trying to start a revolution with a brand new medium, they had a good look at the way people play today & made digital versions of those activities. They basically made it possible for people to play the kinds of games they were already enjoying, on their television sets. Some may celebrate this as the breakthrough of videogames into the mainstream. I don’t. I hope this is just a temporary setback in the evolution of the medium. I’m not a big fan of huge corporations, but I do share, to some extent, the dreams that Sony & Microsoft have about the interactive medium. With them, I see videogames as the great new art form of the new century. Videogames as the cinema, television & pop music of the young millennium."
games
gaming
videogames
art
sony
microsoft
nintendo
play
lifestyle
2009
genre
december 2009 by robertogreco
Mass: We Pray - The Video Game
november 2009 by robertogreco
"A family shouldn’t have to wait until Sunday to worship the Lord. Now you can go to church every day without leaving your home. Participate in more..."
wii
religion
catholicism
humor
gaming
culture
games
nintendo
parody
via:crystaltips
november 2009 by robertogreco
chewing pixels » There Was a Young Lady Who Swallowed a Fly
october 2009 by robertogreco
"play the game with an imaginative child, and wide-angle concerns over mission structure melt away, as the true and dizzying wonder of the game’s conceit is unlocked. … free of the dry, efficient logic of adulthood, a child’s imagination also opens the game up in ways beyond most adults’ reach. Most games demand expertise for success, their richest rewards reserved for those who invest time into developing skills and technique. By contrast, Scribblenauts reserves its richest rewards for those who can devolve their expertise, unravelling the tightly wound habit of always seeking out the quickest, most efficient solution to a problem. It asks that we all rediscover a sense of childlike inquisitiveness rewarding those who play with the game, rather than merely try to solve it. Through that lens, the normality of tasks heightens the thrill of discovering leftfield solutions, rather than diminishing it."
via:preoccupations
wisdom
children
creativity
videogames
scribblenauts
play
imagination
freedom
gaming
games
ds
nintendods
nintendo
october 2009 by robertogreco
Gamasutra - Interview: Aspyr's Treasure Troves To Use DS As 'Real-Life Treasure Hunt'
december 2008 by robertogreco
""We're creating a real-life treasure hunt, and the DS and this software is acting as your treasure map, your trophy case, and your audiovisual canvas," ... For example, each item emits a distinct sound, which include musical notes and phonetic noises; the items can then be replicated and arranged on a Mario Paint-like musical grid. Like items and other custom creations, these resultant compositions can be traded with other players. But Leingang may be most excited about the subtle real-world activities his game might inspire. "We're using the DS' capabilities as a portable device above and beyond just the fact that I can put it in my pocket or sit on the couch or sit in the bathroom and play it. We're taking this thing and really flexing its muscles as being something that can travel anywhere across this globe," he said. He went on to explain some of the surprising effects the game has had on his own everyday routine in an effort to uncover fresh hotspots."
nintendo
ning
ds
games
gaming
location
location-based
wifi
videogames
hyperlocal
december 2008 by robertogreco
Mother 3 fan translation available this week - DS Fanboy [see also: http://www.flickr.com/photos/klara/2953342671/]
october 2008 by robertogreco
"After almost two years of hard slog, Starmen.net's Mother 3 fan translation patch has finally been completed, and will be released at the end of this week ... a whole month ahead of schedule! That's according to the latest blog entry on the project's site, in which team member Mato records that, "Testing's pretty much over now. Some bugs did turn up over the last few days, but they were all minor and quickly remedied. Some really hard-to-spot typos were also found and fixed."
nintendo
nintendods
ds
games
mother3
homebrew
translation
hacks
october 2008 by robertogreco
More Nintendo DS Numeracy | Andy Pulman Edublog
september 2008 by robertogreco
"Make 10: A journey of numbers (released 26/09/08) is a mathematics game where players must complete numbers puzzles centered around the number 10. The overall aim of the game is to find and challenge the so-called “Make 10 Masters” as you improve your maths and puzzle-solving skills. Players use the Nintendo DS Touch Screen to complete the maths puzzles, and a gradual increase in difficulty and storybook style presentation mean the game is accessible for players of all ages."
nintendo
nintendods
games
math
gaming
learning
ds
september 2008 by robertogreco
Bowser's Minions - CollegeHumor video
july 2008 by robertogreco
"Mario's enemies have something to say."
animation
humor
games
videogames
nintendo
mario
edg
srg
july 2008 by robertogreco
Hands-On: Rhythm Heaven Coming to America, Awesome | Game | Life from Wired.com
july 2008 by robertogreco
"The idea behind Rhythm Heaven is that it's a series of mini-games that are all based around music and rhythm, developed by (and bearing a strong resemblance to the other work of) the Wario Ware team at Nintendo."
videogames
gaming
games
nintendo
nintendods
ds
july 2008 by robertogreco
Born for Wii: Pikmin - Nintendo Wii Fanboy
july 2008 by robertogreco
"Pikmin came straight from mind of Shigeru Miyamoto...offered gamers something new. A delightful mix of strategy & discovery...defied real-time strategy conventions & put gamers in charge of smallest, most innocent army of creatures in gaming history"
game
gamecube
nintendo
shigerumiyamoto
wii
videogames
pikmin
july 2008 by robertogreco
Download Anime, Manga to Your DS | Game | Life from Wired.com
july 2008 by robertogreco
"A new digital delivery service in Japan is giving Nintendo DS owners on-the-go access to manga, novels, and animated shows and films."
nintendo
nintendods
ds
manga
reading
ebooks
animation
film
anime
literature
july 2008 by robertogreco
Game Version of Neil Gaiman's Coraline Coming | Game | Life from Wired.com
june 2008 by robertogreco
"It may not be based on his groundbreaking Sandman comic series, but a Neil Gaiman property is finally getting turned into a game."
neilgaiman
books
children
film
games
gaming
videogames
coraline
nintendo
nintendods
ds
june 2008 by robertogreco
Born for Wii: Katamari Damacy - Nintendo Wii Fanboy
june 2008 by robertogreco
"A port of the original Katamari Damacy with a reworked control scheme would be right at home on the Wii, especially at a competitive budget price point."
games
gaming
videogames
nintendo
wii
katamaridamacy
keitatakahashi
june 2008 by robertogreco
Bangai-o Spirits: Bangai-O Spirits Circumvents DS Codes, Blows Minds
june 2008 by robertogreco
"You can save the levels you make as sound files, just like the way old data cassettes used to do...Anyone who downloads the sound file simply plays it into their DS microphone, and voilà - your friend now has the level you made."
nintendo
nintendods
games
gaming
sound
audio
sharing
transfer
japan
hacks
ds
via:migurski
june 2008 by robertogreco
LIFT Conference || Robin Hunicke (2008)
june 2008 by robertogreco
"researcher (studying artificial intelligence) now working for Electonic Arts. She is designing games for the Nintendo Wii - she worked on My Sims - and tells us about user-generated content and the importance of social software in gaming"
games
education
research
gamedesign
gaming
robinhunicke
creativity
video
happiness
arg
socialnetworks
facebook
play
socialnetworking
socialsoftware
flickr
storytelling
nintendo
nintendods
ds
difficulty
linear
reward
identity
june 2008 by robertogreco
Hack a Nintendo DS to Make an Awesome Digital Sketchbook - Wired How-To Wiki
may 2008 by robertogreco
"It's simple and compact, pressure-sensitive, easier to view in daylight than a laptop and inconspicuous. And, when coupled with the paint application Colors, it's a powerful little device that's fun and practical for all skill levels. All you need is a N
ds
nintendo
nintendods
hacks
homebrew
painting
drawing
howto
videogames
may 2008 by robertogreco
Music and life intersect for GlitchDS - DS Fanboy
may 2008 by robertogreco
"The strange, seemingly cacophonous stream of sounds coming out your speakers is GlitchDS, a homebrew cellular automaton music sequencer inspired by Conway's Game of Life."
conwaysgameoflife
nintendo
nintendods
homebrew
music
sound
ds
may 2008 by robertogreco
Homo Ludens Ludens - Desire - we make money not art
may 2008 by robertogreco
"Names of actual urban WIFI zones (my favourite was called Familia Alvarez) are mapped and tagged like street-names in the exhibition space while aether waves with the same subjective names are also superimposed on the arts space, as playground."
games
play
maps
mapping
arg
gaming
nintendo
nintendods
wmmna
location-based
art
may 2008 by robertogreco
Tale of Tales» Blog Archive » Audio Games for DS Homebrew
march 2008 by robertogreco
"Using unique qualities of hardware has created system for playing of “Audio Games” which can be played only w/ sound (reading of text via voice synthesis) & one button for interaction. Though if you keep the screen up you can also read the text and v
nintendo
nintendods
ds
homebrew
games
gaming
videogames
play
audio
interface
march 2008 by robertogreco
stevenberlinjohnson.com: Games and the iPhone
march 2008 by robertogreco
"knew SDK was coming...some kind of enterprise support...But you watched those games -- particularly with accelerometer support -- and it was suddenly clear that iPhone platform is potentially serious competitor to DS & PSP."
games
videogames
wii
iphone
via:cityofsound
nintendo
nintendods
psp
march 2008 by robertogreco
Locus Online Features: Cory Doctorow: Put Not Your Faith In Ebook Readers
march 2008 by robertogreco
"When Nintendo can't get line-time for the Wii, what hope does a niche item like an e-book reader have?...[until we're all desktop fabberrs] put not your faith in hardware readers — take the easy way out and hack bits, not atoms."
kindle
ebooks
technology
manufacturing
nintendo
wii
literature
reading
corydoctorow
books
march 2008 by robertogreco
Time merge media (kottke.org)
february 2008 by robertogreco
"Some of my favorite art and media deals with the display of multiple time periods at once. Here are some other examples, many of which I've featured on kottke.org in the past."
art
media
video
kottke
time
mario
nintendo
videogames
quantummechanics
photography
animation
layers
visualization
timelapse
timelines
games
gaming
graphics
physics
interface
february 2008 by robertogreco
Pasta&Vinegar » Blog Archive » Nintendo DS and ebooks
january 2008 by robertogreco
"Some random facts about how ebooks might be relevant for the Nintendo DS"
ds
interface
nintendo
nintendods
ebooks
comics
january 2008 by robertogreco
Inside the Strange Design Process of Nintendo Genius Miyamoto | Game | Life from Wired.com
december 2007 by robertogreco
"None of Miyamoto's sentences have subjects," Koizumi says as an example. "So you have to rely on context. It gets to the point where Miyamoto will give us feedback, and the only person who has any idea what it means is me."
gamedesign
games
nintendo
videogames
shigerumiyamoto
mario
design
creativity
howwework
leadership
december 2007 by robertogreco
'Super Mario Galaxy' Soars With Out-of-This World Camera Work
december 2007 by robertogreco
"If game designers are still struggling with getting their cameras right, it's because they're inventing a new visual language."
cameras
film
videogames
gaming
gamedesign
wii
nintendo
mario
games
december 2007 by robertogreco
DreamHost Blog » A Strike on One Laptop Per Child
december 2007 by robertogreco
"So please, Mr. Negroponte, hear my plea! Give up on the laptop, and just make a Nintendo DS cartridge with your educational software on it!"
olpc
nintendo
innovation
electronics
ds
nintendods
teaching
learning
money
business
hardware
december 2007 by robertogreco
mario soup
november 2007 by robertogreco
"This piece examines the unpacking of a Nintendo game cartridge, decoding the program as a four-color image, revealing a beautiful soup of the thousands of individual elements that make up the game screen."
gaming
games
graphics
information
nintendo
videogames
processing
programming
design
code
color
november 2007 by robertogreco
Digital Tools - Pikilipita VJ - Become a Nintendo VJ - Homebrew, Portables, Tools, Theory and Game Design.
november 2007 by robertogreco
"Pikilipita VJ is a homebrew software, that took in total three years in the making. It's a VJ software for doing visuals at night clubs. You can select different levels and "play" the visuals, selecting colors etc. It is available for Game Boy Advanced,
nintendo
vj
nintendods
ds
gameboy
homebrew
november 2007 by robertogreco
Animal Crossing story makes us sob like little babies [update 1] - DS Fanboy
november 2007 by robertogreco
"Then I came to my mailbox, it was full of letters with presents- all from my mom. Every letter was pretty much the same. "Thinking of you. Thought you'd like this present. Love, Mom" Even though I'd stopped playing, she continued to send me presents."
[Now at: http://www.joystiq.com/2007/11/19/animal-crossing-story-makes-us-sob-like-little-babies-update-1/ ]
animalcrossing
nintendo
nintendods
parenting
videogames
social
children
comics
glvo
[Now at: http://www.joystiq.com/2007/11/19/animal-crossing-story-makes-us-sob-like-little-babies-update-1/ ]
november 2007 by robertogreco
ZodTTD (gpSPPhone)
november 2007 by robertogreco
Gameboy Advance Emulator for iPhone
emulator
gameboy
iphone
ipod
nintendo
games
gaming
english
spanish
español
november 2007 by robertogreco
Woopsi makes homebrewing easier - DS Fanboy
november 2007 by robertogreco
"brings a windowing system to the DS, specifically tailored to homebrew programmers. It won't suffice as a proper desktop environment for the handheld, but that's not the purpose of the application. Rather, it's meant to help users create their own applic
nintendo
nintendods
ds
homebrew
november 2007 by robertogreco
HullBreach - The MMO RPG for the Nintendo Wii
october 2007 by robertogreco
"Welcome to the official website for HullBreach, the browser-based space MMORPG for the Nintendo Wii. Game development is well underway with a public beta available for immediate play."
mmorpg
wii
gaming
games
videogames
nintendo
october 2007 by robertogreco
gorgull - Protein [ DScratch ]
october 2007 by robertogreco
"the first module made using Protein engine - it's a little audio manipulation software running on DS which ables you to play with an existing .wav file or recorded audio sample; you can pitch it, scratch it, rewind, mute and apply effects on it. Moreover
ds
nintendo
nintendods
gaming
homebrew
hardware
interface
music
sound
software
videogames
audio
effects
october 2007 by robertogreco
DS demo downloads coming to the Wii - Engadget
october 2007 by robertogreco
"Dubbed "Everyone's Nintendo Channel" (at least in Japan), the service effectively turns your Wii into your very own DS Download Station, with both game demos and videos available to be transferred to your DS."
nintendo
nintendods
ds
wii
games
play
downloads
videogames
october 2007 by robertogreco
Riverfold Software - Wii Transfer
october 2007 by robertogreco
"Wii Transfer can share your movies, music, and pictures directly to your Nintendo Wii using the Internet Channel. Browse iTunes playlists and iPhoto albums on your television. Convert your movies to formats the Wii understands, either streaming directly
nintendo
wii
mac
osx
software
converter
audio
media
movies
networking
diy
streaming
applications
october 2007 by robertogreco
Pascal ends it all… on Flickr - Photo Sharing!
august 2007 by robertogreco
"Another fatality in my village. Bones and Dotty waited downstream to haul out the body. "
animalcrossing
nintendods
nintendo
ds
humor
august 2007 by robertogreco
Promotional Consideration: Communion Day - DS Fanboy
july 2007 by robertogreco
"an Italian ad for the handheld that won Epica's silver award for Press last year"
nintendo
nintendods
ds
advertising
religion
catholicism
italy
july 2007 by robertogreco
Tale of Tales» Joy of DS
july 2007 by robertogreco
"here is a short list of hand made, home grown, DS apps that I’ve found worthwhile thus far"
nintendo
nintendods
homebrew
games
play
ds
july 2007 by robertogreco
Dimension-Bending Games Stretch Fabric of Space and Time
july 2007 by robertogreco
"Games are a superb environment for experimenting with new perceptual takes on geometry and physics. Designers craft these worlds from scratch, after all; they don't have to obey normal laws of reality."
education
environment
games
geometry
math
nintendo
perception
physics
reality
space
time
visualization
wii
learning
videogames
july 2007 by robertogreco
Wiiiiiiiii!: Nintendo Opens Wii to Indie Developers - Gizmodo
june 2007 by robertogreco
"Just as some traditionally open companies close the door to third-party developers, the traditionally closed Nintendo will open WiiWare in early 2008."
nintendo
wii
developers
videogames
games
play
programming
independent
june 2007 by robertogreco
Game | Life - Wired Blogs: Scholastic Taps Kid-Pleasing Power of DS With I-Spy, Animal Genius
june 2007 by robertogreco
"Animal Genius will test their animal knowledge by competing in five different games: Creature Collector, Scratch 'n' See, Matchomatic, Maze Munch, and Animal Expert. The game will test what players know about animal habitats and behaviors, teaching them
games
learning
animals
biology
children
play
videogames
nintendo
nintendods
ds
june 2007 by robertogreco
area/code - plundr
june 2007 by robertogreco
Plundr is the world's first location-based PC game. Using state-of-the-art Wi-Fi Positioning System technologies (WPS), the game locates the user's computer in physical space and uses their location as part of the game.
games
wifi
videogames
play
nintendo
nintendods
ds
location-based
location
june 2007 by robertogreco
DS Daily: Finally, with the language 'games' - DS Fanboy
may 2007 by robertogreco
"They're finally bringing some English-based language trainers to the DS: listings for My French Coach and My Spanish Coach have turned up on GameFly."
nintendo
nintendods
games
play
ds
language
learning
foreign
spanish
español
french
france
may 2007 by robertogreco
Ambition and Compulsory Design in Animal Crossing - GameCareerGuide.com
may 2007 by robertogreco
"Animal Crossing is the antithesis of modernistic, compulsory design - what some people may describe as “tight” or “clean” design, in that every element has a specific mechanical purpose. (If there’s a gun on the mantelpiece, it must be fired by
animalcrossing
videogames
video
games
play
nintendo
nintendods
ds
may 2007 by robertogreco
News - Student DS games available // DS /// Eurogamer
march 2007 by robertogreco
"In another outrageous outburst of initiative, Nintendo Japan has announced that games developed by students from its Game Seminar 2006 course will be made available to download from the DS Station."
nintendo
nintendods
games
play
japan
ds
students
design
march 2007 by robertogreco
Popular Science Blog - The Nintendo DS Gets Artistic
march 2007 by robertogreco
"Sabiston saw unused potential in the Nintendo DS, with the device's dual screens and touch-sensitive, stylus-based interface naturally positioning it as a great platform for drawing."
nintendo
nintendods
ds
games
painting
drawing
march 2007 by robertogreco
UK:RESISTANCE: THERE IS ONLY ONE GAME OF 2006 (Animal Crossing Wild World)
december 2006 by robertogreco
"Animal Crossing isn't a game. It's a career. A vocation, a mini alternative life. You could educate a child with it and it would turn out OK. It teaches you everything you need to know about the real world. It teaches you the importance of money, shows y
ds
nintendo
videogames
nintendods
animalcrossing
reviews
december 2006 by robertogreco
Nanoloop
december 2006 by robertogreco
"Nanoloop is a synthesizer / sequencer for the Nintendo Game Boy systems. Stored on a normal game cartridge, it allows to produce nice electronic music without further hardware, using either headphones or an external amplifier (home stereo, active speaker
nintendo
games
diy
audio
music
instruments
software
sound
gameboy
december 2006 by robertogreco
DSButtons.com | An invitation to play
december 2006 by robertogreco
"Waiting for the bus, on the train, sitting in cafes – we're always up for starting a friendly match. Thing is, it's not always easy to tell if there are fellow DS gamers around."
buttons
ds
nintendo
nintendods
wifi
games
fun
play
social
society
space
interaction
december 2006 by robertogreco
Pong of the day
november 2006 by robertogreco
"Networked Gameboys playing pong! GameboyPong-FAN, by Erational and Antonin Fourneau."
games
play
videogames
interactive
interaction
social
nintendo
november 2006 by robertogreco
Wireless Wonders: Game boy in the pocket experience (idea #103)
november 2006 by robertogreco
"My older brother still pokes fun at my techno "clothing ideas" (remember the socks?) so I felt duly compelled to announce my latest thinking in this untapped fashion arena."
clothing
gadgets
future
videogames
nintendo
nintendods
ds
pockets
mobile
phones
design
fashion
november 2006 by robertogreco
Brain training in schools - DS Fanboy
november 2006 by robertogreco
"Teacher James Penson thought some of the 5th and 6th grade children could benefit from a fun way to practice math and memory skills, and so he cooked up the idea of using the ubiquitous Dr. Kawashima's Brain Training in the classroom."
schools
education
videogames
nintendo
nintendods
ds
learning
students
teaching
november 2006 by robertogreco
Wii - Iwata Asks - Wii As A Shared Space For All the Family
november 2006 by robertogreco
"I really hope Wii will prove useful in providing chances for this type of interaction between family members."
wii
play
families
children
interaction
communication
videogames
messages
nintendo
design
software
parenting
november 2006 by robertogreco
Japanese Museum spreads knowlege using Nintendo DS - Newlaunches.com
october 2006 by robertogreco
"The Nintendo DS is very popular in Japan and taking full advantage of its popularity is the Nation Western Fine Arts Museum. From the museum counter you can borrow a DS which comes with a special cartridge preloaded with the museum details. Each room in
nintendo
nintendods
ds
museums
technology
wifi
art
october 2006 by robertogreco
Japanese Children Studying With DS At School - Kotaku
october 2006 by robertogreco
"The students are getting accustomed to using the DS and are studying enthusiastically. Progress can be expected."
nintendo
nintendods
ds
language
study
students
teaching
learning
education
schools
technology
english
japan
games
videogames
october 2006 by robertogreco
Gnese - Comic Book DS
october 2006 by robertogreco
"Comic Book DS is a program making it possible to read your Comic Books on your Nintendo DS.
books
comics
ds
nintendo
nintendods
software
tutorials
videogames
homebrew
make
diy
hacks
october 2006 by robertogreco
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