Podcasts about Miyamoto

  • 532PODCASTS
  • 1,052EPISODES
  • 1h 10mAVG DURATION
  • 1EPISODE EVERY OTHER WEEK
  • Mar 28, 2025LATEST

POPULARITY

20172018201920202021202220232024

Categories



Best podcasts about Miyamoto

Show all podcasts related to miyamoto

Latest podcast episodes about Miyamoto

Geek Freaks Headlines
Live-Action Legend of Zelda Movie Slated for March 2027 Release

Geek Freaks Headlines

Play Episode Listen Later Mar 28, 2025 0:43


Nintendo has officially set a global release date for its highly anticipated live-action The Legend of Zelda film: March 26, 2027. The announcement was made Friday through the company's newly launched smart-device app, Nintendo Today—marking a shift in how the gaming giant is choosing to break major news.The film, first revealed in 2023, is being co-produced by Shigeru Miyamoto, the beloved co-creator of the Zelda franchise, and veteran Hollywood producer Avi Arad (Spider-Man: Into the Spider-Verse). The duo has reportedly been working behind the scenes on the adaptation for years.At the helm of the project is director Wes Ball, known for The Maze Runner series and the upcoming Kingdom of the Planet of the Apes. Ball has stated his vision for Zelda will be a more grounded take on the fantasy world of Hyrule, with an emphasis on practical effects over heavy CGI. His aim, he says, is to make the film feel “real” while staying true to the core of what makes The Legend of Zelda resonate with generations of fans.While many anticipated a flashy reveal on traditional platforms like YouTube or Twitter, Nintendo's choice to use its Nintendo Today app may signal a new era in direct communication with fans. The app, which requires a Nintendo Account and is available now on iOS and Android, appears to be the company's new central hub for major announcements and updates.This isn't the only film project in the pipeline. Nintendo is also teaming up again with Illumination for a new animated Super Mario Bros. film, scheduled to arrive in theaters on April 3, 2026. Miyamoto recently hinted the sequel would “broaden Mario's world” with a story that's “bright and fun.”The twin projects—Zelda and Mario—underline Nintendo's growing confidence in its cinematic universe, and the company's ongoing effort to expand its beloved characters beyond consoles.

Pixel Project Radio
Creative and Wonderful | Super Mario Bros Wonder (Ep. 135)

Pixel Project Radio

Play Episode Listen Later Mar 6, 2025 120:51


Happy Mar10 Month!A few days early, PPR celebrates Mar10 with another Mario game: Super Mario Bros Wonder! Rick and Doug (Nostalgium Arcanum) walk through this delightfully creative new Mario title and discuss what makes it sing. From the upbeat soundtrack to the beautifully crisp sheen on the presentation, there's a lot to love about this game - even if hardcore Mario veterans might be left wanting for a bit more of a challenge. Please enjoy!Click on the following to find PPR on the web!PatreonJoin our DiscordBlueskyInstagram TikTokThank you for listening! Want to reach out to PPR? Send your questions, comments, and recommendations to pixelprojectradio@gmail.com! And as ever, any ratings and/or reviews left on your platform of choice are greatly appreciated!

A Link To the Podcast
ALTTP 6X10: Naiad y el Legado de Shigeru Miyamoto

A Link To the Podcast

Play Episode Listen Later Feb 14, 2025 301:11


A LINK TO THE PODCAST 6X10: Naiad y el legado de Miyamoto en la industria del videojuego. Aquí llega un nuevo programa de A Link To The Podcast, un capítulo que llega con todo el contenido programado. En nuestra entrevista hablaremos con Elwin, solo dev en Hiwarp Game Studio, creador del sorprendente Naiad. En nuestro debate realizaremos un pequeño tributo a la obra de Shigeru Miyamoto. Aparte, y como siempre, no faltarán el resto de secciones (Indies, Player Select, curiosidades, efemérides, Linktater, Linkitron...) Y si a todo esto le sumas la mejor música de videojuegos y premios a nuestra audiencia, pues la verdad es que se queda un programa de los más completo. Aquí tienes casi 5 horas de programa que hemos preparado con todo nuestro cariño. No te contamos más, disfruta de este programa y esperamos tus comentarios. SUMARIO: 0:00 – Presentación. 6:40 – Entrevista a Elwin, de Hiwarp Game Studio, creador de Naiad. 1:24:14 – Curiosidades 6x10 by Nintendatos. 1:26:59 – Sorteos de códigos para Nintendo Switch. 1:35:39 – Indiespensables: Laika Aged Through Blood 1:56:55 – Linkitron: Capítulo 9. 2:01:28 – Contenido realizado en ALTTP 2:08:33 – Debate: El legado de Shigeru Miyamoto. 3:28:33 – Medios de contacto: Participa en el programa. 3:34:51 – Linkstarter: Las mejores campañas de crowdfunding. 4:00:29 – Efemérides Gamer: Top de la primera quincena de febrero. 4:03:42 - ¿Qué pasa con Xtralink y la Xtrallamada? 4:15:29 – Enlace la Pasado: 25 aniversario de Los Sims. 4:48:34 – Saludos de oyentes: DarkPassenger. 4:49:59 – Despedida. Una nueva etapa para seguir soñando. Gracias por estar ahí siempre. Más información sobre Naiad: https://www.hiwarp.com/naiad/ Enlaces LinkStarter 6x10 Hora de Aventuras: Card Wars - www.kickstarter.com/projects/cze/adventure-time-card-wars-2025 Cronela's Mansion - www.kickstarter.com/projects/cronelasmansion/straynus Alterium Shift - https://www.kickstarter.com/projects/drattzygames/alterium-shift Katana Dragon - https://www.kickstarter.com/projects/tsunoagames/katana-dragon SÍGUENOS EN LAS REDES: https://allmylinks.com/alinktothepodcast

The Geek Cave Podcast
Geek Cave Podcast 172.2 | GAMING | Miyamoto's soft Switch 2 caresses

The Geek Cave Podcast

Play Episode Listen Later Feb 5, 2025 38:35


This month, the guys answer a question about Nintendo's Switch 2 production, play another round of "Justin Asks," and review Dragon Age: The Veilguard and Sly Cooper and the Thievius Racoonus, among other topics.  Sponsored by Gamefly. New customers can get a 30-day free trial by clicking on the GameFly link at the top of GeekCavePodcast.com. Like the show? Please leave a rating wherever you found us! Download and listen today on Apple Podcasts, Spotify, iHeart, Amazon, Stitcher, Goodpods, and more of your favorite podcast services! 

O X do Controle
Sucesso do Nintendo Switch: quem fez, faz e fará dar certo? (com Prandas) | XdC Takes #15

O X do Controle

Play Episode Listen Later Feb 4, 2025 67:41


Neste episódio de O X do Controle Takes, Guilherme Dias recebe o Prandas para lançar um olhar especial sobre as pessoas que foram importantes para todo o ciclo de sucesso do Nintendo Switch. O papo se divide entre passado, presente e futuro, relembrando quem abriu o caminho e definiu os rumos do aparelho, as mentes que mantiveram o ritmo forte ao longo de oito anos e nomes promissores que podem ajudar a entender os passos do sucessor do videogame híbrido. MARCAÇÕES DE TEMPO (0:00:00) - Abertura (0:06:39) - O passado (0:22:13) - O presente (0:34:30) - O futuro (0:48:49) - Ué, e o Miyamoto? (0:59:32) - Expectativas CRÉDITOS Apresentação: Guilherme Dias Convidado: Claudio Prandoni Roteiro: Guilherme Dias e Claudio Prandoni Edição: Yoshi Ohashi Thumbnail: Lucas G. Ferreira Seja apoiador | YouTube | Twitter | Instagram | Tik Tok Nossas plataformas Contato: contato@xdocontrole.com Contato comercial: comercialxdc@gmail.com

The Pure Nintendo Podcast
Who will host the Switch 2 Direct?

The Pure Nintendo Podcast

Play Episode Listen Later Feb 3, 2025 72:36


This week on the Pure Nintendo Podcast, Jemma, Kirk, and Trev continue counting down to the April 2 Nintendo Direct set to be focused on the Switch 2. This week's discussion: who will host this special edition of the Nintendo Direct? Our money is on Miyamoto, but who else? Plus we discuss the latest news, from supermarket chains and their legal battles with the Big N to the latest tunes to hit Nintendo Music. We're also playing a wide variety of games including the roguelite stylings of Ravenswatch, the tough platforming of Donkey Kong Country Returns HD, the retro athletics of Accolade Sports Collection, and the quirky Lemmings-like outing, Moons of Darsalon. There's a lot to cover, so enjoy the show!

Extra Grandes
MIYAMOTO EMPACADOR - Viejos Payasos Ep. 289

Extra Grandes

Play Episode Listen Later Jan 20, 2025 107:39


#ViejosPayasos 289 - Por fin pasó…Hoy:

City and County of San Francisco: City Events, Info & Summits Audio Podcast
Inauguration Ceremony of Sheriff Paul Miyamoto - Jan 08, 2025

City and County of San Francisco: City Events, Info & Summits Audio Podcast

Play Episode Listen Later Jan 10, 2025


City and County of San Francisco: City Events Audio Podcast
Inauguration Ceremony of Sheriff Paul Miyamoto - Jan 08, 2025

City and County of San Francisco: City Events Audio Podcast

Play Episode Listen Later Jan 10, 2025


Agile Mentors Podcast
#128: Top Lessons from 2024's Most Inspiring Episodes with Brian Miner

Agile Mentors Podcast

Play Episode Listen Later Dec 18, 2024 23:31


Missed some episodes this year? Don’t worry—Brian’s got you covered with a highlight reel of 2024’s most memorable moments, featuring game-changing insights from Agile thought leaders and innovators. Tune in to catch up, reflect, and set your sights on a stellar 2025! Overview In this special year-end episode of the Agile Mentors Podcast, Brian takes us on a trip down memory lane, sharing highlights from some of the most impactful conversations of the year. Featuring insights from Agile legends like Mike Cohn, Clinton Keith, Heather McGowan, and more, this curated selection is packed with golden nuggets that you can revisit or discover for the first time. Whether you missed an episode or want to relive the best moments, this recap is a perfect way to close out 2024 and prepare for what’s ahead. References and resources mentioned in the show: #79 Navigating Agile Trends and Challenges in 2024 with Lance Dacy #86 Revisiting User Stories with Mike Cohn #90 Mastering Agile Coaching with Cherie Silas #93 The Rise of Human Skills and Agile Acumen with Evan Leybourn #100 Navigating the Future of Agile and Scrum with Lance Dacy & Scott Dunn #111 Adapting to the Future of Work with Heather McGowan #120 Agile in Gaming with Clinton Keith #123 Unlocking Team Intelligence with Linda Rising Subscribe to the Agile Mentors Podcast Want to get involved? This show is designed for you, and we’d love your input. Enjoyed what you heard today? Please leave a rating and a review. It really helps, and we read every single one. Got an Agile subject you’d like us to discuss or a question that needs an answer? Share your thoughts with us at podcast@mountaingoatsoftware.com This episode’s presenters are: Brian Milner is SVP of coaching and training at Mountain Goat Software. He's passionate about making a difference in people's day-to-day work, influenced by his own experience of transitioning to Scrum and seeing improvements in work/life balance, honesty, respect, and the quality of work. Auto-generated Transcript: Brian Milner (00:00.622) I'm Brian Milner and this is the Agile Mentors Podcast, a show about both the personal and organizational journey towards agility. My friends and I will be sharing with you what we've collectively learned from seeing thousands of companies Agile implementations, apparels and pitfalls, as well as the secrets to success. We'll share our personal in the trenches experiences so that you can apply what we've learned in a practical way in your careers. We also hope to hear and learn from you as well. If you're like us and are always in search of better ways of working together, you're in the right place. Join us, mentor, and be mentored. Let's get started. Brian Milner (00:53.288) Welcome in Agile Mentors. We are back for the final episode of 2024. Believe it or not, we have reached all the way to the end. You might be thinking, wait, there's a few more weeks left. Yeah, there's a few more weeks left, but the next release date would have been on Christmas Day itself and the one following would have been on New Year's Day. So we're gonna take two weeks off to be with our families after this episode. And we encourage you to enjoy that time, take the time with your family as well and friends, and truly wish you the best over that time period. But before we get there, we do have one more episode for you. We thought what we'd do for today's episode might be tiny bit different than normal. In fact, I don't think we've done anything like this before. What I wanted to do is, since it is the last episode of the year, is to look back over the past year and play you some portions of some of the really fantastic discussions that we had over this past year. Just pull out a handful of these to talk to you about. If they sound interesting to you, maybe you can go back and take a listen to those episodes. So let's get right into it, because I don't want to waste time setting it up any more than that. For starters, I want to go back to something that's now kind of a tradition for us, and the next one you'll hear from us after this episode will be the continuation of that. The beginning of this year in 2024, we started things off and we kicked it off with friend of the show, Lance Dacey. And that episode was really about looking forward into 2024. And for us to talk about what we maybe thought was coming and what we saw in the future, and then trying to somehow make some predictions or give some advice about how we might be better prepared for it. And one of the areas that came out in that discussion was really talking about how leadership affected an Agile transformation and Agile with the culture of an organization. So I'll play you a little clip here from Lance's discussion. One of the thoughts that he had in that episode, really talking more about how we need to go to the next level with our organizations and with the leadership in our organization. Take a listen. We've been trying to scale Scrum and Agile for a long time and we've written the practices on how to do it. Brian Milner (03:13.23) but we're not allowing the people to practice that. You know, just got through coaching. My youngest son is in fifth grade and we coach his football team. It's like, we're going to sit down and tell you during this play, here's the stance that you take to block. You're basically a robot. Do everything that we say, even if you don't understand it, because the whole scheme for that play is built on everybody doing their job exactly as prescribed. But as you evolve into professional football or high school football, they've learned so much about those mechanics. that's really fun now because they've got the IQ to respond to what's in front of them. That's agile. And that to me is what we have to start learning in organizations, is we know how to run the play at the team level, but how do we build up the people to run the play correctly in challenges when there's adaptations that need to be made? And a lot of times management and leadership is the suffocating part of that where they don't allow for that. It's always interesting to go back and look at those conversations that we have at beginning of the year. and see kind of how it played out. Were we right? Were we wrong? So if you're interested in that, check out that. That was just episode 79 was the first one that we did in 2024. Next up, I'm gonna jump to episode 86. This was one with our very own Mike Cohn. Mike had come back on because quite frankly, we've had for many years a set of user stories that were sample user stories that you could come to our website and download just as a resource for people if they wanted to see what... samples of user stories look like, try to imagine what that would look like in their particular context. So that's why we had this collection of user stories. Well, Mike went back to re-edit those recently, and then he took kind of another look at it and had forced him to kind of reconsider some things, wanted to share some thoughts about those new ideas and thoughts he had about user stories, just in re-examining ones that he had put together previously. So in this next clip, what you'll hear Mike talk about is really kind of a controversy maybe just his own controversy internally, but kind of a shift that he had over the years and really the template itself for a user story. So take a listen to this. I had a bunch of slides. I looked at them a few years ago to confirm this. I looked at them and they all said, I want to blank, right? And it was what the user wants. And sometimes it's not what the user wants. So if you look at slide decks that I create today, they all say, I. Brian Milner (05:36.866) They don't say I can, they don't say I want to, they just say I, and then you fill in the verb. For example, as user, I am required to enter a strong password. I don't want to enter a strong password. I want to type in my dog's name and let the system know it's me, right? So I am required to enter a strong password that doesn't fit with I want to or I can. I can enter a strong password? Well, that doesn't really help. I don't want to. I can enter a strong password. I can enter a weak password. Is that possible? So I do think there's problems with I can, but I leave all of that out of the template and I let the situation determine what that verb should be. Always an interesting conversation there with Mike Cohn. Very, very lucky and fortunate to have him come on usually multiple times per year. And that was just one of the times that Mike came on our show this last year, but really, really interesting stuff there about user stories. If that's something you're interested in, I encourage you to check out that. That was episode 86 with Mike Cohn on user stories. Now we're gonna jump ahead to episode 90. Episode 90, we had a friend of mine, Sheree Silas, come on. Sheree is a very authoritative, knowledgeable person on Agile coaching. In fact, she is the person that I most likely am going to point you to if you come to me and want to find out more about Agile coaching. She has some really great classes and other things that she teaches. And we had her on to talk about Agile coaching, obviously. And one of the things that came up is something that I hear sometimes in classes that Some of this coaching stuff you talk about sounds a little bit like counseling a little bit. Is there a crossover there with counseling? Is this a counseling job? So take a listen to what Shree had to say in response to that question. As an adult coach, you are not an organizational psychologist. You are not a counselor. You are not an organizational therapist or any of those things. That is not the job. The job is consulting, mentoring, training. and some coaching, helping people how to learn how to negotiate, learn how to collaborate, learn how to have good, healthy conflict. And there's helping them to get the business results they want. And it's very frustrating when you kind of hear this taking all the way to the other end of, we're just there to do woo-woo touchy feely stuff. I'm the psychologist. No, that's not your job. And you're not trained to do that. And that's part of the coaching work. Brian Milner (08:03.136) is to help them understand what they need and what they don't. And even as a professional coach, it is my job to make sure my client understands what coaching is and what it's not. And as an Agile coach, that's part of the work is to make sure the client understands what this work is and what it's not. Yeah, really good stuff there about Agile coaching. If you're interested in finding out more about that, listen to that episode. You'll hear more from Sheree on episode 90 about Agile coaching. Next up, I have a relatively new friend of mine, but one that, you know, feel like brother from another mother. Mr. Evan Layborn was on and he came on to talk about some research that his organization had done in partnership with the Scrum Alliance. And in particular, there was one component of that that I wanted to question him about because when I initially read it, it gave me a little bit of some misgivings about it. One of the things I mentioned was that traditionally we have always talked about being a T-shaped individual on a Scrum team that had a depth of experience in one area. but a breadth of experience in other areas that you just weren't an expert in. You were only really looking to be an expert in one area. But this report kind of brought to bear this idea of what they're calling a pie-shaped individual. So think about the mathematical symbol pie and how it has two lines going down. It's kind of like a T with two lines going down from it, right? And when I saw that, initially my first thought was, well, is this just organizations trying to get by with less head count? Take a listen to what Evan had to say about that. I want to be clear that when we're talking about pie-shaped individuals and companies looking for pi-shaped individuals, we're not talking about companies who are looking for one person to do two jobs. They're not looking for someone who's got two skills because they're trying to fill two roles. They're trying to fill two jobs. We're talking about one person, one job, and using multiple skill sets to do that job better. more effectively. In the technology world, we've had a word for this in the tech world for 10 years, full stack developer. A full stack developer is a pie-shaping, it's a developer with test competence and operations competence. They can deploy a DevOps environment. That full stack developer is a prime example of a pie-shaped person. It's not one person doing two jobs. It's one person doing one job with a variety of skill sets. Brian Milner (10:30.752) and doing that job better, exponentially better because of it. There's some really interesting other insights that Evan had in that episode. highly recommend that to you. That was episode 93 with Mr. Evan Layborne. Next up, well, we celebrated a milestone. We had our hundredth episode, if you can believe it or not. And we thought it would be appropriate to celebrate by having two people that we have on quite frequently on the podcast, Mr. Lance Dacey. and Mr. Scott Dunn. So we had something that we don't often have here on the show where we had multiple guests, but we had Lance and Scott on to really look back over the past 100 episodes and look ahead a little bit into what we thought might be coming. And one of the interesting kind of conversations we had there was thinking about some of the changes taking place in the workplace today. You'll hear Scott kind of start in on this with. thinking about the kind of dilemma organizations are facing with the work from home versus work from office kind of situation. And then Lance will come in and kind of relate it more to some larger agility issues as well. Take a listen. Thinking back to the time when people didn't really want to go agile because they thought it was a fad. And it didn't take but a few years, like, I could be wrong. Maybe that is a thing we need to do, right? And then everyone gets on board. But there was a lot of kicking and screaming and doubting the early years. I think we're going to see that with remote work is made like the proving ground of do you really work this way or not as a manager? you get this or not? You cannot lead and manage people currently how you are going to in the future because they were talking about how the new generation. is coming on board and they just won't tolerate certain things. And I think you hit it on the head with that Scott, that if these managers don't learn how to lead and manage with this newer generation, two or three removed from what I'm talking about, you're not going to have any employees because they will not tolerate it. They do not work that way. It was always such fun to have both those people on our podcast and it was even more fun to have them both on at the same time. So I really appreciate both Lance and Scott really helping us celebrate there. The fact that we crossed that threshold into a Brian Milner (12:38.326) our 100th episode. Next up is someone that I found really fascinating. is Miss Heather McGowan. And she was the keynote speaker at the Scrum Gathering this year in New Orleans. And she was so gracious to come on the podcast and talk with us a little bit. She had some really great insights. Just listen to what she had to say here in thinking about sort of the place of work in general as a part of our lives today. But what I think what's really happening is we've outsized what work is in our lives. So community used to consist of social interactions, religious affiliations, clubs and groups we belong to, all of those kind of, if you think of them as circles, because everything's visual to me, all those circles shrank and work became bigger. So now part of this generational change, but more and more people are looking for work to provide their purpose. work to provide most of their relationships, work to fill these. It's a little bit in terms of how we're interacting with each other that's causing illness, but it's also an outsize expectation we have around work. So now it becomes table stakes for a lot of organizations for work to be my self-expression, work to be my sense of purpose, work to be where I think about my values. And it wasn't like that a few decades ago. I heard from a couple of people after this episode, just friends of mine talking about it. I want to make sure I'm clear about something here that Heather was saying, she's not saying that we should find our values from those places. She's just saying that's kind of how society has shifted a little bit. So you can debate whether it's good or bad, whether the other circles that she mentioned had shrunk or grown or anything like that. But really that's kind of the reality we're left with is that there's a lot of people who find their belongingness from work today, as I said, whether that's a good or bad thing, you can debate. but that's certainly a reality I think we have to live with. And this was a really interesting discussion. So I highly encourage you to check that out if you want to. That was episode number 111 with Heather McGowan. Next up was someone I found really interesting as well. This was Mr. Clinton Keith. Clinton is a veteran of the gaming industry. And I know there's always some interest in that in our listeners and in the Agile community about how you really can apply some of these Agile principles and things. Brian Milner (14:55.704) to an industry that's so fast moving like the gaming industry. Well, as I said, Clint has worked in that industry for a very long time and he's seen pretty much everything there. He's worked in all different kinds of gaming companies. He's helped them to learn and apply these agile principles along the way. So I'll just share a snippet of the conversation that we had. In this clip, he's talking really about how some of these principles we talk about like, individuals and interactions over processes and tools and are we letting something like a new technology drive how we do things or is it really more about what's the value we're trying to deliver, right? And in the gaming industry, it's fun. It's delivering something that's fun. So take a listen to what he had to say about kind of one of these experiences he had about really finding the fun. The big light bulb moment was having a short deadline on showing something of value. led to people making better choices from the player's perspective, not this challenge of, what can I do with artificial intelligence over the next two years? That's part of the big challenge with these big, huge games of saying, it's like, hey, if there's not a payoff, if you can't see value, and this was an early lesson I learned working with Nintendo of Japan, the guy that made Mario and Donkey Kong, we worked with him directly, Miyamoto. You always had this thing, it's like, the fun fast, show the value of it. And it always stuck with me. When you have these short deadlines, you want to encourage the teams and the product owners is judge the game. Not what you see in the potential in two years. Judge your vision of the two years against what you're seeing every other week and adjust your expectations. Don't fall in love with your vision. Judge the game. Don't fall in love with your vision. Such great advice there, and I think it's so applicable to really industry. Don't get caught up in that word game, right? Judge the product. Think about it that way. I think sometimes, especially for us as product owners, sometimes we can look at that and say, we've got these grand visions and grand designs for our product, in two years we're gonna have this incredible product that's gonna do all these things. Well, you may not make it to two years. You may not make it to two years if you don't. Brian Milner (17:16.897) deliver a value earlier, right? If you don't capture the imagination and attention of your customers, if you don't solve a problem for them upfront, we know the big idea is gonna take longer to get to, but I think what Clinton is saying here, and it's really an important point, I think, is that that's part of what we kind of focus on as Agilist is trying to find the value and deliver it early. So just a really fascinating episode there as well with Clinton. Encourage you to check that out, especially if you have interest in the gaming industry, lots of good content there from him in episode 120. Lastly today, I'm gonna leave you with one last one that wasn't too long ago here, but we had someone that is kind of a beloved figure in the Agile community. She's often referred to as an Agile visionary. That's Ms. Linda Rising. And she came on to talk about multiple things with us, but one of the things that she talked about in our conversation, was about a research project that Google did several years back called Project Aristotle. They were trying to figure out kind of the components, what went into making a high-performing team. So just listen to what Linda has to say about what their scientific research kind of uncovered about really what goes into making a team high-performing. All these different researchers made the same mistake in the beginning. and it's the same mistake organizations make. They thought in the beginning that what makes a smart team is smart people. Wrong. Not that you don't want smart people. You can have a team of very smart people that doesn't have any of these other characteristics that is not intelligent as a group. We really have to wake up and realize, first of all, that we're doing that, that we're valuing IQ or individual intelligence, smartness, you went to this school or you got that particular SAT score. It has nothing to do with that. It's not that there's no correlation, but it's weak. It's much better to have people who have these other characteristics. I just have to say Brian Milner (19:38.444) We are so spoiled Agile mentors with some of the great people like Linda Rising that we get to hear on this podcast and learn from really as sort of a masterclass from some of the best thinkers in this industry. And I know I'm very thankful for them taking their time and thankful for people like Linda Rising coming on the show. If that dialogue that you just heard there sounds interesting, check out that episode. It was episode 123. Linda talks about a lot of lot more great stuff there in that episode. But yeah, we get so many great guests on our show and that was just a handful. It's hard to even pick out just, I think we just had eight of them there. It's hard to pick out just eight over the past year, because there were just so many. And any of the other guests on here, I hope you don't feel like you were not in the top eight or anything. This was just a sampling. I just wanted to pull some different kinds of episodes and I think there was quite a variety of guests and topics and things that we had on the show this year. It just makes me excited about thinking about what's possible in the next year. I know we're gonna be trying some new things. I've been interacting with some of you at the Agile Mentors Community and you've been talking to me about some suggestions about things that maybe we can do. And we're gonna try that. We're gonna try some new things going into the new year. So you may see some shifts from time to time of just a few experiments that we might be trying. As always, we'd love to hear your feedback on any of those things, but we're always in search of making this the most valuable use of your time. We think that the quality of the people, like you just heard, is pretty good. We're pretty happy with the people that really decide to come on the show, and we're very humbled by the fact that they choose to come on our show. I just wanna always make it the most valuable use of your time. We want this to be the most valuable Agile podcast that's out there. As always, if there's anything we can do to change that, I'll go ahead and just say that now. email us podcast at mountegoatsoftware.com. Put that at the end of every episode. Truly mean it. If there's things that you want us to experiment with or try, if there's guests you want to hear, in addition to some of these great guests you heard today, there's other people that maybe that you think would be good on the podcast, send us an email, podcast at mountegoatsoftware.com. Or if there's a topic that you want us to cover, let us know that as well. We'd be more than happy to try and put that in. In our planning, Brian Milner (22:01.666) we try to always put the listener's suggestion kind of towards the top of our backlog. It may not be the very next thing we do, but we try to make that as soon as possible. Oftentimes we have to find the right guest, but as soon as we find the right guest, we want to get that listener suggestion on as soon as possible. So thank you for those that have made suggestions in the past and keep them coming. I'll just go into a few other things then and wrap up and get you on your way. It's been fun looking back over the last year. And as I said, I'm excited about seeing where we go next year. Speaking of that, just make sure that you like and subscribe to the podcast. That way you don't miss any of these things, like any of these great episodes that you heard little snippets of here in this podcast episode. And with that, I guess that'll be a wrap for another year. So Agile Mentors, my heartfelt happy holidays to you. Whatever you celebrate this season, I truly, truly hope that you get to spend some time with your family, your friends, your loved ones. truly hope that you get some time to reflect on what you're grateful and thankful for. I hope you come back next year refreshed, ready to go. I hope that's part of your sustainable pace, that time of renewing with the people in your life that are closest to you. We look forward to seeing what happens with you in the new year. So join us back next year. We'll kick things off. We'll be back here in just a few weeks. And on the 8th of January will be our next episode that we release. And we'll have our... of annual sit down with Lance Dacey to look ahead to 2025 and see what's coming up then. So join us and hope you have a very, very happy holidays. See you next time on another episode of the Agile Mentors Podcast.

Podcast of the Wind Fish
Episodio 95.2 - ¿Qué era URA ZELDA?

Podcast of the Wind Fish

Play Episode Listen Later Dec 13, 2024 75:23


En este episodio, seguimos hablando de las imágenes previas al lanzamiento de Ocarina of Time, además de unas declaraciones de Miyamoto algo confusas. ¿Ura Zelda estaba en desarrollo? ¿Estaba terminado? ¿Qué era Zelda Gaiden? De eso y más hablamos, además de que Jerry y Rafa a.k.a. Eldin apuestan por una animación que Link no tiene en el juego final de Ocarina. ¿Quién ganó? Intro y Outro de: Qumu Music https://www.youtube.com/user/qumumusic #podcast #TheLegendOfZelda #Monterrey

The Nintendo Entertainment Podcast
Episode 405 - A December To Remember?

The Nintendo Entertainment Podcast

Play Episode Listen Later Dec 6, 2024 90:01


The Nintendo Entertainment Podcast has returned from its brief hiatus! We hope you enjoyed the Thanksgiving break, because there's a lot to cover! First, the guys break down their gaming exploits for the last two weeks! Todd has been enjoying Mario & Luigi Brothership and sees why it's so enjoyable to so many. As for Scott, he's been playing a litany of titles, including Dragon Age The Veilguard, Infinity Nikkei, Delta Force, Monster Prom and more! Will, meanwhile, has been doing Overwatch 2, Metaphor Refantazio, Trial of the Dragon and more! Then, in the news, the guys have much to go over, including the sales of Dragon Quest III's remake, the unique sales record of Super Smash Bros Ultimate, the upcoming arrival of Sonic 3, the return of Pokemon TV, Miyamoto's shocking reveal of Ocarina of Time's most annoying mechanic, and more! Finally, in the main event, the guys look at the holidays to see what Nintendo-themed items you should get fellow Nintendo fans for the holidays! So sit back, relax, and enjoy the Nintendo Entertainment Podcast!

The Pure Nintendo Podcast
It's Donkey Kong's time to shine!

The Pure Nintendo Podcast

Play Episode Listen Later Nov 18, 2024 67:26


This week on the Pure Nintendo Podcast, Jemma, Kirk, and Trev dicsuss the upcoming Donkey Kong Country expansion at Super Nintendo World. Miyamoto himself gave a sneak peak of the new theme park during the latest Nintendo Direct, and we break it all done! Meanwhile, Jemma received her Alarmo at long last, and we give all the details. Plus there's more Nintendo Music to enjoy as well as a couple of new trailers before delving into the games we're playing this week. We detail everything from Super Mario Party and Broken Sword to Miniatures and Vampire Survivors. Plus, what's out this week? We look at the best new games out now!

NintenDomain Podcast
447: Pokémon TGCP Is Actually Amazing and Miyamoto is Taking us to Donkey Kong Country!

NintenDomain Podcast

Play Episode Listen Later Nov 15, 2024 119:15


This week on NintenDomain, we are hooked on Pokémon Trading Card Game Pocket. Talk about the newest Nintendo Direct on Donkey Kong Country being added to Super Nintendo World plus EcoGnomix, Atari 50 DLC, and so much more! Support the show at: www.patreon.com/nintendomainpodcast Music: Intro: Pokémon Trading Card Game Pocket: Battle Expert BGM Break 1: Pokémon Trading Card Game Pocket: Battle Menu BGM Break 2: The Legend of Zelda: Echoes of Wisdom: Volcano Dungeon Outro: Donkey Kong Country 2: Diddy's Kong Quest: Donkey Kong Rescued (Credits Roll) Topic Times: 00:02:08 Got Item: Super Mario Party Jamboree 00:10:58 Pokémon Trading Card Game Pocket 00:39:57 EcoGnomix 00:47:21 The Legend of Zelda: Echoes of Wisdom 00:50:18 Romancing Saga 2 Demo 00:57:10 Atari 50: The First Console War DLC 01:14:51 Nintendo Donkey Kong Country Direct 01:30:09 Weekly Nintendo News            

Nick's Nerd News
Episode 340: The Tropes are Hungry

Nick's Nerd News

Play Episode Listen Later Nov 14, 2024 69:34


Toadstool Boardroom
Would You Rather Hug Donkey Kong or Miyamoto? | TSBR 114

Toadstool Boardroom

Play Episode Listen Later Nov 14, 2024 72:19


Nintendo showed off the Donkey Kong Country theme park expansion and it featured an adorable moment between two Nintendo legends. Hear what Logan, Justin, and Chris think of the park, and their informal countdown of the Top 5 Donkey Kong games. Plus, Logan has impressions of Dragon Quest 3 HD-2D Remake, the guys are loving Pokemon TCG Pocket, and Chris goes off about how The Legend of Zelda has left him behind. Follow us on BlueSky: ToadstoolBoardroom | https://bsky.app/profile/toadstoolboardroom.bsky.social Logan Plant | https://bsky.app/profile/loganjplant.bsky.social Justin Koreis | https://bsky.app/profile/koreis.bsky.social Chris Shriver | https://bsky.app/profile/shrives93.bsky.social Follow us on X: ToadstoolBR | ⁠https://x.com/toadstoolbr ⁠Logan Plant | ⁠https://x.com/loganjplant Justin Koreis | ⁠https://x.com/koreis Chris Shriver | ⁠https://x.com/SHRIVES93 Join our Discord: https://discord.com/invite/aaQWzc4mea

Jogabilidade (Games)
Vértice #448: Pokémon TCG Pocket, os números da Sony, Nintendo e Warner e mais!

Jogabilidade (Games)

Play Episode Listen Later Nov 13, 2024 154:17


Recebemos Heitor de Paola direto do Overloadr para analisar as minúncias de Pokémon TCG Pocket e como ele nos capturou, as reuniões com investidores da Sony, Warner e Nintendo, processos contra Pals, Piratas, a venda da Private Division e mais! 00:07:16: Vote no Jogabilidade no prêmio MPB: https://jogabilida.de/vote 00:14:58: Números do Playstation 00:34:10: Sony sobre o fracasso de Concord 00:46:01: Números da Warner 00:58:54: Take-Two vende a Private Division 01:12:17: Pokémon TCG Pocket 01:50:51: Números da Nintendo 02:12:18: Miyamoto sobre produção de jogos 02:19:25: Detalhes do processo da Nintendo contra Palworld 02:24:59: Nintendo processa streamer de jogos piratas Contribua | Twitter | YouTube | Twitch | Contato

Nintendo Cartridge Society
Animal Crossing Pocket Camp Complete (News from 10.29.24)

Nintendo Cartridge Society

Play Episode Listen Later Oct 29, 2024 65:57


Patrick is joined by special guest cohost Michael C. Hearn to catch up on The Legend of Zelda Echoes of Wisdom, get excited for Castlevania DLC coming to Vampire Survivor, and share Miyamoto's praises for Banjo-Kazooie.The guys also talk about:Leatherhead's chainsaw in FortnightTim Walz playing Crazy TaxiLeaks and rumors about the Switch successor being announced this weekAnimal Crossing Pocket Camp losing it's mobile monetization methodsMasahiro Sakurai's final On Creating Games video being one big "The Prestige" moment...and what game could Sakurai have been working on for the last two years?The Yooka-Laylee remaking having the aichingly awful name "Yooka-Replaylee"Their hopes for Metal Slug TacticsFIND HEARN'S FILMS AT: michaelchearn.comSUPPORT US ON PATREON: https://www.patreon.com/nintendocartridgesocietyFRIEND US ON SWITCHPatrick: SW-1401-2882-4137Mark: SW-8112-0583-0050

Nintendo Switch UK Podcast
Tooie Little Tooie Late? - Episode 270

Nintendo Switch UK Podcast

Play Episode Listen Later Oct 28, 2024 62:32


Shownotes - Episode 270Splatterbots, Miyamoto game, Banjo-Tooie, The Nintendo Switch Online Playtest Program, Nintendo Switch Online game trials, A Little to the Left, Cursed to Golf, Vampire Survivors, Analogue 3D, Valley Peaks, On Your Tail , FANTASIAN Neo Dimension, Legacy of Kain™ Soul Reaver 1 & 2 Remastered, Mario & Luigi: Brothership, Masahiro Sakurai, Acquire developer, Unreal Engine, Super Nintendo World, RPG Maker, Dragon Ball Z: Kakarot Daima: Adventure Through the Demon Realm DLC, Yu-Gi-Oh! Early Days Collection , LEGO Horizon Adventures, Neva, Vicarious Visions Donkey Kong, Project Steamboat RaymanSupport the show

Legendary Adventures - A Legend of Zelda Podcast
The Development of A Link to the Past

Legendary Adventures - A Legend of Zelda Podcast

Play Episode Listen Later Oct 23, 2024 23:48


Season 8 Episode 1   This is the start of Season 8, which is focused on the Legend of Zelda: Four Swords, but that game was released bundled with a remake of the third Zelda Title, A Link to the Past. So, to kick things off we're going to spend a couple episodes revisiting that game and pointing out some of the changes between the two versions. I'm basing much of these episodes off of my Season 3 scripts – but with some updates, and a few corrections. This episode is focused on the developmeny and Legacy of A Link to the Past.   Legendary Adventures is a Legend of Zelda playthrough podcast. I'm exploring the evolution of the Zelda game series by playing through each game in release order, excluding spin-off releases.   Follow Legendary Adventures on social media. Facebook: https://www.facebook.com/LegendaryAdventuresPodcast Instagram: https://www.instagram.com/legendaryadventurespod/ Youtube: https://www.youtube.com/@legendaryadventurespod   Source:  Discussion Between Miyamoto & Horii - (glitterberri.com) Legend of Zelda: A Link to the Past – 1992 Interview - shmuplations.com Forgotten Interview With Miyamoto Sheds Light On A Classic Zelda Production | Nintendo Life GlitterBerri's Game Translations » The Men Who Made Zelda – Staff Interview (archive.org) Retro Gamer #135, pgs. 24-26 Super Play interviews Miyamoto about Zelda - Nintendo Forums Interview: Super Mario Galaxy Director On Sneaking Stories Past Miyamoto | WIRED The Legend of Zelda - A Link to the Past (Manual) : Nintendo : Free Download, Borrow, and Streaming : Internet Archive IGN Top 100 Games 2007 | 8 The Legend of Zelda: A Link to the Past (archive.org)       10. SNES/GBA Differences: The Legend of Zelda: A Link to the Past/Versions — StrategyWiki | Strategy guide and game reference wiki  

Topic Lords
261. Chat Hurt Chatself In Chat's Confusion

Topic Lords

Play Episode Listen Later Oct 21, 2024 63:25


Lords: * Alex * https://www.youtube.com/@adiener * https://discord.com/invite/ZkV2zdb * Mitch * https://hbmmaster.tumblr.com/ * https://www.youtube.com/@HBMmaster * https://www.patreon.com/hbmmaster Topics: * The Wikipedia article about football * https://en.wikipedia.org/wiki/Football * Classic Macintosh computers * The entomologist nerds get like two minutes of screen time in Silence of the Lambs, but I'm pretty sure they directly inspired the whole genre of forensic investigation TV. * With Apologies to Dr. Seuss, by Supper Mario Broth * https://fxtwitter.com/MarioBrothBlog/status/1807077109661114636 * Archipelago * https://archipelago.gg/ * That "chat is a fourth person pronoun" thing is impressively wrong Microtopics: * Off-the-cuff something. * Putting on the best talent show Cohost has ever seen. * Www.www.www * How to deal with multiple things that are called the same thing. * A list of things called Georgia. * A very opinionated move that you would not expect from a source as neutral as Wikipedia. * Sometimes your can carry the ball; sometimes you can't carry the ball. * What an IP address has to say about women in sports. * Sports: there's a place where you play it. * Watching Mexican TV and seeing an ad for "¡futbol americano!" * Repairing an old Mac that you found in an e-waste place. * Whether programming has changed since 1985. * Running an Electron app on a Mac Classic. * Switcher allowing you to run four 128k programs at a time on a 512k Mac. * How the 1991 Borland C++ debugger compares to the 2024 Visual Studio debugger. * Blah Blob, a Celeste-inspired platformer implemented as a Hypercard stack. * Sitting at the blender all day blending everything within arm's reach. * Steve Jobs' relationship with fans. * Wrapping your Xbox 360 in a towel to reflow the cracked solder. * Adding an extra lane to a highway to make the traffic worse. * Two awkwardly charming guys who help with an FBI investigation. * CSIvania. * The public domain jingle that precedes the poem. * Supper Mario Broth. * Wario's Shit Bone. * A Rare Gooper Bloober Goop Gooble Event. * Rhyming portend with event. * A textuovisual post. * Dr. Soup. * Whether the folks writing the Prima guide to Mario Sunshine get to personally ask Miyamoto what the weird goop enemies are called. * Bowser's Fury: the final Mario game. * F Boy: the F stands for fireball. * Trying to use a social media service when you don't know anyone on it. * In My Tumbl Opinion. * Weird Mario Enemies. * F Boy (Again) * Wanting a cool nickname like F Boy. * Explaining randomizers to someone who has never heard of video games. * Multi-game multiplayer randomizers. * A non-randomized randomizer. * Getting rupee donations left and right when all you need is a sword. * Unofficial archipelago support. * The hypothetical dad behind the fourth wall. * The hypothetical eighth month of the year. * Subtumbling. * How to tell the difference between a noun and a pronoun. * Old-fashioned home grown misinformation. * Getting from fourth wall to fourth person. * Fourth person perspective as an alternative term for first person plural. * Whether "dad" is a pronoun. * Chat hurt chatself in chat's confusion. * Rebageling images from 2014. * Agreeing with yourself from 10 years ago about which images are interesting.

Agile Mentors Podcast
#120: Agile in Gaming with Clinton Keith

Agile Mentors Podcast

Play Episode Listen Later Oct 16, 2024 32:15


How does Agile fit into the fast-paced, high-stakes world of game development? Clinton Keith, author of Agile Game Development, spills the secrets from his time working with some of the top studios in the industry and explains why adapting Agile to gaming is both a challenge and a game-changer. Overview In this episode of the Agile Mentors Podcast, Brian Milner and Clinton Keith dive into the unique dynamics of Agile in the gaming industry. Clinton shares stories from his decades-long career in game development, explaining how Agile methodologies have evolved in the industry and why traditional approaches often fail. They discuss the impact of deadlines, the influence of digital distribution, and how finding the "fun" in games is crucial for successful development. Clinton also provides valuable insights into modifying Agile practices to better fit the gaming world and the critical role leadership plays in fostering a productive Agile culture. References and resources mentioned in the show: Clinton Keith Agile Game Development: Build, Play, Repeat by Clinton Keith Mike Cohn’s Better User Stories Course Accurate Agile Planning Course Mountain Goat Software Certified Scrum and Agile Training Schedule Join the Agile Mentors Community Subscribe to the Agile Mentors Podcast Want to get involved? This show is designed for you, and we’d love your input. Enjoyed what you heard today? Please leave a rating and a review. It really helps, and we read every single one. Got an Agile subject you’d like us to discuss or a question that needs an answer? Share your thoughts with us at podcast@mountaingoatsoftware.com This episode’s presenters are: Brian Milner is SVP of coaching and training at Mountain Goat Software. He's passionate about making a difference in people's day-to-day work, influenced by his own experience of transitioning to Scrum and seeing improvements in work/life balance, honesty, respect, and the quality of work. Clinton Keith is a seasoned game industry veteran turned Agile coach and author of Agile Game Development, 2nd Edition. With 25 years of experience as a programmer, CTO, and production director, Clinton now helps creative teams and studio leaders build better games through effective Scrum, Lean, and Kanban. Auto-generated Transcript: Brian (00:00) Welcome in Agile Mentors. Glad to have you back. We're here for another episode of the Agile Mentors podcast. I am with you as always, Brian Milner. Today, have a very special guest. A very special guest was the word I was looking for, but somehow it came out wrong. A very special guest that I'm very excited about having with us, Mr. Clinton Keith is with us. Clinton Keith (00:17) You got it right the first time. Brian (00:23) Welcome in, Clinton. Clinton Keith (00:25) Hey Brian, thank you so much for the invitation. Brian (00:27) Yeah, very, very psyched, very excited to have Clinton on. Clinton is a CST, but more importantly, he's the author of a book called Agile Game Development. And he has been in the video game industry and working with different video game makers and production houses and things for a long, long time. And he told me he's been a video game maker since the seventies. So I said, well, that's great. Cause I've been a video game player since the seventies. So I'm sure we could cross. and have some overlapping stories here. Me from the consumer side. I wanted to have Clinton on because he's got this unique perspective of really how Agile has developed and how Agile is kind of implemented and works well in the gaming industry. So let me start with just asking you, Clinton, when you work with gaming companies and they are interested curious about Agile, what is sort of the main holdup or the main objection that they present to you when they first start working with you? Clinton Keith (01:37) Well, it's changed. mean, I've been an independent trainer CST since 2008. And back then it was like, this agile stuff doesn't, know, this won't work for us or it won't work for our role playing game or massively multiplayer online game. might work for these small games. But I think since then, what you've seen is there's just such a lot of bad implementations. We call cargo cult implementations of Agile, where we think that standing around in a circle and answering three questions a day is going to result in some productivity fairy flying over our heads and sprinkling this methodology dust on us and wonderful things will happen, where there's a discipline and a change in culture. And so people have seen a lot of poor agile implementations. But at the same time, continuing on with more traditional approaches as games get larger, teams get larger, projects get bigger, that they're saving the worst failures on not adopting a more iterative approach to game development. Brian (02:54) Yeah. Yeah. Yeah, I mentioned that there's probably a lot of objection. There's a lot of the companies that kind of take that fixed scope, fixed schedule kind of approach to doing work and kind of think maybe Agile doesn't align to what we do or our industry or how we do things. Hopefully I'm not putting you on the spot too much, but do have any interesting stories or examples of things like that where you've worked with a company that maybe was just very, very resistant that you kind of, that they kind of turned around in the time you worked with them? Clinton Keith (03:36) Well, think one of the more clear examples and, and, know, I, being a project manager and someone who's a, started as a programmer and ran studios, you know, and we ended up shipping successful titles on schedule, on budget. that, when I work with teams that have true deadlines, you know, these are teams that, especially sports titles where. You know, if, you know, Madden football misses the launch of their next title at the beginning of the NFL season, they're going to lose half their sales as opposed to, you know, being told it's so called, have a deadline, but you know, that just to put pressure on the team. so when you have that kind of deadline, a do or die deadline, then it gets them serious about doing things like prioritizing scope. Brian (04:11) Yeah. Yeah. Clinton Keith (04:30) We're saying, it's like, hey, we have this new engine to render crowds in the stadium and this is going to be beautiful. And, and it's going to look like these are real stadiums filled with people. They're less willing to take that risk if it has to come out on that specific date. And so we prioritize scope by saying, Hey, we have 32 teams, you know, it be baseball or NFL or whatever. have so many stadiums, we have rosters, we have uniforms that have changed from year to year. Those are things that we have to get in. The things that are like a new technology for mud on the uniforms, well, we can take a different approach to that and say, those would be nice to have, but we're not going to bet our schedule on that. So those were the teams on what we call AAA games. They're games that have large staffs, huge budgets, hundreds of millions of dollars. They kind of learned those lessons early on and it really became proof that an agile approach of saying, prioritizing scope and managing scope and delivering things that work and that show increased value in terms of player fun on iteration, iteration basis was really the best approach to hitting those targets. Which again is really difficult for teams that really have those so -called hard deadlines. but was still with a fixed scope, that they want all those things and at the last minute, end up compromising quality, get those all the, to hit all those goals. Brian (06:06) I'm kind of curious about kind of the teaming aspect within the gaming industry because it seems like, and maybe I'm wrong here, so correct me if I'm wrong, but it seems like more than some of the other industries in software development that it's a little more of the mercenary kind of attitude of, you know, kind of have the gun for hire that you bring in or guns for hire that you bring in to do some project or some game and then... then when the project wraps, they're gone. People float from place to place. Is it tough to generate, have teams go through stages of formation in that kind of environment? Clinton Keith (06:46) Right. Yeah, no, it's less so with now that we had mobile games, these mobile platforms come out where a lot of most of the effort actually is maintaining and building a live product and growing it over time, where it's like, instead of saying, you know, on traditional large games, we're going to spend two years with no customers, no feedback. We're going to build this huge game and then launch it all at once on a disc or on a cartridge. and then cross our fingers. And with that approach, usually with game development, the traditional approach is to have a documentation phase, a planning phase, a design phase, and then a pre -production phase where we build all the mechanics. And then a production phase where we create all the levels, build the storyline, something that people can play through 20, 30 hours. And then at the end of it, alpha beta phase where we fix all the bugs, make it run fast, find, know, make it fun and polish it and then get it out the door. and in terms of staffing, like what you described was very, yeah, it was the big challenge because in pre -production we, you know, we might want 50 people, 30 people. but then when we're building all this content and building the worlds, then we're growing to a couple hundred people and then you ship it on the disk. What do you do with those 200 people that are sitting around? And that's still on large games. You know, I work with some teams that are over a thousand people developing the game. And they're trying to address that problem by having, you know, large publishers or acquiring studios. And they'll have up to half a dozen studios in various locations around the world working on that, especially on building those worlds in that, that production phase. But then that introduces the problem of communication and overhead and time zones. And yeah, it's a very challenging problem that when I started in the game industry, know, a AAA game took less than 10 people, you know, sitting in a single room. Brian (08:53) Yeah, kind of, it's such a different paradigm now than it was. And the industry has changed so much, it seems like to me because, well, like for instance, my oldest daughter is a pretty avid gamer now as well. And when we were helping her get settled for her second year of college, we had to replace her monitor, know, so she had something to play on. And we walked in the Best Buy and I tried to explain to her that, Best Buy used to be a mecca for gamers. I remember going there regularly to stroll through the shelves of the boxes and kind of see what was on sale. Now, I can't remember the last time that I bought a physical media for a game. It's all downloaded. How has that changed just the process of developing games? I'm sure that's, previously when you had to have the gold disk version or whatever that was released. I'm sure there was much tighter timeframes, right? Is it much different now with being able to update over longer periods of time? Clinton Keith (10:03) Well, just from an Agile perspective, it's gotten much better. You know, we introduced Agile to our studio back 20 years ago, over 20 years ago. And, you know, back then, really, the retailers dominated the industry so much in terms of you had to sell Walmart on the game you were proposing to make, which meant that you had to write the 300 page document that they would approve. Brian (10:25) Yeah. Clinton Keith (10:32) before you even knew it was fun. It's even worse with some of the larger first party companies that own the consoles, that they would say, well, we have a slot for making this type of game, so you have to stay within that slot. And at the end of it, we will determine how many cartridges that we will manufacture for your first release. And so it's very restrictive in terms of how much change we could introduce into the game over the course of development and say, well, the game that we're making is kind of boring. But that's the agreement that we made with Target or Walmart. And so we have to kind of stick with that game. Whereas now you can get early versions, like in Steam, for example, early release. And you can start to get metrics or that if you're a a game that's already out on a platform like iPhone, you can introduce the idea of a new mechanic to a limited number of users to say, it's like, hey, let's release a version of this mechanic to people in the state of New York and see, observe how they're playing it, measure how they're playing it, how many times they come back to it, and then use that information to tweak the next two week iteration or release dozens of different versions of our game you know, to millions of people and see which version that's out there in the wild is getting more response. So we have the ability to, you know, be much more agile and actually measuring what our customers, our players are doing with our game. Brian (12:07) That's so interesting. You spoke earlier about kind of like the AAA games with like sports games and how they have much tighter deadlines and they're, they kind of, there's a big, big hit to them if they miss that deadline. What about the opposite? What about the teams that don't have those harsh deadlines? And I would imagine there's an entirely different problem for the product owners of just good enough. how do you... How do those product owners determine, yeah, we have enough or this is in good enough shape that we can release it and we can patch things later? Clinton Keith (12:44) think one of the biggest problems you see when you don't have a deadline is this. There's this famous quote, I forget the exact wording of it, is that really tight deadlines, know, kind of restricted, know, restricted, to call it use the word resources, but in terms of money and schedule and things like that, or how many people you have working on it, really focuses you on delivering. And this is something that is a problem for AAA games with no serious deadline is that to say it's the, get these incredibly vast ideas that take years to really show the benefit. And I had this big light bulb moment in my career. I was, I was, I did a lot of racing games really in my career and I was on a game. that had a racing mechanic is based on a movie like what some of the Bourne movies where you have like a 15 minute racing mechanic, know, chasing in the middle of the movie. So late in the development of the game, we had a little bit of extra time and our publisher said, hey, can you throw in like a very short 15 minute car chasing and with police chasing you through an open city. Now that mechanic, police chasing you through an open city, used to take us years to develop with artificial intelligence, know, with police chasing you through crowded traffic streets. And even after years of development, it didn't quite work right. The police would crash into everything and drive on walls and we couldn't get the physics right. You know, we're on a PlayStation or Xbox. You know, you couldn't spend a lot of AI effort, artificial intelligence, on getting that just right. So, but we only had like a month. And so we're sitting around thinking, what can we do? How can we get police chasing us? And so we started asking ourselves questions that we never did ask in the past. Like, why do we have police? You know, why do we have police chasing you? And the answer was that, well, it's to make you drive fast. You know, if you didn't have police chasing you, you know, it's a boring game. And so all we did was we just, instead we just had Brian (14:47) Mm. Right. Clinton Keith (15:02) We just monitored how fast the player was driving. And if he was driving a little bit too slow, we'd start playing a siren sound. They kept driving slow. started playing flashing lights off the geometry of the buildings around you, blue and red. And then if you continue driving slow, we just played a video of you being arrested. And that took like a couple of days instead of a couple of years. And when we focus tested it, pretty much, half of everyone thought they were really being chased by the police. The other half said, I thought I was being chased by police, but when I looked in the rear view mirror, I didn't see any police. And so we just took out the rear view mirror, tested it the next night. Everyone thought they were being chased by police. And we're like, I guess, and it was actually a better result in the two years of trying to get artificial intelligence right. And so the big light bulb moment was, just like having, Brian (15:53) Yeah. Clinton Keith (15:56) a short deadline on showing something of value led to people making better choices from the player's perspective, not this challenge of, what can I do with artificial intelligence over the next two years? So I think that's part of the big challenge with these big, huge games of saying it's like, if there's not a payoff, if you can't see value, and this was an early lesson I learned, Brian (16:11) Yeah. Clinton Keith (16:24) working with Nintendo Japan was the guy that made Mario and Donkey Kong. We worked with him directly, Miyamoto. He always had this thing. It's like, find the fun fast, show the value of it. And it always stuck with me. And so when you have these short deadlines, you want to encourage the teams and the product owners is judge the game, not what you see in Brian (16:40) Yeah. Clinton Keith (16:49) with the potential in two years. Judge your vision of the two years against what you're seeing every other week and adjust your expectations. Don't fall in love with your vision. Brian (16:59) That's so interesting. So I kind of want to dig into this. This is an agile podcast, obviously. And we have lots of people from different walks of life and that they're implementing agile in different ways. And it's always interesting, I think, for people to hear how things kind of fit in other realms, right? In other kind of industries and how that changes a little bit industry by industry. So I'm kind of curious when you are talking about agile and Scrum and in a gaming game development environment, what are some typical kind of modifications that you recommend or that you've seen that are needed or work well that are specific to the gaming industry? Clinton Keith (17:44) So as I mentioned, a lot of teams, even Agile teams that are truly Agile, like the sports titles, we still have that separation of discovering what new mechanics we want to put into the game and then building all that content, your stadium. So let's use sports titles for example. Let's say we do alter how we draw or render the stadiums. And we're making much more beautiful, more detailed stadiums because we have a new platform that can draw 10 times as much like a next generation PlayStation or Xbox. So we still want to come out with the new sports title at the start of the season. So we'll, we'll do more of our risky exploration of stadiums and what it's going to take to, to render these stadiums. and how many polygons, how many triangles we're going to use to build these stadiums and how much it's going to cost. Because we do have 32 stadiums. We do have a budget. We do have so many artists that can build these stadiums. So we have to figure that out ahead of time. And then, you know, once we figure that out and say, all right, we have, you know, we've built an example stadium. This is an example of what we want to ship at the start of the season. Now we have to build all the other 31 stadiums to that quality. And we've judged the risk and the cost and the schedule and how many people we have to the artists to build those things. And then we go into that production pipeline with those studios. And that's where, you know, it's like the scrum every two weeks model doesn't quite work. know, a stadium might take. 21 .2 days to build. And it's a pipeline of handoffs of things. Somebody doing the concept art for the stadium and then building the geometry for the stadium and then lighting it, you know, and all the audio effects. And so it becomes more of a production factory pipeline where practices like Kanban and lean come into play. That still have those underlying values of getting things through the pipeline as quickly as possible, continually looking at how we can improve that pipeline. And then judging instead of how much we can get done every fixed time box is judging how long that stadium takes from concept to in -game and trying to refine that to get improvements in the quality of the stadiums and the productivity of that entire pipeline. which leads to, you know, things that we see in Scrum is disciplines talking to each other and improving how they work together. Brian (20:32) Yeah. I would imagine the culture, like there's potential culture clash kind of things here with Agile in the gaming industry. Like one of the things I was thinking about is, you find it's a little tougher to get buy -in on a concept like working at a sustainable pace? Is that something that's in the gaming industry, people... Because I've seen a lot of... I've been around some small companies that are working on gaming, and they seem to work all the time. It's like late nights, weekends, it's just like it's non -stop. Is that kind of a difficult concept in the gaming industry? Clinton Keith (21:18) Well, mean, the gaming industries had quite a few scandals in terms of crunch time. And a lot of that has to do with not seeing that actual game until the end. As I mentioned, it's like we have these in pre -agile development, still goes on quite a bit, is that, we write this big, huge document up front. We get the buy -off on the stakeholders. We go off and the engineers go off over here, the artists go off over here. And then towards the end of the game, when we finally get all the elements of a story together, we can first start to play it. Then we start to get it so instead of it crashing every two minutes, we're starting to get the game playable and we're out of time. We have to ship this game in three to six months. It's not fun. It's a disaster. Brian (22:06) Yeah. Clinton Keith (22:13) and then what, unfortunately what happens is we've, we put that accountability on the developers and say, well, now you, and, know, as, as a studio director, pre -agile, I was guilty of this as well as to say, Hey, we got it. We, we, we have no choice, but to come in here seven days a week, 10 to 12 hours a day. And, and as it, yeah, as a team we'll, we'll, you know, we'll, we'll get this thing done. And it destroyed. destroyed marriages, harmed families. I mean, I went through that. didn't see my, one of my newborns for the first three months of his life, pretty much, except when he was sleeping, when I came home late. And it simply doesn't, I mean, it's harmful primarily to the working life and these people that leave the game industry, but it's also harmful to the game is that, you do whatever it takes to get this Brian (22:45) Ha Clinton Keith (23:12) terrible game across the deadline that you were very passionate about in this first couple years of development. And we've seen disasters, even in recent history of games being released that, you know, it's just unplayable, but they had to get out for a deadline and they've spent hundreds of millions of dollars. And they've just felt like, well, nowadays we can patch games, you know, and, and, and, you know, it, it, it, it kills them from a financial point of view. Brian (23:41) Yeah. Yeah. It's so interesting. you know, I think this, to me, this is where it kind of, it is so relatable to, to anyone who's, who's trying to do this kind of work. Because I think there that we've all had scenarios and situations where, know, as an agile coach or trainer that we've, we've, you know, we've been up against a constraint of some kind. We've been up against something that is not really the way we would. hope would be the way that the organization would operate or that the team would be run. And we've had to make those compromises in order to continue the work and continue trying to move that organization forward. So I'm kind of curious, I know there's probably lots of people listening who are in those situations and maybe even kind of some self -doubt there about, hey, am I really? Am I really doing this the right way? And am I kind of a sellout and that I'm giving in to the management and how they're making us do this? Would you have any advice or anything that you would say to people in that position that could maybe help them kind of navigate that? Clinton Keith (24:56) I mean, yeah, think, I mean, a lot of it is, is, it's a tough question to answer because, you know, a lot of it is, I mean, I, I've been in that position myself where, yeah, I was promoted to studio director and my first studio. It's like, okay, now you're responsible for all these games, seven games in development. And, you know, I committed, I said, all right, we're going to stop doing stupid things. Which means like going to a team that's working very well and saying, this other team, they're in a bad place. So I'm going to take half of your team and move them over there. You know, the old Fred Brooks thing is just like, you know, it's like, Hey, you know, it's like, you know, we're going to double their staff, you know, which is going to make it even worse for them, but it's also going to harm you. We're going to stop doing those things because now I'm in charge. I've been through that. I've run individual games and I know the impact. of what that does. And so I wasn't in the job more than two weeks before the CEO came in and said, hey, we don't have enough money to pay payroll this Friday. And I went into a panic because I was like, I just got promoted to a studio that's going out of business. I go half the people are going to leave if they don't get paid this Friday. And he goes, well, just calm down, relax. You know, what we're going to do is we're going to get a loan because Brian (26:10) Yeah. Clinton Keith (26:21) but we have to accelerate this milestone payment. I need you to, we need to start a new team, an eighth game. And I was like, well, we don't have the people for it to start an eighth game. It says, well, you need to go out to the teams and take people from their teams and populate a whole new team so we can get this payment from this publisher who wants to start a game. And it was such a bad idea to do, but I couldn't go to the teams and say, Brian (26:46) You Clinton Keith (26:49) Hey, I need to take some of your staff so we don't go out of business. I just said, you know, it's like, Hey, we have to take some people off your team. And they're like, you very publicly said you weren't going to do stupid things and here you are. You know, so I think, you know, as part of it is it's, it's, it's the culture, it's the leadership. You know, I started about five, six years ago, starting to do leadership training. Yeah. And because it's like, you know what? I keep seeing these. Brian (26:55) Yeah. Clinton Keith (27:19) You know, the team's adopting these practices, but the leadership not knowing what to do with this transparency, with what to do when your game isn't fun early on, and how it's so hard to build an agile culture, but so easy to destroy overnight from leadership doing things like I did. So I built a leadership course that was like, I wish this was the training I had got. 20 years ago when I was put into this position to help navigate some of these issues and help these teams. I there's, I mean, there's, mean, occasionally see cultures that just kind of like beyond, you know, their, ability to recover just too late, you know, to make some of these, make some of these changes, because like I said, we have to get this title. Brian (27:49) Right. Clinton Keith (28:15) Out the door in three months. In fact, these days I just refuse to, I used, I refuse to train a team that's within six months of shipping a, having a big title to ship because it's like, yeah, that sounds great. You know, we'd love to do it, but you know, we're just in the trenches for the next six months. Brian (28:35) Yeah, that kind of heads down and then can't, how do you learn a new process, you know, while you're in heads down mode, right? Well, this is fascinating. And I, you know, I'm tempted to take more of your time. I just don't want to, I want to be respectful of your time and in our listeners time. So it's probably a good place for us to stop. I want to just point out to people, again, your book, Agile Games Development, where you talk about a lot of this stuff. If I'm reading this correctly, it was originally out in 2020, right? Is that correct? Second edition, second edition was 2020. So you've added some new stories and some new elements to it in 2020, right? Clinton Keith (29:09) The second edition, Well, I mean, it was between 2008 when the first edition came out, we had mobile. You know, it's like the iPhone came out and mobile came out and the entire industry turned upside down. So, and I just, we've just learned so much from working with all these studios and what they have discovered is just incredible. it's, mean, it's, I mean, the industry was very agile early on. You know, the console, the arcade developers used to like sneak out prototype versions and Brian (29:22) Yeah. Clinton Keith (29:47) count quarters they collected. When then the 90s and early 2000s, things got so huge, we went away from Agile. And so it was a difficult sell. But in the last, yeah, the last dozen years, it's been fantastic with all these platforms, all these new opportunities, all these new markets. It's almost as if we're not using the word Agile anymore. It's just the way to develop. Brian (30:14) That's awesome. Yeah, that's what Mike said sometimes. Mike Cohn, when we talk about this, he's like, that was my goal initially was to not have Agile be something we even had to name. It just would be software development. And that's just the way that would be the default in doing things. So it's good to hear that at least in some places that is the case, right? It does feel like that's more of the default. That's great. Clinton Keith (30:38) Well, it's no coincidence. Mike was our first coach 20 years ago and my mentor. And I think that I stole that quote from him and glad to see that it's, it's, it's coming true. Brian (30:41) Yeah You That's awesome. That's awesome. Well, we'll put all these links in the show notes for everybody. But again, the book is called Agile Game Development. And Clinton, I really appreciate you coming on. Thanks for taking your time and chatting with us. Clinton Keith (31:02) Thanks for the invite, Brian. Enjoyed it a lot.

Team Lally Hawaii Real Estate Podcast
Helping First-Time Buyers Own a Home with Reina Miyamoto

Team Lally Hawaii Real Estate Podcast

Play Episode Listen Later Oct 16, 2024


This week on the Team Lally Real Estate Radio Show, we interview Reina Miyamoto of Hawaii HomeOwnership Center. Reina joins us to debunk common myths about homeownership, and she discusses the courses, training, and resources available for both home buyers and renters. Reina also shares a heartwarming success story and explains how you can support HHOC, with insights from Adrienne and Attilio on the impact of community giving for business owners.We also have Duke Kimhan from Hawaii Pacific Property Management who emphasizes the importance of using licensed and registered vendors and conducting thorough background checks. Jake Kissack from Go Local Powur highlights the significant savings on electric bills with solar power, introduces Tesla Powerwall 3, and dispels the myth that solar is prohibitively expensive, providing practical steps to get started.Who is Reina Miyamoto?Reina was born and raised in Honolulu. After graduating from college, she discovered her passion for mission-driven work and has dedicated most of her career to the nonprofit sector. For the past 18 years, she has been with the Hawaii Homeownership Center, demonstrating unwavering commitment and passion for their work and program expansion. She is currently the Executive Director of HHOC.The Hawaii HomeOwnership Center is a chartered member of the NeighborWorks Network, a prestigious group comprising over 230 non-profit organizations that serve both urban and rural communities nationwide. Its mission is to offer education, information, and support to help individuals become successful first-time homeowners in Hawai‘i. By overcoming obstacles and boosting homeownership rates, the HomeOwnership Center strives to strengthen families and communities across the state.To reach Reina, you may contact her in the following ways:Phone: (808) 523-9500Email: info@hihomeownership.orgWebsite: www.hihomeownership.org/

Team Lally Hawaii Real Estate Podcast
How Hawaii HomeOwnership Center Helps First-Time Homebuyers and Homeowners with Reina Miyamoto

Team Lally Hawaii Real Estate Podcast

Play Episode Listen Later Oct 16, 2024


This week on the Team Lally Real Estate Radio Show, we interview Reina Miyamoto of Hawaii HomeOwnership Center. We talk about what the HHOC program offers and who should consider enrolling in the program.We also have your favorite experts providing this week's tips on property management, mortgage loans, home inspection and home insurance!Who is Reina Miyamoto ?Reina was born and raised in Honolulu. Soon after graduating from college, she found that she had a passion for mission driven work and she has been in the nonprofit sector for most of her career. She is currently the Executive Director of Hawaii HomeOwnership Center and has been with them for 16 years and is still committed and passionate about the work they do and to their program expansion over the years.The Hawaii HomeOwnership Center is a chartered member of the NeighborWorks Network, a select group of over 230 non-profit organizations serving urban and rural communities across the country. Its mission is to provide education, information and support to create successful first-time homeowners in Hawai‘i. By addressing barriers and increasing rates of home ownership, the HomeOwnership Center aims to build stronger families and communities throughout the state of Hawai‘i .To reach Reina Miyamoto,you may contact her in the following ways:Phone: 808-523-9500Email: info@hihomeownership.orgWebsite: hihomeownership.org

Real Estate Careers and Training Podcast with the Lally Team
Helping First-Time Buyers Own a Home with Reina Miyamoto

Real Estate Careers and Training Podcast with the Lally Team

Play Episode Listen Later Oct 16, 2024


This week on the Team Lally Real Estate Radio Show, we interview Reina Miyamoto of Hawaii HomeOwnership Center. Reina joins us to debunk common myths about homeownership, and she discusses the courses, training, and resources available for both home buyers and renters. Reina also shares a heartwarming success story and explains how you can support HHOC, with insights from Adrienne and Attilio on the impact of community giving for business owners.We also have Duke Kimhan from Hawaii Pacific Property Management who emphasizes the importance of using licensed and registered vendors and conducting thorough background checks. Jake Kissack from Go Local Powur highlights the significant savings on electric bills with solar power, introduces Tesla Powerwall 3, and dispels the myth that solar is prohibitively expensive, providing practical steps to get started.Who is Reina Miyamoto?Reina was born and raised in Honolulu. After graduating from college, she discovered her passion for mission-driven work and has dedicated most of her career to the nonprofit sector. For the past 18 years, she has been with the Hawaii Homeownership Center, demonstrating unwavering commitment and passion for their work and program expansion. She is currently the Executive Director of HHOC.The Hawaii HomeOwnership Center is a chartered member of the NeighborWorks Network, a prestigious group comprising over 230 non-profit organizations that serve both urban and rural communities nationwide. Its mission is to offer education, information, and support to help individuals become successful first-time homeowners in Hawai‘i. By overcoming obstacles and boosting homeownership rates, the HomeOwnership Center strives to strengthen families and communities across the state.To reach Reina, you may contact her in the following ways:Phone: (808) 523-9500Email: info@hihomeownership.orgWebsite: www.hihomeownership.org/

Real Estate Careers and Training Podcast with the Lally Team
How Hawaii HomeOwnership Center Helps First-Time Homebuyers and Homeowners with Reina Miyamoto

Real Estate Careers and Training Podcast with the Lally Team

Play Episode Listen Later Oct 16, 2024


This week on the Team Lally Real Estate Radio Show, we interview Reina Miyamoto of Hawaii HomeOwnership Center. We talk about what the HHOC program offers and who should consider enrolling in the program.We also have your favorite experts providing this week's tips on property management, mortgage loans, home inspection and home insurance!Who is Reina Miyamoto ?Reina was born and raised in Honolulu. Soon after graduating from college, she found that she had a passion for mission driven work and she has been in the nonprofit sector for most of her career. She is currently the Executive Director of Hawaii HomeOwnership Center and has been with them for 16 years and is still committed and passionate about the work they do and to their program expansion over the years.The Hawaii HomeOwnership Center is a chartered member of the NeighborWorks Network, a select group of over 230 non-profit organizations serving urban and rural communities across the country. Its mission is to provide education, information and support to create successful first-time homeowners in Hawai‘i. By addressing barriers and increasing rates of home ownership, the HomeOwnership Center aims to build stronger families and communities throughout the state of Hawai‘i .To reach Reina Miyamoto,you may contact her in the following ways:Phone: 808-523-9500Email: info@hihomeownership.orgWebsite: hihomeownership.org

Un café con Nintendo
Podcast #241 | Los malabares de Nintendo en su planificación

Un café con Nintendo

Play Episode Listen Later Oct 6, 2024 46:53


¡Hola, cafeteros! En el programa de hoy comentamos los siguientes temas: 1️⃣ Rumor: Nintendo echa el freno con el anuncio de la sucesora 2️⃣ Las primeras cifras de ventas de Zelda: Echoes of Wisdom 3️⃣ Las palabras de Miyamoto en la inauguración del museo de Nintendo ... ¡y mucho más! ¿Vas a comprar en Wakkap? Usa el código UNCAFECONINTENDO y ahórrate un 5% en tu próxima compra (máximo 3€ de descuento) Visita nuestra TIENDA ONLINE en cafeconnintendo.redbubble.com APÓYANOS por lo que cuesta un café en https://uncafeconnintendo.wordpress.com/apoyanos/ Para estar informado del programa síguenos en nuestra cuenta de Twitter @cafeconnintendo Únete también a nuestra comunidad en Telegram https://t.me/uncafeconnintendo

The Kit & Krysta Podcast
138: Is The Legend of Zelda: Echoes of Wisdom Meeting our Expectations?

The Kit & Krysta Podcast

Play Episode Listen Later Oct 3, 2024 126:11


Thank you to Express VPN for sponsoring this episode. Visit http://www.ExpressVPN.com/KitAndKrysta for an extra three months FREE! *~*~*~*~*~*~*~*~*~*~*~*~*~*~* Hello and welcome to episode 138 of the Kit & Krysta Podcast! Today we're back from Japan and we've been playing a TON of The Legend of Zelda: Echoes of Wisdom. We'll be talking about whether the game is meeting our expectations so far. Don't forget that this will also be our spoilercast game for this month so we hope you look forward to a ton more discussion about this in a couple weeks. Also in this episode, we talk about all the games we played at Tokyo Game Show (it's a lot) and we react to the recent interviews Shigeru Miyamoto did around the opening of the Nintendo Museum. All this and much more is coming right up in this episode! 0:00 - Echoes, so many echoes 19:01 - Is The Legend of Zelda: Echoes of Wisdom meeting our expectations? 1:10:54 - Games we are playing (Dragon Quest 3 HD-2D Remake, Monster Hunter Wilds, Fantasy Life, Professor Layton, Yakuza Pirates in Hawaii) 1:31:44 - News news news (Miyamoto interview, Assassin's Creed Shadows delay, Ghost of Yotei announcement) 1:46:26 - Questions from our Patreon subscribers Patreon shout-outs: - All Hail the Final Boss - Aaron Hash - Ben Eichorn, MaruMayhem, Eigenverse, KissMyFlapjack, Mike Chin, Roy Eschke, Switchingitup_, vgmlife, Link The Hero of Winds, Angela Bycroft and her pig Molly, Thomas O'Rourke, Kyle LeBoeuf, Roberto Nieves, Fredrik Ulf Konradsson, Andrew Youhas, Chilly, Simon, krashuri, Master Discord, Ash, Ajay Kundlas, Fortygig Follow Us! https://www.patreon.com/kitandkrysta https://twitter.com/kitandkrysta https://www.tiktok.com/@kitandkrysta https://www.instagram.com/kitandkrysta/ http://www.facebook.com/kitandkrysta/ -Kit & Krysta

Nintendo Tonight
Everything YOU Missed From The Miyamoto Interview! - Episode 63

Nintendo Tonight

Play Episode Listen Later Oct 3, 2024 76:16


Legendary Nintendo icon Shigeru Miyamoto doesn't often do interviews but recently he's been talking about the future of Nintendo. The Super Mario Bros Movie 2? Nintendo Switch 2? New Nintendo Theme Parks? And so much more!

Super Switch Headz
Echoes of Wisdom is the Game Zelda Deserves - #277

Super Switch Headz

Play Episode Listen Later Oct 2, 2024 93:33


We give our thoughts this week on the latest Nintendo release, The Legend of Zelda: Echoes of Wisdom, with guest Emma Brockway. Is the game a worthy release for Zelda's first official time in the spotlight? We also cover all the gaming and Nintendo news, too, including new Nintendo Museum images and information, Miyamoto being interviewed by the New York Times, the Sony State of Play, new laws in California regarding digital sales, and more. As always, we close with the games we've all been playing. Listen to Super Switch Headz on Apple Podcasts, Spotify, YouTube or wherever you enjoy podcasts. 0:00:00 Introduction 0:08:54 News and Rumors 0:36:48 The Legend of Zelda: Echoes of Wisdom 1:23:18 Games We're Playing Discord: https://discord.com/invite/CWbF4gb Facebook: https://www.facebook.com/groups/switchheadz Patreon: https://www.patreon.com/SuperSwitchHeadz/ Website: http://www.switchheadz.com/

Nintendo Cartridge Society
Virtual Boy at the Nintendo Museum (News from 10-10-24)

Nintendo Cartridge Society

Play Episode Listen Later Oct 1, 2024 60:24


Patrick is joined by special guest Conner McCabe to discuss the all the enticing little news nuggets surrounding the opening of the Nintendo Museum, including how Miyamoto hopes people view Nintendo, and the fact that they have Virtual Boy games running on Switch. Plus, early impressions of The Legend of Zelda: Echoes of Wisdom Broken Age and point and click adventure gamesThe 3DS being "old school"Another new Picrosss game coming outThe out-of-controll Switch 2 rumor millKeanu Reeves' voice coming to Sonic x Shadow GenerationsA mysterious new filing with the FCCTMNT Shredder's Revenge DLC actually coming out (for real this time)SUPPORT US ON PATREON: https://www.patreon.com/nintendocartridgesocietyListen to Call Me By Your Game wherever you get your podcasts!FRIEND US ON SWITCHPatrick: SW-1401-2882-4137Mark: SW-8112-0583-0050

IGN Benelux: Confessions of a Super Geek
Moet Ubisoft bang worden voor Ghost of Yotei?

IGN Benelux: Confessions of a Super Geek

Play Episode Listen Later Oct 1, 2024 95:33


In deze aflevering van Side Quest bespreken we de aankondiging van Ghost of Yotei en welke invloed dit gaat hebben op Assassin's Creed. Daarnaast vertelt Sjaak over zijn liefde voor de nieuwe Crusader Kings-uitbreiding, en de Xbox Games Showcase op de Tokyo Game Show! ​Dankzij Sony kunnen we jullie nu ook prachtige beelden voorschotelen op zowel YouTube als Spotify, als je onze gezichtjes wil zien, dan kan dat dus daar. Hier in de studio hebben we een hele zieke camera staan, de Sony FX3. Met deze camera is ook de film The Creator gefilmd en dat zie je ook terug in de kwaliteit van onze opnames. Klik op de afbeelding om meer te leren over de vlogcamera's van Sony! Hoofdstukken: (00:00:00) - Intro / wat is er gegamed? (00:44:20) - Xbox Tokyo Game Show 2024 Highlights (00:51:00) - Vervolg op Ghost of Tsushima aangekondigd: Ghost of Yōtei (01:07:30) - Ubisoft CEO maakt zich geen zorgen over Ghost of Yotei (01:15:10) - Nintendo wil, volgens Miyamoto, niets te maken hebben met zogenaamde "gameoorlog" (01:22:50) - Blizzard werkt naar verluidt aan nieuwe StarCraft-shooter (01:29:35) - Sony verdubbelde de prijs van Horizon: Zero Dawn op PS4 na onthulling remaster voor PS5 (01:33:47) - Media tips & outro

Spielvertiefung: Auf einen Whisky
Im Gespräch: Phillip Brandes

Spielvertiefung: Auf einen Whisky

Play Episode Listen Later Sep 27, 2024 64:30


Ich spreche mit dem Literaturwissenschaftler Phillip Brandes über The Legend of Zelda und das Wiedererzählen. Während wir uns vom ersten Zelda aus dem Jahr 1986 über Majora's Mask aus dem Jahr 2000 bis zu Tears of the Kingdom vorarbeiten, geht es auch um Vergleich zum Nibelungenlied und Hideo Kojima. Als Grundlage für das

Bonuslevel Podcast
REVIEW: Zelda: Echoes of Wisdom is de beste Switch-game van 2024

Bonuslevel Podcast

Play Episode Listen Later Sep 25, 2024 47:49


Bastiaan heeft net als Jacco The Legend of Zelda: Echoes of Wisdom gespeeld, dus is het tijd voor een uitgebreide review. Deze podcast hoor je alles over het Echo-systeem, de dungeons, de framerate en waarom eigenlijk iedereen deze game moet spelen. Oh, en Bas gaat Miyamoto interviewen. Kom bij onze Discord! Via ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠deze link⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠kan je met ons en andere luisteraars kletsen over games, deals, nieuws en meer. Wil je zelf ook een vraag insturen of heb je iets leuks om te melden? Dat kan! Stuur een mailtje naar bonuslevelcast@gmail.com (of bonuslevelkast@gmail.com of bonuslevelqast@gmail.com) en wellicht hoor je jezelf terug in de volgende aflevering!

The Full-Bleed Podcast
Yuto Miyamoto & Manami Inoue (Founders: Troublemakers)

The Full-Bleed Podcast

Play Episode Listen Later Sep 20, 2024 24:41


GOOD TROUBLE—Troublemakers is a magazine about society's misfits. At least from the Japanese point of view. A bilingual, English/Japanese magazine, Troublemakers came about as a way to showcase people who were different, who stayed true to themselves, or about the long road those people had taken to self-acceptance.The founders, Editor Yuto Miyamoto and art director Manami Inoue, were inspired by a notion that Japanese culture perhaps did not value those who strayed too far from the herd.The magazine has been a success not just in Japan but globally, and perhaps mirrors a trend we see in streaming, for example, of a general public acceptance of universal stories from different places—gengo nanté kinishee ni (language be damned). Think, especially, of the success of Japanese television and movies like Shogun or Tokyo Vice or Godzilla Minus One. Of Japanese Pop, and anime, and food. It's an endless list.But Troublemakers is more than just a cultural document. It is proof of something shared, a commonality of human experience that exists everywhere. Speaking to Yuto and Manami, you sense a desire—and an invitation—to connect. With everyone. And that's, ultimately, what Troublemakers tries to do. ©2024 The Full-Bleed Podcast is a production of Magazeum LLC. Visit magazeum.co for more information.

Podcast de Puissance Nintendo : PNCast
Une rentrée Nintendo pleine de promesses (#176)

Podcast de Puissance Nintendo : PNCast

Play Episode Listen Later Sep 13, 2024 141:40


La rentrée a été précoce pour Nintendo avec une actualité faite d'un Indie World, un Nintendo Direct Partner Showcase et une présentation du Musée Nintendo par Miyamoto en personne. Le tout dans une actualité dense faite de jeux Nintendo Switch, de rumeurs sur la prochaine génération de consoles et surtout d'interrogations sur son calendrier et même son prix après le fiasco de la PS5 Pro ! Il fallait bien être 4 aux micros pour aborder tout ça ! Bonne rentrée avec ce 176e PNCAST !

The Nintendo Entertainment Podcast
Episode 393 - I Object To Embargoes!

The Nintendo Entertainment Podcast

Play Episode Listen Later Sep 6, 2024 100:48


The Nintendo Entertainment Podcast is here, and a friendly return opens the doors to PAX West and more! First, the team discusses their gaming exploits! Scott has returned from PAX West and regales us with ALL the titles that he got to test out! As for Will, he continues with Black Myth Wukong and notes the new FEH banner! Todd, meanwhile, was doing some embargoed games but can talk about one of them! Then, in the news, The Legend of Zelda Echoes of Wisdom has gotten some new insights and trailers, and it makes the team even more excited for it! Also, Super Mario Party Jamboree gets a new playable character, an OG Star Fox team member believes the series will continue because of Miyamoto, Sony and Xbox continue to make big eye-rolling mistakes, and more! Finally, the trio looks at the recent events on the PS5 and discusses why this is proof that the game industry needs to change for the better! So sit back, relax, and enjoy the Nintendo Entertainment Podcast!

Nintendo Cartridge Society
Zelda Takes a Swordfighter Form (News from 9/3/24)

Nintendo Cartridge Society

Play Episode Listen Later Sep 3, 2024 59:29


With less than a month to go before its release, Nintendo continues to reveal new details about The Legend of Zelda: Echoes of Wisdom, including a new Swordfighter form. Plus, Patrick and Mark's early impressions of Emio - the Smiling Man, developer NDCube rebrands as Nintendo Cube, and more.The guys also talk about:Patrick trying out Advanced Wars: 1+2 Reboot Camp.Additional details on Echoes of Wisdom, including its Hero Mode.Miyamoto's "strong feelings" for Star Fox.Nintendo of Europe's new president.After being delayed from April, Level 5's Vision 2024 showcase has a new date.SUPPORT US ON PATREON: https://www.patreon.com/nintendocartridgesocietyFRIEND US ON SWITCHPatrick: SW-1401-2882-4137Mark: SW-8112-0583-0050

TALK THIS: It's Dangerous to Podcast Alone
Episode 195. Balatro at the Olympics

TALK THIS: It's Dangerous to Podcast Alone

Play Episode Listen Later Aug 18, 2024 55:23


In this episode, Madelyn and Emma discuss Mario & Sonic at the Olympic Games and Balatro and whether poker could be at the Olympics. Also featuring card sharks, famous Miyamoto quotes, and a real lack of deep dives.

The Kit & Krysta Podcast
130: The People ACTUALLY in Charge at Nintendo Will Surprise You!

The Kit & Krysta Podcast

Play Episode Listen Later Aug 8, 2024 122:12


Thank you to Factor for sponsoring this episode! Go to http://www.FactorMeals.com/KitAndKrysta50 and use code KitAndKrysta50 for 50% off your first box and 20% your next month! Check out our amazing new line of merch available for a limited time! https://www.pixelempire.com/collections/kit-krysta *~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~*~* Hello and welcome to episode 130 of the Kit & Krysta Podcast! Today, we're going to peel back the curtain and reveal who actually is in charge at Nintendo. Everyone knows Miyamoto or Furukawa but there are five other super important and influential people at the company that we both worked closely with making the actual big decisions that impact us all. Let us tell you all about them! Also in this episode, we talk about the new The Legend of Zelda: Echoes of Wisdom trailer and the terrible shutdown of Game Informer. We're still playing a ton of great indie games and even beat one of them that might be the best indie game we've played all year. We wrap it all up with questions from our wonderful Patreon family. All this and more is coming right up! 0:00 - Gather 'round the campfire 8:25 - The puppet masters at Nintendo revealed 49:55 - Games we are playing 1:17:49 - News news news 1:36:01 - Questions from our Patreon subscribers Go support our friend Brian Shea's All Things Nintendo at http://www.Patreon.com/BrianSheaPodcasts Patreon shout-outs! - All Hail the Final Boss - Aaron Hash - MaruMayhem, Eigenverse, KissMyFlapjack, Mike Chin, Roy Eschke, Switchingitup_, vgmlife, Link The Hero of Winds, Angela Bycroft and her pig Molly, Thomas O'Rourke, Kyle LeBoeuf, Roberto Nieves, Fredrik Ulf Konradsson, Andrew Youhas, Chilly, Brustache, Simon, krashuri, Master Discord, Ash, Ajay Kundlas, Fortygig Follow Us! https://www.patreon.com/kitandkrysta https://twitter.com/kitandkrysta https://www.tiktok.com/@kitandkrysta https://www.instagram.com/kitandkrysta/ http://www.facebook.com/kitandkrysta/ -Kit & Krysta

Toadstool Boardroom
Who Are the Four Giants of Nintendo History? | TSBR 100

Toadstool Boardroom

Play Episode Listen Later Jul 31, 2024 91:00


To celebrate 100 episodes of the Toadstool Boardroom, we're taking a look at the most influential figures in Nintendo history. From the names you know like Miyamoto and Iwata, to the unsung heroes that deserve more recognition, we walk through 12 names you need to know if you care about Nintendo's legacy. Then, we reflect on the show and listen to your voice messages about what the Boardroom has meant to you. Thank you so much for supporting us through the last 100 episodes, here's to 100 more!! Follow us on Twitter: ToadstoolBR | https://x.com/toadstoolbr Logan Plant | https://x.com/loganjplant Justin Koreis | https://x.com/koreis Chris Shriver | https://x.com/SHRIVES93 Join our Discord: https://discord.com/invite/GKVqZTRVAQ References: https://web.archive.org/web/20200418092054/https://v1.escapistmagazine.com/articles/view/video-games/issues/issue_87/490-Searching-for-Gunpei-Yokoi https://www.nintendolife.com/news/2021/08/random_did_you_know_the_name_metroid_was_made_by_combining_metro_and_android https://www.newyorker.com/tech/annals-of-technology/postscript-the-man-behind-nintendo https://web.archive.org/web/20110721221628/http://www.1up.com/news/nintendo-president-yamauchi-builds-83 https://www.wired.com/2007/03/vgl-koji-kondo-/ https://en.wikipedia.org/wiki/Kazumi_Totaka https://www.gamedeveloper.com/business/layoffs-are-not-the-solution-nintendo-s-iwata https://web.archive.org/web/20121011005838/http://www.gamesetwatch.com/2008/04/column_game_mag_weaseling_just.php https://www.nintendo.com/en-gb/Iwata-Asks/Iwata-Asks-The-Legend-of-Zelda-Ocarina-of-Time-3D/Vol-2-Original-Development-Staff-Part-1/3-Let-s-Go-to-Toei-Kyoto-Studio-Park-/3-Let-s-Go-to-Toei-Kyoto-Studio-Park--231680.html

Nintendo Pow Block Podcast
399. How is Nintendo Still Delivering on Switch in 2024?

Nintendo Pow Block Podcast

Play Episode Listen Later Jul 2, 2024 103:41


Boss Rush on Patreon⁠ ⁠Boss Rush on YouTube⁠ ⁠Boss Rush Website This week on Pow Block Podcast, Edward and Corey discuss how Nintendo is still delivering so many great games on the Switch eight years in based off of the Boss Rush Banter piece by Josh Martinez, Miyamoto's age, and more. Time Stamps: 0:00 - Welcome to Nintendo Pow Block 1:57 - Housekeeping & Current Content 11:07 - Snacktendo 16:13 - Playing with Power 29:17 - FamiNews 46:43 - Banter of the Week 1:02:53 - Pak Watch 1:10:03 - Question Block 1:12:53 - Thanks for Watching! 1:14:09 - Post Show (Patreon Exclusive Beginning 401) Follow Boss Rush: X/Twitter: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠https://www.twitter.com/bossrushnetwork⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ Instagram: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠https://www.instagram.com/bossrushnetwork⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ Threads: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠https://www.threads.net/bossrushnetwork⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ Facebook: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠https://www.facebook.com/bossrushnetwork⁠ YouTube: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠https://www.youtube.com/bossrushnetwork ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ Podcast: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠https://www.anchor.fm/nintendopowblockpodcast⁠⁠ Join our Community: Discord: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠https://discord.gg/GHp5y8tQcu⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ Follow the Hosts: Edward Varnell: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠https://www.twitter.com/ThatRetroCode⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ Corey Dirrig: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠https://www.twitter.com/IamCoreyinHD⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ Thank you for listening or watching Pow Block Podcast, part of The Boss Rush Network's family of podcasts. If you enjoyed our discussions please subscribe to Boss Rush Network on YouTube or your favorite podcast service. You can support the shows over on The Boss Rush Network Patreon Page. Follow us on all Social Media platforms at Boss Rush Network. 

Spot Dodge: A Live Nintendo Podcast
Luigi's Mansion 2 is AWFUL!? + Miyamoto SPEAKS!

Spot Dodge: A Live Nintendo Podcast

Play Episode Listen Later Jul 2, 2024 124:09


Press X Join the Press X Discord: https://discord.gg/MAXtvmv2rw  Topics:  Nintendo says it wants to avoid Switch 2 scalping by making enough to meet demand https://www.videogameschronicle.com/news/nintendo-says-it-wants-to-avoid-switch-2-scalping-by-making-enough-to-meet-demand/ Miyamoto: If Nintendo has a game that sells 30 million units every 3-5 years, they'll be fine https://famiboards.com/threads/miyamoto-if-we-have-a-game-that-sells-30-million-units-every-few-years-well-be-fine-interview-with-itoi.10155/ Nintendo has added three women to its board of directors, bringing total to four https://x.com/stephentotilo/status/1806680622452089088 27-year-old man admits cancelling Nintendo Japan events by threatening to ‘kill everyone' for ‘shitty games' https://www.videogameschronicle.com/news/27-year-old-man-admits-cancelling-nintendo-japan-events-by-threatening-to-kill-everyone-for-shitty-games/ After outcry, Pokémon TCG contest disqualifies AI entries in an art contest https://x.com/PokemonTCG/status/1805430785056588279 Palworld dev says it hasn't received any complaints from Nintendo or Pokemon Company, Switch version would be “hard” https://nintendoeverything.com/palworld-switch-nintendo-pokemon-company/ Donkey Kong had many alternative names, like Kong Dong https://x.com/MarioBrothBlog/status/1803472401486758172 Capcom Next: Kunitsu-Gami demo out now, new Resident Evil game confirmed https://x.com/RE_Games/status/1807905937216491570 Sega's Crazy Taxi reboot is a ‘massively multiplayer driving game' https://www.videogameschronicle.com/news/segas-crazy-taxi-reboot-is-a-massively-multiplayer-driving-game/ Konami producer says it would be ‘the dream' for Kojima to return to Metal Gear https://www.videogameschronicle.com/news/konami-producer-says-it-would-be-the-dream-for-kojima-to-return-to-metal-gear/ Questions from Discord:  Brasop: Would you want Nintendo to upgrade their Switch online service for the Switch 2 to something closer to the psn+ and xbox game pass model?  Nintendo games hold their value so well and rarely go on sale, or if they do its 20% of  3 years later. How good would it be to get first party games day one like game pass, or maybe a couple years down the track like psn+. I would drop my subscription of the other consoles if Nintendo expanded their subscription service to include newer/current games.... Joe: What are your favorite types of side quests or mini games within games? For example, fishing or gambling, etc. What we're playing: Mary: Neon White, Paper Mario The Thousand-Year Door, Final Fantasy 16, Luigi's Mansion 2 HD John: Ys: Memories of Celceta, just barely  Greg: Apex Legends, Gears of War 4 (almost done!), Battletoads ✅, Metroid Zero Mission Brett L:  FF16 The Rising Tide, Luigis Mansion 2 HD, Wolf Among Us, Gears 2 w/ Brett M, Gears 1 done Alan Wake 2 Night Springs Brett M: Getting Fired Simulator

GrubbSnax
Star Wars: Bounty Hunter Headed to Modern Consoles

GrubbSnax

Play Episode Listen Later Jun 27, 2024 51:04


Jeff Grubb is joined by Jan Ochoa to break down a whole slew of Nintendo related news like how they're handling the recent leaks and what Miyamoto is planning for the future. We also cover the most wishlisted game headed out of Summer Game Fest, Aspyr bringing back Star Wars: Bounty Hunter, and much more!

Diet Science
Heart Matters: Unraveling Diet, Genes, and Cardiovascular Health

Diet Science

Play Episode Listen Later Jun 23, 2024 7:16


A study examining ancient mummies from various countries revealed that one-third of them had atherosclerosis (plaques in the arteries), a precursor to heart disease, regardless of following Paleo-type or Mediterranean-type diets. This ratio mirrors what we see in modern populations. Listen in this week as Dee uncovers how we can harness the power of diet to overcome our genetic predispositions and lead healthier, heart-friendly lives.Reference:Thompson, R. C., Allam, A. H., Lombardi, G. P., Wann, L. S., Sutherland, M. L., Sutherland, J. D., Soliman, M. A.-T., Frohlich, B., Mininberg, D. T., Monge, J. M., Vallodolid, C. M., Cox, S. L., Abd el-Maksoud, G., Badr, I., Miyamoto, M. I., el-Halim Nur el-din, A., Narula, J., Finch, C. E., & Thomas, G. S. (2013). Atherosclerosis across 4000 years of human history: The horus study of four ancient populations. The Lancet, 381(9873), 1211–1222. https://doi.org/10.1016/s0140-6736(13)60598-x 

Nintendo Pow Block Podcast
392. Miyamoto is Heavily Involved in the Zelda Movie

Nintendo Pow Block Podcast

Play Episode Listen Later May 21, 2024 126:27


Support Boss Rush on Patreon⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ This week on Nintendo Pow Block, Edward and Corey discuss The Legend of Zelda movie and Miyamoto's involvement, the next Super Mario Bros. movie based on Chris Pratt's recent comments, Paper Mario's preorder situation, and more. Follow Boss Rush: X/Twitter: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠https://www.twitter.com/bossrushnetwork⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ Instagram: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠https://www.instagram.com/bossrushnetwork⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ Threads: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠https://www.threads.net/bossrushnetwork⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ Facebook: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠https://www.facebook.com/bossrushnetwork⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ LinkedIn: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠https://www.linkedin.com/company/bossrushnetwork/⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ YouTube: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠https://www.youtube.com/bossrushnetwork ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ Podcast: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠https://www.anchor.fm/nintendopowblockpodcast ⁠⁠ Join our Communities: Discord: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠https://discord.gg/GHp5y8tQcu⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ Facebook: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠https://www.facebook.com/groups/bossrushnetwork⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ LinkedIn: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠https://www.linkedin.com/groups/12948553/⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ Website: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠https://www.bossrush.net⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ Patreon: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠https://www.patreon.com/bossrushnetwork ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ Nintendo Pow Block Hosts: Corey Dirrig: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠https://www.twitter.com/IamCoreyinHD⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ Edward Varnell: ⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠https://www.twitter.com/ThatRetroCode⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠⁠ Thank you for watching Nintendo Pow Block on The Boss Rush Network. If you enjoyed this discussion, please consider subscribing to the Boss Rush Network YouTube channel and leave a thumbs up on the video. Consider leaving the show a rating and a nice review on your favorite podcast service. Your listenership and support means more than you know. Thanks for watching and listening and we will see you next week.

RN-MENTOR
Dr. Suzanne Miyamoto

RN-MENTOR

Play Episode Listen Later May 14, 2024 49:31


For additional notes and links for this podcast please visit www.alirtayyeb.com/rnmentor-podcast

Imaginary Worlds
How Nintendo Leveled Up

Imaginary Worlds

Play Episode Listen Later May 8, 2024 39:05


Over the past 40 years, Shigeru Miyamoto has been inventing the modern video game one pixel at a time. From Donkey Kong to Super Mario Bros to The Legend of Zelda, Miyamoto turned wonder and exploration into game mechanics, and incorporated his personal experiences into his games. I talk with Illinois Institute of Technology dean Jennifer deWinter and Oakland University professor Sam Srauy about how Miyamoto changed Nintendo, and where his influence can be seen in big budget and indie video games today. Get up to 60% off at Babbel.com/IMAGINARY Learn more about your ad choices. Visit megaphone.fm/adchoices

The MinnMax Show
Akira Toriyama's Impact, Unicorn Overlord, Star Wars: Dark Forces

The MinnMax Show

Play Episode Listen Later Mar 14, 2024 147:12


On this week's episode of The MinnMax Show, Ben Hanson is joined by Kelsey Lewin, Jeff Marchiafava, and Kyle Hilliard to talk about Unicorn Overlord from Vanillaware, get JeffM's take on Final Fantasy VII Rebirth, dust off our Playdates for Mars After Midnight, go back in time and celebrate another interactive documentary with Llamasoft: The Jeff Minter Story, and then we talk about the impact of Dragon Ball creator Akira Toriyama's impact on the game industry. Then we answer questions submitted on Patreon by the community and award the iam8bit question of the week! You can win a prize and help make the show better by supporting us on Patreon and leaving a question! https://www.patreon.com/minnmax Watch and share the video version - https://youtu.be/koZn-XoasjY Help support MinnMax's supporters! https://www.iam8bit.com - 10% off with Promo Code: THINMINTS Get a 4-week trial, free postage, and a digital scale at https://www.stamps.com/minnmax. Thanks to Stamps.com for sponsoring the show! Break the bad habit at https://tryfum.com/MINNMAX to save 10% off the Journey Pack today. To jump to a particular discussion, check out the timestamps below... 00:00:00 - Intro 00:01:48 - Unicorn Overlord 00:15:53 - Final Fantasy VII Remake vs. Rebirth 00:35:03 - Mars After Midnight 00:43:23 - Miyamoto's small projects 00:49:21 - Llamasoft: The Jeff Minter Story 01:04:19 - Remembering Akira Toriyama 01:18:03 - Star Wars: Dark Forces 01:25:59 - Contra: Operation Galuga 01:31:55 - Thanking MinnMax's biggest supporters 01:38:00 - Community questions 02:13:42 - Get A Load Of This JeffM's GALOT - https://www.pcgamer.com/games/life-sim/stardew-valley-players-finally-learn-the-truth-eric-barone-confirms-that-for-the-past-8-years-left-to-right-harvesting-has-been-100ms-faster-than-right-to-left-harvesting/ Kelsey's GALOT - https://x.com/captpan6/status/1766194533698568634?s=46&t=wlHcJFH6Wov4aCAEAJX5Qw Hanson's GALOT - https://www.youtube.com/watch?v=qDKHFT_ltRQ Kyle's GALOT - https://bsky.app/profile/johntv.bsky.social/post/3kl5msnmtev27 Community GALOT - https://youtu.be/SmcsediT3hs?si=OeElaK9KgWfANzEn Disclosure - Games discussed on MinnMax content are most often provided for free by the publisher or developer. Follow us on Twitch - https://www.twitch.tv/minnmaxshow Subscribe to our YouTube channel - https://www.youtube.com/minnmax Subscribe to our solo stream channel - https://www.youtube.com/@minnmaxstreamarchives Support us on Patreon - https://www.patreon.com/minnmax Buy MinnMax merch here - https://minnmax.com/merch Follow us on Twitter - https://twitter.com/minnmaxshow Follow us on Facebook - https://www.facebook.com/minnmaxshow Go behind the scenes on Instagram - https://www.instagram.com/minnmaxshow Become a Game Champion by supporting MinnMax at the $50 tier on Patreon and lock in the game of your choice! https://www.patreon.com/minnmax Microsoft Flight Simulator - hypeperformancegroup.com Twisted - Michael Berry Balatro - Joshua Ayers Scarlet Hollow - ManifestEcho Odin Sphere Leifthrasir - Malcolm Holliday Skies of Arcadia - Joel Hulseman Ghost of Tsushima - ProcyonNumber6 Final Fantasy X - Andres Silva Luck be a Landlord- TrampolineTales Helldivers 2 - Patrick Polk QWOP - Pretty Good Printing This podcast is powered by Pinecast.

Remember The Game? Retro Gaming Podcast
Remember The Game? #285 - Super Mario Bros: The Lost Levels (Part II)

Remember The Game? Retro Gaming Podcast

Play Episode Listen Later Feb 14, 2024 87:25


Our Patreon podcasts are FINALLY available on Spotify! You can browse the entire catalog by searching for 'Remember The Game? Industries' on Spotify now! Are you on social media? Of course you are. So follow us!  Twitter: @MemberTheGame Instagram: @MemberTheGame Twitch.tv/MemberTheGame Youtube.com/RememberTheGame And if you want access to hundreds of bonus (ad-free) podcasts, along with multiple new shows EVERY WEEK, consider showing us some love over at Patreon. Subscriptions start at just $3/month, and 5% of our patreon income every month will be donated to our 24 hour Extra-Life charity stream at the end of the year! Patreon.com/RememberTheGame And you can check out Bradley's wheelings & dealings at: Instagam: @TheGamingOdyssey Twitch.tv/VideoGameOdyssey I dunno if Miyamoto was just in a bad mood or something, but The Lost Levels is probably his most sadistic creation to date. This game is like Mario Dark Souls. And I don't know what it is about it, but I love it. I like tough platformers, I love Mario games, and this one cranks the difficulty up to about 50. It has to be the hardest (Nintendo published) Mario game ever made. And while it originally didn't make its way over here until Mario All-Stars on the SNES, the original version is available on Switch Online now. Both of them will fuck you up. My guest this week, Bradley McCue, took one for the team and spent over a week plugging away at Lost Levels and fighting the urge to throw his controller to get ready for this podcast, and we have a pretty beefy convo about whether or not Lost Levels is good, too hard, and if it was the right call by Nintendo to not release it in North America back in the day (it was). And before we RAGE, I put together another edition of the Infamous Intro! This week, someone asks if it's wrong to play games on easy these days. Where do I stand on the Slay The Spire board game? And what classic series that HASN'T got the remake treatment yet do I want to see get it the most?? Plus we play another round of 'Play One, Remake One, Erase One', too! This one features 3 NES tough games: Blaster Master, Fester's Quest, and Ghosts N Goblins. Learn more about your ad choices. Visit megaphone.fm/adchoices