Personasama

@persona.bsky.social

Jonathan Kim. Worked on Scott Pilgrim EX & Penny’s Big Breakaway. Animator on Skullgirls, Indivisible, TMNT: Shredder's Revenge & 1st Scott Pilgrim game. Art feed: #✏️ https://bsky.app/profile/did:plc:755iakaobnmfqlbdoyojat5s/feed/aaait2rkf73ko

In another world, Mario 64 would require holding a button to run like the 2D games. Makes me think of how Monster Hunter originally had running require holding R down, to now where it’s a toggle via analog stick press, and how different that feels in comparison. So many layers to physical game feel

Miyamoto and Kenji Eno talking about how originally Mario 64 required holding a button down to run but they removed it to make it easier to play for kidsEno mentions how he thinks PC games aren’t as immersive because you only use a mouse. This was before FPS games were huge in Japan, so WASD movement wasn’t common
shmuplations.com@shmuplations.bsky.social · 3w ago

Today we have something special: a newly translated interview from July 1996 between Shigeru Miyamoto and Kenji Eno! Conducted just weeks after the launch of Mario 64, Eno takes Miyamoto to task (in a friendly way) with several fascinating critiques of its design. shmuplations.com/miyamotoxeno/

Today we have something special: a newly translated interview from July 1996 between Shigeru Miyamoto and Kenji Eno! Conducted just weeks after the launch of Mario 64, Eno takes Miyamoto to task (in a friendly way) with several fascinating critiques of its design. shmuplations.com/miyamotoxeno/

Shigeru Miyamoto x Kenji Eno (1996) - shmuplations.com

In July 1996, Kenji Eno visited Nintendo HQ to speak with Shigeru Miyamoto as the first of his "cross-talk" series.

shmuplations.com

This game is so fucking funny because they tried to downplay Mike's involvement so much despite the fact that everyone he'd ever worked with or talked to about future projects knew this was just recycled Lab Zero ideas, and then it ships looking like Skullgirls 2: Deadly Airport.

THE Vinz Vektor - EN Vtuber@posindustries.bsky.social · 3w ago

Yeah, they said he was just there working on netcode in a closet by himself with zero supervisory responsibility when he was on Diesel Legacy, too. Then the game came out and the credits rolled, and it turns out that was a fucking lie.

@persona.bsky.social I’m convinced you and Black are underrated comedic geniuses. I just finished reading the Minivangelion comic and can’t believe all the little details I completely forgot about in the first printing! Or the sheer amount of car puns you pulled!

BildSUBTLE FORESHADOWING

I built a Casio Loopy Emulator core for RetroArch but I don’t want to be responsible for maintaining it, does anyone want to put it in their own GitHub repository and submit it to libretro-super

A hidden terribleness about the AI translations of older games that keep popping up lately - in this case Tricolor Crise for the Dreamcast - is the way they knock the wind out of the sails of the people who are trying to actually do it properly. LLM version didn't even use the right character names.

Yuvi@yuvi.app · 3w ago

I have been working on this game with a real proper translation for quite some time now. This whole thing has just been a slap to my face for all the time and effort I've put into making something great for this great game. This person gives zero F's about this game; they just chose it because.

Someday We’ll Get There is real because halfway through there’s a character who says “see me in a real game” and the main girl suddenly pivots from learning Not Tekken to learning Not EXVS

screenshot of Someday We’ll Get There manga.
Two girls are shown playing an animal version of EXVS.

wow this is doing numbers (derogatory) everyone should read Itsuka Minoreba/Someday We’ll Get There, a short yuri series from 2017 (printed in Comic Yurihime for good measure) that forgets about the yuri to draw long-winded explanations of how frame data works. This manga walked so TaiAri could run.

cover of Itsuka Minoreba Volume 1 manga.
Two girls are in an arcade, with one girl placing her hand on top of the other’s.screenshot of Someday We’ll Get There manga.
It’s a two-page spread where one character explains the entire concept of frame data and fighting game animations to her yuri love interest.

Learn about the making of Taito's 3D fighting game Psychic Force 2012 in this lengthy interview from 1999! The team discusses the origins of the series and their unique approach to character design and lore. shmuplations.com/psychicforce...

Psychic Force 2012 – 1999 Developer Interview - shmuplations.com

This Psychic Force 2012 interview originally appeared in the PF2012 Official Art Setting book and looks at the initial planning stages and character design.

shmuplations.com