Comments From Miyamoto On Wii, Industry
This past December, Nintendo designer Shigeru Miyamoto sat down with the Talk Asia program. It was only just recently translated and (via Ars Technica), CNN is carrying the resulting commentary. Miyamoto discusses the creation of Mario, the future of the Nintendo, the problems facing the games industry today, and the 'awesomeness' of the Wii's name. "I think anyone can enjoy video games. But some people shy away from them, just by looking at the shape of the console, or they think it is complicated when they have to plug the machine into their television set. However, I think if it is something that is simple to connect and play, it can be enjoyed by anybody, especially if they can interact with the characters. We also have to think about the themes of the games. There is an abundance of themes that people are interested in, and video games have only touched on few of them."
Whenever I see a reminiscence about fun, yet somewhat dated PC games, the same group of popular gems like X-COM, Fallout, Star Control II, and Syndicate get the most attention. During these conversations, I always bring up a small lost gem, but very few have heard of it and even fewer have played it. This diamond in the rough? Rocket Science's "Rocket Jockey". Published by SegaSoft back in 1997, Rocket Jockey lived a short life between being too powerful for some machines and yet incompatible with next generation PCs. In addition, the coveted LAN play-enabling patch was released far too late in the game, after any popularity Rocket Jockey had built faded away. Rumor had it the game would be released to the Playstation, but this never came to fruition. Rocket Jockey is a game about a future sport; rocket... jockeying. As a Rocket Jockey, you straddle a rocket and ride it around a gladiatorial style arena at high speeds. Armed with a grapple on either side to help steer in a 1989 Batmobile fashion, you can enter any of three modes of play: 1) Rocket Racing: speed around an obstacle course to be the fastest competitor (or solo for a time trial). 2) Rocket Ball: a polo-style sport involving snagging balls with the grapple and whipping them appropriately into goals before your opponents can stop you or score more. 3) Rocket War: a gladiatorial battle against other competitors which involves ramming other rockets, snagging jockeys off their mounts with the grapple, tying various items (jockeys, rockets, poles, bombs) to other items (jockeys, rockets, poles, bombs) for style points. Simplistic as they sound, this was an incredible and intuitive game, pure unadulterated genius. Besides the addictive game-play (oh, the screams of a competitor jockey ripped from his rocket and swung into a pole), what also stood out with Rocket Jockey was the classy style; down-home 1950's Americana sensibilities reminiscent of Interplay's Fallout series combined with snarky, nihilistic future ad designs. And the music. Oh, the music. The game was accompanied by a surf guitar soundtrack from none other than Dick Dale himself. No game I know of has even come close to being anything like Rocket Jockey (Jet Moto?). And that's the clincher; it would be so simple to recreate today. To not give this game a proper revival would be a crime. And that's where the Wii comes in. The controls are a near-perfect match. The rocket is controlled by leaning; left or right and you drift in that direction. Up or down were the same, though there wasn't much of a height radius (rockets only went, at most, ten feet from the ground, just enough to ram an opponent off rocket). This basic guidance could be controlled with the Wiimote, with emphasis based on increasing the angle the Wiimote is bent. Being a PC game, speed and launching and releasing the grapples (left and right) were all keyboard based. Velocity (speed, braking) could be handled with A and B, and the Nunchuk could conform to a nice grapple. Aiming was originally nonexistant; it was based on the rocket's angle of lean. With a slight adjustment an aim factor could be a variable handled by the analog stick. This game was way too short lived and was so good it cries to be remade for the modern day. Fan attempts have been made to bring it to Unreal Tournament and other platforms. In a recent attempt to get in touch with one of the former developers, I was informed that lawyers constantly botched earlier attempts to get this game properly licensed for a remake. With my prodding, said contact did put forth the idea of porting or re-developing Rocket Jockey to the few remaining Rocket Science alumni. So far, nothing yet has come of this. If anyone out there can do anything for this game, I implore you to try. With the additional promise of online multi-player (or at least split-screen local), an update of Rocket Jockey has the potential to be a future solid gold hit.
Our gas is cheap so we don't care about the few miles per gallon boost you usually get with a manual vs. an automatic transmission. Also, Europeans don't seem to mind driving those cheap little clown cars that we wouldn't be caught dead in (pardon the pun) and since manual transmissions are cheaper to manufacture than automatics you people seem more drawn to them. Fucking faggot euro-trash fucks. Fuck off.