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Side Quests is back and so is host Chris Osborne! He is a podcaster and hero on a quest to defeat King Dedede! The game he is talking about today is Kirby's Dream Land by HAL Laboratory and Nintendo. You can also listen to his podcasts, Play Comics and Legends of S.H.I.E.L.D. We have a Patreon! Gain access to episode shout outs, bonus podcasts, reviews, early downloads of regular episodes, an exclusive rss feed and more! Click here! You can find the show on Bluesky, Instagram and YouTube! Please rate and review us on Apple Podcasts! Rate us on Spotify! Wanna join the Certain POV Discord? Click here!
EarthBound, released in Japan as Mother 2: Gīgu no Gyakushū,is a role-playing video game developed by Ape Inc. and HAL Laboratory andpublished by Nintendo for the Super Nintendo Entertainment System. The secondentry in the Mother series, it was first released in Japan in August 1994, andin North America in June 1995. A port for the Game Boy Advance developed by PaxSoftnica, bundled with Mother (1989) as Mother 1+2, was released only in Japanin 2003. The game focuses on Ness and his party of Paula, Jeff and Poo, as theytravel the world to collect melodies from eight Sanctuaries in order to defeatthe universal cosmic destroyer Giygas.Find us online!Jeff Youtube - http://www.youtube.com/CentaurProductions Twitter - @JeffCentaurRuss Twitter - @RussMac25Chris Twitch - http://twitch.tv/LierXAgerate Twitter - @EnrichFlavor
Side Quests is back and this episode's host is video essayists, streamer and best friend to all the Waddle Dees, Marc "Try4ce" Duddleson! The game he is talking about today is Kirby and the Forgotten Land by HAL Laboratory and Nintendo. You can also find his YouTube channel here! We have a Patreon! Gain access to episode shout outs, bonus podcasts, reviews, early downloads of regular episodes, an exclusive rss feed and more! Click here! You can find the show on Bluesky, Instagram and YouTube! Please rate and review us on Apple Podcasts! Rate us on Spotify! Wanna join the Certain POV Discord? Click here!
For this episode we're heading back to 1990--and forward to 2056--for Kabuki: Quantum Fighter, a pre-Kirby sci-fi platformer that marked the first time HAL Laboratory published a game they did not develop themselves. Sean and Bridget are here to discuss this bizarre adventure, in which a kabuki actor (actually a colonel who got uploaded into Earth's main defense computer) flips and hair-whips his way to defeating an evil virus. It might not be one of HAL's greatest hits, but if you're into classic NES platformers, Kabuki: Quantum Fighter is still a good time today (although you might want to make use of that level select cheat to help dull the difficulty).Along the way they also look back on its appearance in Nintendo Power issue 21 (https://archive.org/details/nintendo-power-issue-021-february-1991/page/26/mode/2up) and its "bodacious" 90's commercial (https://www.youtube.com/watch?v=mVgIJqadh5w).Our outro music is a little different today--the Round 1 music from Kabuki: Quantum Fighter.Want to reach out? You can email us at mail@kirbyconversations.com and we may read your letter on a future episode.We will also now be uploading more visual versions of each episode to YouTube! Subscribe to us there, and you can expect new uploads a few days after each new episode releases.***Also--want to win $300 in a special holiday giveaway we're doing with our friends at Flashback 64? Check out our audio scavenger hunt, where you can win gift cards by answering trivia questions about our two podcasts. Check out all the details here.***Join us online:Kirby ConversationsBluesky: @kirbyconversations.bsky.socialIG: @kirbyconversationsThreads: @kirbyconversationsBridgetThreads: @no1kirbyfanSean DouglassBluesky: @seandouglass.bsky.socialKy "Captain Dangerous" ParkerIG: @captaindangerousGigiCarrd linkOur opening music is by Megan Kellough (https://diamondthorns.bandcamp.com) and arranged by Duncan "PixelTea" Smith (https://duncansmith.carrd.co/).Liking Kirby Conversations? Then you may also enjoy another retro gaming podcast we recommend, Flashback 64: https://flashback64pod.podbean.com/ Hosted on Acast. See acast.com/privacy for more information.
Alex and Luke Talk Kirby 64: The Crystal Shards, the puffball's iconic 3D side-scrolling adventure for the Nintendo 64. Developed by HAL Laboratory and released in 2000, this game introduced players to the unique ability to combine powers, creating some truly wild and creative abilities for Kirby to wield as he battles the forces of Dark Matter across a beautifully colorful universe.At the time of this recording, Kirby 64 holds a Metacritic score of 77, with its main story taking around 4 hours to complete, according to How Long to Beat. Both Alex and Luke revisited the game on Nintendo Switch Online + Expansion Pack, with plenty of laughs, nostalgic moments, and minimal gripes.Join the duo as they discuss the game's unique charm, its place in the Kirby series, and whether or not it holds up after all these years.This episode is unofficially brought to you in part by the burger press.Send us a Text Message! We'll respond on our next episode!Support the showVisit us at LowFiveGaming.com.Join the Low Five Discord!Email us at hello@lowfivegaming.com.Theme music is by AJ Norman. Design assets were created by Studio Day Job.Low Five Gaming is a Studio Low Five Production.
Is Metal Slader Glory the most important game ever? Maybe! Author Lewis Packwood joins as we unravel the incredible history of HAL Laboratory's Famicom adventure game, Metal Slader Glory. Perhaps the most ambitious Famicom title, its tumultuous development may have led to the creation of the Nintendo we know today! Plus, I take you to beautiful Tachikawa as we hit up its gaming hot spots! Follow our guest! Site: https://lewispackwood.com/ Book: https://www.casemateipm.com/9781399073776/curious-video-game-machines/ Social: https://x.com/LewisPackwood (0:00) - Intro Games (0:57) - Metal Slader Glory w/ Lewis Packwood Feature (31:43) - Gaming in Tachikawa News (41:00) - Nintendo's big news week (47:06) - Gaming events in Tokyo (49:14) - Closing Social media: Twitter: https://twitter.com/TokyoGameLife Instagram: https://www.instagram.com/tokyogamelife/ YouTube: https://www.youtube.com/@tokyogamelife Threads: https://www.threads.net/@tokyogamelife Bluesky: https://bsky.app/profile/tokyogamelife.bsky.social Website: https://tokyogamelife.com/ Like and subscribe on your favorite podcast app!
Earthbound gilt als eines der kultigsten Konsolenrollenspiele der 90er Jahre: Ursprünglich 1994 für das Super Nintendo in Japan und ein Jahr später in den USA erschienen, ist Earthbound für seinen eigenwilligen Humor, seine charmante 2D-Optik und seine unkonventionelle Herangehensweise an das Genre bekannt. Doch was macht dieses Spiel wirklich so besonders? In dieser Episode reisen wir zurück in die Welt von Ness, Paula, Jeff und Poo, erkunden die skurrilen Städte, bizarren Gegner und die emotional tiefgründige Geschichte. Wir erzählen die Entstehungsgeschichte, analysieren die Spielmechaniken und sprechen darüber, wie Earthbound zunächst als kommerzieller Flop galt, aber mit der Zeit einen festen Platz im Herzen der Gaming-Community eingenommen hat. Infos zum Spiel: Thema: Earthbound, 1994 (JP als "Mother 2"), Plattform: SNES, später Ports für 3DS, Wii, Switch Entwickler: APE, HAL Laboratory Publisher: Nintendo Genre: Rollenspiel Designer: Shigesato Itoi, Satoru Iwata, Akihiko Miura u.a. Musik: Keiichi Suzuki, Hirokazu Tanaka Podcast-Credits: Sprecher: Fabian Käufer, Christian Schmidt Audioproduktion: Johannes DuBois, Christian Schmidt Titelgrafik: Paul Schmidt Intro, Outro: Nino Kerl (Ansage); Chris Hülsbeck (Musik)
Part Time UFO arrived in 2017 as the first game from HAL Laboratory's new mobile gaming brand HAL Egg. Clever, funny, and full of inventive crane game-inspired puzzles, it's an easy recommendation for anyone interested in what other recent games have come from Kirby's longtime developer. So for this episode, we're discussing the history, gameplay, and some of our favorite animal-balancing, cheerleader-stacking moments from Part Time UFO, across the mobile version and its expanded Switch port. Have you played Part Time UFO? And how do you feel about mobile games versus traditional console experiences? Tell us your thoughts at mail@kirbyconversations.com and we may share them on a future episode.Follow us online:Kirby ConversationsIG: @kirbyconversationsBluesky: @kirbyconversations.bsky.socialThreads: @kirbyconversationsBridgetThreads: @no1kirbyfanSean DouglassBluesky: @seandouglass.bsky.socialKy "Captain Dangerous" ParkerIG: @captaindangerousOur music is by Megan Kellough (https://diamondthorns.bandcamp.com) and arranged by Duncan "PixelTea" Smith (https://duncansmith.carrd.co/). Our show art is by DJ (IG: @drawing_lemonz). Hosted on Acast. See acast.com/privacy for more information.
In which we capture Pokémon Snap (1999), and keep our hands inside the important science vehicle at all times. David ponders systems of fruit. Pippin sings the Jigglypuff song. These, and other GAMETHINGS. Pokémon Snap was developed by HAL Laboratory and published by Nintendo.
Famously never localized for an English-speaking audience, HAL Laboratory and Brownie Brown's Mother 3 has almost become a meme at this point. So much so that I wondered if it could live up the inflated expectations that I unwittingly put on games that are unavailable or difficult to find, a kind of forbidden fruit syndrome. So I made sure to put Mother 3 on my Backlog Resolutions list for 2024 and hey! It's pretty good! It's a lot like Earthbound in good and bad ways, and I like the story of Mother 3 for different reasons than I liked Earthbound's story. Looks like I'm gonna need an all-star guest to dig into this one... Joining me for the discussion about Mother 3 is Rebekah Valentine! Reb is an award winning investigative reporter for IGN, reporting on the inner workings of the industry, how the games we love get made, and giving a voice to workers who are laid off or otherwise mistreated. You can find her work by following this link (https://www.ign.com/person/duckvalentine)! TIMESTAMPS Intros/Personal Histories with Mother 3/Opening Thoughts 2:03 Story Setup 14:58 Questionable/Offensive Content 32:32 Visuals/Music 42:00 Gameplay/Combat 53:14 Combat, continued 1:03:14 Closing Thoughts/Plugs/Housekeeping 1:11:01 SPOILER WALL 1:19:06 Music used in the episode is credited to Shogo Sakai. Tracks used: Fun Naming, Welcome!, Alec's Log House, Mag**** Party, Homely Yado Inn, Mr. Batty Twist, Fate, Mr. Saturn Theme Z, Mom's Hometown, Happy Town, Sorrowful Tazmily, Mother 3 Love Theme (Arr.), Mother 3 Love Theme, You Won! Find Dave's TWO guest appearances on the Retro Hangover podcast on your favorite podcast app or by clicking here (https://linktr.ee/retrohangover)! Support Tales from the Backlog on Patreon! (https://patreon.com/realdavejackson) or buy me a coffee on Ko-fi (https://ko-fi.com/realdavejackson)! Join the Tales from the Backlog Discord server! (https://discord.gg/V3ZHz3vYQR) Social Media: Instagram (https://www.instagram.com/talesfromthebacklog/) Twitter (https://twitter.com/tftblpod) Facebook (https://www.facebook.com/TalesfromtheBacklog/) Cover art by Jack Allen- find him at https://www.instagram.com/jackallencaricatures/ and his other pages (https://linktr.ee/JackAllenCaricatures) Listen to A Top 3 Podcast on Apple (https://podcasts.apple.com/us/podcast/a-top-3-podcast/id1555269504), Spotify (https://open.spotify.com/show/2euGp3pWi7Hy1c6fmY526O?si=0ebcb770618c460c) and other podcast platforms (atop3podcast.fireside.fm)!
Side Quests is back and so is host Dave Jackson! He is a podcaster and rectangular grid of squares, which must be filled in to create a picture! The game he is talking about today is Picross 3D by HAL Laboratory and Nintendo. You can also find this episode's host on Twitter as well as listen to his podcasts A Top 3 Podcast and Tales from the Backlog! We have a Patreon! Gain access to episode shout outs, bonus content, early downloads of regular episodes, an exclusive rss feed and more. Click here! You can find the show on Twitter, Bluesky, Instagram and YouTube! Please rate and review us on Apple Podcasts! Rate us on Spotify! Wanna join the Certain POV Discord? Click here!
Today, we look at the origins of Kirby by looking at the development of Kirby's Dream Land, which was released for the Nintendo Gameboy in 1992. As part of its story, we'll revisit the early history of its studio, HAL Laboratories. We'll also look at the game that almost bankrupted the studio, and talk about how it led to Kirby becoming a Nintendo published game. Finally, we'll briefly touch on the rest of the franchise and discuss the popularity of Kirby today. Get ready to inhale some knowledge on today's trip down Memory Card Lane.
Welcome to Kirby Conversations! For our first episode, we dig into the history of Kirby's 1993 outing Kirby's Adventure—Masahiro Sakurai's sophisticated NES title that not only introduced Kirby's copy ability but also helped save HAL Laboratory during a time of financial crisis. We'll explore the background of its development, its timeless pixel art, Sakurai's unique ability concepts that he never included in the final game, and the sometimes surprising reactions the game got from initial press and reviews. During our 2nd Act, we discuss the things we're looking forward to in 2024, from Princess Peach: Showtime! to Tekken 8, Ky's plan to 3D-print Wind Waker's The King of Red Lions, how the pandemic led to Pokémon card parking lot brawls. (Note that at around 30:37, Bridget does talk about the later levels of Kirby's Adventure and some things that might be considered spoilers.)0:00: Intro and Welcome3:05: Kirby's Adventure Discussion35:13: 2nd Act on what we're looking forward to in 2024You can support this show on Patreon to receive bonus content, digital events, prints of Captain Dangerous's photographs, and more! You can also join our Video Game Subscription and Video Game Subscription Deluxe tiers--where we'll send you regular video games, from mainline Nintendo titles to exciting indie games, throughout the year. You can check out all the reward tiers, and even join for free, at: www.patreon.com/KirbyConversationsFollow us online:Kirby ConversationsIG: @kirbyconversationsThreads: @kirbyconversationsBluesky: @kirbyconversations.bsky.socialOur other handles:Ky "Captain Dangerous" ParkerIG: @captaindangerousX: @captdangerous64FB: Dangerous PixelsBridgetIG: @no1kirbyfanThreads: @no1kirbyfanX: @Kabula_QueenSean DouglassBluesky: @seandouglass.bsky.socialThreads: @_smdouglass_IG: @_smdouglass_Our music is by Megan Kellough (https://diamondthorns.bandcamp.com) and arranged by Duncan "PixelTea" Smith (https://duncansmith.carrd.co/).Our show art is by DJ (IG: @drawing_lemonz). Hosted on Acast. See acast.com/privacy for more information.
Side Quests is back and this episode's host is podcaster, and unpredictable Crazy Hand, Mikey Tabletop! The game he is talking about today is Super Smash Bros. Melee by HAL Laboratory and Nintendo! You can also find him on twitter and check out his podcast here! We have a Patreon! Gain access to episode shout outs, bonus content, early downloads of regular episodes, an exclusive rss feed and more! Click here! You can find the show on Twitter, Bluesky, Instagram and YouTube! Please rate and review us on Apple Podcasts! Rate us on Spotify! Wanna join the Certain POV Discord? Click here!
Hey retro gamers! On today's episode of Smashing Bricks, we combat the paranormal in New Ghostbusters II! Join me, Eddie Inzauto, and guest Peter Willington as we zap and trap all over New York City in the little movie tie-in that could, HAL Laboratory's New Ghostbusters II for the Nintendo Entertainment System. Next Episode: An extra biweekly episode in just two weeks! A Halloween Special Episode: Night Trap on SEGA CD with Kyle Stallock! Make sure you get your hands on the game and play through with us before the show airs! Smashing Bricks now has a Discord server! Follow this link to join our community and chat about games, the podcast, and anything else your heart desires! https://discord.gg/gfnpx62JzS You're invited to join the discussion with your comments on our current and upcoming titles or any past game we've played. You can also make suggestions for games you'd like to see covered on future episodes! Check out the Smashing Bricks Playlist and help me fill in the gaps, or even simply let me know that a game that's already on the list is a must-play for the show! Here's that link: https://docs.google.com/spreadsheets/d/1-5kxVLc12amW4gbG80DzhEItUNmUi-Mh9yiKdfncJuM/edit?usp=sharing And if you'd like to go above and beyond to support the show and help make it better and add more content, donate just a few bucks a month via Patreon: https://www.patreon.com/SmashingBricks SOCIAL LINKS: Linktree with all links: https://linktr.ee/smashingbricks SB on Twitch: https://twitch.tv/smashingbrickspodcast SB on YouTube: https://youtube.com/@smashingbricks SB on Intagram: https://instagram.com/smashingbricks SB on Twitter: https://twitter.com/smashing_bricks SB on Facebook: https://facebook.com/smashingbrickspodcast Eddie's Photography on Instagram: https://instagram.com/edwardinzauto Eddie's Music on Instagram: https://instagram.com/lightseekersoundwaves --- Send in a voice message: https://podcasters.spotify.com/pod/show/smashingbricks/message Support this podcast: https://podcasters.spotify.com/pod/show/smashingbricks/support
Side Quests is back and so is host Keith Lehtinen! He is a podcaster and manipulating Master Hand! The game he is talking about today is Super Smash Bros. by HAL Laboratory and Nintendo! You can also find this episode's host on twitter as well as listen to his podcasts We Have Issues and Jukebox Vertigo! We have a Patreon! Gain access to episode shout outs, bonus content, early downloads of regular episodes, an exclusive rss feed and more! Click here! You can find the show on Twitter, Bluesky, Instagram and YouTube! Please rate and review us on Apple Podcasts! Rate us on Spotify! Wanna join the Certain POV Discord? Click here!
Os aventureiros Guilherme Ferrari, Lili Brandelli, Guilherme Dellagustin e Marcos Melo comentam sobre Adventures of Lolo, jogo puzzle lançado em 1989 pela HAL Laboratory para o NES. Foi lançado na América do Norte em 20 de Abril de 1989 e na Europa em Fevereiro de 1991. Em 2007 o jogo foi relançado na Virtual Console da Wii e posteriormente na Wii U e Nintendo 3DS. Bora ouvir? As aventuras muito loucas da bolinha azul chegaram EXCLUSIVO para o NES. O […] O post Fliperama de Boteco #380 – Adventures of Lolo apareceu primeiro em FLIPERAMA DE BOTECO.
¡Ya está aquí la ración semanal de vuestro podcast favorito! Con la participación de: ✔️ *Juan Tejerina* · @jtvillamuera ✔️ *Ramiro Díez* · @Ramisfactions ✔️ *Javier Bello* · @Javi_B_C ✔️ *Dan Puerta al Sótano* · @dan_chaos ✔️ *Yugita-chan* · @YugitaChan 🎵 Intro musical de GTM Restart creada por Pitypob · @pitypob2 ✌ Cuña publicitaria cortesía de Ramón de Arana · @RaymonDeArana ⚙️ Edición y Montaje: Javier Bello · @Javi_B_C 🌐 GTM LINKTREE: https://linktr.ee/gtmediciones 📺 *Canal de Yugita-chan*: https://www.youtube.com/@YugitaChan 📺 *Canal de Dan*: https://www.youtube.com/@Dan-PuertaAlSotano 🎤 Micrófonos Pulse gracias al apoyo de NZXT 💜 https://nzxt.com/en-DE *INICIATIVA PODGAMING* - Iniciativa Podgaming vuelve a la carga poniendo su punto de mira en la saga Assassin's Creed: https://www.ivoox.com/iniciativa-assassin-s-creed_bk_list_10530682_1.html ================ *ACTUALIDAD* - La fiscalía japonesa pide 2,5 años de prisión para Yuji Naka. - Cierra Vanpool Inc, el estudio que desarrolló Kirby y la Tierra Olvidada de mano de Hal Laboratory. - Todos los detalles que conocemos del desarrollo de Metal Gear Solid Delta: Snake Eater. - Nintendo cierra la eShop en Rusia. *MELOCOTONAZO* 🎵 "Buried Alive" — One Desire https://open.spotify.com/track/16X85ETIZMhJO6jJszc0Ft?si=81745e9c7a6e4191&nd=1 *ENTREVISTA - LEVEL UP: GAME DEV HUB* - Hemos charlado con Roger Montserrat CEO y cofundador de Level UP: Game Dev Hub. Un centro de coworking, formación y preincubación de videojuegos. *RECTA FINAL* - Para terminar, cerraremos hablando de los juegos a los que hemos estado dedicando nuestro tiempo ocio esta semana. ================ 0:00 CUÑA PUBLICITARIA 0:45 PRESENTACIÓN 7:15 YUJI NAKA PRESO 19:58 ESTUDIO VANPOOL CIERRA 28:59 MGS DELTA NUEVOS DETALLES 54:33 NINTENDO ESHOP CIERRA EN RUSIA 1:01:22 MELOCOTONAZO 1:03:45 ENTREVISTA LEVEL UP 1:57:23 RECTA FINAL ================ GTM (Games Tribune Magazine) 2023 @GamesTribune www.gamestribune.com
Hay varios estudios de desarrollo externos que tienen una vinculación especial con Nintendo pese a no ser parte de la propia compañía: Intelligent Systems, HAL Laboratory... un repaso a los principales ejemplos. Presentado por Nacho Bartolomé. Sintonía y sonidos del podcast por Rubén García. Puedes contactar a través de Twitter (@nintendatos) o correo electrónico (contacto@nintendatos.com). ¡Gracias por escuchar!Fuentes y enlaces de interés:https://www.intsys.co.jphttps://www.hallab.co.jp/eng/https://www.good-feel.co.jp/en/
In dieser Folge von „To be on Pod“ reisen Björn und Christian zurück in das Jahr 1990, um mit „Pinball: Revenge of the Gator“ von HAL Laboratory einen der ganz frühen Spiele für den Nintendo Game Boy zu besprechen. Kommt mit uns an den Flippertisch, es ist Fütterungszeit der Krokodile! PS: Gefällt dir unser Podcast? Dann freuen wir uns über Bewertungen auf Spotify und Apple Podcasts sowie Likes und Kommentare auf Twitter und Instagram! Wenn du uns gerne privat schreiben möchtest, dann sende uns doch einfach eine E-Mail an kontakt@tobeonpod.de – Wir freuen uns auf dein Feedback! Weiterführende Links zu dieser Episode: Unsere Website TBOP auf Twitter TBOP auf Instagram TBOP auf Nostr TBOP Discord-Channel Den Podcast auf Ko-fi unterstützen
We're back with another dose of Nintendo news, game impressions and discussion! Join us as we discuss: Credits: Panelists: Andrew – @PlayCritically Sylvie – @StwTwo Rosalie – @LilRecordGirl Edited by: Andrew Brown Interludes: Craig Windle – @CraigedyCraig / Windmills at Dawn Music: Kirby Retro Medley – Original music by Jun Ishikawa, arranged by HAL Laboratory […] The post N-Focus #219 – Nintendo Direct special! appeared first on GAMEPODULAR.
We're back with another dose of Nintendo news, game impressions and discussion! Join us as we discuss: Credits: Panelists: Andrew – @PlayCritically Sylvie – @StwTwo Rosalie – @LilRecordGirl Edited by: Andrew Brown Interludes: Craig Windle – @CraigedyCraig / Windmills at Dawn Music: Kirby Retro Medley – Original music by Jun Ishikawa, arranged by HAL Laboratory […] The post N-Focus #219 – Nintendo Direct special! appeared first on GAMEPODULAR.
Patrick and Mark test their reflexes to prepare for the chaos promised by Samurai Kirby 100 — a new sub-game coming to Kirby's Return to Dream Land Deluxe. Plus, HAL Laboratories at GDC, Mario + Rabbids: Sparks of Hope underperforms, and more. The guys also talk about: Crisis Core Final Fantasy VII Reunion Mario Kart 8 Deluxe Tetris 99 Splatoon 3 Awesome Games Done Quick FRIEND US ON SWITCH Patrick: SW-1401-2882-4137 Mark: SW-8112-0583-0050
Kicking off the new year with a Famicom banger! Uchuu Keibitai SDF is a vertical shooter released by HAL Laboratory in 1990 for the Japanese market only. While the game leaves a bit to be desired, the soundtrack is great and definitely worth exploring. It was composed by HAL veterans, Jun Ishikawa (known for Kirby Super Star, Alcahest, and Hyper Zone) and Hideki Kanazashi (known for F1-Race, Mach Rider, Eggerland, Rollerball, and Adventures of Lolo). Great music and plenty of space babies to keep it interesting. Uchuu Keibitai SDF (宇宙警備隊 SDF) Famicom - 1990 HAL Laboratory Composed by Jun Ishikawa & Zap Rodeo (aka Hideki Kanazashi) Track List: 00:06 Start Demo 02:24 Stage 1 07:03 Boss 08:08 Stage 2 10:13 Stage 3 15:47 Stage 4 18:06 Stage 5 22:48 Stage 6 25:30 Stage 7 31:19 Unknown 33:45 Final Boss 36:49 Ending Uchuu Keibitai SDF @ VGMrips #credit to GTheGuardian
En este programa estaremos conversando sobre le primer videojuego de carreras de la compañía Nintendo lanzado para Famicom, titulo que seria desarrollado por Hal Laboratory con el legendario Satoru Iwata como principal programador. Si bien, no hay mucho que hablar sobre este titulo, además de que supuso una revolucion en términos técnicos, ya que este nos presenta por primera vez el denominado "raster Scrolling" en un juego lanzado para la consola de sobremesa de Nintendo, sin duda que también podría considerarse el punto de partida para el tan querido Super Mario Kart que conoceríamos varios años después en la Super Nintendo.
Kirby is the main protagonist of Nintendo's Kirby series of video games. He made his debut appearance in 1992, starring in Kirby's Dream Land. The series has been running for three decades, and over thirty titles have been released under Kirby's name, most of which are developed by HAL Laboratory, Inc. or published by HAL for co-developing studios. Come play retro with us!
Kirby is the main protagonist of Nintendo's Kirby series of video games. He made his debut appearance in 1992, starring in Kirby's Dream Land. The series has been running for three decades, and over thirty titles have been released under Kirby's name, most of which are developed by HAL Laboratory, Inc. or published by HAL for co-developing studios. Come play retro with us!
Our full discussion and review after playing HAL Laboratory's Kirby and the Forgotten Land, featuring guest Shelby Silverman. Looking for more on Kirby or just more Lads content in general? Visit our website to read various writings on the games we're playing or topics of interest. Like the show? Please subscribe, rate it, and follow us on Twitter and Instagram @LadsWhoGame. If there's something you want us to talk about, please let us know!
KIRBY AND THE FORGOTTEN LAND the new platformer in the long running Kirby Series from HAL Laboratory is both familiar and new enough to have something for all players. Fiona and Gianni explore this fun new adventure for the most powerful pink ball around which is out now on Nintendo Switch. Read our written review on the SIFTER website: Get absorbed in KIRBY AND THE FORGOTTEN LAND SIFTER is produced by Nicholas Kennedy, Kyle Pauletto, Fiona Bartholomaeus, Daniel Ang & Adam Christou. Mitch Loh is Senior Producer and Gianni Di Giovanni is our Executive Producer. Thanks to Omny Studio for their support of SIFTER. Join the SIFTER Discord to be part of the conversation Support the show: https://sifter.store See omnystudio.com/listener for privacy information.
Luke and Alex talk Kirby and the Forgotten Land.Kirby and the Forgotten Land is a 3D platformer Kirby game developed by HAL Laboratory and published by Nintendo for the Nintendo Switch. The game was announced in a Nintendo Direct on September 23, 2021 and released worldwide on March 25, 2022. It's the first platform game in the series with full 3D gameplay.Alongside returning copy abilities, Kirby and the Forgotten Land introduces two new copy abilities in the form of Drill and Ranger. There's also an upgrade system for copy abilities and a new "Mouthful Mode" where Kirby can swallow and control larger objects, such as cars and vending machines.Both Luke and Alex rolled the credits on the game.Visit us at lowfivegaming.com.Join the Low Five Gaming Discord.Have questions? Comments? Email us at hello@lowfivegaming.com and you could be featured on a future episode!Theme music by AJ Norman.Design assets created by Studio Day Job.Low Five Gaming is a Studio Low Five Production.Support the show
Si en un episodio anterior ya te trajimos el primer Kirby (Kirby's Dreamland), hoy le toca el turno al último hasta la fecha, Kirby y la tierra olvidada. La circunferencia rosa se vuelve esfera, por primera vez HAL Laboratory ha desarrollado un título de Kirby en 3D y parece que le sientan muy bien. Miraia (Niikoret) te trae a La Porción a este comilón rosa.
HAL Laboratory says Kirby games don't have a strict timeline, but Patrick and Mark know that doesn't preclude a "Crisis on Infinite Planet Popstars" crossover in the future. Plus, Masahiro Sakurai looks back at the Smash Bros. fighter reveal videos, a listener review clues the guys into the motivation of Waddle Dees, and more. Masahiro Sakurai Smash fighter reveal video retrospective: https://www.nintendo.com/whatsnew/detail/2022/take-a-look-back-at-super-smash-bros-fighter-reveals-with-masahiro-sakurai-part-1/ The guys also talk about: Kirby and the Forgotten Land Triangle Strategy Super Smash Bros FRIEND US ON SWITCH Patrick: SW-1401-2882-4137 Mark: SW-8112-0583-0050
Si deseas salir de la rutina y de juegos sumamente complejos, escucha las recomendaciones que Montse Simó y Federico Baños tienen para ti."Kirby and the forgotten land" es un videojuego desarrollado por HAL Laboratory para Nintendo, y entre muchas de las ventajas que podemos mencionar, está que el pequeño Kirby puede adoptar formas graciosas, desde un coche hasta una máquina para hacer refrescos. Este juego Open World es muy sencillo de jugar, lo que lo convierte, incluso en una buena opción para chicos y grandes. See acast.com/privacy for privacy and opt-out information.
Qual o personagem mais fofo da Nintendo? Se você respondeu, Kirby, acertou! E qual o personagem mais poderoso da Nintendo? Se você respondeu Kirby, acertou também. A dualidade do fofo e bizarro acompanha a nossa bolota rosa durante os 30 anos de sua história e chegou a vez do Ultra N Podcast falar sobr essa incrível colaboração entre Nintendo e Hal Laboratory. Com a companhia do NintendoFan , nós passamos a limpo tudo o que você precisa saber sobre a série Kirby: seus principais jogos, os spin-off, a história do desenvolvimento, as principais mentes criativas e muito mais. Prepare o seu apetite pra mais um episódio delicioso! Episódios do anime do Kirby https://archive.org/details/kirbydubladoptbr Este podcast também recebe uma versão em vídeo lá no Youtube. Se inscreva lá em www.youtube.com/UltraNPodcast Siga-nos nas redes sociais procurando por @ultranpodcast e acesse nosso site www.ultranpodcast.com.br, e claro, recomende sempre nosso material para seus amigo! Participantes - Daniel Reenlsober - Theus Jackson - Júlio Rodrigo - NintendoFan Veja também - #32 40 anos de Donkey Kong: Experiências com o gorilão - #49 RUMORES que foram apenas RUMORES
That pink ball of ass-kicking known as Kirby is not only the star of a brand new Switch game he's also turning thirty this year so Rich, Ray, and Eric sit down to discuss Sakurai's favorite son. Starting with a special focus on 1992's Kirby's Dreamland and 1993's Kirby's Adventure but nothing featuring the cosmic god once known as Twinkle Popo. From humble beginnings at HAL Laboratories to becoming one of the icons of Super Smash Bros. Kirby has seen a lot in his thirty years so let's get started.
Rejoignez toute l'équipe PPG sur le Discord: Cliquez-ici! On vous y attend pour échanger sur les différentes émissions, le JV en général, les machines, dire du mal de Setzer et même pour jouer en coop! Rétro PPG: Kirby's Dream Land Kirby's Dream Land est un jeu de plates-formes développé par HAL Laboratory et édité par Nintendo sur Game Boy en 1992, le 27 avril au Japon, et à partir du mois d'août de la même année en Occident. Premier épisode de la série Kirby et première apparition du personnage éponyme, il est conçu par Masahiro Sakurai sur une demande de Nintendo qui veut « un jeu qui peut plaire à tout le monde ». Le personnage rond avec de petites ailes est au départ un sprite temporaire, mais l'équipe s'attache à lui et le conserve. Le concept de l'aspiration des ennemis découle de celui du vol, lorsque Kirby avale de l'air pour s'envoler. Emission bimensuelle des vieux briscards de l'équipe PPG dédiée au rétrogaming! Vous pouvez nous retrouver sur Itunes, Ausha, PodCloud, Deezer, Spotify, Amazon Music, Facebook, Twitter, Youtube... Si vous appréciez l'émission et que vous souhaitez nous encourager à poursuivre, merci de laisser un commentaire étoilé sur Apple-podcast… Facebook: https://www.facebook.com/Pour-une-Poign%C3%A9e-de-Gamers-1909069955882373/ Twitter: https://twitter.com/PPGlePodcast Instagram: https://www.instagram.com/ppglepodcast/ Ausha: https://podcast.ausha.co/pour-une-poignee-de-gamers Youtube: https://www.youtube.com/channel/UC9ZmfGDokSlv-8dpzENO4BQ
In this episode, we cover: 00:00:00 - Intro 00:02:23 - Iwata is the best, rest in peace 00:06:45 - Sam sneaks some SNES emulators/Engineer prep 00:08:20 - AWS, incidents, and China 00:16:40 - Understanding the big picture and moving from project to product 00:19:18 - Sam's time at Snacphat 00:26:40 - Sam's work at Gremlin, and culture changes 00:34:15 - Pokémon Go and Outro TranscriptSam: It's like anything else: You can have good people and bad people. But I wouldn't advocate for no people.Julie: [laugh].Sam: You kind of need humans involved.Julie: Welcome to the Break Things on Purpose podcast, a show about people, culture, and reliability. In this episode, we talk with Sam Rossoff, principal software engineer at Gremlin, about legendary programmers, data center disasters at AWS, going from 15 to 3000 engineers at Snapchat, and of course, Pokémon.Julie: Welcome to Break Things on Purpose. Today, Jason Yee and I are joined by Sam Rossoff, principal software engineer at Gremlin, and max level 100. Pokémon trainer. So Sam, why don't you tell us real quick who you are.Sam: So, I'm Sam Rossoff. I'm an engineer here at Gremlin. I've been in engineering here for two years. It's a good time. I certainly enjoyed it. And before that, I was at Snapchat for six years, and prior to that at Amazon for four years. And actually, before I was at Amazon, I was at Nokia Research Center in Palo Alto, and prior to that, I was at Activision. This was before they merged with Blizzard, all the way back in 2002. I worked in QA.Julie: And do you have any of those Nokia phones that are holding up your desk, or computer, or anything?Sam: I think I've been N95 around here somewhere. It's, like, a phone circa 2009. Probably. I remember, it was like a really nice, expensive phone at the time and they just gave it to us. And I was like, “ oh, this is really nice.”And then the iPhone came out. And I was like [laugh], “I don't know why I have this.” Also, I need to find a new job. That was my primary—I remember I was sitting in a meeting—this was lunch. It wasn't a meeting.I was sitting at lunch with some other engineers at Nokia Research, and they were telling me the story about this app—because the App Store was brand new in those days—it was called iRich, and it was $10,000. It didn't do anything. It was, like, a glowing—it was, like, NFTs, before NFTs—and it was just, like, a glowing thing on your phone. And you just, like, bought it to show you could waste $10,000 an app. And that was the moment where I was like, “I need to get out of this company. I need a new job.” It's depressing at the time, I guess.Julie: So. Sam, you're the best.Sam: No. False. Let me tell you story. There's a guy, his name is Iwata, right? He's a software developer. He works at a company called HAL Laboratories. You may recall, he built a game called Kirby. Very famous game; very popular.HAL Laboratories gets acquired by Nintendo. And Nintendo is like, “Hey, can you”—but Iwata, by the way, is the president of HAL Laboratories. Which is like, you know, ten people, so not—and they're like, “Hey, can you, like, send someone over? We're having trouble with this game we're making.” Right, the game question, at the time they called it Pokémon 2, now we call it Gold and Silver, and Iwata just goes over himself because he's a programmer in addition to be president of HAL Laboratories.And so he goes over there and he's like, “How can I help?” And they're like, “We're over time. We're over budget. We can't fit all the data on the cart. We're just, like, cutting features left and right.” He's like, “Don't worry. I got this.”And he comes up with this crazy compression algorithm, so they have so much space left, they put a second game inside of the game. They add back in features that weren't there originally. And they released on time. And they called this guy the legendary programmer. As a kid, he was my hero.Also famous for building Super Smash Brothers, becoming the president of all of Nintendo later on in his life. And he died a couple years ago, of cancer, if I recall correctly. But he did this motion when he was president of Nintendo. So, you ever see somebody in Nintendo go like this, that's a reference to Iwata, the legendary programmer.Jason: And since this is a podcast, Sam is two hands up, or just search YouTube for—Sam: Iwata.Jason: That's the lesson. [laugh].Sam: [laugh]. His big console design after he became President of Nintendo was the Nintendo Wii, as you may recall, with the nunchucks and everything. Yeah. That's Iwata. Crazy.Julie: We were actually just playing the Nintendo Wii the other day. It is still a high-quality game.Sam: Yeah.Jason: The original Wii? Not like the… whatever?Julie: Yeah. Like, the original Wii.Jason: Since you brought up the Wii, the Wii was the first console I ever owned because I grew up with parents that made it important to do schoolwork, and their entire argument was, if you get a Nintendo, you'll stop doing your homework and school stuff, and your grades will suffer, and just play it all the time. And so they refuse to let me get a Nintendo. Until at one point I, like, hounded them enough-I was probably, like, eight or nine years old, and I'm like, “Can I borrow a friend's Nintendo?” And they were like, sure you can borrow it for the weekend. So, of course, I borrowed it and I played it the whole weekend because, like, limited time. And then they used that as the proof of like, “See? All you did this weekend was play Nintendo. This is why we won't get you one.” [laugh].Sam: So, I had the exact same problem growing up. My parents are also very strict. And firm believers in corporal punishment. And so no video games was very clear. And especially, you know, after Columbine, which was when I was in high school.That was like a hard line they held. But I had friends. I would go to their houses, I would play at their houses. And so I didn't have any of those consoles growing up, but I did eventually get, like, my dad's old hand-me-down computer for, like, schoolwork and stuff, and I remember—first of all, figuring out how to program, but also figuring out how to run SNES emulators on [laugh] on those machines. And, like, a lot of my experience playing video games was waking up at 2 a.m. in the morning, getting on emulators, playing that until about, you know, five, then turning it off and pretending to go back to bed.Julie: So see, you were just preparing to be an engineer who would get woken up at 2 a.m. with a page. I feel like you were just training yourself for incidents.Sam: What I did learn—which has been very useful—is I learned how to fall asleep very quickly. I can fall asleep anywhere, anytime, on, like, a moment's notice. And that's a fantastic skill to have, let me tell you. Especially when [crosstalk 00:07:53]—Julie: That's a magic skill.Sam: Yeah.Julie: That is a magic skill. I'm so jealous of people that can just fall asleep when they want to. For me, it's probably some Benadryl, maybe add in some melatonin. So, I'm very jealous of you. Now I—Jason: There's probably a reason that I'm drinking all this cheap scotch right now.Sam: [laugh].Julie: We should point out that it's one o'clock in the morning for Jason because he's in Estonia right now. So, thank you, A, for doing this for us, and we did promise that you would get to talk about Pokémon. So—Sam: [laugh].Julie: [laugh].Sam: I don't know if you noticed, immediately, that's what I went to. I got a story about Pokémon.Julie: So, have you heard any of our episodes?Sam: I have. I have listened to some. They're mostly Jason, sort of, interviewing various people about their experience. I feel like they come, like, way more well-prepared than I am because they have, like, stuff they want to talk about, usually.Julie: They also generally have more than an hour or two's notice. So.Sam: Well, that's fair. Yeah. That probably [laugh] that probably helps. Whereas, like, I, like, refreshed one story about Iwata, and that's, like, my level of preparation here. So… don't expect too much.Julie: I have no expectations. Jason already had what you should talk about lined up anyway. Something about AWS incidents in China.Sam: Oh, my God. The first question is, which one?Jason: [laugh].Sam: So, I don't know how much you're familiar with the business situation in China, but American businesses are not allowed to operate in China. What happens is you create a Chinese subsidiary that's two-thirds owned by Chinese nationals in some sort of way, you work through other companies directly, and you form, like, these partnerships. And I know you know, very famously, Blizzard did this many years ago, and then, like, when they pulled out China, that company, all the people worked at are like, “Well, we're just going to take your assets and make our own version of World of Warcraft and just, like, run that instead.” But Amazon did, and it was always this long game of telephone, where people from Amazon usually, like, VP, C-level people were asking for various things. And there were people whose responsibility it was to, like, go and make those things happen.And maybe they did or, like, maybe they just said they did, right? And, like, it was never clear how much of it was lost in translation, or they're just, like, dealing with unreasonable requirements, and they're just, like, trying to get something done. But one story is one of my favorites because I was on this call. Amazon required all of their data centers to be multiple zones, right? So, now they talk about availability zones in a region. Internally at Amazon, that's not how we referred to things; it'd be like, there's the data center in Virginia, and there's, like, the first one, the second one, the third one, right? They're just, like, numbered; we knew what they were.And you had to have three of them, and then all services had to be redundant such they could handle a single data center failure. In the earlier days of Amazon, they would actually go turn off data centers to, like, make you prove this as the case. It's was, like, a very early version of chaos engineering. Because it's just, like, unreliable. And unfortunately, AWS kind of put the kibosh on that because it turns out people purchasing VMs on AWS don't like it when you turn off their VMs without warning. Which, like, I'm sympathetic, uh… I don't know.As a side note, if you are data center redundant, that means you're running excess capacity. So, if I'm about to lose a data center, I need to be able to maintain traffic without a real loss in error rates, that means I've got to be running, like, 50% excess capacity if I've only got three data centers, or 33% if you're four data centers. And so capacity of course was always the hard problem when you're dealing with data centers. So, when we were running the Chinese website— z.cn or amazon.cn—there was a data center in China, as you might imagine, as required by the complex business regulations and whatnot.And it had, you know, three availability zones, for lack of a better term. Or we thought it had three availability zones, which of course, this is what happened. One day, I got paged into this call, and they were dealing with a website outage, and we were trying to get people on the ground in China on the call, which as I recall, actually is a real hard problem to get. It was the middle of the night there; there was a very bad rainstorm; people were not near internet connectivity. If you're unfamiliar with the Chinese landscape—well, it's more complex today, but in those days, there were just basically two ISPs in China, and, like, Amazon only paired with one of them.And so if you were on the other one, it was very difficult to get back into Amazon systems. And so they'd have places they could go to so they could connect them when they—and so it was pair to. And so it was a very difficult situation. It took us a while to get people on the phone, but basically, we lost two data centers at the same time, which was very surprising. And later we find out what happened is one of the data centers had flooded, which is bad, bunch of electrical machines flooding for a rainstorm that's got whatever else going on.It turns out the other data center was physically inside of the first [laugh] data center. Which is not the sort of isolation you want between two regions. It's not really clear where in the conversation, you know, things got lost, such that this is what got implemented. But we had three data centers and in theory, and in practice, we had two data centers, since one was inside the other. And when the first one flooded, the, like, floor gave away, and the servers crashed down on top of the other one. [laugh].And so they were literally inside of each other after that point. They took down the Chinese website for Amazon. It was an experience. It was also one of those calls where there's not a lot I could do to help, which is always frustrating for a lot of reasons.Julie: So, how did you handle that call? Out of curiosity, I mean, what do you say?Sam: Well, I'll be honest with you, it took us a long time to get that information, to get save the world. Most of the call actually was trying to get ahold of people try to get information, get translators—because almost everybody on the line did not speak either Cantonese or Mandarin, which is what the engineers were working with—and so by the time we got an understanding—I was in Seattle at the time—Seattle got an understanding of what was happening in—I think it was Beijing. I don't recall off the top of my head—the people on the ground had done a lot of work to isolate and get things up and running, and the remainder of the work was reallocating capacity in the remaining data center so that we wouldn't be running data center redundant, but at the very least, we would be able to serve something. It was, as I recall, it was a very long outage we had to take. Although in those days, the Amazon cn website was not really a profit center.The business was—the Amazon business—was willing to sell things at steep discounts in China to establish themselves in that market, and so, there was always sort of a question of whether or not the outage was saving the company money. Which is, like, sort of a—Julie: [laugh].Sam: —it's like a weird place to be in as an engineer, right? Because you're, like, “You're supposed to be adding business value.” I'm like, “I feel like doing nothing might be adding business out here.” It's not true, obviously because the business value was to be in the Chinese market and to build an Amazon presence for some eventual world. Which I don't know if they ever—they got to. I don't work at Amazon, and haven't in almost a decade now.But it was definitely—it's the kind of thing that wears our morale, right? If you know the business is doing something that is sort of questionable in these ways. And look, in the sales, you know, when you're selling physical goods, industry loss leaders are a perfectly normal part of the industry. And you understand. Like, you sell certain items or loss to get people in the door, totally.But as engineering lacked a real strong view of the cohesive situation on the ground, the business inputs, that's hard on engineering, right, where they're sort of not clear what the right thing is, right? And anytime you take the engineers very far away from the product, they're going to make a bunch of decisions that are fundamentally in a vacuum. And if you don't have a good feel for what the business incentives are, or how the product is interacting with customers, then you're making decisions in a vacuum because there's some technical implementation you have to commit in some way, you're going to make a lot of the wrong decisions. And that was definitely a tough situation for us in those days. I hear it's significantly better today. I can't speak to it personally because I don't work there, but I do hear they have a much better situation today.Julie: Well, I'll tell you, just on the data center thing, I did just complete my Amazon Certified Cloud Practitioner. And during the Amazon training, they drilled it into you that the availability zones were tens of miles apart—the data centers were tens of miles apart—and now I understand why because they're just making sure that we know that there's no data centers inside data centers. [laugh].Sam: It was a real concern.Julie: [laugh]. But kind of going back though, to the business outcomes, quite a while ago, I used to give a talk called, “You Can't Buy DevOps,” and a lot of the things in that talk were based off of some of the reading that I did, in the book, Accelerate by Dr. Nicole Forsgren, Gene Kim, and Jez Humble. And one of the things they talked about is high-performing teams understanding the business goals. And kind of going back to that, making those decisions in a vacuum—and then I think, also, when you're making those decisions in a vacuum, do you have the focus on the customer? Do you understand the direction of the organization, and why are you making these decisions?Jason: I mean, I think that's also—just to dovetail on to that, that's sort of been the larger—if we look at the larger trend in technology, I think that's been the goal, right? We've moved from project management to product management, and that's been a change. And in our field, in SRE and things, we've moved from just thinking of metrics, and there were all these monitoring frameworks like USE (Utilization, Saturation, Errors) and RED (Rate, Errors, Duration) and monitoring for errors, and we've moved to this idea of SLOs, right? And SLOs are often supposed to be based on what's my customer experience? And so I think, overall, aside from Accelerate and DevOps, DevOps I feel like, has just been one part of this longer journey of getting engineers to understand where they fit within the grander scheme of things.Sam: Yeah. I would say, in general, anytime you have some sort of metric, which you're working towards, in some sort of reasonable way, it's easy to over-optimize for the metric. And if you think of the metric instead as sort of like the needle on a compass, it's like vaguely pointing north, right, but keep in mind, the reason we're heading north is because X, Y, Z, right? It's a lot easier for, like, individuals making the decisions that they have to on a day-to-day basis to make the right ones, right? And if you just optimize for the metric—I'm not saying metrics aren't helpful; they're extremely important. I would rather be lost with a compass than without one, but I also would like to know where I'm going and not just be wandering to northwards with the compass, right?Julie: Absolutely. And then—Jason: I mean, you don't want to get measured on lines of code that you commit.Sam: Listen. I will commit 70 lines of code. Get ready.Julie: Well, and metrics can be gamed, right? If people don't understand why those metrics are important—the overall vision; you've just got to understand the vision. Speaking of vision, you also worked at Snap.Sam: I did. I did. That was a really fun place to work. I joined Snapchat; there were 30 people at the company and 14 engineers. Very small company. And a lot of users, you know, 20-plus million users by that point, but very small company.And all the engineers, we used to sit in one room together, and so when you wanted to deploy the production back end, you, like, raised your hand. You're like, “Hey, I'm going to ship out the code. Does anyone have changes that are going out, or is everyone else already doing it?” And one of my coworkers actually wrote something into our deploy script so the speakers on your computer would, like, say, “Deploying production” just so, like, people could hear when it went out the door. Because, like, when you're all in one room, that's, like, a totally credible deployment strategy.We did build automation around that on CircleCI, which in those days was—I think this was 2014—much less big than it is today. And the company did eventually scale to at least 3000 engineers by the time I left, maybe more. It was hard for me to keep track because the company just grown in all these different dimensions. But it was really interesting to live through that.Julie: So, tell me about that. You went from, what, you said, 30 engineers to 3000 in the time that you were there.Sam: Fifteen engineers, I was the fifteenth.Julie: Fifteen. Fifteen engineers. What were some of the pain points that you experienced? And actually maybe even some advice for folks going through big company growth spurts?Sam: Yeah, that hypergrowth? I think it's easier for me to think about the areas that Snap did things wrong, but those were, like, explicit decisions we made, right? It might not be the case that you have these problems at your company. Like, one of the problems Snap had for a long time, we did not hire frontline managers or TPMs, and what that did is it create a lot of situations where you have director-levels with, like, 50-plus direct reports who struggled to make sure that—I don't know, there's no way you're going to manage 50-plus direct reports as engineers, right? Like, and it took the company a while to rectify that because we had such a strong hiring pipeline for engineers and not a strong hiring pipeline for managers.I know there's, like, a lot of people saying companies like, “Oh, man, these middle managers and TPM's all they do is, like, create work for, like, real people.” No. They—I get to see the world without them. Absolutely they had enormous value. [laugh]. They are worth their weight in gold; there's a reason they're there.And it's not to say you can't have bad ones who add negative value, but that's also true for engineers, right? I've worked with engineers, too, who also have added negative value, and I had to spend a lot of my time cleaning up their code, right? It's like anything else: You can have good people and bad people. But I wouldn't advocate for no people.Julie: [laugh].Sam: You kind of need humans involved. The thing that was nice about Snap is Snap was a very product-led company, and so we always had an idea of what the product is that we were trying to build. And that was, like, really helpful. I don't know that we had, like, a grand vision for, like, how to make the internet better like Google does, but we definitely had an idea of what we're building and the direction we're moving it in. And it was very much read by Evan Spiegel, who I got to know personally, who spent a lot of time coming down talking to us about the design of the product and working through the details.Or at least, you know, early on, that was the case. Later on, you know, he was busy with other stuff. I guess he's, like, a CEO or something, now.Julie: [laugh].Sam: But yeah, that was very nice. The flip side meant that we under-invested in areas around things like QA and build tools and these other sorts of pieces. And, like, DevOps stuff, absolutely. Snapchat was on an early version of Google Cloud Platform. Actually an early version of something called App Engine.Now, App Engine still exist as a product. It is not the product today that it was back in 2014. I lived through them revving that product, and multiple deprecations and the product I used in 2014 was a disaster and huge pain, and the product they have today is actually semi-reasonable and something I've would use again. And so props to Google Cloud for actually making something nice out of what they had. And I got to know some of their engineers quite well over the—[laugh] my tenure, as Snap was the biggest customer by far.But we offboarded, like, a lot of the DevOps works onto Google-and paid them handsomely for it—and what we found is you kind of get whatever Google feels like level of support, which is not in your control. And when you have 15 engineers, that's totally reasonable, right? Like, if I need to run, like, a million servers and I have 15 engineers, it's great to pay Google SREs to, like, keep track of my million servers. When you have, you know, 1000 engineers though, and Google wants half a billion dollars a year, and you're like, “I can't even get you guys to get my, like, Java version revved, right? I'm still stuck on Java 7, and this Java 8 migration has been going on for two years, right?”Like, it's not a great situation to be in. And Snap, to their credit, eventually did recognize this and invested heavily in a multi-cloud solution, built around Kubernetes—maybe not a surprise to anyone here—and they're still migrating to that, to the best of my knowledge. I don't know. I haven't worked in that company for two years now. But we didn't have those things, and so we had to sort of rebuild at a very, sort of, large scale.And there was a lot of stuff we infrastructure we set up in the early days in, like, 2014, when, like, ah, that's good enough, this, like, janky python script because that's what we had time for, right? Like, I had an intern write a janky Python script that handled a merge queue so that we could get changes in, and that worked really great when there was like, a dozen engineers just, like, throwing changes at it. When there was, like, 500 engineers, that thing resulted in three-day build times, right? And I remember, uh, what was this… this was 2016… it was the winter of either 2016 to 2017 or 2017 to 2018 where, like, they're like, “Sam, we need to, like, rebuild the system because, like, 72 hours is not an acceptable time to merge code that's already been approved.” And we got down to 14 minutes.So, we were able to do it, right, but you need to be willing to invest the time. And when you're strapped for resources, it's very easy to overlook things like dev tools and DevOps because they're things that you only notice when they're not working, right? But the flip side is, they're also the areas where you can invest and get ten times the output of your investment, right? Because if I put five people on this, like, build system problem, right, all of a sudden, I've got, like, 100x build performance across my, like, 500 engineers. That's an enormous value proposition for your money.And in general, I think, you know, if you're a company that's going through a lot of growth, you have to make sure you are investing there, even if it looks like you don't need it just yet. Because first of all, you do, you're just not seeing it, but second of all, you're going to need it, right? Like, that's what the growth means: You are going to need it. And at Snap I think the policy was 10% of engineering resources were on security—which is maybe reasonable or not; I don't know. I didn't work on security—but it might also be the case that you want maybe 5 to 10% of the engineering resources working on your internal tooling.Because that is something that, first of all, great value for your money, but second of all, it's one of those things where all of a sudden, you're going to find yourself staring at a $500 million bill from Google Cloud or AWS, and be like, “How did we do this to ourselves?” Right? Like, that's really expensive for the amount of money we're making. I don't know what the actual bill number is, but you know, it's something crazy like that. And then you have to be like, “Okay, how do we get everything off of Google Cloud and onto AWS because it's cheaper.” And that was a—[laugh] that was one heck of a migration, I'll tell you.Julie: So, you've walked us through AWS and through Snap, and so far, we've learned important things such as no data centers within data centers—Sam: [laugh].Julie: —people are important, and you should focus on your tooling, your internal tooling. So, as you mentioned before, you know, now you're at Gremlin. What are you excited about?Sam: Yeah. I think there's, like, a lot of value that Gremlin provides to our customers. I don't know, one of the things I liked working at Snapchat is, like, I don't particularly like Facebook. I have not liked Facebook since, like, 2007, or something. And there's, like, a real, like, almost, like, parasitic aspect to it.In my work at Snap, I felt a lot better. It's easy to say something pithy, like, “Oh, you're just sending disappearing photos.” Like, yeah, but, like, it's a way people stay connected that's not terrible the way that Facebook is, right? I felt better about my contribution.And so similarly, like, I think Gremlin was another area where, like, I feel a lot be—like, I'm actually helping my customers. I'm not just, like, helping them down a poor path. There's some, like, maybe ongoing conversation around if you worked in Amazon, like, what happens in FCs and stuff? I didn't work in that part of the company, but like, I think if I had to go back and work there, that's also something that might, you know, weigh on me to some degree. And so one of the—I think one of the nice things about working at Gremlin is, like, I feel good about my work if that makes sense.And I didn't expect it. I mean, that's not why I picked the job, but I do like that. That is something that makes me feel good. I don't know how much I can talk about upcoming product stuff. Obviously, I'm very excited about upcoming product stuff that we're building because, like, that's where I spend all my time. I'm, like, “Oh, there's, like, this thing and this thing, and that's going to let people do this. And then you can do this other thing.”I will tell you, like, I do—like, when I conceptualize product changes, I spend a lot of time thinking, how is this going to impact individual engineers? How is this going to impact their management chain, and their, like, senior leadership director, VP, C-suite level? And, like, how do we empower engineers to, like, show that senior leadership that work is getting done? Because I do think it's hard—this is true across DevOps and it's not unique to Chaos Engineering—I do think it's hard sometimes to show that you're making progress in, like, the outages you avoided, right? And, like, that is where I spend, like, a lot of my thought time, like, how do I like help doing that?And, like, if you're someone who's, like, a champion, you're, you're like, “Come on, everyone, we should be doing Chaos Engineering.” Like, how do I get people invested? You care, you're at this company, you've convinced them to purchase Gremlin, like, how do I get other engineers excited about Chaos Engineering? I think, like, giving you tools to help with that is something that, I would hope, I mean, I don't know what's actually implemented just yet, but I'd hope is somewhere on our roadmap. Because that's the thing like, that I personally think a lot about.I'll tell you another story. This was also when I was at Amazon. I had this buddy, we'll call him Zach because that's his name, and he was really big on testing. And he had all this stuff about, like, testing pyramid, if you're familiar with, like, programming unit testing, integration testing, it's all that stuff. And he worked as a team—a sister team to mine—and a lot engineers did not care heavily about testing. [laugh].And he used to try to, like, get people to, like, do things and talk about it and stuff. They just, like, didn't care, even slightly. And I also kind of didn't care, so I wasn't any better, but something I did one day on my team is I was like, “You know, somebody else at Amazon”—because Amazon invested very heavily in developer tools—had built some way that was very easy to publish metrics into our primary metrics thing about code coverage. And so I just tossed in all the products for my team, and that published a bunch of metrics. And then I made a bunch of graphs on a wiki somewhere that pulled live data, and we could see code coverage.And then I, like, showed it in, like, a team meeting one week, and everyone was like, “Oh, that's kind of interesting.” And then people were like, “Oh, I'm surprised that's so low.” And they found, like, some low-hanging fruit and they started moving it up. And then, like, the next year bi-weekly with our skip-level, like, they showed the progress, he's like, “Oh, this it's really good.” You made, like, a lot of progress in the code coverage.And then, like, all of a sudden, like, when they're inviting new changes, they start adding testing, or, like, all sudden, like, code coverage, just seemed ratchet up. Or some [unintelligible 00:30:51] would be like, “Hey, I have this thing so that our builds would fail now if code coverage went down.” Right? Like, all of a sudden, it became, sort of like, part of the culture to do this, to add coverage. I remember—and they, like, sort of pollinated to the sister teams.I remember Zach coming by my desk one day. He's like, “I'm so angry. I've been trying for six months to get people to care. And you do some dumb graphs and our wiki.” And I'm like, “I mean, I don't know. I was just, like, an idea I had.” Right? Like, it wasn't, like, a conscious, like, “I'm going to change the culture moment,” it was very much, like, “I don't know, just thought this was interesting.”And I don't know if you know who [John Rauser](https://www.youtube.com/watch?v=UL2WDcNu_3A) is, but he's got this great talk at Velocity back in 2010, maybe 2011, where he talks about culture change and he talks about how humans do change culture readily—and, you know, Velocity is very much about availability and latency—and what we need to do in the world of DevOps and reliability in general is actually we have to change the culture of the companies we're at. Because you're never going to succeed, just, like, here emoting adding chaos engineering into your environment. I mean because one day, you're going to leave that company, or you're going to give up and there'll be some inertia that'll carry things forward, but eventually, people will stop doing it and the pendulum will swing back the other way, and the systems will become unreliable again. But if you can build a culture, if you can make people care—of course, it's the hardest thing to do in engineering, like, make other engineers care about something—but if you can do it, then it will become sort of self-perpetuating, right, and it becomes, like, a sort of like a stand-alone complex. And then it doesn't matter if it's just you anymore.And as an engineer, I'm always looking for ways to, like, remove myself as a critical dependency, right? Like, if I could work myself out of a job, thank you, because, like, [laugh] yeah, I can go work on something else now, right? Like, I can be done, right? Because, like, as we all know, you're never done with software, right? There's always a next version; there's always, like, another piece; you're always, like, migrating to a new version, right? It never really ends, but if you can build something that's more than just yourself—I feel like this is, like, a line from Batman or something. “Mr. Wayne, if you can become a legend”—right? Like, you'd be something more yourself? Yeah, absolutely. I mean, it's not a great delivery like Liam Neeson. But yeah.Jason: I like what you said, though. You talked about, like, culture change, but I think a big thing of what you did is exposing what you're measuring or starting to measure this thing, right? Because there's always a statement of, “You can't improve until you measure it,” right? And so I think simply because we're engineers, exposing that metric and understanding where we're at is a huge motivator, and can be—and obviously, in your case—enough to change that culture is just, like, knowing about this and seeing that metric. And part of the whole DevOps philosophy is the idea that people want to do the best job that they can, and so exposing that data of, “Look, we're not doing very well on this,” is often enough. Just knowing that you're not doing well, is often enough to motivate you to do better.Sam: Yeah, one of the things we used to say at Amazon is, “If you can't measure it, it didn't happen.” And like, it was very true, right? I mean, that was a large organization that moves slowly, but, like, it was very true that if you couldn't show a bunch of graphs or reports somewhere, oftentimes people would just pretend like it never happened.Julie: So, I do you want to bring it back just a little bit, in the last couple of minutes that we have, to Pokémon. So, you play Pokémon Go?Sam: I do. I do play Pokémon Go.Julie: And then how do people find you on Pokémon Go?Sam: My trainer—Jason: Also, I'm going to say, Sam, you need to open my gifts. I'm in Estonia.Sam: [laugh]. It's true. I don't open gifts. Here's the problem. I have no space because I have, like, all these items from all the, like, quests and stuff they've done recently.They're like, “Oh, you got to, like, make enough space, or you could pay us $2 and we'll give you more space.” I'm like, “I'm not paying $2,” right? Like—Jason: [laugh].Sam: And so, I just, like, I have to go in every now and then and, like, just, like, delete a bunch of, like, Poké Balls or something. Like maybe I don't need 500 Poké Balls. That's fair.Jason: I mean, I'm sitting on 628 Ultra Balls right now. [laugh].Sam: Yeah. Well, maybe you don't need—Jason: It's community day on Sunday.Sam: I know, I know. I'm excited for it. I have a trainer code. If you need my trainer to find me on Pokémon Go, it's 1172-0487-4013. And you can add me, and I'll add you back because, like, I don't care; I love playing Pokémon, and I'd play every day. [laugh].Julie: And I feel it would be really rude to leave Jason out of this since he plays Pokémon a lot. Jason, do you want to share your…Jason: I'm not sharing my trainer code because at this point, I'm nearing the limit, and I have all of these Best Friends that I'm actually Lucky Friends with, and I have no idea how to contact them to actually make Lucky trades. And I know that some of them are, like, halfway around the world, so if you are in the Canary Islands and you are a friend of mine on Pokémon Go, please reach out to me on Twitter. I'm @gitbisect on Twitter. Message me so that we can actually, like, figure out who you are. Because at some point, I will go to the Canary Islands because they are beautiful.Sam: Also, you can get those, like, sweet Estonia gifts, what will give you those eggs from Estonia, and then when you trade them you get huge mileage on the trades. I don't know if this is a thing you [unintelligible 00:36:13], Jason, but, like, my wife and I both compete for who can get the most mileage on the trip. And of course, we traded each other but that's, like, a zero-sum game, right? And so the total mileage on trades is a big thing in my house.Jason: Well, the next time we get together, I've got stuff from New Zealand, so we can definitely get some mileage there.Sam: Excellent.Julie: Well, this is excellent. I feel like we have learned so much on this episode of Break Things on Purpose, from obviously the most important information out there—Pokémon—but back to some of the history of Nintendo and Amazon and Snap and all of it. And so Sam, I just want to thank you for being on with us today. And folks again, if you want to be Sam's friend on Pokémon Go—I'm sorry, I don't really know how it works. I don't even know if that's the right term—Sam: It's fine.Julie: You've got his code. [laugh]. And thanks again for being on our podcast.Jason: For links to all the information mentioned, visit our website at gremlin.com/podcast. If you liked this episode, subscribe to the Break Things on Purpose podcast on Spotify, Apple Podcasts, or your favorite podcast platform. Our theme song is called, “Battle of Pogs” by Komiku, and it's available on loyaltyfreakmusic.com.
Side Quests is back and so is host Leon Barillaro! They are a professional DM, game designer, writer, editor and ace photographer! The game they are talking about today is Pokémon Snap by HAL Laboratory and Nintendo! You can find this episode's host on twitter and everything else they are working on here!
In November 2001, Nintendo and HAL Laboratory released the second installment of the Smash Bros. series: Super Smash Bros. Melee. Not only did it vastly improve the original Super Smash Bros., but it still remains as one of the best fighting games to come out of Nintendo's legacy. With the series evolving with each new game, (especially thanks to Smash Bros. Ultimate), is Melee still worth playing? Eric does an in depth review of Super Smash Bros. Melee, to see if it still holds up after 20 years. Happy Anniversary, Super Smash Bros. Melee! Join our Discord server: https://discord.gg/9uqjdD Follow our Instagram page: https://www.instagram.com/geeks_crossing/ Follow NUCLEARBACONz on Twitch: https://www.twitch.tv/nuclearbaconz Follow cryptolockgames on Twitch: https://www.twitch.tv/cryptolockgames Follow karrotbyte on Twitch: https://www.twitch.tv/karrotbyte Intro/Outro done by BKNAPP: https://bknapp.bandcamp.com/ Get a 4-week trial PLUS free postage & digital scale, using the code "POD": https://www.stamps.com/ --- Support this podcast: https://anchor.fm/geeks-crossing/support
Welcome back to Pursuing Pixels. This week, Kevin is the only ‘Pixel' in the building—but our pal (and incredibly talented game developer) dev_dwarf was gracious enough to spend some time chatting indie games with us before we dug into a deeper discussion/interview with him about his games & process, which will be out next week! We're obviously big fans of what the folks over at PUNKCAKE Délicieux are doing, after being in love with their first game, Antecrypt, and having a lovely chat with Rémy Devaux on the podcast a few weeks back—and their second monthly game, Metavaxx, is continuing the trend of awesomeness, blending the strategy of Minesweeper with the frantic action of an arcade shmup! It even led to a few ‘Morkalb teaches Minesweeper' sessions over in our Discord lately, which was a ton of fun! :D dev_dwarf had the opportunity to check out the demo for PRODUCER (2021) from indie dev prodigy, Stuffed Wombat, which is shaping up to be quite the ‘one-of-a-kind' experience—we also gave Gutwhale, and a couple of Wombat's other games some love, as well! After that, Dwarf tells Kevin (and the rest of us) why we absolutely need to check out the Hylics games, a delightfully bizarre series of RPGs that flaunts an impressive & unique claymation art style. Before we wrap things up, Kevin rants a little bit more about his disappointment in Mario Golf: Super Rush, before cleansing the palette with Part Time UFO, a lesser-known first-party game on Nintendo Switch (and mobile) from HAL Laboratory. Timestamps: Antecrypt - 00:02:52 Metavaxx - 00:04:07 ---> Minesweeper - 00:05:05 PRODUCER (2021) - 00:12:52 ---> Gutwhale - 00:15:52 ---> qomp - 00:21:54 Hylics 1 & 2 - 00:23:45 Mario Golf: Super Rush - 00:34:44 Part Time UFO - 00:37:54 Thanks so much for taking the time to listen! If you'd like to find us elsewhere on the internet, you can find us at: pursuingpixels.carrd.co Join us on Discord
We drink green gloop with special guest Lita of Ia-Con Online as a mountain collapses, the President of the United States breaks the law, and a ninja disappears in a puff of flatulence. Clips used are from: Transformers: Cybertron produced by Entertainment One and GONZO Galaxy Force soundtrack by Megumi Ohashi Super Smash Bros. Brawl Menu 1 Theme Music by SMILE PLEASE Co., Ltd., HAL Laboratory, Inc., Nobuo Uematsu, and Shogo Sakai Ghidrah, the Three-Headed Monster produced by Toho Co., Ltd., English dub produced by Bellucci Productions Australian Robot Susan portrayed by ttsmp3.com's Nicole voice British Robot portrayed by ttsmp3.com's Brian voice
The fighting game that wasn't meant to be a fighting game. The crossover franchise which paved the way for so much of what we enjoy today. Here is the story of the super successful video game franchise, "Super Smash Bros.". Music and audio from "Super Smash Bros." is the property of Hirokazu Ando, Masahiro Sakurai, Hiroaki Suga, Satoru Iwata, Shigeru Miyamoto, HAL Laboratory, and Nintendo. Music and audio from "Super Smash Bros. Ultimate" is the property of Hideki Sakamoto, Masahiro Sakurai, Shinya Saito, Yoshito Higuchi, Bandai Namco Studios and Sora Ltd. To check out Games Done Quick, check out their website here. The intro and outro music was created by Cackles and Jeremy Eckert. We thank them for their generous support of this podcast. Check out our Facebook page at www.facebook.com/batjarpodcast. Invite your friends to like our page! You can contact us at @thebatcookiejar on Twitter or you can send an e-mail to batjarpodcast@gmail.com.
Der Charakter Kirby mag nicht die Strahlkraft von Mario oder Link besitzen, ist aber dennoch eine der bekanntesten Nintendo-Figuren. Erdacht wurde er nicht bei Nintendo selbst: Geistiger Vater ist Masahiro Sakurai von HAL Laboratory. Der erste Auftritt des rosafarbenen Laufsaugers ist das Game Boy-Spiel Kirby's Dream Land, das eine Art Casual-Jump&Run ist und vor allem wohl für Kinder gedacht war. Zu voller Form läuft die Serie dann mit dem zweiten Teil auf, Kirby's Adventure für das NES. Gunnar und Fabian besprechen die Figur, die Spiele und die Enwicklungsgeschichte. Infos zum Spiel: Thema: Kirby's Dream Land, 1992 Plattform: Game Boy Entwickler: HAL Laboratory Publisher: Nintendo Genre: Jump&Run Designer: Masahiro Sakurai, Satoru Iwata Musik: Jun Ishikawa stayforever.de
Welcome to The House of Mario! The South Australian Nintendo podcast that is backed by a 120 Power Star Rating!With one week until E3 2021, Drew & Bryce take a good look at Nintendo's development studios to see what games could potentially see announced at their big Direct event! Do Nintendo EPD have a Donkey Kong game in the works? Does Retro Studios have an update on Metroid Prime 4? Will Next Level Games come to their senses and make a new Mario Strikers?!All that and much more!The doors are open!LINKS & RESOURCESStep aside Switch Pro, a talented fan built a Wii U Pro - Nintendo EnthusiastSuper Mario Bros. movie extended cut released online - Nintendo Enthusiast Exploring the Super Mario Bros. (1993) Extended Rough Cut Special - SMB MovieGURU GEEK OUT!Christmas for games is here! E3!!THE HOUSE OF MARIO'S RED COIN RECOMMENDATIONSDC Super Hero Girls: Teen PowerPony World 3DVooks.net article to check out the eShop deals LISTEN/WATCH THE HOUSE OF MARIO: ENCORE!Drew is celebrating Pokémon's 25th anniversary all February & March! Check out Encore on the second podcast feed.Apple PodcastsSpotifyPocket CastsYouTubeSHARE THE SHOW!Share your favourite parts from the show via Recasts! Follow these steps;Visit our site by following this linkChoose an episode you would like to shareClick "Recasts" on the leftSelect the part would would like to clipShare to social media via upload or by linksBy sharing you're helping our show grow and find new listeners. Thank you!WATCH THE SHOWS LIVE ON YOUTUBE!Visit Drew's channel "iDrewby"FOLLOW US ON TWITTER!Drew - @iDrewbyBryce - @ivRevinTHOM - @TheHouseOfMarioINVITE TO OUR DISCORD COMMUNITY!Join the community to chat with awesome people like Mettadox, Ash, Luke, Cappy, Jamie, Sam, Deejaayy, Delfino and others!Invitation to The House of Mario discord community
Rob and Dave look back at Super Smash Bros (1999) and are joined by two very special guests: competitive Smash gamer, Keefer "LyonLyre" Maresh, and Karlo Delos Angeles, Director of Esports for Albion College in Albion, MI. The group talks about history of the developer that created the Smash Bros. series, HAL Laboratories. Afterwards, they talk at length about the gameplay of the game itself and the history of the Smash series competitive scene while voicing their opinions on the Smash clone genre as a whole. Finally, the gaming question of the week has them all discussing the game that got them hooked on gaming. Join them for a star-studded trip down Memory Card Lane. This podcast is powered by Pinecast.
An asynchronous recording makes for a time-displaced good time. Featuring the all-new intro theme by Kurt Feldman! Questions this week: What dead video game genre is least likely to ever make a comeback? (02:36) If there were an international video game conference where only one company could represent each country, which would be present? (06:55) How are status effects best used outside of traditional RPGs? (10:48) Theme Sale: Pokemon Red Version, Chess Titans for Windows 7 and 8, 1992's Clue, Zool, and Picture Puzzle by HAL Laboratory. (15:10) Question by Patreon Supporter Ross Hamrick: How do you think videogame nostalgia of the PS4, Xbox One, and Switch era will manifest in a decade from now? (21:14) What ISN'T a game, but FEELS like a game? (26:41) How can Nintendo improve the experience of waiting in line? (31:18) What is the least responsible video game journalism you've ever seen? (36:49) Tim's Soapbox (41:25) What is the WATCHMEN of video games? (48:38) LIGHTNING ROUND: Game FAQs Poll Responses (54:25) Edited by Esper Quinn. Original Music by Kurt Feldman.
In this episode, the guys are joined by one of Bedroth's longtime friends, Religious Studies Scholar ProfJeff, for a fun discussion about how religious themes have manifested themselves in over the gaming years in a lot of Very Good - and surprisingly diverse - Music! If you like what you hear, please like, comment, and subscribe, or ring that bell to be notified when our next episode comes out! Check out the "About" page on YouTube for links to all the ways you can contact us or listen to our show, as well as original music by Bedroth and music and sprite work by @Shootkapow! Shout out to Ben "The Diad" Dishman for our awesome pixel portraits! Check out his work @TheDiad on Twitter! Thanks also to Kung Fu Carlito for the awesome caricatures featured on our YouTube channel! Check out his work at Instagram.com/kf_carlito! Play-In - Temple of Time - The Legend of Zelda: Ocarina of Time - N64, Nintendo, 1998 - Koji Kondo 2:12 - Mystic Ruin - Sonic Adventure - Dreamcast, d-Sonic Team, p-Sega, 1998 - Fumie Kumatani, other composers include Jun Senoue (Lead) and Kenichi Tokoi 11:14 - Arcana - Shrine for the Worship of Chaos - SNES, HAL Laboratory, 1992 - Jun Ishikawa and Hirokazu Ando 18:21 - Forest Prayer Sanctuary - Mother 3 - Game Boy Advance, d-HAL Laboratory, p-Nintendo, 2006 - Shogo Sakai 24:00 - What the Heck - Earthworm Jim - Genesis/SNES, d-Shiny Entertainment, p-Playmates/Virgin/Takara, 1994 - Tommy Tallarico 30:33 - Mysterious Chapel - Rusty - PC-98/Epson PC/DOS, C-Lab, 1993 - Masahiro Kajihara, Kenichi Arakawa, Ryu Takami 37:44 - Requiem of the Gods - Castlevania : Symphony of the Night - Multi-Platform, Konami, 1997 - Michiru Yamane 43:59 - Duress (Sheol) - The Binding of Isaac (Rebirth) - Multi-Platform, Nicalis, 2014 - Ridiculon (Matthias Bossi & Jon Evans) 51:53 - The Dawn Will Come - Dragon Age Inquisition - Multi-Platform, d-BioWare, p-Electronic Arts, 2014 - Trevor Morris 57:51 - Ballad of the Goddess - The Legend of Zelda: Skyward Sword - Wii, Nintendo, 2011 - Hajime Wakai 1:08:27 - The Only Thing They Fear Is You - DOOM Eternal - - Multi-Platform, d-id Software, p-Bethesda Softworks, 2020 - Mick Gordon 1:17:11 - Beat the Angel - Tales of Symphonia - GameCube/PS2, Namco, 2003 - Motoi Sakuraba, Shinji Tamura, Takeshi Ara 1:22:11 - God's Shrine - Soul Blazer - SNES, d-Quintet, p-Enix, 1992 - Yukihide Takekawa 1:23:43 - Sacrifices - Actraiser - SNES, d-Quintet, p-Enix, 1990 - Yuzo Koshiro 1:29:20 - Water Temple (Riverside - Normal) - Triforce Heroes - 3DS, Nintendo, 2015 - Ryo Nagamatsu 1:34:46 - Resting Grounds - Hollow Knight - Multi-Platform, Team Cherry, 2017 - Christopher Larkin 1:44:39 - One Winged Angel - Final Fantasy VII - PS1, Square, 1997 - Nobuo Uematsu 1:46:49 - Blooper Reel - Level Theme - Exodus: Journey to the Promised Land - Multi-Platform, d-Color Dreams, p-Wisdom Tree, 1990 - arr. Vance Kozik (from “Father Abraham” by Petrus Antonius Laurentius Kantner) Remember to check out BGMania #137 - The Sacred and Divine at LevelDownGames.com! Here are links to the YouTube videos we reference in the show: Game Theory: Chrono Trigger Retells the Bible?? Watch Mojo: Top 10 Fictional Religions in Video Games Brentalfloss: One-Winged Angel: DECODED Unofficial1998: One-Winged Angel English Translation Tune in next week for part 1 of our epic 2-part season finale featuring the awesome music from Mega Man 2 and Mega Man 3! --- Send in a voice message: https://anchor.fm/vgmvgm/message
Our Bullshit Homework was Kabuki Quantum Fighter for the Nintendo Entertainment System. How does this game hold up after all this time? It's time to break out this game comprehensively like no other podcast does! Topics: Overview HAL Laboratory Cutscenes In-Between Platform Swinging Fun Weapon Upgrades Strategies & Secrets Enemy Drop Programming Design The HR Giger Style Background Animations Aplenty Stage 1 Stage 2-1 & 2-2 Stage 3 Stage 4 Stage 5-1 & 5-2 Stage 6 Giving the Grade... This is VGBS!
Kirby is an action-platform video game series developed by HAL Laboratory and published by Nintendo. The series centers around the adventures of a pink hero named Kirby as he fights to protect and save his home on the distant Planet Popstar from a variety of threats. See acast.com/privacy for privacy and opt-out information. --- Send in a voice message: https://podcasters.spotify.com/pod/show/tradepaperbacks/message --- Send in a voice message: https://podcasters.spotify.com/pod/show/rangerryan/message